got a working refinery with CMMs - now screwed it

i am about to bite myself in the back...Scenario: Planet with 5 Slots on the ground. I did build a medium Port (the tier 2 one). Resultet in a Colony - Expected . Then did build a Refinery HUB - The Colony started to sell CMMs (yeah!) - then i thought i would be smart and build an extraction settlement on the same planet to enhance the market with more goods (since the CMMs where the only one) - The Port stopped selling CMMs and now only has Water.
I thought i could turn that by building another Refinery - no avail, still only water.
I am wonder if anyone thinks to know how much the influence of a settlement is vs a Hub. I could build a third refinery but i fear this wouldnt change anything.

Any idea?
 
If you can get to the journal logs, it should tell you the market percentages you have when you land at a port. I use ED Discovery to get the info, but I'm sure there are better ways.

If it was a large settlement, that may exert more influence than 2 refinery hubs, but like you I'd just be guessing
 
you can find the info in the journal
c:\users\yourusername\saved games\frontier developments\ journal.txt
when you dock the journal gets a snapshot of the economy. Search for your station name and scroll to the right.

Also what kind of planet is it?
 
Yeah, thanks found that.

It essentially says 175% Extraction and only 90% Refinery, so that means the two hubs give 45% each whilst the one medium Extraction Settlements boosts 175%.
Lessons learned i guess.
 
Nah, check out this thread: https://forums.frontier.co.uk/threa...iguring-out-what-all-these-numbers-do.634214/

Basically yesterday-ish economy influences got added to planets, no heads up, no info, ofc. And are now showing up when the economy of a market updates.
I supose you are building on an HMC?
Those do seem to have an innate extraction economy influence, must have been triggered by you building something.

Theres also a bug where ground stuff can only stock 3 things, so if that ever gets fixed you might get your CMMs back, extraction % shouldn't be consuming those.
 
Yep - Surface Refinery/Extraction in any proportion should produce CMM Composites (because the Refinery part exports them and the Extraction part doesn't consume them). Perhaps not as many as a single-purpose Surface Refinery would, but still some.

The problem is that for some reason Surface ports pick exactly three of their possible exports and only export those (this is probably a bug, but might be intentional). The selection changes each time something new is built in the system, so is probably in some way tied to the values of things like Tech Level, Wealth, etc. but actually tuning those to give a particular export will be purely luck.
 
Nah, check out this thread: https://forums.frontier.co.uk/threa...iguring-out-what-all-these-numbers-do.634214/

Basically yesterday-ish economy influences got added to planets, no heads up, no info, ofc. And are now showing up when the economy of a market updates.
I supose you are building on an HMC?
Those do seem to have an innate extraction economy influence, must have been triggered by you building something.

Theres also a bug where ground stuff can only stock 3 things, so if that ever gets fixed you might get your CMMs back, extraction % shouldn't be consuming those.
You have got to be freaking kidding me!?!

I don’t even know what to say.
 
This is poor design, FD. The player should be able to know what to build in order to obtain a desired result. Having players invest many hours of gameplay to experiment, and making their design choices undoable means that these experiments are leading to disappointments after investing significant hours of boring hauling “gameplay”. To make this worse, there aren’t enough build slots in most systems to keep experimenting and making course corrections before ending up needing to start over with colonizing another system.

I really give the players credit for doing the research and trying to figure out how colonization works. This in itself requires many hours of hard work gathering data and analysis. I consider myself a pretty dedicated player with thousands of hours in game, but I find this unnecessary Easter egg hunt design choice demeaning and unnecessary. I don’t want a large number of my gameplay hours spent researching how the game works for colonization. If any “realism” was put into this design, I would think that spacefaring colonizers in the future would know pretty well how to set up a system. So I am waiting on making design choices for my colonization efforts until the basic mechanics are well understood; I don’t want to put in a large number of boring hours and get a disappointing result.
 
Theres also a bug where ground stuff can only stock 3 things, so if that ever gets fixed you might get your CMMs back, extraction % shouldn't be consuming those.
Is this so? Well flarb...

I guess once the big port is finished in my system I'll hold off on pushing any more construction since I can't seem to get anything to work and I don't want to mess things up guessing or to find out that the equations change again.

The one I have often alters the three things it does make and I wonder if put together, all the things it has made over time would constitute the complete list of what it was supposed to be making all the time rather than just 3 of them.
 
Back
Top Bottom