"Development Level >>"? Figuring out what all these numbers do.

The inheritance of the refinery economy tracks from what we know now of rocky worlds. But the presence of CO2 but no agri influence is puzzling. We're trying to pin down why because in other cases, it's agri for sure🤷‍♂️
It seems to be producing food cartridges…. Might be a coincidence .
 
It seems to be producing food cartridges…. Might be a coincidence .
That's super weird, since before now Food Cartridges have been an industrial product.
Edit: Upon looking at your station, it definitely got nuked by a partial industrial economy.
Rocky Ice worlds may just be a shared Rocky and Ice world for the purposes of initial economy, hence the shared Refinery/Industrial economy on that station. Would make those planets worthless for colonization!
 
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I guess we can use argon as a test case. Has anyone come across an icy planet with argon that has agri influence?
What about a rocky world with a visual ammonia atmosphere but has no atmospheric pressure?
Screenshot 2025-04-05 235249.png
 
Orbis build is complete. Looks like that tourism/agriculture property of water worlds is accurate.

"StationEconomy":"$economy_Tourism;", "StationEconomy_Localised":"Tourism", "StationEconomies":[ { "Name":"$economy_Tourism;", "Name_Localised":"Tourism", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":1.000000 }

Also came online with pretty much all services immediately, including universal cartographics. (Besides the ones in the concourse that require full deployment)

... will probably eventually still add a space farm into the orbital slot and see what that does, if I do any further building in system while this is yet to be figured out. Also tempted to just add two extra refineries to my Coriolis in the other system now that some people have decided it's an oh-so-great idea to ransack the local refinery for non-carrier haulers and limited resupply rates with their carriers, instead of the dozen or more systems in the core of the Bubble with millions of supply (and definitely in carrier jump range). Even if it ends up temporarily messing it up until the system is [potentially] changed to a less arbitrary assignment of economies (as I have another 2 build slots on the planet then, with which to get the economy updated again if that proves necessary).
 
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... Also tempted to just add two extra refineries to my Coriolis in the other system now that some people have decided it's an oh-so-great idea to ransack the local refinery for non-carrier haulers and limited resupply rates with their carriers,.....
well, isn´t that the idea behind the whole point of colonization? To develope markets which are more near to current expansions?
Although I can relate to that as I am building Depot-Systems along my chain as well.

Positive side-effect of that - as your markets are frequented, it has positive influence on BGS and therefore happiness - should increase your payouts/royalties
 
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To develope markets which are more near to current expansions?
Yes, but I hadn’t made it so its 8-10kish respective supply (currently no boom state in system, haven’t been bothered to work it toward one) would just get pillaged by carriers that, while likely taking it for their own build projects, can just as easily frequent a location that will allow them to easily fill their holds while leaving the undeveloped fringes with that more local option.

But I guess some people are just very stingy with their tritium. The only time I felt hurt having to remove it from storage was selling some of it off to make space for the bulk stuff to build the last ~50% of the big station.

My next claim will be a military outpost orbiting a lone star. Can see if it gets any boosts or just remains at its baseline military status. Think there’s at least one other star-only system remaining on the chain to put a colony outpost down as the primary, see whether “Star placement = Mil economy” applies (I did see that correctly prior in the thread?).
 
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Orbis build is complete. Looks like that tourism/agriculture property of water worlds is accurate.

"StationEconomy":"$economy_Tourism;", "StationEconomy_Localised":"Tourism", "StationEconomies":[ { "Name":"$economy_Tourism;", "Name_Localised":"Tourism", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":1.000000 }

Also came online with pretty much all services immediately, including universal cartographics. (Besides the ones in the concourse that require full deployment)

... will probably eventually still add a space farm into the orbital slot and see what that does, if I do any further building in system while this is yet to be figured out. Also tempted to just add two extra refineries to my Coriolis in the other system now that some people have decided it's an oh-so-great idea to ransack the local refinery for non-carrier haulers and limited resupply rates with their carriers, instead of the dozen or more systems in the core of the Bubble with millions of supply (and definitely in carrier jump range). Even if it ends up temporarily messing it up until the system is [potentially] changed to a less arbitrary assignment of economies (as I have another 2 build slots on the planet then, with which to get the economy updated again if that proves necessary).
Do you have data for non landable AW by any chance?
 
Help me understand why none of my systems seem to have changed?

I'm CERTAIN i'm missing something - so forgive my ignorance...

Okay so I have four systems - I just did a quick tour of em in my mandy to check the markets etc given these changes everyone is talking about.

The first two systems are boring - simple civvy outposts:
  • The first orbits a non-landable HMC. Elsewhere in the system I have a mining installation (orbital) and i think a satellite installation? Different planets than the HMC - before i understood anything of the colonisation mechanics.
  • The second is another civvy outpost that orbits a landable rocky world with little or no metal content. Nothing else built in that system as yet.
Both of these remain 'colony' markets, and both of these only sell the good brown ooze - biowaste.

