^^I just realized something. There is no body type that gives High-tech influence. Am I wrong?
There was one case mentioned, and it was a gas giant. Have to dig it out of this humongous thread l. Hold on...
^^I just realized something. There is no body type that gives High-tech influence. Am I wrong?
Ah, yeah. The planet 2 will already be Ind/Ag mix (the unfinished Space Farm I have here), it might not make an actual difference. What do you suppose could have larger portion of Ag, planet 1 with intrinsic Ag influence plus 4 Ag of mixed sizes (2 M 2L or 3M 1L) or planet 2 with 2 space farms and 2 M Ag settlements? And does it even matter or will the Ind eat all the Ag output anyway?Would guess that'd end up as Agricultural (atmosphere/composition/bio) + Industrial (icy planet) but worth a try if you want one of those and don't mind if it's something else.
Found it. Class I giant with 3 icy moons: High-tech + Industrial.There was one case mentioned, and it was a gas giant. Have to dig it out of this humongous thread l. Hold on...
Not currently, no. There is one in my system with that Orbis but I spent too much time/effort into getting to that system to just run it as a test bed, so I’m not going to use that one for such a purpose. I’m also not aware of any other such planets in the vicinity to figure out the properties.Do you have data for non landable AW by any chance?
Yes. System economy is the largest two components (in order) of the population-weighted sum of your station economies. So if you have an Orbis and a bunch of smaller stuff, the smaller stuff will be generally irrelevant to the system economy compared with the Orbis.Edit: Is it because the Orbis has 100k population?![]()
Nothing conclusively reported yet, at least. On the other hand we're still missing a lot of planet types on the other side.^^I just realized something. There is no body type that gives High-tech influence. Am I wrong?
Starting with the intrinsic and then throwing in even more farms would certainly end up more Agricultural.Ah, yeah. The planet 2 will already be Ind/Ag mix (the unfinished Space Farm I have here), it might not make an actual difference. What do you suppose could have larger portion of Ag, planet 1 with intrinsic Ag influence plus 4 Ag of mixed sizes (2 M 2L or 3M 1L) or planet 2 with 2 space farms and 2 M Ag settlements?
The higher the Ag fraction, the more chance of some of that output escaping. For any individual commodity you're probably still rolling the dice, though.And does it even matter or will the Ind eat all the Ag output anyway?
Most probably, yes. But, as Ian explained, pretty much every other economy eats the agri output, so it might not be useful. I'll finish my space farm next to Civilian outpost around an ice world later today or tomorrow and report back.What is the latest on a colony outpost + space farm orbiting a body? Does the colony get influenced by the space farm to become agri at least in part?
There was one case mentioned, and it was a gas giant. Have to dig it out of this humongous thread l. Hold on...
With a Tourism/Agriculture, what does the market look like? Is the tourism eating all the food?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).
I've put the bits which seem reasonably confirmed into the first post.Quick question - is/has anybody compiled a summary of what we know of these changes yet?
I have a space farm already in slot 0 of three slots around a planet and wanted to try this out as my other attempts at getting a colony to be influenced by agri settlements/installations appears to have failed. No point in wasting surface slots atm until we can be fairly sure what will work.Most probably, yes. But, as Ian explained, pretty much every other economy eats the agri output, so it might not be useful. I'll finish my space farm next to Civilian outpost around an ice world later today or tomorrow and report back.
Not all of it, there's some quantities of fruit n veg, and two other types (forgot exactly which ones) available, but things like coffee and tea are firmly in the 'Sell' category. Aka most of it is imported rather than exported. I have those plans for a space farm, but not sure I want to complete its construction seeing how things are rather liable to change again from here (and maybe I don't want to have to ask support for a forced station economy update, given that I actually really don't want the tourism nonsense). There is only one extra orbital slot on top of the primary port.Is the tourism eating all the food?
What I can confirm isn't working is to have two space farms in the first two slots around a planet, and then building a civilian outpost (Colony economy) in the third slot, it retains the colony economy and isn't affected by the space farms.I have a space farm already in slot 0 of three slots around a planet and wanted to try this out as my other attempts at getting a colony to be influenced by agri settlements/installations appears to have failed. No point in wasting surface slots atm until we can be fairly sure what will work.
An existing space farm is in slot 0, and I aim to place the outpost in slot 1 and when that is built, build another space farm in slot 2 which should trigger the outpost to be influenced.What I can confirm isn't working is to have two space farms in the first two slots around a planet, and then building a civilian outpost (Colony economy) in the third slot, it retains the colony economy and isn't affected by the space farms.
Can't believe i didn't check that - cheers!I've put the bits which seem reasonably confirmed into the first post.
I did a similar thing a few days ago, Copernicus Base | HIP 5383. No planets, no belts, only two stars and a military outpost: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?).