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

I think my hopes lie with a t8 now.
Been doing that for a while already. Grab the lower quantity (usually <500) commodities which you can find at outposts reliably enough (or in the case of insulating membranes pre-Trailblazer ships, at all at high-population outposts) with a T8 and use a bigger hauler for the bulk stuff.

... though I completed an outpost in a medium ship right when this colonizing madness set off, I'm not doing that again.
 
I have an Ocellus and Coriolis orbiting same HMC planet. You would think that the economics of the stations would be the same, right?
No
Coriolis: Extraction 1.4

Ocellus:Extraction 3; Refinery 2; Agri 045; Military 0.15; Industrial 0.10; High tech 0.05

Ocellus was build after coriolis and basically "stole" its economies, so looks like Coriolis left with planetary influence only.
 
I have an Ocellus and Coriolis orbiting same HMC planet. You would think that the economics of the stations would be the same, right?
No
Coriolis: Extraction 1.4

Ocellus:Extraction 3; Refinery 2; Agri 045; Military 0.15; Industrial 0.10; High tech 0.05

Ocellus was build after coriolis and basically "stole" its economies, so looks like Coriolis left with planetary influence only.
This is expected, the strong links will go to the higher tier station, the ocellus (t3). So the Cori only picks up the planetary influence.

I guess this is how weak links work too? Find the biggest oldest, station in the system?

Actually does that make sense with what people have seen? That weak links go to the oldest highest tier station in the system?
 
I still think features should simply be a bonus to certain economy types rather than a flat addition.
The problem for Frontier is that wouldn't solve the "I built an expensive starport around a 1-slot ELW and now it has no exports" problem that set off this whole set of changes in the first place.

(Now, some might say that an Agri-HT-Mil-Tourism hybrid economy with a bunch of extra weak links piled up also isn't massively useful, but it seems to have been good enough)

Ocellus was build after coriolis and basically "stole" its economies, so looks like Coriolis left with planetary influence only.
Good to know that works as documented. Being able to take the weak links off a station is certainly useful if the planetary influence is something you want.
 
daisy chain builds?
building an orbis right next door to coriolis,and keep the refinery on smaller one?
specialize the big one with anything. Deliver goods to next door (3 minutes runs)
 
I just finished an experiment in one of my systems. The primary port is a high tech primary on a distant body. Also present are 2 distant satellite and 1 communication installation.

I next built a T1 colony port on a ringed pristine HMC with 5 surface slots, no biological or geologicals present, this had the expected 240% extraction economy, then completed a refinery hub this instantly transformed the port to 240% extraction, 120% refinery. It gained a full refinery market in great quantities minus Explosives, and lost a few minerals from the extraction side.

I then completed a Coriolis in the orbit of the HMC, this resulted in a 320% extraction 120% refinery market, with all refinery products including IMs available minus explosives, quantities not great though, steel <10k, IM <200. 20 ships in the shipyard.

I then completed another refinery hub, the surface port became 240% extraction/200% refinery. Most metal quantities >100k, CMMs >60k, and it still sells a couple of minerals and Palladium.
The Coriolis became 320% extraction, 200% refinery, 28 ships sold. Refinery quantities doubled, lost a couple of minerals, and still Palladium available, I quite like this hybrid market. I still have space for 2 more refinery hubs on the surface.

The surface port has 2 refinery strong links and no weak links. The Coriolis has 1 strong extraction link to the surface port and no weak links.

I was surprised and relieved there are no weak links to the high tech outpost. Is this expected?

This shows if you can find a HMC with no Bio or Geological signals, you can have a great Refinery system (subject to FDev changing the rules in the future).
Refinery and extraction go well together, you just need to find a HMC without volcanic activity.
 
I was surprised and relieved there are no weak links to the high tech outpost. Is this expected?
This seems to be as expected - ports don't themselves generate weak links (but can generate strong links), which lets you put some safely compartmentalised sidelines in industrial/high-tech production up there.

A military outpost is also expensive on materials but doesn't use up T2 points to get a +2 security orbital construction that won't generate a weak link, which is good because most of the good +security options will.
 
