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

That's not a Coriolis, most likely is the bug with construction building remaining even after the asteroid base was done.
Now, if he was to place another orbital building, like a Medical Installation or a Space Farm on that slot next to the Star, the asset will appear in the asteroid field as well (known bug), and that could influence the Asteroid Base to get mixed High Tech or Agriculture economy. Maybe. But, obviously, 0 chance to get Steel out of it.
 
Is there any evidence that a system's Primary Port market (and maybe other features and attributes) 'behaves' differently from secondary orbital ports built elsewhere in the system with similar setup of planetary body etc? To be more clear, does it appear the primary port is special, and 'better' than an equivalent secondary port?
 
Well, that newly built coriolis (tech level 13 and development level 25 at current system status, according to the mighty spreadsheet) has a shipyard right away, but no universal cartographics as yet. Bit of a headscratcher when a lone high tech outpost I built on the way here has it without any support structure. I suppose it might have to do with economy type or some other hidden variables? Or it might just turn on on activation, but it still doesn't really explain why that outpost has it when the system is definitely not developed far enough for that.

Mostly a curiosity to me anyway, rather than any practical concern. I get more use out of the shipyard... recall there being some talk about this in earlier pages but my memory is not assisting in telling whether the mystery was solved in those or not.
 
Well, that newly built coriolis (tech level 13 and development level 25 at current system status, according to the mighty spreadsheet) has a shipyard right away, but no universal cartographics as yet. Bit of a headscratcher when a lone high tech outpost I built on the way here has it without any support structure. I suppose it might have to do with economy type or some other hidden variables? Or it might just turn on on activation
My Coriolis orbiting the sun got shipyard, outfitting, and livery right away, but remained "under deployment" until the second thursday tick. I then got Universal Cartographers and Vista Genomics. (Edit: I completed no new facilities to the system until after the Coriolis was fully online with UC and Vista G)

My Coriolis does NOT have UC. Weird that I thought it did. I seem pretty sure of myself in this message.
 
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Bit of a headscratcher when a lone high tech outpost I built on the way here has it without any support structure. I suppose it might have to do with economy type or some other hidden variables?
Could also just be station type - if you think about NPC Odyssey settlements, the high-tech ones have Cartographics and none of the others do.
 
Could also just be station type - if you think about NPC Odyssey settlements, the high-tech ones have Cartographics and none of the others do.
I thought about that, but wasn't sure enough in it to give it a mention. Looking at the high tech outposts I built as the primary without further development (yet, if at any point), they all have the "Exploration" service while colony, industrial and military ones don't. So that could be it...
 
Metals are (generally) a Refinery export, so if you want to export those refinery is really the only option.

Extraction is one of the few economies that doesn't import metals so it shouldn't harm your metal exports to have it there as well.

Industrial (and high-tech and military) import metals, so combining those with refinery is likely to result in very few exported metals.

What I'd like to test out would be
  • 2x Ref vs
  • 1x Ref 1x Extraction

  • 3x Ref vs
  • 2x Ref 1x Extraction

  • 4x Ref vs
  • 3x Ref 1x Extraction
  • 2x Ref 1x Extraction 1x Agri

Etc.

Regarding Industrial vs Refinery or other combinations.... Imho it comes down to what you want to produce. If your secondary economy supports your first, then interesting things might happen.

Could make agri a hidden champion that fills a lot of demand, to top a stable economy off.

CMDR Mechans newest video is interesting in that regard.

Problem is: all those test cases use a LOT of materials.


Another problem: we havent even scratched the surface of "What do all those numbers mean" :)
 
Currently claiming Coalsack Sector JH-V c2-20 , in particular it does have a 7 slot hmc which would be perfect for these experiments, id also love to turn it into a high performing refinery. However im really fed up with hauling, and while id love to experiment with the BGS and figure out economies, i simply cannot stomach much of what fdev consider "gameplay", so the thought of hauling 100kt+ just to farm out the t2 point fodder+coriolis+t2 fodder for hubs+hubs , is rather daunting. If someone is willing to help, i will pitch in and offer the system for science, as well as try to contribute depending on how available i am.

