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

I'm starting to think I may need to go back through the last 30-40 pages of this thread and write everything down concisely to figure this all out!
 
I have a military outpost that is selling Tritium, Copper, and other interesting stuff. The specialized outposts act as any other port - so they do receive influence from outside sources.
So a contraband outpost could pick up strong agri links from facilities around it?
 
Science outpost, around a body with geological or bio signals which boost High Tech.

I wonder if that would boost the science outpost, but then if we put a high tech facility in orbit next to the science outpost or on the body, that strong link to the science outpost would get boosted? Right?
Yes, that's right - the science outpost wouldn't get an intrinsic boost, but the strong link from the high tech facility would be formed and get boosted.
So a contraband outpost could pick up strong agri links from facilities around it?
Yes. Intrinsic economies mean that the station ignores the planetary link, but other strong links apply as normal.
 
This looks odd to me; I would have expected refinery to be 500.
  • 100 from the body with a +40 boost for having pristine reserves in the system (140 total)
  • 3x 80 for each hub, again with a +40 boost for each of them (3x 120 = 360).

Instead it seems to have done this, to end up with 420:
  • 100 from the body with a +40 boost (140 total)
  • 3x 80 from each hub combined together for 240, with a single +40 boost (280 total).

Another possible explanation is that you've hit some sort of cap. Either way it's not worth adding another hub.
Hey sir,

The boosts to the links, it looks like we see + 0.4 for each boost (I.e +0.8 for high tech where there are geological and biologicals?) Do the decreases work by the same amount -0.4 per decreasing affect (like icy worlds on agri economy?)

Also so a refinery hub is +0.8 is that the same for all T2 influencers? Or do we not know yet? Do T1's just throw in 0.4?

Thank you for any help! I'd really like to start to collate a table of the actual numbers if people have them.
 
Yes, that's right - the science outpost wouldn't get an intrinsic boost, but the strong link from the high tech facility would be formed and get boosted.

Yes. Intrinsic economies mean that the station ignores the planetary link, but other strong links apply as normal.
Thank you so much for your help!
 
The boosts to the links, it looks like we see + 0.4 for each boost (I.e +0.8 for high tech where there are geological and biologicals?) Do the decreases work by the same amount -0.4 per decreasing affect (like icy worlds on agri economy?)
They do. On my tidally locked HMC a large T2 agri settlement only provides +0.4 agri economy. If that were a tidally locked icy body without bios, the net result would be zero. i can't believe that adding a facility won't provide anything to the local economy, while weak links to remote ports still have +0.05 influence.

What happens with a small agri settlement? Still a net zero, or negative?

Seems bugged to me. A net zero is... I can't explain.
 
The color bars DO NOT represent the final economy. They are before modifiers applied. be careful while planning!

From Inara:
Agriculture (240%)
Extraction (185%)
Refinery (40%)
High Tech (35%)
Military (35%)
Industrial (5%)

This HMC is tidally locked. 8x the malus. Big hit.

EDIT: around this body each of the three orbital agri installations only provide 0.1 of economic power. What a mess.

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The boosts to the links, it looks like we see + 0.4 for each boost (I.e +0.8 for high tech where there are geological and biologicals?) Do the decreases work by the same amount -0.4 per decreasing affect (like icy worlds on agri economy?)
I personally haven't been able to test the decreases yet, particularly for the cases where both a boost and decrease should both be active i.e. a tidally-locked, terraformable body.
Also so a refinery hub is +0.8 is that the same for all T2 influencers? Or do we not know yet? Do T1's just throw in 0.4?
That's what has been observed so far, tier 1 always gives 0.4 base and tier 2 gives 0.8 base. Not sure about the cases where a T3 planetary port links to a station in orbit, or a coriolis (T2) links to a tier 3.
 
That's what has been observed so far, tier 1 always gives 0.4 base and tier 2 gives 0.8 base. Not sure about the cases where a T3 planetary port links to a station in orbit, or a coriolis (T2) links to a tier 3.
I think in port-to-port cases it’s just a straight transfer of the full economy.
 
I personally haven't been able to test the decreases yet, particularly for the cases where both a boost and decrease should both be active i.e. a tidally-locked, terraformable body.
Assuming they weren’t broken before, a space farm I built alongside an Orbis around a tidally locked, terraformable water world, appeared to provide a simple .4 boost to the agriculture economy of the station.

I think that it went from 1.0 to 1.4 - at least seeing how a colony outpost around an also tidally locked, terraformable WW had 1.0 agri economy as the baseline (nothing else built in addition yet) too, alongside tourism.
 
Yes, that's correct.

Or if you built two refinery hubs anywhere else in the system except for the left moon, they'd also be weak links to the Coriolis.
Thanks again for the insight. I am planning to have a full refinery economy on a Coriolis in orbit in that twin moon system.

Since the moon on the right has volcanism, I will avoid it as I don't want the extraction/industrial influence to impact on the metals supply. I already have the starting outpost (commercial) orbiting a similar rocky moon with geologicals which results in Extraction (180%) Industrial (140%) Refinery (140%) with no other installations in the system, and little metals supply.

Since that leaves me with only one surface slot to play with, I was wondering whether it would be more beneficial to put a Refinery Hub or a T2 civilian port on the surface to boost the supply of the Coriolis. I'd think the surface port would help more with the population boost, since the economy should be full refinery (rocky body and pristine reserves). Would that work?

If we don't know yet the answer I will go with the T2 port and report back, although it will take some time since I still need to even start the Coriolis itself :D
 
Since that leaves me with only one surface slot to play with, I was wondering whether it would be more beneficial to put a Refinery Hub or a T2 civilian port on the surface to boost the supply of the Coriolis. I'd think the surface port would help more with the population boost, since the economy should be full refinery (rocky body and pristine reserves). Would that work?
I'd go with a civilian surface port in that scenario - that gets you access to the surface-only refinery goods, and its own source of metals will be more tonnage (should you ever end up with a "get metals" CG next door) than adding a hub to the Coriolis would give.
 
I'm trying to build a system mainly as orbital refinery with a Coriolis, orbiting a Rocky body without any bio/geo signals. It's not the primary port, a Civilian Outpost was. Is there a way to increase the tech level of a system without negatively affecting its market? I'd like to avoid losing commodities, like in my previous system.
 
I'm trying to build a system mainly as orbital refinery with a Coriolis, orbiting a Rocky body without any bio/geo signals. It's not the primary port, a Civilian Outpost was. Is there a way to increase the tech level of a system without negatively affecting its market? I'd like to avoid losing commodities, like in my previous system.
For orbital slots, spamming Comms Installations (I think?) gives 3 Tech Level per installation without adding any economy. You can then use the T2 points to build refinery hubs on any landable planet, which will increase Tech+Development Level and give a weak link that boosts your refinery. You may want to build a Government Installation to offset the Standard of Living penalty from the refinery hubs.
 
As for Standard of Living, you might also want to make a few agricultural settlements on other planets, as these significantly raise SoL. Agriculture doesn't interfere with the refinery production of construction materials.
 
I have a military outpost orbiting a sun. Its faction owner is corporate and the market is disabled for 4 weeks

Military (180%)
Agriculture (75%)
Refinery (10%)
High Tech (5%)

its listed as surface outpost for some reason
 
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