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

So I had to change my plans, again.
I was planning to use the HMC with 7 slots for my refinery base (hubs+ Orbis), but now I'll do instead a Coriolis on top of an atmospheric rocky world which has only 3 slots.
I just started, as soon as I finish, I'll let you know what happens.
 
New/Additional impact to station economies:
None detected in any of my 4 existing stations.
And I like that - because my refinery still works.
I also like that my refinery Coriolis has left deployment stage and now wears a refinery skin.
 
New/Additional impact to station economies:
None detected in any of my 4 existing stations.
And I like that - because my refinery still works.
I also like that my refinery Coriolis has left deployment stage and now wears a refinery skin.
you have to build something new in the last 24 hours for it to change
 
Bad idea, this is all speculation,might as well just be a bug.
Well, since those slots on the rocky planet are still empty, a Coriolis in orbit won't break anything.
It will be interesting to see if it's economy will be Colony or something else. Based on that, I'll build the ground slots.
 
Well, since those slots on the rocky planet are still empty, a Coriolis in orbit won't break anything.
It will be interesting to see if it's economy will be Colony or something else. Based on that, I'll build the ground slots.
This may not be a good comparison since my coriolis is a few weeks old. It is orbiting a R moon which orbits a HMC world, both unlandable. Nothing else is in orbit around that planet. My coriolis is still a colony. I spend my days filling balloons with hydrogen, covering them in biowaste and setting the balloon string on fire.


I did an Inara search to see what economies the outposts were around my system. They show up as 'surface settlement' in Inara. Nearly all were Industrial like my commercial outpost orbiting an icy moon with 2 T1 Ag settlements. One 'surface settlement' caught my eye. Woo's Progress in Col 285 sector gd-z c14-9. I went there and it turned out to be a coriolis orbiting a W. There is nothing else in the system, no constructions either, just the lone coriolis. It's an Ag/Tourism economy which has a great marketplace. The system shows 17, 000 for the pop.
Screenshot 2025-04-03 142018.png

My coriolis only gave me 15K. By the graph in Inara, it just came online. I'm burnt out on this. I give up. My thanks and condolences to the people who have put in many more days than I have testing this biowaste show.
 
Returning briefly to the "how does it pick the three commodities?" question...

I just completed construction of a medium military settlement (+4 security) which had no effect at all on either the selection or amount of commodities offered at my surface agricultural outpost. So maybe this is some evidence that security is the one variable which doesn't change the markets at all.

(Also no change at all in HFuel production at the primary station)
 
Returning briefly to the "how does it pick the three commodities?" question...

I just completed construction of a medium military settlement (+4 security) which had no effect at all on either the selection or amount of commodities offered at my surface agricultural outpost. So maybe this is some evidence that security is the one variable which doesn't change the markets at all.

(Also no change at all in HFuel production at the primary station)
The issue concerning the 0-3 commodities in the Surface port markets has gone from confirming to acknowledged, so it is a bug apparently.
 
The issue concerning the 0-3 commodities in the Surface port markets has gone from confirming to acknowledged, so it is a bug apparently.
That's good to know. I don't have any surface ports so I haven't been able to poke around with them to see what might be happening. Recently I've been looking deeper into the market.json file that is created/replaced when you open the market screen (example below of one line from one of my stations). I wonder if these ports only have stock of the 3 items sold or if under the hood they have them all but just show only 3 on screen. If I had a surface port I'd try it or perhaps I might hunt down an example somebody gave and go take a look later.

Market File Example
{ "id":128049202, "Name":"$hydrogenfuel_name;", "Name_Localised":"Hydrogen Fuel", "Category":"$MARKET_category_chemicals;", "Category_Localised":"Chemicals", "BuyPrice":84, "SellPrice":80, "MeanPrice":119, "StockBracket":3, "DemandBracket":0, "Stock":1936, "Demand":1, "Consumer":false, "Producer":true, "Rare":false },
 
Has anyone tried to build this Surfice Hub listed as Exploration?
Could it add the Universal Cartographics to our stations, if we build it?

1743715635916.png


Cheers
 
Maybe the only way to check is to have two identically-developed systems as a control experiment, then introduce one of those hubs to just one of the systems.
This is a job for influencers with their fans. A 100 people can test this quickly,but theyre busy in early access flying the new ship. Also dunno how long people are interested in them hauling from point A to B
 
The pirate outpost I built weeks ago is still lacking both a market and a black market, quite strange and very annoying.

(It's orbiting an ammonia world if that's relevant, and 100% service economy type according to the journal log)
Mine is orbiting a gas giant, no other worlds present; it has several types of alcohol for sale and some weapons (Battle Weapons and I think, maybe, Personal Weapons - can't check right now as it's 10 jumps from my main colony systems)

1743720593073.png
 
Returning briefly to the "how does it pick the three commodities?" question...

I just completed construction of a medium military settlement (+4 security) which had no effect at all on either the selection or amount of commodities offered at my surface agricultural outpost. So maybe this is some evidence that security is the one variable which doesn't change the markets at all.

(Also no change at all in HFuel production at the primary station)
I built an installation Comm Station (+1 security, +3 Tech) and it also did not change anything in the production of the markets. Despite having an increase on the population (and I thought the market supply/demand was also depending on pop?)
That would mean Security and Tech do not have an influence, however I then built an installation research station (+8 Tech, +2 Dev Level) and the market increased a lot, in my Tech market the hydrogen went to 19570t from 15054t. That's more than when I finished my asteroid base (to 15504 from 12802t) and it was giving lots of good stats (including a +7 Dev Level). The only thing is that the Installation research was on the second slot next to the High Tech outpost, so it may be that the influence of the High tech Level increased the economy weight.
But from this, it may be that Security and Tech do not contribute to the supply/demand.
And also I then built a Pirate base to increase the wealth, thinking it may increase the import. But after the (+3 Wealth and pop increase) nothing changed in the markets (import/export). So I'm not sure what wealth is doing, maybe something different like increasing the frequency of bigger trading ships in the system?

And about the security, when I built the Comm station, I gained +1 security and I was still in negative but then my None slider was visible in the security and there were eagle/SLF at my fleet carrier. After building something else decreasing my security again the security at my fleet carrier disappeared. So maybe the security was not negative but at 0 then went to 1 and then back to 0 and that the order of builds would matter?
 
I´ll test that with my T1 Port - going to build a quick small Agri-Station next to it. If your theory about "trigger" ist correct, it should be 0.75 Ind/0.25 Agri afterwards, if not, 0.75 Colony/0.25 Agri
give me some two, three hours and I insert in this post....

edit: will report tomorrow - Madame insist on RL.... ;)
well, checked again AFTER placing a construction order - no changes

"StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ]
 
Does anybody know what the planetary influence is of gas giants on orbital colony stations?

And have system stars shown any signs of having planetary influence?

There are systems with just the main star and a gas giant so it would be useful to know.
 
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