I am quite curious to see how the whole refinery + extraction thing stacks up, is the prod boost because of a lack of extractions for imports in the entire area? Or is it just because garanteeing the refinery has some supply by having it directly on site make up for the economy % lost to extraction? If so, could agri also work to boost it? Could similar effects be obtained by also having extraction/agri in the same system, in a different body?
 
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Just finished a small setup on a planet. I started with a T2 Extraction settlement and this was the market in the commercial outpost in orbit.
Screenshot_0003.jpg


Then added a Refinery Hub and this was the result on the outpost.
Screenshot_0004.jpg
Screenshot_0005.jpg


I will probably add another hub though not sure whether that will make a great deal of difference. Pop is still low in this system.
 
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).

I just finished an Orbital Science Outpost in orbit around the sun with my Corrilois.

This immediately transformed the market of my Corriolis from useless, into a full fledged high-tech commodity super store. Haven't even waited for thursday tick. Its a thing of beauty, and joy to behold!

The two stations are visually mashed together, but the Corriolis functions fine, and the market updated.

System Spreadsheet.png
 
That's not a Coriolis, most likely is the bug with construction building remaining even after the asteroid base was done.
Now, if he was to place another orbital building, like a Medical Installation or a Space Farm on that slot next to the Star, the asset will appear in the asteroid field as well (known bug), and that could influence the Asteroid Base to get mixed High Tech or Agriculture economy. Maybe. But, obviously, 0 chance to get Steel out of it.
Oh yeah, I can't give any guidance on the star orbital slots or the clusters. I was curious because all other systems I have seen only have one asteroid slot so didn't understand yours having two. Im not at all certain if the other star-orbiting slots are tied together or if the roid clusters are supposed to count as 'a body'.
 
I do think the 'service' economy of the criminal outpost is a special case. Nothing built under it impacts its output and things built under it all put out Onionhead as one of a limited number of goods.

Surface outpost remains borked at 3 outputs.
 
Okay, I'm also affected by this slot-0-stuff, but it is my initial station "Sturgeon City" in Synuefe OU-F c27-4 at body "AB 1 B". The slot adjacent to the planet is slot 0 and empty, then comes this industrial outpost, and then another free slot, slot number 1. Thus, the initial slot is some unnamed slot in-between slot 0 and 1, which are both free. On this planet I already build a T2 industrial settlement which has no impact on this initial outpost!

Now, in the orbit of the next planet "below" (AB 1 C) I built the industrial outpost "Foglio Relay", but without any ground stations yet. And now, guess what, both outposts show 1.15 industry economy and produce exactly the same amount of commodities... you can check the market on Inara.

To be honest, these are just outpost and do not play a significant role in the desired structure of this system... but if this were a T2 or T3 station that would be very... very unfortunate.

A nasty bug, indeed. I hope the relevant bug tickets have collected enough votes; bug ticket 73231 regarding the only-three-commodities-Bug is still confirming and awaiting more feedback.
 
I just finished an Orbital Science Outpost in orbit around the sun with my Corrilois.
Is the Coriolis your primary port?
Mine in slot 1 didn't take on any economy, neither from the space farm in slot 0, nor from the high-tech science primary outpost.

Edit: oops, didn't click the spoiler ;)
 
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Just a question really. I got a terraformable high metal content body. Obviously I've scanned & detailed scanned the whole system. Will that terraformable body eventually be terraformed, and if so when approximately? Cos it would add a huge population boost would it not.
Here's hoping my colony would benefit.
 
Just a question really. I got a terraformable high metal content body. Obviously I've scanned & detailed scanned the whole system. Will that terraformable body eventually be terraformed, and if so when approximately? Cos it would add a huge population boost would it not.
Here's hoping my colony would benefit.
Nope, to all the above.

Doesn't have any impact on population, and won't change under current game mechanics.
 
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