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

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 } ]
so, after finishing a small agri-settlement it looks like this
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":2.150000 } ]

@FDev @Paul_Crowther Guys - have you gone completely bonkers now ???
I don´t want to know what you guys drank or smoked by implementing a crutch for that "lonely" Stations this way - would an "If-Clause" (if not landable/if no surface slots) really have been this difficult to implement???

I cannot imagine how many millions of players invested game-time hours you just blew - thats just stupid beyond any comprehension!

edit: excuse my wording, but thats the mildest which come to mind.

BTW: with THAT solution you just threw all incentives to build surface structures out of the window -
One wants a refinery-Eco? Well just build a Coriolis around a Rocky or GG - the T2-Points you get by cheap space stations or even cheaper small agri-settlement (~2850 to each) on some remote location - all the other stuff like Hubs, Ports, Med/Large Settlements etc. not needed any more - you saved us around 70% of tonnage moving this way - congrats - this way you just crushed the complete feature to nonsense

edit2: just give players the ability to choose location of the primary port and everything is fine! Scrap that current solution please.... as the missing ability to do so is the root-cause for the whole desaster - all you did until now is tinkering with the consequences instead of removing the cause (reminds me of gouvernment logic)!

edit4: to solve that, just insert another UI-query between dropping the colonization-beacon and the generation of the "colonization-ship will arrive in 3 Minutes" Message -> call to sysmap "Cdr, where you want to construct the primary port?", instead of just taking over a value from Stellar-Forge (which, btw, also doesn´t work properly - my primary in one of my systems was designated to B4, Construction-Ship arrived at A2!)

edit3: I cross-posted that in the feedback thread as well, maybe helps if you upvote that one if you have the same opinion
 
Last edited:
How many times you have to be told, the economy resets after you finish a build. Not place it down.
well, I like to prove/verify things, there is a lot of guessing and half-baked claims sometimes......
And I really didn´t believe FDev could be this short-sighted....
 
Last edited:
so, after finishing a small agri-settlement it looks like this
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":2.150000 } ]

@FDev @Paul_Crowther Guys - have you gone completely bonkers now ???

Well, there goes my dream of having a hi-tech agricultural system 🤷‍♂️ Got to pivot now to hi-tech industrial - no choice.
 
Well, there goes my dream of having a hi-tech agricultural system 🤷‍♂️ Got to pivot now to hi-tech industrial - no choice.
I'm reasonably confident it's a bug that'll MAYBE be noticed by FDev tomorrow morning given the amount of new issues... But given that the 3-commodity bug wasn't noticed for two entire weeks my expectations are low. These new builds should be giving at least some of their set economy as pressure.

On that note, checked my brand new Industial outpost orbiting an un-landable HMC, 0.85 Industrial when they usually start with a minimum of 1.15.
 
Last edited:
I have a coriolis with 1 refinery hub. I am afraid if I build another refinery hub I will get:
Extraction/Refinery/Industrial and lose all my steel etc. production.
Its on a high metal content world.
 
My refinery coriolis turned on this week (Thursday), haven't built anything so nothing changed but checked up on it to be sure anyway. Despite claiming it has "Colony" and "Refinery" as economy it has 1.0 proportion of refinery. Shame I can't yet immediately add another two refinery hubs to improve the resupply rates and/or how much is available because of this nonsense that has recently appeared.

Orbis project at basically 3/4 complete, so should soon have something to tell on that front...
 
Last edited:
so, after finishing a small agri-settlement it looks like this
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":2.150000 } ]
This looks like a bug. Like the kind of bug one introduces when one has an urgent problem to fix and doesnt do a full regression test.

What possible sense could it make to build an agri settlement to get Industrial economy? Right, none at all.

What kind of planet was that?
 
Last edited:
This looks like a bug. Like the kind of bug one introduces when one has an urgent problem to fix and doesnt do a full regression test.

What possible sense could it make to build an agri settlement to get Industrial economy? Right, none at all.

What kind of planet was that?
Ice-Moon
 
I built two t1 medium ag settlements, Picumnus - the one with L landing pads on an ice moon. Nothing else on this moon or the world it orbits. I built a commercial orbital outpost in slot 0 orbiting the moon. This was all 2 - 3 days ago. The outpost became industrial, 1.15, still in construction but working. The 2 settlements became active at the tick. No change in the outpost economy. Full industrial, 1.15. I just started an asteroid coriolis in the first slot around a gas giant. This, hopefully, still works as intended.

There is no excuse for not letting us know the rules. This new grab bag mini game is completely unreasonable. There are many hours put into this and Fdev not communicating is a huge disrespect to the people who pay their wages.
 
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 could have told you that.
I just build 2 days ago (so before the weekly tick) 3 military settlements in a row, just like yours. And then I added an Installation: Comm Station. So my system went from -3 to +10 security. No change whatsoever on the market, and the system security is still Anarchy. My guess -> they don't work properly yet.
 
Last edited:
So what are the planetary influences?

(WARNING: below list is a question, not an answer)
HMC = Extraction? Or Extraction / Industrial?
Gas Giant = Refinery?
Water World / Earth Like = Agri?
Icy = Industrial
Rocky = ?
Star = ?
 
Last edited:
I ran my own little test on my first system which has a commercial outpost primary port around a rock ice world. I decided to build a comms installation since I wanted to bump the tech level some at some point. I complete this construction this evening and nothing changed. The commercial outpost is still a colony economy that only sells 1 biowaste.

With all the reports from other players I suspect building an installation doesn't trigger a reset the economies even though there are global variable changes that would typically adjust something of the economies. It could be because they don't have a market themselves or perhaps since the comms installation has no economic influence that is why nothing changed. There's also a small chance that something about my system is different or if this all is some sort of bug I've just been extra lucky to not have it though I doubt either of those are the case.

I'll look again tomorrow to see if an overnight made any changes as it seems sometimes it takes that for non-outpost stuff to start to have an effect. I also plan this weekend to build a colony type outpost, probably a commercial one, in one of the slots around a star in a different system so I might have more info on how that gets changed later in the weekend.
 
I'll look again tomorrow to see if an overnight made any changes as it seems sometimes it takes that for non-outpost stuff to start to have an effect. I also plan this weekend to build a colony type outpost, probably a commercial one, in one of the slots around a star in a different system so I might have more info on how that gets changed later in the weekend.
I also suspect that eco-changes ONLY trigger the re-calculation of stations/ports economies.
 
My two space gardens with a commercial outpost in the outermost slot don't affect the commercial outpost's economy, it still reads as Colony and with zero agricultural influence.
 
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?)
Market size is conventionally population-dependent, but it's the station population rather than the system population which matters - so if you add a 1000 population on the installation, that doesn't directly affect any of your stations.

Wealth and Standard of Living have definite effects on the shape of the Economy slider for factions, which can make it easier or harder to obtain particular BGS states (and their temporary boosts or penalties to markets). Development Level seems to be the only variable which has significant direct effects on production, though (I got a few extra tonnes - literally a few - from a +10 standard of living boost)

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 } ]
And just to confirm also: building a construction elsewhere in the system doesn't seem to trigger recalculations for planets it's not on.

I could have told you that.
I just build 2 days ago (so before the weekly tick) 3 military settlements in a row, just like yours. And then I added an Installation: Comm Station. So my system went from -3 to +10 security. No change whatsoever on the market, and the system security is still Anarchy. My guess -> they don't work properly yet.
If the system security is Anarchy that implies you have an Anarchy controlling faction, which will override any Low/Medium/High security for the sysetm as a whole.
 
Back
Top Bottom