I just finished an experiment in one of my systems. The primary port is a high tech primary on a distant body. Also present are 2 distant satellite and 1 communication installation.

I next built a T1 colony port on a ringed pristine HMC with 5 surface slots, no biological or geologicals present, this had the expected 240% extraction economy, then completed a refinery hub this instantly transformed the port to 240% extraction, 120% refinery. It gained a full refinery market in great quantities minus Explosives, and lost a few minerals from the extraction side.

I then completed a Coriolis in the orbit of the HMC, this resulted in a 320% extraction 120% refinery market, with all refinery products including IMs available minus explosives, quantities not great though, steel <10k, IM <200. 20 ships in the shipyard.

I then completed another refinery hub, the surface port became 240% extraction/200% refinery. Most metal quantities >100k, CMMs >60k, and it still sells a couple of minerals and Palladium.
The Coriolis became 320% extraction, 200% refinery, 28 ships sold. Refinery quantities doubled, lost a couple of minerals, and still Palladium available, I quite like this hybrid market. I still have space for 2 more refinery hubs on the surface.

The surface port has 2 refinery strong links and no weak links. The Coriolis has 1 strong extraction link to the surface port and no weak links.

I was surprised and relieved there are no weak links to the high tech outpost. Is this expected?

This shows if you can find a HMC with no Bio or Geological signals, you can have a great Refinery system (subject to FDev changing the rules in the future).
Refinery and extraction go well together, you just need to find a HMC without volcanic activity.
I also have the first industrial outpost, I thought it would ruin my oil refinery market, but I was surprised that it does not have a weak effect on other stations. This made me very happy.
 
This seems to be as expected - ports don't themselves generate weak links (but can generate strong links), which lets you put some safely compartmentalised sidelines in industrial/high-tech production up there.

A military outpost is also expensive on materials but doesn't use up T2 points to get a +2 security orbital construction that won't generate a weak link, which is good because most of the good +security options will.
I was surprised because the infographic from Frontier in the patch notes, seems to suggest there would be a weak link from the T1 orbital port on body 1 to the surface port on the body 2.
Great news that there is no weak link, as most of my systems have high tech or industrial primary orbital ports.
I can plan my systems with this knowledge, obviously subject to change during the beta.
 
This is still just a hypothesis, but a pattern like this is possible for your main outpost if your water planet is terraformable:

P.S. I realized this doesn't explain why the first outpost got Agriculture 1.0 and Tourism 1.4.
Agriculture1.4
1Override (Water world)
0.4Terraformable
-0.4Tidally locked
0.4T1 Strong link from 2nd outpost
Tourism2.2
1Override (Water world)
0.4Orbiting a water world
0.4Orbiting a body with geologicals
0.4T1 Strong link from 2nd outpost
Thank you!! Actually the water world isn't listed as terraformable. Maybe it's the presence of atmosphere? I want it to be the mention of life in the water, although that doesn't seem to be further boosting tourism like organic signals would.
Or maybe it's that the volcanism is water geysers haha... probably not I assume.

Either way I guess we can conclude it has 0 net agriculture modifiers due to the 0.4 Agriculture from the second outpost's link. So a space farm would provide 0.4 Agriculture too, no need to actually test that.
 
I'm trying to test what Wealth does. I know it increases the size of the Economy slider, and maybe it somehow makes it easier to keep to the right and thus systems in Boom. But does it improve markets?

So I recorded several markets before-and-after constructing a Pirate Installation for 4 economy (and -4 security).
Here's a market whose economy values did not change from 1.00 Service:
Image
Image
Unchanged except for decreasing the liquor export. And that's likely from the security change.
This seems like strong evidence that Wealth doesn't generally improve export volumes and prices.

What about imports, though? That simple port has no imports because it's pure Service. So I checked the local primary, a Commercial Outpost with 1.00 Military and 1.20 Service (previously 1.00 Military 0.80 Service).
Image
Image
Mostly unchanged.
It stopped importing wine, which I think is from the stronger Service economy which is generally anti-import.
It pays more for tea! And it wants more algae and tea! Service economy wouldn't increase demand like that, so IMO that has to be from the Wealth (and sec?) changes.
It pays less for tobacco, who knows...
And it wants more basic medicines and progenitor cells:
Image
Image
And otherwise seemed identical I think.
So.
I don't think Wealth directly improves markets other than whatever effect it has on the system's Economy stat, and potentially making it easier to stay in Boom/Investment.