Now - on to the interesting ones...
  • The third system has a commercial outpost orbiting an Earth-like. There's also a small agricultural settlement on another planet (an ice world with atmosphere)
  • The fourth system is the one i'm working on most. It has a HUGE HMC with 7 planetary slots. I have a civvy outpost orbiting it, with a refinery hub on the surface. On two other moons I have 2 small agricultural (ice world with atmosphere) and 2 small military (ice world no atmosphere). I'm currently building a coriolis around the afforementioned HMC.
Now the ONLY system with a healthy market has always been the fourth one. The civvy around the HMC has had a healthy 50/50 colony/refinery as per the journal. The civvy around the Earth like by contrast has only ever sold human s*it.

The thing is - ALL of these systems are EXACTLY the same after the recent covert update. Even the quantities in the refinery market in the last system remain the same. What am i missing? From what i've read so far the commercial around the Earth like should now be tourism, and the civvy around the HMC should now be a mix of extraction, refinery, colony, and i guess agriculture? But they're all exactly the same.

Apologies again if i've missed something huge here...

John

EDIT: Just to be clear, the journals STILL report the civvy around the HMC as 50/50 refinery/colony.
 
Help me understand why none of my systems seem to have changed?

I'm CERTAIN i'm missing something - so forgive my ignorance...

Okay so I have four systems - I just did a quick tour of em in my mandy to check the markets etc given these changes everyone is talking about.

The first two systems are boring - simple civvy outposts:
  • The first orbits a non-landable HMC. Elsewhere in the system I have a mining installation (orbital) and i think a satellite installation? Different planets than the HMC - before i understood anything of the colonisation mechanics.
  • The second is another civvy outpost that orbits a landable rocky world with little or no metal content. Nothing else built in that system as yet.
Both of these remain 'colony' markets, and both of these only sell the good brown ooze - biowaste.

Now - on to the interesting ones...
  • The third system has a commercial outpost orbiting an Earth-like. There's also a small agricultural settlement on another planet (an ice world with atmosphere)
  • The fourth system is the one i'm working on most. It has a HUGE HMC with 7 planetary slots. I have a civvy outpost orbiting it, with a refinery hub on the surface. On two other moons I have 2 small agricultural (ice world with atmosphere) and 2 small military (ice world no atmosphere). I'm currently building a coriolis around the afforementioned HMC.
Now the ONLY system with a healthy market has always been the fourth one. The civvy around the HMC has had a healthy 50/50 colony/refinery as per the journal. The civvy around the Earth like by contrast has only ever sold human s*it.

The thing is - ALL of these systems are EXACTLY the same after the recent covert update. Even the quantities in the refinery market in the last system remain the same. What am i missing? From what i've read so far the commercial around the Earth like should now be tourism, and the civvy around the HMC should now be a mix of extraction, refinery, colony, and i guess agriculture? But they're all exactly the same.

Apologies again if i've missed something huge here...

John
You have to build something new, to "force a refresh", so to speak. And it has to be done on the specific body or in its orbit.
So if you still have an empty slot in the orbit of the ELW, you can add something there, and only afterwards you'll see the change.
 
Help me understand why none of my systems seem to have changed?

I'm CERTAIN i'm missing something - so forgive my ignorance...

Okay so I have four systems - I just did a quick tour of em in my mandy to check the markets etc given these changes everyone is talking about.

The first two systems are boring - simple civvy outposts:
  • The first orbits a non-landable HMC. Elsewhere in the system I have a mining installation (orbital) and i think a satellite installation? Different planets than the HMC - before i understood anything of the colonisation mechanics.
  • The second is another civvy outpost that orbits a landable rocky world with little or no metal content. Nothing else built in that system as yet.
Both of these remain 'colony' markets, and both of these only sell the good brown ooze - biowaste.

Now - on to the interesting ones...
  • The third system has a commercial outpost orbiting an Earth-like. There's also a small agricultural settlement on another planet (an ice world with atmosphere)
  • The fourth system is the one i'm working on most. It has a HUGE HMC with 7 planetary slots. I have a civvy outpost orbiting it, with a refinery hub on the surface. On two other moons I have 2 small agricultural (ice world with atmosphere) and 2 small military (ice world no atmosphere). I'm currently building a coriolis around the afforementioned HMC.
Now the ONLY system with a healthy market has always been the fourth one. The civvy around the HMC has had a healthy 50/50 colony/refinery as per the journal. The civvy around the Earth like by contrast has only ever sold human s*it.

The thing is - ALL of these systems are EXACTLY the same after the recent covert update. Even the quantities in the refinery market in the last system remain the same. What am i missing? From what i've read so far the commercial around the Earth like should now be tourism, and the civvy around the HMC should now be a mix of extraction, refinery, colony, and i guess agriculture? But they're all exactly the same.

Apologies again if i've missed something huge here...

John

EDIT: Just to be clear, the journals STILL report the civvy around the HMC as 50/50 refinery/colony.
correct me if I'm wrong but afaik you need to build something new around previously built stations if you want to update their economy with the recent shadow update
edit: ninja'd
 
You have to build something new, to "force a refresh", so to speak. And it has to be done on the specific body or in its orbit.
So if you still have an empty slot in the orbit of the ELW, you can add something there, and only afterwards you'll see the change.
Ahh of course - okay that makes sense... so...

Does this mean that the MINUTE i finish this coriolis around the HMC, my otherwise healthy refinery market is gunna start splitting its sales between refinery products and frickin weed killer? pulls hair out
 
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