Question about strong links to colony orbitals

I have not been able to find information anywhere about whether you can block out an economy type by building the appropriate surface outpost and then have a strong link to an orbital (like a coriolis) that would remove the planetary body economy. This would obviously be the case if you had a specified outpost type. I was wondering if anyone knew if it would also work for a colony type type orbital. Part of the current problem with colonization is that several economy types are only hybrid from the body they orbit (high tech, tourism, agriculture) and that these make for bad combinations with certain other economy types. You can do a 'pure' extraction, refinery and industry economy, but all others are mixed. If you built the appropriate surface outpost, it would be very handy to remove the extra economies and be able to use a large landing pad orbital. Thanks
 
Okay, thanks. I'm guessing that you can remove it with a specialized orbital outpost.
I am not aware of any kind of specialized outpost that removes weak links that would otherwise affect assets on other bodies.

And I believe every colony asset on a body will either directly or indirectly (surface port to orbital port) strong link to the highest tier port.

A Hightech surface port will not get its economy converted by the planet influence like a colony port does. But strong links from industrial and agricultural settlements will be made to the Hightech surface port. And these strong links will get directed to the highest tier orbital port.

Here is a forum post I made describing strong and weak links, with some graphic pictures to explain.
 
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Okay, thanks. I'm guessing that you can remove it with a specialized orbital outpost.
There's no way to do so with a colony economy it will always under all circumstances take the body economy. Economies that aren't colony never take the body economy but there's only 1 t2 that has non colony and that's the asteroid base you can't build most places. Until they give us more port types with preset economies you will always get the body economy but you could double up to lose all the other links.
 
I am not aware of any kind of specialized outpost that removes weak links that would otherwise affect assets on other bodies.

And I believe every colony asset on a body will either directly or indirectly (surface port to orbital port) strong link to the highest tier port.

A Hightech surface port will not get its economy converted by the planet influence like a colony port does. But strong links from industrial and agricultural settlements will be made to the Hightech surface port. And these strong links will get directed to the highest tier orbital port.

Here is a forum post I made describing strong and weak links, with some graphic pictures to explain.
Thanks, excellent post on the matter, bookmarking for reference.
 
There's no way to do so with a colony economy it will always under all circumstances take the body economy. Economies that aren't colony never take the body economy but there's only 1 t2 that has non colony and that's the asteroid base you can't build most places. Until they give us more port types with preset economies you will always get the body economy but you could double up to lose all the other links.
Or just build multiple installations to bump the other economy. Like, 6 agriculture settlements and one surface civilian outpost on a HM planet. The trick is to find compatible economic types I guess. I'm using https://cdb.sotl.org.uk/specialisation/hybrid to help with that.
 
Or just build multiple installations to bump the other economy
Unfortunately not even that can save some of the market goods from consumption. We can work with the current system it's just sub optimal when for some stuff the only way to get it is to build a criminal outpost and link it to only 1 influence.
 
When I have a high metal content world with three refineries and a Tier 1 surface outpost, making that outpost a refinery/extraction economy, can I put a commercial outpost on the orbit and have it provide refined goods as well? Or will it ignore the refineries as they already have strong links with the surface outpost? My system's planetary properties are removing any ability for any station to produce certain goods, such as insulating membrane.
 
When I have a high metal content world with three refineries and a Tier 1 surface outpost, making that outpost a refinery/extraction economy, can I put a commercial outpost on the orbit and have it provide refined goods as well? Or will it ignore the refineries as they already have strong links with the surface outpost? My system's planetary properties are removing any ability for any station to produce certain goods, such as insulating membrane.
Yes, the orbital outpost in this case will also receive the strong links (indirectly, via the surface outpost).
 
Yes, the orbital outpost in this case will also receive the strong links (indirectly, via the surface outpost).
..I was asking because when I had a T3 surface port and made a T3 Ocellus above it, it ignored all of the strong links of the surface port and does not provide any of the commodities of the market supported by those strong links below. The T3 surface port has three strong links to refinery and provides refined goods, and the T3 orbital station above it has 0 strong links anywhere and provides no refined goods.

So, my question is whether it works the same way between T1 ports? If a T1 surface port was built first and a T1 orbital outpost is built second, does it also mean that the orbital outpost receives no strong links and ignores the entire surface market just because it was built last? One thing's for sure. I don't want to risk anything by trying to build something now, prior to getting confirmation, because that T1 surface outpost is currently my only domestic source of ceramics, semiconductors and copper, because the T3 surface port is sacrificing 24 million tons of those goods to volcano gods without my permission.