(most volumes had increased slightly a few hours later, but I think that's from gradual population growth which I didn't keep track of. Measured during the same tick though so I was slightly surprised).

I hope this is helpful and tbh I'm a little stir crazy from taking a LOT of raw data and, frankly, having very little understanding of the basic mechanics.
(I'd still love someone to explain like I'm 5 how links are "passed along" through a surface port to an orbiting port.)
 
I have an Ocellus and Coriolis orbiting same HMC planet. You would think that the economics of the stations would be the same, right?
No
Coriolis: Extraction 1.4

Ocellus:Extraction 3; Refinery 2; Agri 045; Military 0.15; Industrial 0.10; High tech 0.05

Ocellus was build after coriolis and basically "stole" its economies, so looks like Coriolis left with planetary influence only.
The infographic that appeared with Trail Blazers update 3 shows that planetary facilities provide strong links only to the highest tier port, and not to any lower tiered ports. Is your system showing that isn't the case, that your lower tier port is also receiving strong links from either orbital or planetary facilities?
 
The infographic that appeared with Trail Blazers update 3 shows that planetary facilities provide strong links only to the highest tier port, and not to any lower tiered ports. Is your system showing that isn't the case, that your lower tier port is also receiving strong links from either orbital or planetary facilities?
I missed T1 port on infographic, as people above confirmed - said system work as intended.
 
We now know that earthlike worlds can vastly increase a system's population, especially if its orbited by a primary T3 port. Does anyone know what a large planetary port, which has the highest population boost by far, contribute population wise in a system containing an ELW? I'm at over 500 million inhabitants with just the primary Orbis built, depending on how they manage population increases from facilities, we could see ludicrous population numbers in the future
 
I'm trying to test what Wealth does. I know it increases the size of the Economy slider, and maybe it somehow makes it easier to keep to the right and thus systems in Boom. But does it improve markets?

So I recorded several markets before-and-after constructing a Pirate Installation for 4 economy (and -4 security).
Here's a market whose economy values did not change from 1.00 Service:
Image
Image
Unchanged except for decreasing the liquor export. And that's likely from the security change.
This seems like strong evidence that Wealth doesn't generally improve export volumes and prices.

What about imports, though? That simple port has no imports because it's pure Service. So I checked the local primary, a Commercial Outpost with 1.00 Military and 1.20 Service (previously 1.00 Military 0.80 Service).
Image
Image
Mostly unchanged.
It stopped importing wine, which I think is from the stronger Service economy which is generally anti-import.
It pays more for tea! And it wants more algae and tea! Service economy wouldn't increase demand like that, so IMO that has to be from the Wealth (and sec?) changes.
It pays less for tobacco, who knows...
And it wants more basic medicines and progenitor cells:
Image
Image
And otherwise seemed identical I think.
So.
I don't think Wealth directly improves markets other than whatever effect it has on the system's Economy stat, and potentially making it easier to stay in Boom/Investment.

(most volumes had increased slightly a few hours later, but I think that's from gradual population growth which I didn't keep track of. Measured during the same tick though so I was slightly surprised).

I hope this is helpful and tbh I'm a little stir crazy from taking a LOT of raw data and, frankly, having very little understanding of the basic mechanics.
(I'd still love someone to explain like I'm 5 how links are "passed along" through a surface port to an orbiting port.)
Checking Development now by completing a Government installation, which provides no economy influence and yet significantly improved the markets. Standard of Living also increased a lot but I don't think it effects markets much except gradually via population.

Before: 8 sec 2 tech 7 wealth 4 SoL 7 Dev
After: 10 sec 2 tech 7 wealth 11 SoL 10 Dev
Exports:
Image
Image
Imports:
Image
Image
Edit: Note that while volumes greatly improved, prices got worse.
 
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