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

Has anyone experimented with the t1 colony markets? Wondering how much it takes to flip em to a different market, can 2 t1 space farms be enough market influence to make a t1 comercial station into a full on agricultural market? Wondering how to best make use of 3 orbital slots while getting t1 points
 
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!)
I have such a setup: 1 tier 2 industrial settlement at 0.45 economy value, the four refinery hubs still have 1.8 economic value (I also have a tier 1 civilian ground port that has an empty market). The main difference is that I don't have semiconductors, liquid oxygen and insulating membranes in my Coriolis, and I suspect that's because of the mixed economy.
 
I have such a setup: 1 tier 2 industrial settlement at 0.45 economy value, the four refinery hubs still have 1.8 economic value (I also have a tier 1 civilian ground port that has an empty market). The main difference is that I don't have semiconductors, liquid oxygen and insulating membranes in my Coriolis, and I suspect that's because of the mixed economy.
my main curiosity was if the influence points of the settlement also would be diminished asympthotic... or if the two types, Hubs and Settlements would have separated curves....
 
Has anyone experimented with the t1 colony markets? Wondering how much it takes to flip em to a different market, can 2 t1 space farms be enough market influence to make a t1 comercial station into a full on agricultural market? Wondering how to best make use of 3 orbital slots while getting t1 points

Your question may be the answer I've been looking for. I have a medium agri settlement on my first landable icy moon but I am very reluctant to go through the trouble of putting a Coriolis in it's orbit to take advantage of the agri influence.

I'm more or less decided now to build a commercial outpost instead to see how much of an effect the agri settlement will have on it. Still have orbital and land slots left on that moon in case it's not enough.

Hope someone has the right answer to your question soon.
 
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
The T3 port would also pick up the economy - and yes, it should be pretty large at that point.

(At the moment there's the probably-a-bug where T3 surface ports only sell a random 3 commodities. But it will sell a lot of whichever three it picks, nevertheless)

Has anyone experimented with the t1 colony markets? Wondering how much it takes to flip em to a different market, can 2 t1 space farms be enough market influence to make a t1 comercial station into a full on agricultural market? Wondering how to best make use of 3 orbital slots while getting t1 points
T1 outposts seem to flip at about the same reported rate as the bigger T2 ones. Two space farms should be enough to convert an orbital outpost.

The T1 planetary ports seem to convert faster (but again get hit by the "pick three" issue)
 
(At the moment there's the probably-a-bug where T3 surface ports only sell a random 3 commodities. But it will sell a lot of whichever three it picks, nevertheless)
Did you mean the T3 Surface Planetary Port or the T1 Surface Planetary Outpost Port? I know the T1 port has the 3-item market issue. I haven't read stuff yet from people courageous enough to make the T3 port. That would really really suck to make the T3 surface port to find a 3-item market on an otherwise well developed planet.
 
my main curiosity was if the influence points of the settlement also would be diminished asympthotic... or if the two types, Hubs and Settlements would have separated curves....
There is one more slot left on this planet. I want to make it a colonization base, so I'll try to increase the supply without losing some goods by mixing the economy. I'll build a T1 civilian surface port in the last slot and see what happens to orbital Coriolis.
There are other planets with 5 slots in this system so I can still experiment ! Thank you for your suggestion.
 
My T1 surface port with 2 refinery hubs converted to full refinery after completion however despite having functioning mission board the commodity market is completely empty.

Perhaps avoid surface ports for the time being.

I'm building a Coriolis above the planet in slot 0, in theory this should pick up the refinery market, but nothing seems certain in this buggy game.
 
We've managed to build up a 280% Refinery Coriolis with a 5-slot planet of 4 refinery hubs and one T1 Colony type surface port
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My T1 surface port with 2 refinery hubs converted to full refinery after completion however despite having functioning mission board the commodity market is completely empty.

Perhaps avoid surface ports for the time being.

I'm building a Coriolis above the planet in slot 0, in theory this should pick up the refinery market, but nothing seems certain in this buggy game.
Same problem as I have, the Coriolis has a well-stocked market, but the T1 civilian surface port has missions but an empty market otherwise.
 
My Coriolis that is completed but not fully deployed from last Thursday tick:
- It immediately got shipyard, outfitting, livery and crew lounge. Univ Cartographics is unavailable.

