they mentioned feature only - not the logic behind it (obviously there isn´t much)Feature complete - my donkey![]()
so, here are the results - Scientific-Outpost; small Mil Settlement, Icy-Moon, no Atmo, 14,3% Phosphorusjust for testing (and chaining) I just placed a Science-Outpost around an Icy-Moon
Stats
"StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":1.150000 }
Interestingly, besides of the obvious HighTec stuff, the Market also offer two Refinery-Products in reasonable amounts - Agri-Treatment and Pesticides... (or are that Ind-goods?)
So far no surprise, except that the initial eco-strenght also seems to vary - yestrdays Science-Outpost (orbiting the Star) had HighTec 1.0 only....
Seems that building around a Planet/Moon adds that 0.15 already.
To test influence of Icy-Body on a pre-determined eco, I´ll put a small Military-Settlement on the ground (no Atmo, 14,3% Phosphorus).
Col 285 Sector LO-F c12-9 A3b
in Eco NO visible influence of pre-determination by body orbited.
NO significant changes in Market-Profile either (neither Commodities available nor quantity)
You'd think that, except the stats don't indicate that. One has a space farm prereq, the other has an agri settlement prereq,... but neither do max pop on the tin.maybe they contribute to MPop?
They're both normal high-tech goods too, so that would be expected.Agri-Treatment and Pesticides... (or are that Ind-goods?)
Interesting that the planet didn't seem to influence it at all, but the military settlement did slightly."StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":1.150000 }, { "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.150000 }
well, depends on POV.Thanks to this live-Beta the bubble will end up with a shell of utterly wrecked and useless systems around it. Not sure if I think that was a clever move.
I´d wait if you want to be sure of the outcome....OK so I have a 4 slot ice planet. It has 3 refinery hubs and a t3 surface port. All built before this update. So I'm probably safe that this will stay refinery econ as I can't build anything on the planet now.
My question is, if I build a port in slot 0 (it has one orbital slot) will that change the T3 economy? I expect it will not, but it will pick up the industrial econ influence so I need to wait for this bus fix before I build it right?
Which tool is this snapped from? I'm the screen shot, do mind if I ask?I think you got @Jmanis wrong, he´s refering to those (Surface Tier 2)
View attachment 424956
and by definition - as Hub´s have no trespassing zones - cannot have a market
That definitely feels like a "let someone else try that first" situation unless you really don't mind if the T3 switches to Industrial/Refinery.My question is, if I build a port in slot 0 (it has one orbital slot) will that change the T3 economy? I expect it will not, but it will pick up the industrial econ influence so I need to wait for this bus fix before I build it right?
I do and don't? Just it's the last slot so if dev ever tweak or roll back I can't force a recalc if I fill it. It's a test system anyway, not intended for anything specific. I don't think we'll learn anything by my building it so may as well leave it for now.That definitely feels like a "let someone else try that first" situation unless you really don't mind if the T3 switches to Industrial/Refinery.
Which tool is this snapped from? I'm the screen shot, do mind if I ask?
Also as a summary of other's work I think we're looking at this at the moment right:
Icy = industrial
HMC = extraction
WW = Tourism
Rocky = refinery
EWL = a bunch of economies? (Tourism + Agri seen.)
Star = ??? (high tech?)
Gas Giant = Service (contraband)
Agi is added (does not override the economy above) for atmosphere worlds with phosphorous over 8-10%
Is that right?
The way in which the economy of a station is determined is different (and has been since the original 4.1 release) for core systems and colonised ones. Though the core system way is "it is what Frontier says it is" which obviously wouldn't have scaled.I guess there must be two economies in the game. The original one for the core bubble systems and the colonialization one, or did all the bubble econs just get a massive change? Does Coriccha still mass produce trit? eek...
Thick atmosphere planets can give agri influence, though, and any bio signals on those must be assumed ones rather than real ones.And I'm not sure about agri and Phosphorous, I think it might be smth much more simple, like the presence of bio signals.
And I'm not sure about agri and Phosphorous, I think it might be smth much more simple, like the presence of bio signals.
But this is as well as the planet's 'normal' econ influence ie icy = industry right?Thick atmosphere planets can give agri influence, though, and any bio signals on those must be assumed ones rather than real ones.
Perhaps the more effective angle at this stage would be to look at which atmospheric planets aren't giving agri influence despite a recent qualifying construction? It seems like at least most of them are.
What's a wrecked system mean? I think that's a pretty subjective thing in this context... like... I'm puposefilly making some thematic systems... like all- military and such... sure a couple may now get some hybrid economies here and there, but the overwhelming presence will still be military.Thanks to this live-Beta the bubble will end up with a shell of utterly wrecked and useless systems around it. Not sure if I think that was a clever move.