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

That's why I keep going on with mine, I am quite curious how high my population could get. It's now 276,550 and besides this T3 port under construction, I could add 4 more Tier 2 (Coriolis) ports, before I will ran out of slots.
 
So... let me get something straight, ports with predefined economies - do they have their own economy influence again? I've yet to build one in orbit of (or on) a body with a colony station present, but this might be more important now in the upcoming piece of changes.
This raises an important question - will the economies of existing (populated pre-Trailblazers) systems change after Wednesday?? Old, established Bubble systems? I've been told that the current economy model for Trailblazers is the procedural one used for the "old" systems, if this new model is rolled out galaxy-wide it's going to alter everything hugely in the "old" systems too.
 
This raises an important question - will the economies of existing (populated pre-Trailblazers) systems change after Wednesday?? Old, established Bubble systems?

People should take snapshots of their go-to source systems' markets and system stats before the Wednesday patch kicks in. That's the only way we'll know for sure 🤷‍♂️
 
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I've been told that the current economy model for Trailblazers is the procedural one used for the "old" systems
The behaviour of individual markets, given a proportion mix of e.g. 0.7 Industrial + 0.3 Refinery, is identical to the one used in the old systems. Frontier have given no indication of planning to or wanting to change this, for either new or old systems.

The mechanism used to determine what proportion mix a market has in the first place is completely different in old and new systems, and while it will change dramatically for new systems on Wednesday I doubt Frontier will apply that to any existing systems.
 
Those high G worlds seem to be rather abundant in my local area too. Or, more likely, I'm actually paying attention to planet gravity ratings more now with colonization making even barren non-atmospheric landables worth looking at in some way.

... but I am not putting a T3 port down in my refinery until I know if the update will brick it or not. And I am still suffering with new system claims because, of course I am.
Likewise, I have two refinery planets (50 LY apart), one in an experimental not-optimal build with Industrial, and one pure refinery planet w/ 3 refineries plus a tier 1 civilian surface port. It's wise to wait and see what changes will happen on Wednesday before committing to anything.
 
Likewise, I have two refinery planets (50 LY apart), one in an experimental not-optimal build with Industrial, and one pure refinery planet w/ 3 refineries plus a tier 1 civilian surface port. It's wise to wait and see what changes will happen on Wednesday before committing to anything.
My main concern, if any, would be that the volcanic activity on the high metal content world will ruin it by applying industrial to the coriolis (when I have already specialized it)... and of course I decided to use the moon for some industrial things (only 2 surface build slots) but I would've assumed such a 'weak link' influence itself would not brick the refinery of the parent body (not when it has 4 hubs). If it still does, I guess I'd quickly start to build a new refinery next door as I already have plans for an extraction/refinery system there in a claim. Or maybe somewhere else that looks suitable if I don't want to chance it with that location - as it was one of the systems I 'wanted'.
 
Likewise, I have two refinery planets (50 LY apart), one in an experimental not-optimal build with Industrial, and one pure refinery planet w/ 3 refineries plus a tier 1 civilian surface port. It's wise to wait and see what changes will happen on Wednesday before committing to anything.
Same here. Have a very nice Coriolis with 3 Ref Hubs, a space Farm and a T1 spaceport currently under construction.

It orbits a HMC terraformable planet with a ring.

So the T1 port will - by the new rules - be a 2x Extraction (HMC, rings) 1x agri (terraformable) system.
It will not be refinery, because strong links from Refinery should go to the Coriolis as the higher Tier. It will also - for the same reason - get no weak links from the military M settlement, the security station, the relay station or the two M agri settlements.
It is now useless for me. I wanted CMM Composites.
So i will not finish it. Instead, i have to build another T1 port on another planet, and add more Refineries there. While making sure to not build another Coriolis or Orbis there.
Spending my T3 points on yet another planet, where i will need another bunch of Refineries.

Regarding the Coriolis: It remains to be seen how the oob 1x agri/2x extraction will be handled. Lucky me there is neither industrial nor high tech in the mix.
The Space Farm output should be boosted, because terraformable. Refinery input should stay the same.
Plus there should be some military and a bit more agri added into the mix.


Regarding game design... This is a complexity monster! We will run into so many bugs and unintended consequences, links not working, canceling each other, random quadruple/quintuple economies... It will be a mess.
I liked the old system better. Once figured out, it was easier to understand.

My expectations for Wednesday are: This patch will be a biowaste show. It will reward the people that acted without any plan, and punish those that built nice systems, possibly with multiple stations.
There will be numerous unintended and random consequences, especially for multi-tier combinations. Like our refinery Coriolis around a HMC geological volcanism terraformable planet, which features a T3 starport. Assuming it wont still be bugged and not produce anything. Judging from the rules it should end up as Extraction/Industrial/Agri station.
Furthermore the number of possible link combinations is so high, that i fully expect a staggering amount to simply not work, or being faulty. Because of some weird combinations that will balloon even a predictable number of bugs out of proportion number wise.
 
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Same here. Have a very nice Coriolis with 3 Ref Hubs, a space Farm and a T1 spaceport currently under construction.

It orbits a HMC terraformable planet with a ring.

