Facility output levels

My understanding is that as far as surface building the building that produces the most output are the hubs. As far as planetary outposts and odyssey settlements go, which produces more? And is there a noticeable difference between the small, medium and large odyssey settlements as far as output goes?
 
Hubs are Horizons surface sites. They're not dockable they don't directly produce anything. In theory Ports should have the greatest markets but don't currently. Settlements should be expected to have a limited market like they do in NPC systems. Settlements and hubs can impact an orbital port when the conditions align and those markets are the most complete of all the current options when they happen.
 
And in terms of influence generated over the major ports:
- hub ~ large settlement ~ T2 installation
- small settlement < medium settlement < large settlement
seems reasonably accurate (unsure so far exactly where T1 installations fit into this)
 
So as an example, if I wanted an orbital outpost to have as much metals as possible, I would build a commercial outpost in orbit, a surface outpost, a refinery hub, and an extraction settlement? So the refinery could pull the extraction minerals to make metal, to be pushed up to the orbital outpost?
 
So as an example, if I wanted an orbital outpost to have as much metals as possible, I would build a commercial outpost in orbit, a surface outpost, a refinery hub, and an extraction settlement? So the refinery could pull the extraction minerals to make metal, to be pushed up to the orbital outpost?
No - if you purely want the orbital outpost to have the most output:
- orbital outpost in orbit (a Coriolis or if budget allows a T3 orbital would be even better in terms of quantities, but I wouldn't want to haul that much either)
- as many refinery hubs as will fit on the surface of that planet (if it's a big planet, sure, put a civilian surface outpost there too - you'll probably get more total output out of two T1 ports and three refinery hubs than out of one T1 port and four refinery hubs. But start with two refinery hubs and see how it's going at that point)
- elsewhere in the system, on/around different planets and moons, build things which will boost your system variables (wealth, development level, etc.). Development level seems the most important for production quantities when they're all fairly low; that might change once they start to get a bit higher.

(Generally you should stick to a single economy type per planet/moon - though you can and often should add a mix on different planets/moons because that's the quickest way to get a broad boost to all your system variables. Having mixed economies on a single planet/moon has its uses, but they're generally not "maximise production" ones)

The ED economy is a lot more abstract than having direct production chains operating behind the scenes - so you don't need your refinery to have an extraction facility to provide the ore, and high-tech/industrial facilities to provide tools, and agricultural facilties to feed the staff, and so on: it's assumed that a background level of NPC trading takes place while you're not looking, either within the system or between systems, to keep supplies at a baseline level.

The "within system" movement of cargo and provision of supplies you then (again, somewhat abstractly) can enhance by two means:
1) as mentioned above, your system variables like standard of living get boosted to make all your facilities more productive overall. Starting colonies have massively suppressed production compared with an NPC system of the same size, until you build up the things to sort that out.
2) on a more temporary basis, if you (or other players) trades into and out of the ports you've constructed, that might start a BGS Boom state, which boosts both supply and demand levels for most goods [1]

For the second one, your system variable changes also affect how easy it is to get favourable or unfavourable BGS states.

[1] Or you can go bounty hunting, create a Civil Liberty state, and the handwave is that the reduced piracy means fewer trade losses, which then comes through in terms of increased production again. Or on the other side, you can cause chaos through random murder, maybe start an Infrastructure Failure or Terrorist Attack state, and see production drop until that's resolved.
 
And in terms of influence generated over the major ports:
- hub ~ large settlement ~ T2 installation
- small settlement < medium settlement < large settlement
seems reasonably accurate (unsure so far exactly where T1 installations fit into this)

Can you please provide a source for that or some experiences? How does an extraction Hub compare to an L extraction settlement? The settlements i saw easily provide 0.5 or 0.6 economy to a Coriolis. How much does a hub? So far only used Refinery Hubs that do not provide more than 0.5.
 
Can you please provide a source for that or some experiences? How does an extraction Hub compare to an L extraction settlement? The settlements i saw easily provide 0.5 or 0.6 economy to a Coriolis. How much does a hub? So far only used Refinery Hubs that do not provide more than 0.5.
This is from the various reports of economy fractions and causes in the research thread. There seems to be some noise in it, but "about 0.5 per influence building" seems fairly consistent.
 
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