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

Tactically - if the Thargs return - it makes sense - they would have to dig through a lot of garbage first
They don’t. They can just show up in the core [Bubble] as they like and when they like. Attacking the fringes is rather a choice on their part than any system structure which humans have created.

… although it would amuse me in the trolly way to have a Titan land at star C in HR 8778 because of the 148k supercruise.

Anyway. Orbis construction progress is at 84%, will complete that later today. Probably. Went to sleep during the process of more carrier loading the next commodity load.
 
To follow up from my earlier report I checked today on my first system where I built an installation yesterday to see if the colony economy of the station changed - it didn't. The population changed so the installation finished having an effect overnight but didn't cause a recalculation of the station economy. That's not unexpected because the installation was built around another body and it has no economic influence either (comms). It's a shame since the outpost is around a rocky ice body so it would've add some good info.

I then decided to use my test system to build a commercial outpost around the star to see what happens. This was quite a bit more interesting. The system is around a class Y brown dwarf star. For the primary port I had previously built a military outpost which is around an ice moon. I tried to place the new construction in slot 1 but the game felt I meant slot 0 and put it there. Building things was ... different. The construction was 0.16 Ls away from the jump in point so on arrival I had to go to 0% power to line up or loop around (very slow in a T9). On leaving jump I had to use a heatsink (or burn up at 130+%) since it was so close to the star.

Roughly 5 hours later ... finished the construction and the economy is military (proportion 1.0). The existing military outpost didn't change. The new one sells the exact same things and amounts as the existing military outpost. I briefly got paranoid I built the wrong thing but using the rename inspection trick the icon was for commercial so it just picked up the military influence.

With only a single data point it's hard to tell but I'm thinking outposts around a star pick up the system economy as the influence. It could be that stars are just military but that seems a little odd to me (subjectively, no real basis). From here I think I might finish my Coriolis in my first system. It is around the star too and currently the system economy is colony. That may tell us more. It will take a small bit though as I probably have about 13 hours of hauling for it left.
 
To follow up from my earlier report I checked today on my first system where I built an installation yesterday to see if the colony economy of the station changed - it didn't. The population changed so the installation finished having an effect overnight but didn't cause a recalculation of the station economy. That's not unexpected because the installation was built around another body and it has no economic influence either (comms). It's a shame since the outpost is around a rocky ice body so it would've add some good info.

I then decided to use my test system to build a commercial outpost around the star to see what happens. This was quite a bit more interesting. The system is around a class Y brown dwarf star. For the primary port I had previously built a military outpost which is around an ice moon. I tried to place the new construction in slot 1 but the game felt I meant slot 0 and put it there. Building things was ... different. The construction was 0.16 Ls away from the jump in point so on arrival I had to go to 0% power to line up or loop around (very slow in a T9). On leaving jump I had to use a heatsink (or burn up at 130+%) since it was so close to the star.

Roughly 5 hours later ... finished the construction and the economy is military (proportion 1.0). The existing military outpost didn't change. The new one sells the exact same things and amounts as the existing military outpost. I briefly got paranoid I built the wrong thing but using the rename inspection trick the icon was for commercial so it just picked up the military influence.

With only a single data point it's hard to tell but I'm thinking outposts around a star pick up the system economy as the influence. It could be that stars are just military but that seems a little odd to me (subjectively, no real basis). From here I think I might finish my Coriolis in my first system. It is around the star too and currently the system economy is colony. That may tell us more. It will take a small bit though as I probably have about 13 hours of hauling for it left.
I completed a Commercial Outpost (Plutus) at the main star in a new empty system, before the Thursday downtime. It came online as a 'Colony' economy. Then, yesterday I added a Mining/Industrial Installation (Phorcys) at the same star and the outpost changed to 'Extraction/Military', with the system in the Galaxy Map now showing as 'Military/Extraction'.
Outpost reports: Military 1.0, Extraction 0.3
Outpost commodity market reads 'Military' but the goods sold just looks like Extraction (although, it's a Patronage faction so they may be suppressing any military goods).
 
I completed a Commercial Outpost (Plutus) at the main star in a new empty system, before the Thursday downtime. It came online as a 'Colony' economy. Then, yesterday I added a Mining/Industrial Installation (Phorcys) at the same star and the outpost changed to 'Extraction/Military', with the system in the Galaxy Map now showing as 'Military/Extraction'.

