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

Situation:
A commercial outpost orbiting a rocky moon (3 slots); on the moon a small agricultural and a medium industrial settlement
On a second rocky moon (also 3 slots ) one civilian T2 planetary port.

Result:
A handful of CMMs in the industrial settlement (how come? pushed by rocky moon?) and lots of CMMs and Ceramic Composites (along with liquid oxygen and the metals) in the T2 port. However, in this constellation the system delivers a good portion of the typical construction commodities (with some exceptions, but all of those which are needed in high numbers). Only downside is that a couple of commodities are on the outpost and therefore only accessible by medium ships.

Questions:
A research bio Tier 1 settlement on the first moon: Will this have counterproductive effects on the T2 port (with respect to CMMs and Ceramic Composites)?
A colony coriolis in the orbit of a gas giant: It will obviously become high-tech & industry, but what will happen to the range of goods at the T2 port and the outpost?
Or should I not touch anything anymore to be on the safe side?
 
A handful of CMMs in the industrial settlement (how come? pushed by rocky moon?)
The Odyssey settlement economies are different to the standard ones - there's no Refinery type, so the commodities it would produce are split between Extraction and Industrial.

A research bio Tier 1 settlement on the first moon: Will this have counterproductive effects on the T2 port (with respect to CMMs and Ceramic Composites)?
It'll create a weak HT link, which will reduce production of those two. It'll also add to system development level slightly which may affect relative supply/demand of various commodities

CMM is fairly stable and shouldn't be affected much; Ceramics can be volatile so it is more of a risk for those.

A colony coriolis in the orbit of a gas giant: It will obviously become high-tech & industry, but what will happen to the range of goods at the T2 port and the outpost?
That shouldn't directly affect them with economy links, but the changes to Wealth, Living and Development might change some relative supply/demand positions - and that's an effect we don't know much about.

It's probably safe for production to build one or both but it can't be guaranteed.
 
I noticed recently that EDAstro had added a new layer to their interactive galaxy map: "inhabited systems".
View attachment 429568
This is where I'm building a brand new system, the primary port is over a Rocky, no bio or geo, but small (only 2 ground slots).
I'm doing now a Coriolis, and planning on a ground port and a refinery hub.
Quite curios what the supply levels would be with only these 3 assets, if it could become a watering hole for going deeper into the black.
It's over 600LY to the closest Trailblazer Carrier, and almost 800LY from Sol.

There are some interesting systems in that part of the galaxy, including one with 63! Rocky bodies :)
I currently have a T1 outpost orbiting a 3 slot rocky body with bio signals.
There is a T1 surface port, and now a T2 refinery hub on the body. Supply in the surface port yesterday, with a population of 3.1M was:-
LOX - 160k
Ceramic Composites - 500k
CMM - 90k
Polymers - 700k
Aluminium - 240k
Steel - 115k
Titanium - 90k

Adding the hub reduced the TF impact, so that the station also produces semiconductors.
I could build another T2 hub to boost supply further, and I have 3 other 3 slot bodies I could do the same with.
For comparison, the system also has a second gas giant with 6 single slot rocky moons with no bio/geo signals.
I have a second T1 surface port on one of these, and supply yesterday was:-
LOX - 110k
Ceramic Composites - 28k
CMM - 60k
Polymers - 420k
Aluminium - 75k
Steel 160k
Titanium - 155k

My plan is to build a Coriolis in the orbital slot, and if I want to go completely mad, I could build T1 ports on all the other 5 moons.
System population seems to have increased by another 1M today, but I have not yet checked supply levels. I assume that they will have increased slightly.

HTH
 
We have a system with two outposts around it, but the second is bugged, the market never came online... :(

I'll see where the links are going but, wont the weak links go to the same outpost (if they are the same level) as the strong links?
Yeah so if anyone is interested, In a system we have a commercial and civilian outpost over the same body

Only the commercial outpost (the primary port) has weak links. So we can say we have it confirmed that you get one weak link to each body.
 
I want to get a shipyard in a system. I have a nice output of refinery commodities at a moon with 1 refinery, 1 T1 planetary port, and a coriolis in orbit. I have 1 open slot on the moon.
Planetary Port:
Refinery 2.6
Ag 1.5
Terraforming 1.0

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I need 30 more tech level to achieve 35, which I believe can be inferred as the level in which shipyards appear by the 'lone T2/T3 Fdev post'. I don't care about what the outfitting or shipyard offers, just want the functional shipyard to store a fleet.

If I build a second refinery hub on the last slot to give the planetary port a strong link, will that counter the .15 or so weak links I will get from some high tech builds on another planet/moon?
 
If I build a second refinery hub on the last slot to give the planetary port a strong link, will that counter the .15 or so weak links I will get from some high tech builds on another planet/moon?
It won't negate the weak links, but the proportion of local production (strong link) to remote buy pressure changes. You are able to lower the impact of the incoming weak links, but they will always "provide" their economic power. They just become proportionally lower.

To futher boost that, any refinery build somewhere will provide another 0.05 via weak links, which will help you further. The effects are diminishing and there might be limits of total power per economy type.
 
