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

I was thinking more in terms of neighborhood, influence from other systems nearby, hopefully it's not something like the main star type or stuff like that.
 
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3 systems from a daisy chain taken chronologically (oldest to newest). Each system has only one Industrial Outpost as main port, and nothing else build yet.
First, pop 4500. main star is a L dwarf, main port orbiting a land-able ice world.
Second, pop. 5500, main star Y dwarf, main port orbiting a Class I gas giant.
Third, pop. 6500, main star K, main port orbiting an ELW.

So why are the population levels different?
 
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Great stuff - I've just linked your post from the initial one, rather than retype it all.


The mining settlement should be influencing the port towards Extraction, but that might not take until it's up and running fully.
(Your population only being 6000ish suggests that Civilian Port hasn't woken up yet - wait for that to happen)


Yes.


Yes, it seems so (but you might not want it to!)


This is probably better. If you build it on the same planet you'll get mixed Extraction/Refinery (or extraction/refinery/industrial) economies - which will consume their own production before it reaches the open market.

If you want strong production of exports, then "one economy per planet/moon" is - for now, hoping Frontier don't change it in a kneejerk way - the way to go.


Yes, my system has a planetary port with a large agricultural settlement next to it. It exports (well, it doesn't right now, because of the Outbreak) a few agricultural goods.
Hi Ian,

Thank you very much for your reply.

That all sounds like very good advice.

I will make a start on a Refinery Hub of one of the other planets and use the remaining slot on Planet 2 for either a Large Exxtraction or Large Industrial Settlement.

Cheers,

Regdc
 
I think the primary starport, no matter what it is, gets a boost. Even my science outpost has been quite productive from the get go, and all it lacks is shipyard & outfitting (which outposts don't get).
Maybe. My initial industrial outpost had pretty terrible performance until I built a few other things in the system - <100t of hydrogen fuel, and single digits of most of the actually useful stuff.

Science outposts get +1 initial population which probably helps them get started a bit.

Is it possible that the systems have some kind of "hidden stats"?
That probably would explain why in some cases the primary port has a Shipyard, and in other similar cases it doesn't...
So why are the population levels different?
Yes - could be the influence of those hidden stats (whether entirely hidden stats, or just that we can't see the values for the semi-hidden tech-level stats), could be just plain random variation so that not every system started off with an industrial outpost is an identical clone of every other system.
 
Writing this up, since it seems to be either contrary to the received wisdom that ≥ +9 net security → high security system, or else some of those installation type mismatches are more than cosmetic.

My colony (Tucanae Sector IX-S b4-6) is stubbornly medium security, despite building up to +12 net security, and building nothing with negative impacts (yet). Specifically, what I've built, in order:
  • A scientific outpost (Prometheus) as the primary port. ±0 security (net: 0).
  • A satellite (Angelia). Shows up as "scientific installation" in contacts when near it. ±0 security (net: 0).
  • A communication station (Aletheia). Shows up as "comms installation" in contacts. +1 security (net: 1).
  • A relay station (Enodia, I think; not 100% sure). Also shows up as "comms installation". +1 security (net: 2).
  • A medium agricultural settlement (Picumnus). ±0 security (net: 2).
  • A security station (Eunomia). Shows up as "scientific installation". Allegedly +8 security (net: 10). System security went up from low to medium soon after completing this, and before building anything else.
  • A medium extraction settlement (Orcus). ±0 security (net: 10).
  • A government installation (Harmonia). +2 security (net: 12). No change to system security level after completion. Population did go up a bit, so presumably it's not just a delay thing.
All the installations show up with the matching category icons in the "rename installation" screen. Not quite sure what to make of it. The one thing that you'd expect to be described as "scientific installation" (the research station) isn't supposed to have any security impact, so presumably the security station isn't acting like one of those. But I was expecting that +12 net security should be comfortably enough to rank up to high security.

(Sure would be nice to have some access to those actual numbers that support seems to be sometimes quoting to people...)
 
Does anyone have a T1 surface hub that has more than 3 products?
You mean the T1 Surface Planetary Port that costs ~ 36,000 commodities? My Science one has only 3 commodities.

Somebody on the main forum was bragging about how good their T1 surface ports were, and that larger orbital ports (Corriolis & Orbis) are basically a waste in effort/benifit comparison, but I couldn't get them to expand on this.
 
You mean the T1 Surface Planetary Port that costs ~ 36,000 commodities? My Science one has only 3 commodities.

Somebody on the main forum was bragging about how good their T1 surface ports were, and that larger orbital ports (Corriolis & Orbis) are basically a waste in effort/benifit comparison, but I couldn't get them to expand on this.
Yeah, port/outpost. I keep wanting to call it a hub.