My primary orbital science station has Universal Cartographers but not Vista Genomics.

My Planetary Surface Science Outpost Port does not have UC but does have Vista Genomics.

My medium surface industrial settlement has Interstellar Factors.
- I thought a couple of my facilities built before this facility had Interstellar Factors. But they don't(?).
Following the Thursday Tick My Corriolis is fully Deployed.

It is orbiting the sun in a well developed system that currently has no surface hubs or economic installations.
I am going to start building additional facilities (hubs & installations) one per week to see if anything effects its market.
My system has a population of 41,140.

The Corriolis currently has:
  • Shipyard, Livery, Universal Cartographics, Vista Genomics.
  • Market sells biowaste (qty 36) and hydrogen fuel (qty 52).

System Spreadsheet.png
 
I am conceptually having issues with the extraction and refinery mining facilities and unfortunately I think I bodged It by going extraction.
I have built 2 planetary extraction buildings which has converted my coriolis to extraction however it generally sells junk. I should have gone for refinery

however I am struggling to see what niche building an extraction system system has as mine looks objectively worse in just about every way over refining at the moment.
I initially jumped in with the logic that if I wanted a good supply of refined metals, 1st I would need to build extraction and then add refineries on top.
this clearly is not how it works, but with that in mind.... what is the point of extraction systems because not sure the extraction commodities have much use in game.
 
As a good news hint, If you have an asteroid field in your system I think you might be able to add unlimited facilities.

I'm not posting this in the general forum discussions because I don't want to shine the spotlight on it. But if Frontier hasn't noticed in their own basic testing then I don't consider this an exploit. Crazy sloppy testing that basic placement of facilities doesn't work correctly.

In my system map I have effectively added two new slots. These didn't exist before.
- Possibly the slots did get consumed and the System Map is showing it incorrectly.

Edit:
The UI does allow me to select the same slot for a new facility slot that I had chosen before. That suggests the slot was not consumed.


New System Slots.png
 
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As a good news hint, If you have an asteroid field in your system I think you might be able to add unlimited facilities.

I'm not posting this in the general forum discussions because I don't want to shine the spotlight on it. But if Frontier hasn't noticed in their own basic testing then I don't consider this an exploit. Crazy sloppy testing that basic placement of facilities doesn't work correctly.

In my system map I have effectively added two new slots. These didn't exist before.
- Possibly the slots did get consumed and the System Map is showing it incorrectly.

View attachment 423973
This has been reported as an issue to Frontier already.
 
what is the point of extraction systems because not sure the extraction commodities have much use in game.
Lots of advantages, I think:
- extraction is a lot easier to build than refinery - asteroid bases have it intrinsically, and there are quite a range of surface and orbital constructs which provide it as influence (which are mostly also cheaper to build than hubs, which take a fair amount of commodities and a T2 point)
- it produces gold, silver and palladium which are excellent trade products (and very useful for trade missions), and imports lots of things from the likely places to sell those metals for setting up a good return trip
- it produces a lot of bulk ores which you can convert into metals using a Refinery contact at a favourable cost rate without having to mine your own - or sell to a Refinery economy to push it into Boom and increase its production


Its outputs aren't directly useful for feeding future colonisation projects, but it has plenty of wider uses.

I have only seen posts about incorrect positions. Not unlimited slots being added.
It looks like someone has attempted to do so - 74002 and 74125 - but been defeated by the issue tracker.

(It may also be the underlying cause of the "outpost inside a coriolis" bug, if it doesn't actually add a new slot, just fail to note that the existing one is full)
 
Did you mean the T3 Surface Planetary Port or the T1 Surface Planetary Outpost Port? I know the T1 port has the 3-item market issue. I haven't read stuff yet from people courageous enough to make the T3 port. That would really really suck to make the T3 surface port to find a 3-item market on an otherwise well developed planet.
My T3 Aprodite ground port is affected by the same issue, it sells only three random items that seem to change each time I finish another facility. It has 0.9 extraction and 0.9 refinery economy.
 
This is insane! It means that systems with just one sun and one asteroid field are actually viable 😮
Or it might break the system, overlapping stations on top of each other. It could also make relationships between facilities not work properly.

I am too much of a coward to add 4 more stations to test this any further. Lots of work just to find my system is broken.
 
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