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

4 refienry hubs (so do

Nice.
In my case, I have 4 hubs. Yet still 0.5 colony, 0.5 refinery. You can see the difference here (maybe from extra dev. points from buildings around the system):

That is really interesting. Mine is also a .5 split. Perhaps additional hubs have no effect on market influence.
I'm probably going to start developing in this system again so I'll share updates on the market if Dev increases also increase my market size.
 
Perhaps additional hubs have no effect on market influence.
Considering I was able to fully replace my Coriolis’ economy with refinery, they should. There has been some guesswork done that the hubs only provide proper influence come the weekly tick now, but I’m not sure of any reliable way to test that when people have (also) waited for a while for stations to pick up influence from nearby constructions.
 
Oh, and the second ground port (also tier1), actually the oldest one, build before the rollback, still has 2.05 refinery and 1.0 agriculture, with only 2 ref. hubs on the planet.
This is the market :) :
grmrkt1.jpg
 
Hey, great news!

Now, finally, my terminally optimistic T3 ground port "Terminal Optimism" shows its true power of a 0.9 extraction and 0.9 refinery economy. The influence comes solely from buildings and installations, finalized before the planetary influence kicked in (and was reverted)... all building slots of that body were already completely saturated. Thus, this seems to stay the way it is now, and I'm happy!

Ok. Time to retire the long range FSD of my carrier. It seems I only need in-system jumps from now on...

BTW: 91 system points, 0% happiness, 910095 Cr

o7 Strunzdesign

1744907089200.png
1744907254350.png
 
Yes, our T3 starport is now the powerhouse we expected! (Edit: although planetary economy is still applied. But that will hopefully be corrected in the next few weeks)

Has anyone visited any small, medium and large settlements? Do they still have fee commodities or some more?

The T1 starports should now have a meaningful economy as well, right?
 
I'm really happy that some of you now have working T1 surface ports with a healthy refinery commodity market.

My T1 refinery commodity market is still empty, has anyone found a way to kick it into life? 2 refinery hubs on the surface. Really frustrating that this was not included in the fix.
 
Has anyone visited any small, medium and large settlements? Do they still have fee commodities or some more?
I just visited my large extraction settlement... and it still offers only two commodities: 4732 hydrogen fuel and 1069 kryolith (?). However, the list of goods in demand is long...
 
I know this bug is yet to be addressed, but I still have the following:

Ref hub -> Primary Civ Outpost -> Coriolis

Which still yields:

Hub -> Great Refinery Market -> Hydrogen and Poo

But nevermind, my 25,025 colonists apparently consider it a product worthy of export.
 
Considering I was able to fully replace my Coriolis’ economy with refinery, they should. There has been some guesswork done that the hubs only provide proper influence come the weekly tick now, but I’m not sure of any reliable way to test that when people have (also) waited for a while for stations to pick up influence from nearby constructions.
In my case these hubs have been in place for probably going on 4-5 weeks now. So I'm definitely in the later category if that's the case. Perhaps worth noting is that my build order on a 3 slot planet was Hub 1 > Surface Civilian Outpost > Hub 2. Maybe only the one built after the Civilian Outpost is actually affecting it (which would be in line with observations regarding orbital ports not picking up influence from existing local installations).

If everything is going to be broken I wish it was atleast consistently broken lmao.
 
Observation
Had two Refinery hubs on HMC prior to 'the changes' (and the reversion of them), with a Coriolis in orbit, and a mining outpost in the other orbital slot.
Coriolis's economy was 0.9 Refinery / 0.3 Extraction with 15 ships for sale and with a market that looked like this (no state):
{ "timestamp":"2025-04-02T03:36:56Z", "event":"Docked", "StationName":"Kutter Gateway", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false, "StationState":"Construction", "StarSystem":"LBN 623 Sector JH-V c2-4", "SystemAddress":1182558851730, "MarketID":4230529539, "StationFaction":{ "Name":"Selous Syndicate", "FactionState":"Expansion" }, "StationGovernment":"$government_Corporate;", "StationGovernment_Localised":"Corporate", "StationServices":[ "dock", "autodock", "commodities", "contacts", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.900000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.300000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ], "DistFromStarLS":316.455010, "LandingPads":{ "Small":8, "Medium":12, "Large":7 } }

After the changes and reversion thereof, I added a third refinery hub, which did not affect the market, economy proportions, or shipyard offerings at all (except that by then the controlling faction had moved to Expansion state, how annoying):
{ "timestamp":"2025-04-17T04:08:09Z", "event":"Docked", "StationName":"Kutter Gateway", "StationType":"Coriolis", "Taxi":false, "Multicrew":false, "StarSystem":"LBN 623 Sector JH-V c2-4", "SystemAddress":1182558851730, "MarketID":4230529539, "StationFaction":{ "Name":"Selous Syndicate", "FactionState":"Expansion" }, "StationGovernment":"$government_Corporate;", "StationGovernment_Localised":"Corporate", "StationServices":[ "dock", "autodock", "commodities", "contacts", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "missionsgenerated", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.900000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.300000 } ], "DistFromStarLS":316.396757, "LandingPads":{ "Small":12, "Medium":14, "Large":8 } }

