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

It's extracted from my Colonia database.

That is based on the journal and EDDN feeds of market states, but it's really no more sophisticated in this respect than "find a pure-economy station, read its import and export lists", stick them in the table.
Is this data generally accessible, if so can you point me to a reference so that I can learn how? There appears to be multiple cases of economies importing and exporting the same commodity in the supplied table, and some exports that make no sense in the table supplied. An example that highlights both would be Auto-fabricators which show as being both imported and exported by Tourism.
 
Last edited:
Build order:
Medium agri settlement before the patch that added planetary influence
finished a Coriolis after the patch, as the planet is a HMC I got 1.15 refinery
finished a space farm after the planetary influence was removed, 1.00 colony on the Coriolis
finished a large agri settlement today, still 1.00 colony on the Coriolis

Does it only work for hubs?
 
I've been doing the same, I've completed a Coriolis over a landable iceworld which has the expected 1.0 colony economy with hydrogen and bio waste. In progress is a Coriolis over a non landable HMC (with orbital slots) and another Coriolis over a landable iceworld.

I'll update as these complete / after Thursday tick.



Very curious to see the results. I have an Orbis that I completed just before the planetary influence experiment "feature complete" addition production testing bug? happened, which resulted (very fortunately) in 1.15 Refinery 1.15 Agriculture, and comparing to your numbers it (still) has 25-26k steel, titanium, etc.
yeap, 4th refinery is up. no change still stuck at 0.5 colony 0.5 refinery, seriously no idea what fdev is smoking on the backend....
 
This is exactly why I'm using this time to flip my system form the anarchy faction to something more...legitimate. I'm in day 2 of war, and I actually never done proper fighting before, so I find the CZs quite hard.
On the other hand, I'm quite curious what will happen to the markets if I flip the system from anarchy. Plus, if it is not anarchy, I'm hopping I won't be attacked so much in orbital construction zones - it's really getting on my nerves.
 
To determine your economy, roll the dice.
It's not the spots/numbers that come up on the dice, but plugging them into the results table that counts. Then add in the die modifiers and the table shifts for the circumstances. What we know, is that the modifiers and column shifts are a closely guarded secret and that the results can mean different things.
 
It's not the spots/numbers that come up on the dice, but plugging them into the results table that counts. Then add in the die modifiers and the table shifts for the circumstances. What we know, is that the modifiers and column shifts are a closely guarded secret and that the results can mean different things.
I run an "open book" campaign (including printed copies of house rules), as do most of the successful GM's/DM's. It's easier to keep players that way.
 
Hello! I have an Icy body with 6 slots, and a Coriolis orbiting. There are 3 Refinery Hubs on the planet, and the economy of the Coriolis is Refinery (actually, it was recently broken due to the Industrial planetary influence that has now rolled back. At that point I had only 2 refineries, and by completing the third today I reverted it back to its intended state).

Question: if I build a Surface Planetary Outpost (Civilian), do we know if this will "interfere" with my refinery economy at all? Or will I get a chance to spawn CMMs?
 
I run an "open book" campaign (including printed copies of house rules), as do most of the successful GM's/DM's. It's easier to keep players that way.
And I thought that DMs made it all up behind the screen.

I want to ...
.... roll a D20
.... what's your STR/WIS/DEX/CON
...XX
.... successful

And it was all on the whim of the DM what the result was.

Feels like Colonisation results atm
 
Is this data generally accessible, if so can you point me to a reference so that I can learn how? There appears to be multiple cases of economies importing and exporting the same commodity in the supplied table, and some exports that make no sense in the table supplied. An example that highlights both would be Auto-fabricators which show as being both imported and exported by Tourism.
Ah, that'll be an issue caused by some of the weird Tourism-hybrid economies around Colonia (there's a Tourism-Industrial which imports them and a Tourism-HT which exports them), which I didn't have time to clean fully out of the table in the post.

You can get the table I was trimming from at https://cdb.sotl.org.uk/reserves (which indicates the hybrid economies a bit more clearly with subscripts to allow ignoring them)
 
Hello! I have an Icy body with 6 slots, and a Coriolis orbiting. There are 3 Refinery Hubs on the planet, and the economy of the Coriolis is Refinery (actually, it was recently broken due to the Industrial planetary influence that has now rolled back. At that point I had only 2 refineries, and by completing the third today I reverted it back to its intended state).

Question: if I build a Surface Planetary Outpost (Civilian), do we know if this will "interfere" with my refinery economy at all? Or will I get a chance to spawn CMMs?
Good question. Imho you have a chance for CMMs and Ceramic conposites. Whether you need an additional building (e.g. industrial) remains to be seen.