I need 30 more tech level to achieve 35, which I believe can be inferred as the level in which shipyards appear by the 'lone T2/T3 Fdev post'. I don't care about what the outfitting or shipyard offers, just want the functional shipyard to store a fleet.
To be blunt, I don't place any value in that post at all. While it's true that there does seem to be a threshold to get a shipyard active, it's definitely not tech level 35. I've got them in systems that have a tech level as low as 12 and it's not because the coriolis is the only thing built.

If you want to raise the tech level without adding to the economy spaghetti and have free surface ports available elsewhere in the system, consider a scientific surface port - it gives 5 tech points with no weak links.
 
If you want to raise the tech level without adding to the economy spaghetti and have free surface ports available elsewhere in the system, consider a scientific surface port - it gives 5 tech points with no weak links.
If you want to raise the tech level without adding to the economy spaghetti and have free surface ports available elsewhere in the system, consider a scientific surface port - it gives 5 tech points with no weak links.
I though of that for my second slot, but don't want to do that much hauling. It would be nice to get the HT commodities from that port though.
 
To be blunt, I don't place any value in that post at all. While it's true that there does seem to be a threshold to get a shipyard active, it's definitely not tech level 35. I've got them in systems that have a tech level as low as 12 and it's not because the coriolis is the only thing built.
...or it's not the case that 1 chevron = 1 TL, or it's not the case that systems all start at identical 0 values, or both.
 
Currently have a pirate outpost in progress above a terraformable+tidally locked water world with two existing space farms. So it should end up with 2x0.4 agri economy, but if boosts vs. decreases isn't working as expected there's a chance it may end up with 2x0.8. Either way it will be interesting to see the exports.
This experiment has failed to produce a result - the pirate outpost was finished but the market is disabled.
 
A minor but unrelated question to that ongoing experiment - if I have a single moon with geological activity (signals) and want to put down industrial things on it, would it benefit more from a combination of 1 industrial hub/settlement + industrial surface outpost, or just 2 industrial ports outright? The only weak links which are going to be present elsewhere are extraction settlements, and I'm not sure if either particularly interferes with the other. In a noticeable way, at least.

Further context - the three 2 slot moons in the system in question are all ones with geo signals, while the remaining ones all have one surface slot and I'm not particularly planning to specialize it into refinery (they're all rocky), while I don't think there's enough build space to overcome either inherent refinery or industrial applied by geologicals with a colony surface port + extraction infrastructure [it also is hardly possible to try with one slot moons].
 
Built a coriolis over an earth like.
Pop only went up 1.3 mil on thursday
I was expecting abit more since people complained it was "too high". Guess they were wrong.
 
Built a coriolis over an earth like.
Pop only went up 1.3 mil on thursday
I was expecting abit more since people complained it was "too high". Guess they were wrong.
I suspect that a Coriolis over an ELW (probably WWTC as well) doesn't give nearly as large a population boost as an Orbis or Ocellus over an ELW does. I didn't look into this in detail though.
 
Built a coriolis over an earth like.
Pop only went up 1.3 mil on thursday
I was expecting abit more since people complained it was "too high". Guess they were wrong.
You can't even come close to assuming that all impacts will be settled on the next weeks tick or day for that matter.
 
Report 5/16/25
Snake Sector PI-T c3-4
Markets Before/After the update
Temple Platform (Coriolis orbiting Canas)
Before:
  • Refinery: 4.6
  • Agri: 2.4
  • Terraform: 1.4
  • Mil: 0.15
  • HT: 0.05
After:
  • Refinery: 5.8
  • Agri: 2.4
  • Terraform: 1.4
  • Mil: 0.15
  • HT: 0.05
Canas Industries (T1 Surface Port)
Before:
  • Refinery: 4.2
  • Agri: 1.6
  • Terraform: 1
  • Mil: 0.15
  • HT: 0.05
After:
  • Refinery: 5
  • Agri: 1.6
  • Terraform: 1
  • Mil: 0.15
  • HT: 0.05
This planet has 3 Refinery Hubs and a Surface port/Coriolis combo; nothing else.
Conclusion: The update buffed the strong link output of Facilities pretty significantly!
 
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Yes... those boosted strong links. I have a T3 ground port with 4 T2 agri settlements and three orbital agri installations. The HMC body is tidally locked, so I get seven times the malus now. The station has 2.0 agri economy left, thats all. Thanks for all the SoL and the T2 build points, "nice" shop you do have there, but your planet is now permit locked! Goodbye 🙃

On the bright side, my Apollo with 6 refineries is at 7.3 refinery economy now. That is intense and very great news! In total, the change is a net positive for me... and somehow funny. Now I have a T3 ground port created for role-play agriculture to provide food in a refinery system... and now, not much of that left. Tomorrow they start crying for food cartridges...
 
Used to have fruits and vegies everywhere. Now I can't find any.

Going to all my stations now so I can reexamine the economies in the journal.
 
Didn't have any F&V on my station with 2 strong and 1 weak agri link (Industrial from the planet is too strong on the commercial orbital), but the first stop of the 2 T1 settlements has them. :)
 
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