but... the T3 does have 7-8 times the population of the Coriolis, so it could be, that population matter?high tech on rocky will just kinda ruin the refinery.
We also don't know if population does much at all for colonies or if it's mostly just a fluff stat that only affects the scale of actions needed to influence BGS stuff. Production seems to be entirely based on base station power, econ influence amount, and development level. For instance a coriolis and a T3 station in identical situations will have the T3 producing more than the coriolis even if the system has the same development and the body has the same economic influence. Most important things for production is simply station size and econ influence stat. A 1.0 refinery body will produce twice as much as a 0.5.
It does depend which high tech exports you want, but Extraction does consume quite a lot of them.I want to build a high tech world. I'm thinking about using an HMC, because if I read correctly, the imports of the extraction economy wont eat the exports (at least not the ones I want?)
Immediately, because the T3 surface city comes with +10 development level, yes. Though you could get that same effect far cheaper by sticking a couple of Medium Industrial Settlements on a spare planet.Will that population in anyway affect or improve the commodity market of the Orbis?
Not in a more convenient format than the bubble charts, I expect.Is there a full list of what can export and import what?
So, if dev level does really matter in supply levels, then for small neutral outposts, we shouldn't choose the commercial, but the civilian one, since it has +2 dev?high tech on rocky will just kinda ruin the refinery.
We also don't know if population does much at all for colonies or if it's mostly just a fluff stat that only affects the scale of actions needed to influence BGS stuff. Production seems to be entirely based on base station power, econ influence amount, and development level. For instance a coriolis and a T3 station in identical situations will have the T3 producing more than the coriolis even if the system has the same development and the body has the same economic influence. Most important things for production is simply station size and econ influence stat. A 1.0 refinery body will produce twice as much as a 0.5.
but... the T3 does have 7-8 times the population of the Coriolis, so it could be, that population matter?
Also yes, I don't mind wrecking the refinery econ on the rocky body I have in mind so long as the refinery econ from the rocky body doesn't ruin the high tech!
Extraction eats High Tech.I want to build a high tech world. I'm thinking about using an HMC, because if I read correctly, the imports of the extraction economy wont eat the exports (at least not the ones I want?)
guess?
Thanks for the explanation, appreciate it! So most important are the values relative to each other and one can use them to first establish the baseline. Thanks.These are the quantities available in the baseline condition for the market (State: None, no recent trades in that commodity) per economic unit.
Ports, especially orbital ports and outposts > Settlements/Hubs/Orbital Installations for System Economy pressure, to a pretty high degree.
Is that effective enough though to produce a good range of metals? Because even with 3 refinery hubs, it'll still only be 36% of the economy...Did a quick calculation, to overcome a conflicting planetary influence you'll need at least 3 refinery hubs.
Station tier and population are roughly the same thing in this context, at least until/unless we get a way to increase the population of an existing station. Can matter for the cases where you can get different populations at the same tier, though.So far there's no actual evidence pop does anything to production levels, only station tier, local body influence, and development do.
Hard to say. On its own, the civilian is nicer (only +1 though, I think, so it's pretty marginal). On the other hand, the commercial has +5 standard of living, and a lot of the really nice buildings for +dev have a standard of living penalty.So, if dev level does really matter in supply levels, then for small neutral outposts, we shouldn't choose the commercial, but the civilian one, since it has +2 dev?
I built a T1 science outpost orbiting a rocky moon last week. Other than switching the system economy from industrial/military to high tech/industrial, and doubling the population from 9750 to 19750 I can't tell you what the "body economy" is because the station market is still not activated. I have UC and contacts, but nothing else.Oh and what would we think about a high tech econ on a rocky body?
Yes, But, apart from Basic Medicines, H.E. Suits and Non-lethal weapons, I don't need the other's for colonization. My goal is to see if I can build a hub system, so the specifics of which things get eaten is quite important. But yeah. It's not great what ever I pick.Attach files
Extraction eats High Tech.
Consumer Ttechnology,
Synthetic Meat,
Basic Medicines,
Performance Enhancers,
Progenitor Cells,
H.E. Suits,
Non-Lethal Weapons and
Reactive armor
are all in demand for extraction economies.
The system level stats like +3 development this or -2 security that are hard coded into the facility itself and never change. When a coriolis gets an extraction economy it doesn't turn into an asteroid station.Sorry, maybe I missed it in the last 90+ pages of posts.
First base in a system - Asteroid base giving Extraction with -1 Security, 3 Tech Level, 5 Wealth, -4 Standard of Living, 7 Development level - assuming the colonization UI is telling the truth.
First base in a different system over an HMC - Coriolis with Colony (initially) giving -2 Security, 1 Tech level, 2 Wealth, 3 Standard of Living and 2 Development level. If it stayed as a Colony fine and good BUT if it flips to Extraction then why wouldn't I expect the values to change to be more like those of an Asteroid base or some median value between those two?
And for anything that flips from one thing to something else why wouldn't those values change to be more reflective of the final product?
Could that be the reason there are reports of suddenly increasing numbers of available ships in shipyards? Different than expected architect payments?
On the other hand, most things in colonisation don't need very high quantities of HT commodities.Yes, But, apart from Basic Medicines, H.E. Suits and Non-lethal weapons, I don't need the other's for colonization. My goal is to see if I can build a hub system, so the specifics of which things get eaten is quite important. But yeah. It's not great what ever I pick.
EVERYTHING eats consumer technology and Evacuation shelters and ... and ... and ...![]()
Are you basing that on what was before colonization or have you tested it with this new system?The system level stats like +3 development this or -2 security that are hard coded into the facility itself and never change. When a coriolis gets an extraction economy it doesn't turn into an asteroid station.
Put simply unless you can push that Industrial influence out of the station your refinery is going to be eaten up by that Industrial market. Unless you can do that, I think the best bet for building future markets is to specialize the system as much as you can towards only Refinery or other specific market types. Don't build a port for a different economy unless you're absolutely sure you want that pressure in your system.Is that effective enough though to produce a good range of metals? Because even with 3 refinery hubs, it'll still only be 36% of the economy...