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

these are the plans to finalize my Test-System COL 285 Sector TD-K c13-2

Col 285 Sector TK-D c13-2 Architektenkarte Stage4.1.png



the last two RefHubs Silenius are optional to increase replenishment of metals, composites and membranes if necessary.....
 
these are the plans to finalize my Test-System COL 285 Sector TD-K c13-2
Have you tested the two orbitals yet? Mechan's been finding orbitals need to be in slot 0 to gain an economy, so I wanted to see if you had the test set up yet to corroborate.
 
Has anyone figured out what Max Pop Increase represents yet? It looks like only T3 ports given an increase to it. Is it just that they grant pop increase over time in comparison to just an instant pop increase of T2 ports and surface outposts?
 
Have you tested the two orbitals yet? Mechan's been finding orbitals need to be in slot 0 to gain an economy, so I wanted to see if you had the test set up yet to corroborate.
nope - and not enough slots for setting up another 6 T1 to get the points for that.
Prio for me was now to figure out necessities for succesful Ref Market
 
Just finished an Orbis with an existing scientific outpost (Prometheus) as the only other construction within that moon’s sphere of influencers. Immediately upon completetion this was my market. According to my ED Discovery Journal app the station is 50% colony and 50% High Tech.
That is interesting - the obvious explanation is that the Prometheus also has an undocumented "High Tech" system economy influence.

(Also a counter-example to the "things must be in slot 0 to receive influence" theory)

We managed to create a 100% High Tech economy in a Coriolis with an L Bio Research settlement and a research installation in orbit.
I have a similar test coming up with a Civilian Outpost (at 50% so far with just the L Bio built) so it'll be interesting to see if I get more than 100% with the smaller station or not.
 
Re orbital slot 0.
It has been pointed out that the orbital needs to be built before any surface installations for the orbital to be influenced. It has subsequently discovered that building another surface installation will trigger the influence for both surface installations.

I have three orbital slots above a non-landable planet, and I built a space farm in slot 0 intending to place a station further out in slot 1. Given the possible problems with the influence, I am thinking that if I now build a colony in slot 1 and a second space farm in slot 2, then the influence of the second will affect the station if there was a problem.
 
Re orbital slot 0.
It has been pointed out that the orbital needs to be built before any surface installations for the orbital to be influenced. It has subsequently discovered that building another surface installation will trigger the influence for both surface installations.
My Coriolis, OK Slot 0 not 1 if that is what you are reffering to, (built after three surface installations) immediatly took over the influences ....
 
It has subsequently discovered that building another surface installation will trigger the influence for both surface installations.
This does very much sound like the problem is just things catching up with calculations, rather than any strict dependency on build order - which might be why it seems to be intermittently reported only.

(Possibly other "re-read station" actions like renaming the older installation, or just waiting for the Thursday reset, or maybe even building anything else anywhere else in the system would have the same effects)
 
Added a third refinery hub. The refinery economy of the orbital Coriolis changed from 100% to 135% and supply of all commodities increased by approximately 1.73 times.
Maybe diminishing returns ?
"StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.350000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ]
This seems right to me, you've had the exact same thing as it seem happened with my ground t3 port with 3 refineries.
That would depend on how far you develop the Refinery economy (how many refinery hubs you build). But if it holds true that refinery hubs give less points in a mixed economy than a pure economy, chances are you'll have fewer commodity types with a mixed economy. The supply levels of each commodity can be increased by building out other infrastructure in the solar system.
How does the infra in the rest of the system help? Does it need to be near by? Provide some of the refineries inputs (like extraction econ stuff?) Do we know yet?

Tech Level in my System is at 46 but my Coriolis still got no UC. Shipyard sells up to Anaconda though and Vista is shown in Lounge (green - awaiting Station full activation, not greyed out)

edit: seems more to be a combination of Dev and Tec
Yeah I think if you now push Dev up I think it will arrive, it will be interesting to figure out how they are exactly related!
This does very much sound like the problem is just things catching up with calculations, rather than any strict dependency on build order - which might be why it seems to be intermittently reported only.

(Possibly other "re-read station" actions like renaming the older installation, or just waiting for the Thursday reset, or maybe even building anything else anywhere else in the system would have the same effects)
Yeah, Friends and I have built ground ports, then a cori and the cori eventually picked up the econ without us building more on the planet!
 
How does the infra in the rest of the system help? Does it need to be near by? Provide some of the refineries inputs (like extraction econ stuff?) Do we know yet?
In my system, I have a Coriolis orbiting a refinery major/industrial minor economy planet. I have built two extraction orbital installations around other planets, but these have zero effect on the Coriolis so far and do not show up as an economy factor in the Captain's Log readout when docking at the Coriolis.
 
