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

Well, Colonisation is out, and with very little documentation about what all this new stuff does (as opposed to how to do it), so it's time for a return to theoretical BGS research!

We're starting to discover things gradually - let us know what you find!

General Advice
Colonisation is currently in a highly-experimental state of understanding, and is also potentially subject to major changes by Frontier. The strongest recommendation is not to engage with it if you are at all concerned with what sort of colony you end up with at the end. On the other hand, if you're happy to experiment, and happy for your colony at least occasionally do something unexpected which might require a change of plans, try stuff and see what happens!

Frontier have already made backward-incompatible changes to constructions. Further changes may occur later. Frontier have not said that the new arrangement is final.

Types of Build
- DaftMav's spreadsheet summarises the requirements and stated benefits for each build type
- Commodity requirements can differ from those stated - either higher or at least occasionally lower - with the cause uncertain
- the first system construction always seems to be higher, with a separate 25% "new system" payment
- T2 and T3 orbitals and planetary cities are limited; the cost of these in T2/T3 points will increase after the first two.
- where a build has pre-requisites, these can be placed anywhere in the system
- Installation roles and Installation model entity names are entirely unrelated but confusingly similar (i.e. don't worry if your "Satellite Installation" (role) shows up as a Scientific Installation in-instance)

Construction Properties
The following system-wide variables are modifiable. Their actual values are hidden, and starting values may vary from system to system
- Security: affects the system security descriptor (with the usual knock-on effects on supercruise NPCs and sysauth response time). +9 net chevrons appears to be enough to get all the way to High Security in many but not all systems. Appears to affect shape of faction security sliders, spectacularly so at net negative values. Can largely be ignored by Anarchy factions. Positive security increases the size of the security "None" range.
- Tech Level: Frontier have confirmed that it affects what station services are available, with "35" required for shipyard/outfitting services. Affects quality of shipyard/outfitting stock. It does not affect other station service availability which is a function of the station type and/or the presence of other specific facilities.
- Standard of Living: Reports that it needs to be kept above a certain threshold or further negative constructions are prevented. Increases size of Famine, Investment, Civil Unrest and Civil Liberty regions. Affects some market pricing.
- Wealth: Seems to affect shape of faction economy sliders, increasing the size of the Economy "none" range. Affects some market pricing.
- Development Level: Frontier have confirmed that it affects outfitting/shipyard quantity. Also seems to affect the general size of markets strongly and linearly for early improvements to it (may have diminishing returns above a threshold). Increases size of Boom, Bust and Lockdown slider regions.
- some of the above properties (probably not Security or Tech Level) collectively seem to influence market specialisation, but this influence should be treated as a random reroll (with the risks for hybrid economies that implies) as there appears to be no more significant underlying pattern to it
- these properties appear to have a significant range, with previous Frontier mentions considering values above 100. It is not known if values start at zero, or if one chevron = 1 value point.

- System Economy Influence: determines the type of strong/weak links generated by this asset
- Initial Population Change: does seem to be roughly proportional to the type of station added (zero does not mean "no population", just "not much")
- Maximum Population Change: needs more research in the current version. The type of body the station is at may affect how effective this property is, or that may be coincidence.

The current values of at least Wealth, Development Level, Security and Standard of Living may be affected by BGS states. If your station owner is not in State: None this may affect what you see.
Economy sizes (relevant to production and consumption caps for commodities at markets) for stations in newly colonised systems sometimes seem much lower than would be expected for the station population. A Development Level of around 10-20 may be necessary to bring them to normal economic levels. This can especially affect settlement markets, which also have tiny populations.

Market specialisations for supply and demand seem to be somewhat controlled by the global system variables, rather than being pseudo-random as for pre-colonisation stations. Figuring out exactly which variables shift which specialisation is likely to be very impractical.

Markets
Odyssey settlements also have the usual limited production range and small market sizes, as well as their economy names not lining up precisely with the non-settlement economies (e.g. an Extraction settlement can produce Nerve Agents, despite this normally being a Refinery export). This is probably not a bug, since the pre-colonisation ones do the same.

There are two new economy types introduced with Colonisation:
- Contraband, which sells various commodities which are often illegal (most useful on stations owned by permissive factions!)
- Trailblazer Megaship, which sells the precise set of commodities used in construction (except those illegal in independent corporate jurisdictions...) and imports nothing
Confusingly, both of these economy types are labelled "Service" in-game, despite having no relation to the imports or exports of the pre-colonisation (and still in use) Service economy.

Hybrid markets (e.g. Refinery/Industrial) have the same effect of each half consuming their own production as in pre-colonisation markets. https://cdb.sotl.org.uk/specialisation/hybrid can be used to model the effects of hybrid economies.

Conversion efficiency
Market influence appears to vary with influencer type and target economy port size, though this doesn't appear to be entirely reproducible and may also depend on other factors.

The release notes https://forums.frontier.co.uk/threa...te-3-wednesday-april-30.636973/#post-10617083 describe how strong and weak links are constructed between influencers and markets.

