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

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" :)
The first planet in system I'm developing (Scorpii Sector PT-R b4-2) is perfect for testing this: 1 orbital slot (so no way to run into "wrong slot" bugs), 4 surface slots. My plan is to build a Coriolis with 3 Refinery hubs + one large Extraction settlement and see how it goes. It won't be soon, though, I still need construction points for all these. I might be able to start building it at the end of next week (assuming finishing one T1 facility every 2...3 days) and finish by the end of the month.

I also have some BGS shenanigans cooking to flip one surface outpost to Anarchy, so I need to fight a currently pending war at some point, which may delay building progress🤪
 
Col 285 Sector TW-Q a48-2

My initial build was an industrial orbital outpost. I then built 2 refinery hubs on the surface. The economy of the outpost is now reported as 115% industrial and 100% refinery with a hybrid market.

I then built a Coriolis in slot 0 of the same body. This picked up a 100/100 split industrial/refinery with a similar hybrid market. The shipyard came on straight away selling up to Anacondas.

The T1 planetary port i built after the refinery hubs is reported as 100% refinery unfortunately with no commodity market still. So the orbital industrial outpost had no influence on the planetary port only on the Coriolis.
 
Hoping to verify this. The station (industrial outpost) was the initial station.

View attachment 424386

Afaik, this particular outpost has it's own economy and is not affected by orbital/ground settlements. Will this outpost affect any other orbital/ground settlements? I have a better planet for setting up industrial and this particular planet would be ideal for agri or High Tech. It does have a slot 0 for an outpost of another economy.
I was in the same situation. So, what I did afterwards, I put the next orbital in Slot 1, not Slot 0, and that "pushed " my station closer to the planet. In a few minutes I'll see if it works, or not.
 
The T1 planetary port i built after the refinery hubs is reported as 100% refinery unfortunately with no commodity market still. So the orbital industrial outpost had no influence on the planetary port only on the Coriolis.

"Always up, never down" 🙂 So I guess this means that a surface planetary port only gets influenced economically by other facilities on the same planet?
 
"Always up, never down" 🙂 So I guess this means that a surface planetary port only gets influenced economically by other facilities on the same planet?
That is correct, my T1 civilian surface port has identical economic influences working on it compared to the Coriolis in orbit, but still has the same problem of having nothing in the market.
 
"Always up, never down" 🙂 So I guess this means that a surface planetary port only gets influenced economically by other facilities on the same planet?
In my case it appears so, the orbital industrial outpost only influenced the Coriolis at the same power as 2 refinery hubs on the surface, 100/100%.
The orbital industrial outpost is influenced by the 2 refinery hubs 115% industrial and 100‰ refinery.

I would advise anyone to avoid the hybrid industrial /refinery economy as the only useful bulk metal the Coriolis sells is Aluminium.

My next build will be a pure refinery Coriolis in a neighbouring system. After that I may build more refinery hubs on the surface to try and influence the hybrid Coriolis to sell more refinery commodities.
 
I think I managed to find a way around the "slot 0 " bug.
Do NOT place anything on slot 0 (between your station and the planet), but on slot 1. This will "push" your station into the right spot.
I did that, I put the Space Farm in Slot 1 (not 0), I also did an Tier 2 Ind. Settlement on the moon underneath
As a result, my Orbis did change the economy from [0.5 Colony, 0.5 Agricultural] to [0.75 Industrial, 0.25 Agriculture].
The system population jumped to 112,900. And the Shipyard now is selling 16 ships, instead of 10.
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.750000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.250000 }
newmarket.jpg
 
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Industrial outposts start off at 1.15 (not sure why...), so it's possible that the high-tech ones also do.
LOL... so my idea to rescue the work already put into the orphaned Industrial hub was to put an Orbis above that in the single slot available and just live with the low output. Then in my late night fog I changed my mind and decided on a second orbital outpost in the system. Not remembering that there was an industrial built-in oupost, I just went ahead and plopped a civi outpost there so it could take influence from the hub. Of course I could have just built the damn industrial anywhere but such is 1AM strategic thinking :ROFLMAO:. I wish there was an undo for things that haven't been started!
 
Even so, isn't better to pair an industrial hub with an industrial outpost, and not with a civilian one?
Or a Tier 1 industrial surface port, for that matter, which should (when surface-port production bugs are fixed) produce a bunch of goods.
 
Even so, isn't better to pair an industrial hub with an industrial outpost, and not with a civilian one?
Probably (it's not clear an IND outpost is influenced by surface assets yet). My error was not switching thinking when I switched from Coriolis to outpost. Thus why I wish there was an undo.
 
Even so, isn't better to pair an industrial hub with an industrial outpost, and not with a civilian one?
If the Industrial Outpost is affected by orbital/planetary settlements I would agree but there seems to be some doubt about that. Mine was built in a slot of it's own (initial port) and not in Slot 0 so I'm doubting that it will be affected. I suppose it depends on whether the Outpost asset economy is standalone
 
Or a Tier 1 industrial surface port, for that matter, which should (when surface-port production bugs are fixed) produce a bunch of goods.
There are no more surface slots where the hub was placed. Long before I knew that did not have a system-wide effect.
 
If the Industrial Outpost is affected by orbital/planetary settlements I would agree but there seems to be some doubt about that. Mine was built in a slot of it's own (initial port) and not in Slot 0 so I'm doubting that it will be affected. I suppose it depends on whether the Outpost asset economy is standalone
You know what? I am going to test this these days, and I'll come back with a clear answer, maybe the day after tomorrow.
 
I set up over a non-landable planet two space gardens, then a T1 commercial outpost in the outermost slot. Will check tomorrow and see if it has gotten agriculture economic influence, right after setting it up it had Colony economy.
 
So I'm aiming to get a lot of metals, do I get more if I have a refinery mixed with extraction economy or is that what we're testing currently?
I've a 4 slot planet and want to get this right I'm unsure if I should hit it with 3 refineries and large extraction OR just 4 refinery hubs?
 
So I'm aiming to get a lot of metals, do I get more if I have a refinery mixed with extraction economy or is that what we're testing currently?
I've a 4 slot planet and want to get this right I'm unsure if I should hit it with 3 refineries and large extraction OR just 4 refinery hubs?
do just 4 Refineries. IMHO thats the best way to get reasonable re-fill rates.
I tried the LargeMining Settlm./Refinery-Hub/Large Industry Settlm. Combi - works nice for CMM and Ceramic-composites at the station, for market of an orbital its rather rubbish IMHO. Better implement that on a seperate body as stand-alone. Next Refinery-Orbital Station I will just do with as much as possible Ref-Hubs on the surface
 
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Neat, did your record the data on that? Would like to be able to look it up, work has just begun on the coriolis over a 7 slot hmc on Coalsack Sector JH-V c2-20.
So we will be able to experiment with this, also the effect of suddenly adding a an agri market to the system (and entire trade range), many hands make light work, so if anyone wants to bring anything to help build the coriolis theyre welcome!
Or just indulge in a light bit of terrorism against the bug loving faction, i will take any other faction than traitors to manking.
 
So I'm aiming to get a lot of metals, do I get more if I have a refinery mixed with extraction economy or is that what we're testing currently?
I've a 4 slot planet and want to get this right I'm unsure if I should hit it with 3 refineries and large extraction OR just 4 refinery hubs?
Pure refinery is your best bet for construction metals, yes. You could leave the fourth slot free and consider a T1 civilian surface port for when the production bug for surface ports have been fixed, the bug makes them only produce 3 different commodities where there should have been a lot more than that.
 
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