We have a T3 port with Industrial, extraction and agri (still from planetary) that does sell Cmms, but does not sell Ceramic Composites.
Edit: I'd recommend going for T1 instead, though.
 
Last edited:
To summarize from what I read here, the very first HUB / Ody settlement / space installation rarely give directly its economy type to the associated port build on the same planet, but the economy start to trigger after the secondary facility build on the same planet whith the first facility magicaly triggering and the second facility ignored?

I also have a black hole under my hand with 2 orbital slot, I am severly tempted to build an Ocellus then a military space installation in orbit (just for the idea of having a space fortress arround a black hole), I don't expect to start the construction of it before late May (have a couple of others systems to setup with a functional economy first) but hopefully FDev will have fixed there mess before that :cautious:
 
Last edited:
With all the uncertainty about how asset influence is working now, I've held off from developing any asset economies and focused on infrastructure and stat raisers (security etc). However, yesterday, I gave asset a try with placing an agri t2 below a test commercial orbital outpost. On finishing the agri, I checked the commercial outpost and found there was no influence. As I've been out of the asset loop, does the tick (daily or weekly) affect the influence? I'm debating whether it's worth continuing doing anything asset related.
 
With all the uncertainty about how asset influence is working now, I've held off from developing any asset economies and focused on infrastructure and stat raisers (security etc). However, yesterday, I gave asset a try with placing an agri t2 below a test commercial orbital outpost. On finishing the agri, I checked the commercial outpost and found there was no influence. As I've been out of the asset loop, does the tick (daily or weekly) affect the influence? I'm debating whether it's worth continuing doing anything asset related.
It seems you have to build a further asset on or around the same body to trigger an update of the local economy (i.e. the most recent construction appears to be ignored).
 
It seems like only hubs can switch the colony influence from hard stuck 100%.
For example I built a space farm first, and even thou I added a refinery,and an agri settlement later,the space farm still doesnt exist in the journal. Nor the agri settlement I built last.
 
I forgot that after I had built the test outpost, I had added a space farm in slot 1 before building the agri t2 on the planet below. I might be mistaken but I assumed the space farm didn't show any influence because it was an economy influence and not a facility influence (if that indeed makes a difference). So perhaps the t2 settlement which is a facility influence placement doesn't take the space farm into account. Seems very convoluted (and a pita). I'll build another t2 agri and see if that makes any difference.
 
I have now concluded that my "test" system partly works and partly doesn't.
My science orbital still has zero market, despite being completed nearly 3 weeks ago.
I thought I was building a space farm in slot 1, but it appears to have been swapped with the outpost in slot 0.
I do, however, have an industrial settlement currently producing CMM. As it did before, this only lasted 2 days, so I am expecting the same again.

I have an HMC with 6 surface and 1 orbital slots. What is the recommended method to reliably produce a refinery economy?
Is it 4 hubs, 1 small agri and then a T1 surface port (in that order)?
Or is it an "all in" 5 hubs, 1 agri and a T2/T3 in orbit?
I don't really want to build the T2/T3 in this system, as I have another colony with 4 HMC that I can use if this works.
 
Are there any reports of the economy being stuck in any state with both the receiving port and the influencing builds completed after the April 16 weekly tick? I have a theory that (most) constructions finished between the Corsair update and that tick can't inflict or receive any economic influence, and only those completed after last tick works properly
 
I have now concluded that my "test" system partly works and partly doesn't.
My science orbital still has zero market, despite being completed nearly 3 weeks ago.
I thought I was building a space farm in slot 1, but it appears to have been swapped with the outpost in slot 0.
I do, however, have an industrial settlement currently producing CMM. As it did before, this only lasted 2 days, so I am expecting the same again.

I have an HMC with 6 surface and 1 orbital slots. What is the recommended method to reliably produce a refinery economy?
Is it 4 hubs, 1 small agri and then a T1 surface port (in that order)?
Or is it an "all in" 5 hubs, 1 agri and a T2/T3 in orbit?
I don't really want to build the T2/T3 in this system, as I have another colony with 4 HMC that I can use if this works.
I'm pretty sure you don't need an agri settlement to get a refinery. If you don't want to build a T2/T3, then building a T1 colony orbital (e.g. commercial), followed by 3 refinery hubs on the relevant planetary body should do the trick.

I recently switched a T3 orbital to 100% refinery with only 3 refinery hubs. The build order might matter here, though. Build the colony orbital (or port) first, then build the hubs.

o7
 
Back
Top Bottom