That's a load of crap though. The orbital is better like all orbitals are better.... because they are orbital.
 
So I'm in a pickle.
My system has 48 orbitals and 54 ground slots. That does not include the primary port. So 103 slots total.
To maximize the amount of T3 ports (seven), I would have to build 48 Tier 1 assets and 48 Large Settlements Tier 2 (they give double T3 points).
That would allow me to build 7 Tier Ports, because I started with one as well.
In my case though, I'm exactly on the edge. If I do this, I cannot build any Refinery Hubs.
If I understand you correctly, you want to build 7 tier 3 ports and no tier 2 ports? The total number of tier 3 build points needed for 7 ports would be 132 (6+6+12+18+24+30+36) which would require 66 tier 2 large settlements. If you only have 54 ground slots you won't be able to build 7 tier 3 ports.

If you instead build only 6 tier 3 ports (and no tier 2 ports), then the total is only 96 tier 3 build points (6+6+12+18+24+30), would could be earned by 48 tier 2 large settlements. If you want your tier 3 to be ground ports, that means every ground port in your system will be either a tier 2 large settlement or a tier 3 planetary port. You would indeed have no ground build slots leftover for refinery hubs And you would also need to spend all 48 orbital slots on tier 1 facilities to get enough tier 2 points for your tier 2 large settlements. If you pull it off, it would be a thing of beauty.

Or you could content yourself with only 5 tier 3 ports, and have more flexibility.
 
If you want strong production of exports, then "one economy per planet/moon" is - for now, hoping Frontier don't change it in a kneejerk way - the way to go.


I'm a little worried about this honestly. I would overall prefer the influence to be per planet system. That would open up a lot more locations and possibilities but it also means that stuff built in this per-moon situtation would become a cluster $%^# in the new system. So I'm trying fairly hard now to keep certain planetary moon systems for single-use economies and will lean that way in future systems. It won't hurt too much but it will preserve my main orbitals from getting jacked up if they expand the reach of influence.
 
If I understand you correctly, you want to build 7 tier 3 ports and no tier 2 ports? The total number of tier 3 build points needed for 7 ports would be 132 (6+6+12+18+24+30+36) which would require 66 tier 2 large settlements. If you only have 54 ground slots you won't be able to build 7 tier 3 ports.

If you instead build only 6 tier 3 ports (and no tier 2 ports), then the total is only 96 tier 3 build points (6+6+12+18+24+30), would could be earned by 48 tier 2 large settlements. If you want your tier 3 to be ground ports, that means every ground port in your system will be either a tier 2 large settlement or a tier 3 planetary port. You would indeed have no ground build slots leftover for refinery hubs And you would also need to spend all 48 orbital slots on tier 1 facilities to get enough tier 2 points for your tier 2 large settlements. If you pull it off, it would be a thing of beauty.

Or you could content yourself with only 5 tier 3 ports, and have more flexibility.
I did start with a Tier 3 as primary port, so I would only need 48 tier 2 large settlements. But yeah, I'll stop at 6 tier 3 settlements ;)
There are very few systems in the galaxy that have that many anyways.
 
I did start with a Tier 3 as primary port, so I would only need 48 tier 2 large settlements. But yeah, I'll stop at 6 tier 3 settlements ;)
There are very few systems in the galaxy that have that many anyways.
Ah yes, if you started with a tier 3, you could get a total of 7. That would be massively impressive. And a super-truckload-ton of hauling!
 
Does anyone have a T1 surface port that has more than 3 products?
Mine will probably(knock wood!) go live tomorrow. Planet with Coriolis in orbit, 3 refinery hubs, 1 T2 industrial settlement and the aforementioned T1 civilian surface port with Colony economy. We'll see how that goes.

Have also done all but the last delivery of materials for the fourth and last refinery hub, will wait until I've seen how the T1 civilian surface port affects the economy and markets before completing that refinery.
 
Need to do a correction.

The 4 Refineries amounted to 1.8, not 1.6
And the L Extraction was 0.6, not 0.5
Another L agri added 0.45
Interesting. So that suggests from other data that hubs are +0.45 there (and maybe the 0.9 for 3 hubs, one of the hubs isn't online yet?) which is the same influence they seem to have on a T1 planetary port. But the L agri is doing a lot less than it does to a T1 planetary.

(But is that because of the different target, or because multi-economy influencing works differently?)
 
Yes - could be the influence of those hidden stats (whether entirely hidden stats, or just that we can't see the values for the semi-hidden tech-level stats), could be just plain random variation so that not every system started off with an industrial outpost is an identical clone of every other system.
Or the "random" factor is the system the colonization agent resides in. Sort of makes sense that different systems with different economies would field different resources for a colony. That would be pretty ugly at the end of a long chain of colonies, logical in a way but still pretty ugly.
 
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