I'm sure adding "Contraband" to the galaxy map will be done when FDev finally get around to realising that one should be able to buy things from black markets too.
Yes. In practical terms the "Contraband" economy seems to be "things which might be illegal elsewhere".
But of course, since they're also potentially illegal
at the producing port if you give it to someone no-fun like a Federal Theocracy it probably won't produce anything at all.
And have a live bug where some are labelled the wrong way around in the UI, so you ask for one Installation and you get a different one.
Ah. No, not quite. Slightly different bug there. The bug here is that "installation entity model" and "installation role" are completely unrelated properties, but the lists have some names in common and they don't even line up consistently.
So I built a "Satellite Installation" (role) which appears in-game as a "Scientific Installation" (entity model name). But it does function as a Satellite Installation in terms of what build dependencies it unlocks. There's no such thing as a Satellite Installation (entity model name).
Of course, the confusion is then enhanced by there being a "Scientific Installation" (role) which may or may not build things with the "Scientific Installation" entity model name.
Frontier
should retranslate all the installation entity names so that they match their colonisation roles, to avoid confusion.
With all that in mind…having created an extraction economy in an orbital, how does one best increase the amount of things sold at the orbital?
I have a planet with 6 open slots beneath my Coriolis. If I hypothetically put 6 extraction settlements there, will I be swimming in gold? Or is it another factor that determines the amount of gold being sold at the Coriolis?
That's an interesting and important question, and one we're a long way off having a definite answer to.
- if your orbital has any Colony economy remaining on its display (check the Journal, not the in-game display, as you can get a "Colony: 0" still showing up as Colony in-game), then building a second (third, whatever) extraction settlement below it probably will move it more towards Extraction, and therefore increase the production and consumption of Extraction-economy exports and imports (it'll also stop the residual Colony part of the economy from internally consuming the Gold and Silver the Extraction side is producing, before it reaches the market)
- if your orbital doesn't have any Colony remaining, it's not clear if you can make the Extraction side even bigger by adding more influencer buildings (no direct tests that I'm aware of; "by analogy" tests mean that it could go either way)
However the market quantities are
also influenced by two other things
- permanently, by the various other system properties like Wealth, Development Level, etc. These can be influenced by anything anywhere in the system - so you might build a High-Tech settlement for +10 Tech Level on a different planet, and it won't pass on High-Tech economy to your Coriolis (which you don't want, in this case, because it'll start consuming your Extraction outputs: being able to keep all this stuff easily separated is a
major strength of the current system) ... but the Tech Level change does apply to the whole system and will help your Coriolis. We do not yet know which system properties are most influential on the market sizes (there are early indications that it could be Development Level which has the most effect, but we do
not have solid proof of that yet)
(and you can safely stick some more Extraction buildings below it to do this - the Extraction Settlements are better for converting the economy, but once that's done the Extraction Hub has a slightly better set of bonuses to system properties)
- temporarily, by creating and maintaining a BGS political state on the station owning faction which is one of the ones which boosts production. The system properties I just mentioned
also affect the shapes and sizes of the faction "Economy" and "Security" state sliders, which may make certain states easier or harder to achieve. Exactly which state(s) you want depends on what commodities you really want to boost production (or consumption!) of, and whether you care more about the effect on the tonnage quantity or on the credit pricing. But in
general a good basic rule is "Boom" and "Civil Liberty" states are great for production, and everything else is situational and better avoided unless you know what you're doing.