In my system, I have a Coriolis orbiting a refinery major/industrial minor economy planet. I have built two extraction orbital installations around other planets, but these have zero effect on the Coriolis so far and do not show up as an economy factor in the Captain's Log readout when docking at the Coriolis.
Yes, I've not seen it work, I'd not expect this to change the Coriolis's economy but wondered if it maybe increased the supply of commodities available as the station can get the inputs it needs, in system, maybe?
 
but wondered if it maybe increased the supply of commodities available as the station can get the inputs it needs, in system, maybe?
Sort of - the other constructions will increase the global system variables like wealth, development level, etc. and improvements to those can improve the underlying markets.
(Development level seems particularly powerful as a direct market improver, but presumably the others have more indirect uses too)
 
I inadvertently created a test case for hypothesis "you might need to build star port first",
because I had already built a Refinery before hearing the hypothesis.

Chronological order was
SET Coriolis (slot 0, the only slot)
SET 1 Refinery
COMPLETE 1 Refinery
COMPLETE Coriolis

Station economy shows 0.5 Colony 0.5 Refinery.

Market currently offers useful commodities,
immediately after appearing, e.g.
867 Liquid Oxygen,
2159 Semiconductors, 33 Insulating membrane, 15942 Polymers, 4399 Superconductors
2845 Aluminium, 3156 Steel, 2993 Titanium
for pop 2, sec 17, tec 10, dev 12, sol 12, wealth 30.
Population number not updated yet, still reads 27050 from before Coriolis.
 
I inadvertently created a test case for hypothesis "you might need to build star port first",
because I had already built a Refinery before hearing the hypothesis.

Chronological order was
SET Coriolis (slot 0, the only slot)
SET 1 Refinery
COMPLETE 1 Refinery
COMPLETE Coriolis

Station economy shows 0.5 Colony 0.5 Refinery.

Market currently offers useful commodities,
immediately after appearing, e.g.
867 Liquid Oxygen,
2159 Semiconductors, 33 Insulating membrane, 15942 Polymers, 4399 Superconductors
2845 Aluminium, 3156 Steel, 2993 Titanium
for pop 2, sec 17, tec 10, dev 12, sol 12, wealth 30.
Population number not updated yet, still reads 27050 from before Coriolis.
Very interesting, and is a good case for keeping 'pure' economies as to refinery planets. In my own mixed-economy planet, Coriolis in orbit and with 1 tier 2 industrial settlement, it took four refinery hubs before I got steel and titanium. No liquid oxygen, semiconductors and insulating membranes in my market.
 
Added a third refinery hub. The refinery economy of the orbital Coriolis changed from 100% to 135% and supply of all commodities increased by approximately 1.73 times.
Maybe diminishing returns ?
"StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.350000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ]
I built a fourth refinery hub. The proportion of the refinery economy grew from 135% to 180% and supply of all commodities increased by approximately 1.33 times.
The effect on the proportion seems inconsistent, but the effect on supply appears to be diminishing.
"StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.800000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ]
Summary of my experiment so far:
Refinery hubsColonyRefineryRefinery proportion increaseSupply multiplier
01.000.00
10.500.500.50
20.001.000.502.87
30.001.350.351.73
40.001.800.451.33
 
That fourth increase seems to be purely what would be expected by going from 1.35 to 1.80 on the local station.

It's possible that the others were bigger because the Development Level (or Wealth or Tech Level) from the earlier hubs was still contributing towards a "at least this much for a full economy, then caps" calculation?
 
That fourth increase seems to be purely what would be expected by going from 1.35 to 1.80 on the local station.

It's possible that the others were bigger because the Development Level (or Wealth or Tech Level) from the earlier hubs was still contributing towards a "at least this much for a full economy, then caps" calculation?
yep, that looks quite a lot like an asympthotic approach to a cap-line

asympt.png
 
What would happen if instead of another refinery you add a Tier 3 port on the planet?
I thought the 10 pop and 10 max pop bonus would add supply,but maybe not.

Seems like a coriolis with 3 hubs add alot of supply even with a tiny pop
 
I built a fourth refinery hub. The proportion of the refinery economy grew from 135% to 180% and supply of all commodities increased by approximately 1.33 times.
The effect on the proportion seems inconsistent, but the effect on supply appears to be diminishing.
"StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.800000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ]
Summary of my experiment so far:
Refinery hubsColonyRefineryRefinery proportion increaseSupply multiplier
01.000.00
10.500.500.50
20.001.000.502.87
30.001.350.351.73
40.001.800.451.33
nice one - what would be really interesting (You still got a free slot?) is how the numbers would change if you now add a large Industrial Settlement (and its market-values of course!)
 
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