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

First look at station customisation. 8000 ARX a pop.
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Ok, this is kinda funny.
My Orbis is selling Steel and Titanium , supply over 1 million each :)
The thing is, there are no refinery hubs next to it. It's orbiting a small rocky world with only one slot - large industrial settlement.

Rocky worlds apparently give a strong overriding refinery influence. What's the economy % on that Orbis? We'll be able to pin down how much influence a planet gives because Rock worlds are pure refinery ( unless volcanism and biological signals are present).

ps. But the industrial settlement may have consumed the other metals
 
How many biological signals do you have on that planet? I'm trying to correlate number of products with the number of signals.
4 bio signs.
This is the economy:
"Refinery": 4.1
"Agriculture": 1.6
"Terraforming": 1.4
"Military": 0.3
"Extraction": 0.15
"Industrial": 0.15
"High Tech": 0.15


Now, while the Rocky planet under the Orbis has no bio or geo signals, in the orbit I do have also a space farm and a mining installation.
This is the Orbis economy:
Refinery": 1.8
"Industrial": 1.3
"Extraction": 0.9
"Agriculture": 0.55
"Military": 0.3
"High Tech" :0.15
 
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Rocky worlds apparently give a strong overriding refinery influence. What's the economy % on that Or is? We'll be able to pin down how much influence a planet gives because Rock worlds are pure refinery ( unless volcanism and biological signals are present).

ps. But the industrial settlement may have consumed the other metals
Refineries are easy now. No more need for hubs.
I'm interested in agriculture influences too. I have a terraformable HMC with bio, that I was hoping could be made into an Ag economy.
 
Well my Coriolis now sells the metals I want. No Insulating membranes, etc. I guess due to the 90% industrial influence.
I guess I should change the name of the Coriolis now.
Also has Universal Cartographics as well.
This is over a terraformable HMC, with atmosphere, no volcanics. Industrial outpost in same orbit, 3 refineries on the surface, and a T1 surface outpost.
Economies: Refinery 280% (3 refinery hubs), Extraction 220% (HMC and Volcanics?), Agri 140% (Atmosphere), Terraforming 140% (terraformable), Industrial 90% (Industrial outpost and 2 distant surface outposts)

The surface T1 port below finally has a fantastic refinery market, the no market bug has been fixed. Huge supply as well.
Economies: Refinery 280% (3 refinery hubs), Extraction 140% (HMC and Volcanics?), Agri 100% (Atmosphere), Terraforming 100% (terraformable), Industrial 10% (2 Industrial surface outposts on distant moon)

We are certainly heading in the right direction, I feel the planetary influences are too strong though.
 
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Weak links seem to be a constant 0.05. Impaired strong links (Agri on an ice world) might be 0.4, normal strong links 0.8?

Looks like the Vulcan Industrial Outpost now has 1.4 as its baseline. It's also no longer generated Ind influence as a weak link

For a T1 surface outpost
Icy moon looks like 2.4 Industrial
(with Volcanism) looks like 1.8 Extraction

For a T1 orbital outpost (different moon)
Icy moon is 1.4 Industrial

So it looks like planetary influence might get stronger the larger the port is? (Or it could be to do with the planet size - the moons have the same radius, but the one with the surface outpost had two ground slots, the other just had one)

Population up from 29,900 to about 13 million. (High enough that I won't be doing any more experiments on happiness in this system, I think, since the decay on the eco/sec sliders is likely to end up too fast for me to overcome)

The Agri settlement with a zeroed market still has a zeroed market, so "recalculating everything" didn't include fixing those. The Civilian orbital outpost did have its market fixed, though. Odyssey settlements with non-zeroed markets appear to have had their production rerolled, though.
 
In terms of getting single-type economies (assuming you can build a decoy to absorb weak links, or get away without building anything which generates them)
- Contraband, Extraction, Industrial, High-Tech, Military: easy, there's a station with it built in.
- Refinery: easy, build any Colony-type station over a non-volcanic non-organic rocky moon
- Agricultural: impossible; no station type or planet has it. Best case is probably a terraformable Water World with lots of orbital slots to stick Agri installations in.
 
My Refinery Coriolis around a terraformable HMC with rings...

"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":2.800000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":2.400000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.500000 }, { "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.100000 }, { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":0.050000 } ]

Hardcore colony overrides.
The strong links are extreme.

Here are the buildings.... i get a 2.4 extraction economy without a single extraction building.

1746026176021.png
 
I just realized Insulating Membranes are gone. Three or four large refineries in my system, but this commodity is not produced anymore.
Probably it needs a pure refinery.
On the other hand, my shipyard sells 34 ships (it was ~20 before the update)
 
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