I don't want the orbital outpost to overtake things and then destroy that surface refinery market. All I really want is some kind of orbital station that could receive enough refinery influence to provide insulating membrane.
 
So, my question is whether it works the same way between T1 ports? If a T1 surface port was built first and a T1 orbital outpost is built second, does it also mean that the orbital outpost receives no strong links and ignores the entire surface market just because it was built last?
I did not think build order had any effect on the assets built in a system, other than determining the main port (highest tier port) on a body when there are two of the same tier.

In my system I built a T1 Research outpost as the primary facility. Long ago. Since then I added surface settlements and a T1 surface port. The T1 orbital port was defintely effected.

Many weeks later I built a T3 orbital over the same body. It took over the role as the "main" port and gained the influence from the T1 surface port and the various surface settlements. Last week I added a new surface settlement generating a new strong link to my T1 surface port. This definitely and immediately increased the market quantities on the T3 orbital port. Note: the T3 orbital port only shows one(1) strong link to the surface port. That strong link contains the full influence it is getting from all assets on the planet surface.

I can supply screen prints to prove the change in the T3 orbital market.
 
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I was asking because when I had a T3 surface port and made a T3 Ocellus above it, it ignored all of the strong links of the surface port and does not provide any of the commodities of the market supported by those strong links below.
That is not how things should be under the current build rules. That is how things were for a long time but since they formally introduced links what you're describing is a bug. As Ian said all surface links should go to the surface port and the orbital port not one or the other. Tier shouldn't matter.

Insulating membranes are complicated being low volume high demand if you need links to offset another economy type you will struggle to ever get any. It's far cheaper to find a nearby system with a rocky primary with no other features and just slap a coriolis on it than to build 6-7 refinery hubs and hope.
 
That is not how things should be under the current build rules. That is how things were for a long time but since they formally introduced links what you're describing is a bug. As Ian said all surface links should go to the surface port and the orbital port not one or the other. Tier shouldn't matter.

Well, when you read the actual in-game codex, it does seem to work the way that describes. Refineries + T3 surface port + T3 Ocellus = surface port retains strong links and Ocellus does not get them. It would seem that the only strong links it retains are the ones that are caused by planetary influence. So, the fact that it's a high metal content world with volcanism means that all of the supporting facilities on the ground are completely ignored in favor of the planetary override. So, zero refinery presence in orbit despite the presence of three refinery hubs on the surface.

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o, zero refinery presence in orbit despite the presence of three refinery hubs on the surface.
UI bug if that 370% refinery is true then it is getting the effect redirected to the top they're just not showing it as a strong link. You wouldn't have that value without it but the double industry influence is wrecking the refinery market.
 
As @PilotB says where would the T3 oribital port's 370% refinery come from if not the strong link from the T3 surface port?

The surface refinery influence is being routed through the surface port's strong link to the orbital port. According to the numbers. The T3 orbital port's bar graph looks wrong.
 
I guess that picture confirms that a tier 3 planetary port will pass 120% of any planetary influence to a station in orbit (rather than a tier 1 planetary port which only passes it as 40%).
 
I really think that they should create a support infrastructure override. Planetary influence should only be there to provide some variety in stations with no native production so they don't all just end up as Colonies, and literally any amount of supporting economy produced should completely override planetary influence and remove it. So, if you park a Coriolis around an ice world, it becomes an industrial port, and as soon as you build a high tech lab onto that world it becomes a high tech coriolis and abandons the planetary influence. Just give more power to the human player architects and less power to the non-sentient star system. It won't be upset.
 
Okay, Frontier, now I'm beginning to suspect that you are deliberately and personally trolling me. The planetary property influence is getting ridiculous. A Tier 1 surface port, with two strong links to military facilities on the same world, two weak links to military facilities elsewhere, and no orbital station to overtake weapons production, or volcanism to induce industrail influence, receives an INDUSTRIAL economy with NOTHING in the market, just because it's an ice world and there's one weak industrial link elsewhere.
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Nothing at all in the market is probably a separate bug, or it needing to finish deploying - messy as that number of weak links is going to be, it should at least produce something, if only Hydrogen Fuel.
 
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