So the T1 port will - by the new rules - be a 2x Extraction (HMC, rings) 1x agri (terraformable) system.
It will not be refinery, because strong links from Refinery should go to the Coriolis as the higher Tier. It will also - for the same reason - get no weak links from the military M settlement, the security station, the relay station or the two M agri settlements.
It is now useless for me. I wanted CMM Composites.
So i will not finish it. Instead, i have to build another T1 port on another planet, and add more Refineries there. While making sure to not build another Coriolis or Orbis there.
I"m pretty sure you got this wrong.
This is what FDev said:
In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
If you had more than one planetary port, then, yes, the tier 1 will be using just the planetary influence.
But you only have one, so that ground port will have strong links with the refineries, and then with the Coriolis.
 
If you had more than one planetary port, then, yes, the tier 1 will be using just the planetary influence.
But you only have one, so that ground port will have strong links with the refineries, and then with the Coriolis.
Thank you for pointing this out. I did not register this line in the patch notes. So i can still hope for the best.

Nevertheless i stand by my judgement. Too complex. Too many variables. Significant departure from the original plan (or maybe it was the original plan, and "feature complete" was just marketing spin). Number of bugs will be astounding.

Positive thing - apart from the clear communication of the rules - will be that a T2 Coriolis or even Orbis will be way more viable as a primary station now. And when chaining and wanting to create support you can now just plunk down a Coriolis at the right planet, therefore possibly saving 30k+ of materials.
 
"Feature complete" it's like when a cinematographer says the recording is done.
Obviously, there is still lot of work to be done afterwards.
"Feature complete" = no more features will be added, as in no new buildings, shipyards or stuff like that.
Now they are only tweaking the colonization engine so we can fully use these features.
 
I"m pretty sure you got this wrong.
This is what FDev said:

If you had more than one planetary port, then, yes, the tier 1 will be using just the planetary influence.
But you only have one, so that ground port will have strong links with the refineries, and then with the Coriolis.
If there's more than one surface port, it will work as you described, but the 'lesser' port will also have weak influences from eventual other facilities in the system not on/orbiting the planet. So with a sufficient built-out system, you can still have a useful T1 surface port even if there's another port present already.

What remains to be seen is how much economic weight the weak influence has on ports compared to the strong influences
 
"Feature complete" it's like when a cinematographer says the recording is done.
Obviously, there is still lot of work to be done afterwards.
"Feature complete" = no more features will be added, as in no new buildings, shipyards or stuff like that.
Now they are only tweaking the colonization engine so we can fully use these features.
Thank you for the explanation.
As a senior software architect myself I'd rate the planetary economy influences and the population growth as additional features. Or probably change requests, that were the result of not prioritzing non-functional features like user empowerment enough to enable a smooth transition into the colonized galaxy.
 
For those who want to have a look at what potential hybridisation mixes might do without a lot of tedious calculation, https://cdb.sotl.org.uk/specialisation/hybrid now has a calculator - enter the economy weightings for a real or hypothetical station, and see what commodity types might be imported or exported.
Hey sir, do you know what the very low, low, medium, high, very high, columns refer to? System dev/population? This looks like it's about to wreck my refinery world completely.. :(


And does anyone know if the T1 orbital outposts with a fixed economy will link to other stations and add their influence? So like a scientific outpost would add high tech to a neighboring Cori?
 
Hey sir, do you know what the very low, low, medium, high, very high, columns refer to?
Production and consumption of a commodity, all else equal, still usually varies over quite a range from station to station. You might be able to re-roll the dice on this by changing your system's global variables (wealth, etc.) but connecting that to actually being able to plan it is probably impossible. So it's not possible to say "a 0.5 refinery 0.5 HT station will have this market" - it all ends up as ranges of possible behaviour, which can often include both importing and exporting.

"Very low" and "very high" are the extreme amounts possible based on the collected data, if you got really (un)lucky.
In general it would be within the "low" to "high" range, with "medium" the result if both import and export were median.
 
Production and consumption of a commodity, all else equal, still usually varies over quite a range from station to station. You might be able to re-roll the dice on this by changing your system's global variables (wealth, etc.) but connecting that to actually being able to plan it is probably impossible. So it's not possible to say "a 0.5 refinery 0.5 HT station will have this market" - it all ends up as ranges of possible behaviour, which can often include both importing and exporting.

"Very low" and "very high" are the extreme amounts possible based on the collected data, if you got really (un)lucky.
In general it would be within the "low" to "high" range, with "medium" the result if both import and export were median.
Thanks, we will learn, and then Fdev will change it, but this is going to make things tough! lol
 
For those who want to have a look at what potential hybridisation mixes might do without a lot of tedious calculation, https://cdb.sotl.org.uk/specialisation/hybrid now has a calculator - enter the economy weightings for a real or hypothetical station, and see what commodity types might be imported or exported.
Any chance of adding a "terraforming" economy to the options?

This part of the patch notes under colony overrides fills me with trepidation on what the result is going to look like since the area I am in is full of biological signatures. Unless I am misunderstanding their flow or there are conditions not described in the test. For instance, it doesn't make much sense to try and terraform a body with .06G gravity field, you basically are doing a perpetual full bleed to space.
"
  • Has organics
    • Agriculture
    • Terraforming"
 
Asking again in case:

And does anyone know if the T1 orbital outposts with a fixed economy will link to other stations and add their influence? So like a scientific outpost would add high tech to a neighboring Cori?

Did we find out what happened before when we had planetary influences a few weeks ago?

:)
 
Fleetcom has just made the Vista Genomics facility a requirement for newly deployed DSS fleet carriers.


Does anyone know what it will take to make a science outpost have one? Mine is already at 100% hitech but no Vista yet alas 🤷‍♂️
We'll probably have to wait until after tomorrow's patch to see if things change, as far as I can tell.
 
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