Now today, I completed a fourth refinery hub and quickly after found the market slightly boosted (faction still in Expansion state):
{ "timestamp":"2025-04-18T01:15:51Z", "event":"Docked", "StationName":"Kutter Gateway", "StationType":"Coriolis", "Taxi":false, "Multicrew":false, "StarSystem":"LBN 623 Sector JH-V c2-4", "SystemAddress":1182558851730, "MarketID":4230529539, "StationFaction":{ "Name":"Selous Syndicate", "FactionState":"Expansion" }, "StationGovernment":"$government_Corporate;", "StationGovernment_Localised":"Corporate", "StationServices":[ "dock", "autodock", "commodities", "contacts", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "missionsgenerated", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.350000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.300000 } ], "DistFromStarLS":316.362818, "LandingPads":{ "Small":12, "Medium":14, "Large":8 } }

Shipyard with the market boost also increased, and now offers 20 vessel types.

I've seen similar observations from a few days ago in this thread, but thought now I'd add in my own. Nice to know economy influence is still not totally dead right now, but it is a little beyond me why the third refinery hub seemingly had no influence on the station, but the fourth one did.

Steel and Titanium are in a bit of a sorry supply at this station due to heavy consumption for colonization efforts by myself and several other CMDRs (this station is fairly remote from the bubble, nearest refinery is several hundred LY away...the other day there were three FCs parked in the system, two of which are now gone, and I suspect they were not here for the 1 unit of Palladium), so I don't care to show those or make any point from them. Copper is what I am mainly looking at since it seems to be unaffected by faction state, is in low demand by CMDRs, and clearly increased in supply as the Refinery went from 0.9 -> 1.35.

Might add a fifth refinery hub to see if it changes anything, but I'm not sure yet.
 
My High Tech/Refinery surface port finally has a proper market! Unfortunately no EPCs (Emergency Power Cells), which means that we'll need to make trips back to the bubble to gather EPCs while we expand or build supply/personal bubbles. May be worth setting up an alt to carry EPCs in a carrier along the way. Don't need a lot for setting up a supply bubble, but it's still extra jump time and fuel cost for carriers.
 
Just checked, my two med agri settlements have moved from producing 3 agri items to 5 each. The mix is slightly different in each, with one producing hydrogen. The orbiting colony outpost is showing as an econ agri + refinery with not market at all.

Both the agri settlements have substantial and varied demand for goods.

The outpst has a journal entry of:
"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.300000 } ], "DistFromStarLS":1189.696382, "LandingPads":{ "Small":4, "Medium":1, "Large":0 } }

The moon is rocky.

1744968971970.png


The only explanation I can think of, is that the outpost still takes it's econ from the body it orbits, so that issue in this case has not been resolved. Any comments/thoughts welcome.
 
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Just checked, my two med agri settlements have moved from producing 3 agri items to 5 each. The mix is slightly different in each, with one producing hydrogen. The orbiting colony outpost is showing as an econ agri + refinery with not market at all.

Both the agri settlements have substantial and varied demand for goods.

The outpst has a journal entry of:
"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.300000 } ], "DistFromStarLS":1189.696382, "LandingPads":{ "Small":4, "Medium":1, "Large":0 } }

The moon is rocky.

View attachment 426668

The only explanation I can think of, is that the outpost still takes it's econ from the body it orbits, so that issue in this case has not been resolved. Any comments/thoughts welcome.
I have a coriolis and a planetary outpost still using planet pressure. Those have not changed at all yet.
 
I have a hunch that the planet influence was supposed to be a boost, not an overwrite. The coders managed to mess it up.
Like, say you have 0.45 influence from a refinery hub, if the planet met certain criteria, that influence should have been boosted, like maybe 115% of the regular rate.
Obviously, something went really wrong, and they added that boost straight to the planets, not to the assets.
It's just a theory.
 
Seeing a more normal variety of commodities at my settlements after yesterday's fix (though the ones with zeroed markets are unchanged, as expected).

My planetary outpost is also showing more agricultural exports ... but is still a bit weird
- no legal drugs exported, or mineral oil, or animal meat or fish
- but it does export food cartridges which are normally industrial only
- h-fuel production is still on the low side for its implied population, even correcting for development level also being low (my smaller industrial outpost produces more)

So I wonder if the surface ports are still behaving as if they were Odyssey economy types, somewhat. Or maybe the residual 0.0 Colony economy it has is messing things up, somehow?
 
Coriolis built this week, activated on thursday.
In slot 0.
Built a space farm yesterday, no changes.
Built a refinery hub today, no changes.
Coriolis is 100% colony.
Going to check tomorrow if anything activated over night.
Since you cant setup a refinery there is no point in building anything tbh.
Im pausing colonization until this gets fixed. Shelfing the game.
 
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