and presumably stays there forever
My guess would be: until the tick that brings the newly constructed station fully online.
and presumably stays there forever
I certainly hope so.....My guess would be: until the tick that brings the newly constructed station fully online.
Heh, what about my lone brown dwarf? I only picked it up because it has a name and I used to park my semi rare commodity trading carrier there. I had no interest to develop it a lot, just to have a landmark. However, I did open with a coriolis, knowing that there aren't many slots. There is one more slot. I'll build an installation there once I understand the numbers better.My binary star with no planets says hi! ...![]()
In my case, i intend to make every facility in the system Security related.Heh, what about my lone brown dwarf? I only picked it up because it has a name and I used to park my semi rare commodity trading carrier there. I had no interest to develop it a lot, just to have a landmark. However, I did open with a coriolis, knowing that there aren't many slots. There is one more slot. I'll build an installation there once I understand the numbers better.
According to the Codex, facilities influence the market of nearby dockable ports. So presuming you need to build those, and they will shift things from "colony" economies to whatever (refinery in this case)How do you actually build refineries?
Everything around colonization comes down to refinieries. But how do you build them? Where do you get all the steel and the CMM composites? How do you tilt the economy to Refinery?
Cant imagine that the only way will be to build that large surface port. Which is like an Orbis on a planet. What an effort?!
It looks from the documentation thatHow do you actually build refineries?
If you pick a large system with multiple good moon systems and an ELW... You can't pick where the first station goes, at the moment. You might end up with your first station around the D star even though the A star looks like the above.Few further notes:
- Choice of 1st station may have huge impact when you have smaller system with less build points. It's even more critical with low amount of planets with dockable surface.
- Is highly advised to plan whole system layout at start with smaller systems.
There is a little flag icon where the station will be put. No need to reverse engineer, just look at the system map.If you pick a large system with multiple good moon systems and an ELW... You can't pick where the first station goes, at the moment. You might end up with your first station around the D star even though the A star looks like the above.
Which makes your points there ... Tricky.
Is there a thread going to try and reverse engineer where ED tries to put that first station? I already abandoned my first find because there were multiple good locations near the star and instead it went a lonnnnng way out to a planet that was almost a twin of a good near-star choice.
It looks from the documentation that
- build a bunch of Colony economy stations
- build a bunch of the Refinery Surface Hub (at T2) to drag their economy to Refinery [1]
is the likely answer.
I've colonised a suitable system to test this out but it'll take me a while to haul the necessary cargo to build the stations, so someone else will probably be able to verify it first.
[1] Finding things which give T2 construction points without having a different economy influence is the thing to watch for here. Colony planetary ports are an obvious 2-for-1 idea if it works (T1 large pad stations!), but quite expensive themselves.
Another option for most of the refined commodities:Issue is there is only one building of the refinery type. We'll see how that turns out. Maybe the building choices will update after the weekly tick.
Level 1 planetary port based on the Colony template should be sufficient to get at least some of them. I need to give it more of a test, though.Otherwise the only way i see to get CMM Composites will to be to actually build a level 3 port on a planet that has been nudged to refinery. And that will be a major roadblock for colonisation and daisy chaining.
is the likely answer.
- build a bunch of Colony economy stations
- build a bunch of the Refinery Surface Hub (at T2) to drag their economy to Refinery [1]
True, but on the other hand any group which needs to care can probably do it.so no such thing as a "quick system building experiment".
It's possible - but having all these T3 stations (and a fair number of T2s) being permanently set to the least interesting economy seems weird.I was thinking the wording meant that building more 'X' would mean that all the 'X' would be boosted, rather than 'X' appearing at 'Y', but am open to it happening.
Yeah, my pirate station turned out to be Service economy, though it doesn't tell you that before you build it (it sells lots of illegal drugs IIRC, I guess that is the 'contraband' aspect). The outpost in that system has a 1.15 Industrial economy:(And a "Contraband" system economy influence doesn't make much sense with either theory, since that's not an economy type...)
only 73t of H-Fuel in stock implies a station economy size of ~2.5 people
Difficult to construct? Yes, for the first one who does it.Another option for most of the refined commodities:
- build an Odyssey Industrial Settlement (which gets a Refinery contact)
- build an Asteroid base to produce the raw ores
Doesn't work for CMM or Copper but will sort out most of the rest. I certainly found I was running short on local Steel and Titanium too.
Level 1 planetary port based on the Colony template should be sufficient to get at least some of them. I need to give it more of a test, though.
I think they've deliberately made refineries difficult to construct - because they'd otherwise be a near-automatic pick - but it's early days yet.