In your case it's clear that the main star gives military influence. It does make sense because that's where an invading force will drop out of a hyperspace jump after all - it's the conflict frontline.
 
Last edited:
So to get an agricultural station you need a WW or ELW now?
There doesn't seem to be any way to obtain a purely agricultural station at the moment (though there are still some planet types untested)

Most atmospheric planets seem to give Agricultural and whatever the planet under the atmosphere would imply (with ELWs/WWs therefore ending up as Agricultural/Tourism a lot of the time)
 
There doesn't seem to be any way to obtain a purely agricultural station at the moment (though there are still some planet types untested)

Most atmospheric planets seem to give Agricultural and whatever the planet under the atmosphere would imply (with ELWs/WWs therefore ending up as Agricultural/Tourism a lot of the time)

Yuk. All my good (slotty) planets are rocky with atmosphere and life.
That means that all good building slots might be doomed to become refinery/agriculture.
And if I wanted anything else, I would have a mix of 3 economies in the market.
 
Now I'm beginning to wonder if the 2nd sun onwards have the military influence - or something else.
Or what happens when you build near a ringed brown dwarf (class Y star) that is among the planets orbiting the main star, looking almost like a GG.
 
Last edited:
Are the starports with the palm tree interior (I don't even know which economy they stand for) or the high-end tourist starports with the landscape interior actually buildable by players?
 
Are the starports with the palm tree interior (I don't even know which economy they stand for)
They don't appear to be associated with a particular economy - they're a design used to indicate "important" starports back before Frontier introduced the various economy-specific designs. Probably not possible to build, though maybe something obscure like Service (...which one?) does it?

or the high-end tourist starports with the landscape interior actually buildable by players?
From the reports of interiors changing to match the economy, that should be possible if you can apply enough Tourist influence. Under the current rules a WW/ELW, especially one with a second slot you could put a Tourist Installation in, might do the trick.
 
Or what happens when you build near a ringed brown dwarf (class Y star) that is among the planets orbiting the main star, looking almost like a GG.

Now that is a worthy experiment! Hope someone reading this can step up and try it 😁 (with minimal risk to the system of course)
 
Linking to another interesting case. Coriolis orbiting an HMC with no atmo picks up strong Extraction and Industrial market influence. The two refinery hubs on the planet can only partially offset the planetary effect.

I thought HMCs give pure extraction influence as long as there is no atmosphere?? Poster kept a good record of the influence changes 👇

source: https://forums.frontier.co.uk/threa...-facilities-constructed.636252/#post-10598990

1000002806.jpg
 
Linking to another interesting case. Coriolis orbiting an HMC with no atmo picks up strong Extraction and Industrial market influence. The two refinery hubs on the planet can only partially offset the planetary effect.

I thought HMCs give pure extraction influence as long as there is no atmosphere?? Poster kept a good record of the influence changes 👇

source: https://forums.frontier.co.uk/threa...-facilities-constructed.636252/#post-10598993

View attachment 425000
My refinery Coriolis is built around a non-atmospheric HMC with I believe 6 build slots (it's a 1.93G planet) with 2 currently occupied, so I could test this by putting two more down (this was my initial plan anyway), but currently I'm not willing to tempt fate and potentially waste the effort which I put into building it if it just gets completely annihilated by a needlessly strong influence (and I haven't yet decided if I want a fifth refinery + T3 planetary or 4 and T1 civilian + T3 planetary - it might also depend on which has a greater effect on overall quantities produced/resupply rates).
 
My refinery Coriolis is built around a non-atmospheric HMC with I believe 6 build slots (it's a 1.93G planet) with 2 currently occupied, so I could test this by putting two more down (this was my initial plan anyway), but currently I'm not willing to tempt fate and potentially waste the effort ...

No, you're right - don't put anything else on the surface till we know what the hell is going on. If something over a planet is working currently then don't touch it till way after Tuesday.

Refineries seem to be the worst it since the only way to turn a station is to build a hub on the planet surface - but that's problematic if you're fighting again the planet type. Rocky worlds just became much more valuable I think.
 
Last edited:
Back
Top Bottom