Influence levels can exceed 1.0 apparently without cap - "Proportion" is best read not "of the station's total economy" but "of a standard-sized station economy".

https://forums.frontier.co.uk/threads/constructing-a-specific-economy.637363/ seems a usable theory for how influence levels are constructed.

There still appear to be bugs with registration of new constructions and economic calculations so precise measurements are difficult.

Planetary influence types
Planets will replace a Colony economy on a station (but not other types) with their own baseline economy. The relationship of planet properties to economy type is defined in https://forums.frontier.co.uk/threa...te-3-wednesday-april-30.636973/#post-10617083
 
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I'm looking forward to any effects or even if we can build the undockables.

Sadly my first system choice was a binary with no planets, soooo... I'll probably move on fairly quick from that.
 
It looks like Installations are available - see the pictures in the "Your New Empire" section of https://www.elitedangerous.com/update-notes - but presumably they have a prerequisite of building a dockable first.
Cool. Yeah i can't lie, colonisation has taken me by surprise a bit. Maybe that was my low expectations... but it's genuinely hooked me a bit. So did the Thargoid war, but that didn't last long. I think it's the tangibility of this, combined with the fact that "it may take a while, but it will happen", as opposed to the weekly reset of the Thargoid war. Just need to get clear of the bubble and find something that isn't just an empty binary system XD.
 
If anyone has been able to get the option for an asteroid base, it'd be nice to have the details for that one: so far I've not been able to find a targetable system where the primary base location is a ringed planet, that hasn't had someone else get there first.
This one is in an asteroid belt - I assume they are the same 🤷‍♀️

I can't build the base - not enough points in the system :(

1740696182838.png
 
This one is in an asteroid belt - I assume they are the same 🤷‍♀️
What's the total commodity tonnage required? Is it the same 53723t as needed for a Coriolis?

Players: asteroid bases are cool!
NPCs: FML...
Other than the standard of living, it's really good numbers for a T2 station, though, plus it comes with an economy.

A Commercial Outpost would absorb the SoL hit, should it turn out that that number matters, and is fairly cheap to build.
 
What's the total commodity tonnage required? Is it the same 53723t as needed for a Coriolis?


Other than the standard of living, it's really good numbers for a T2 station, though, plus it comes with an economy.

A Commercial Outpost would absorb the SoL hit, should it turn out that that number matters, and is fairly cheap to build.
A little part of me wonders if it's possible to create very extreme systems, and what happens in those cases?

Like, I'm putting up a military outpost in my little nothing binary... there's six spots... could i just put six security stations? Then what happens?
 
Well, Colonisation is out, so it's time for a return to theoretical BGS research!

Let's start with the obvious bit - the stations appear to do different things to a whole bunch of sliders.

Station Type
Layout
Tier
Pre-requisites
Economy
Initial Population
Max Population
Security
Tech Level
Development Level
Standard of Living
Wealth
System Economy Influence
Commodities (T)
Construction points
Commercial Outpost​
Plutus​
1​
Colony​
0​
0​
-1​
0​
0​
5​
2​
None​
18473​
1xT2​
Industrial Outpost​
Vulcan​
1​
Industrial​
0​
0​
0​
3​
2​
0​
0​
None​
18473​
1xT2​
Criminal Outpost​
Dysnomia​
1​
Colony​
0​
0​
-2​
0​
0​
0​
2​
Contraband​
18473​
1xT2​
Civilian Outpost​
Vesta​
1​
Colony​
0​
0​
-1​
0​
1​
1​
1​
None​
18473​
1xT2​
Scientific Outpost​
Prometheus​
1​
High Tech​
1​
0​
0​
3​
0​
0​
0​
None​
18473​
1xT2​
Military Outpost​
Nemesis​
1​
Military​
1​
0​
2​
0​
0​
0​
0​
None​
18473​
1xT2​
Coriolis​
No Truss​
2​
Colony​
1​
0​
-2​
1​
2​
3​
2​
None​
53723​
1xT3​
Coriolis​
Dual Truss​
2​
Colony​
1​
0​
-2​
1​
2​
3​
2​
None​
53723​
1xT3​
Coriolis​
Quad Truss​
2​
Colony​
1​
0​
-2​
1​
2​
3​
2​
None​
53723​
1xT3​
Ocellus​
Ocellus​
3​
Colony​
5​
1​
-3​
6​
8​
5​
7​
None​
209122​
None​
Orbis​
Apollo​
3​
Colony​
5​
1​
-3​
6​
8​
5​
7​
None​
209122​
None​
Orbis​
Artemis​
3​
Colony​
5​
1​
-3​
6​
8​
5​
7​
None​
209122​
None​
Asteroid Base​
?​
2​
Ringed Planet​
?​
?​
?​
?​
?​
?​
?​
?​
?​
?​
?​

At the moment, there are a lot more questions than answers - but hopefully over the next few months we'll figure some things out.

If anyone has been able to get the option for an asteroid base, it'd be nice to have the details for that one: so far I've not been able to find a targetable system where the primary base location is a ringed planet, that hasn't had someone else get there first.

It looks from this like the only differences between Coriolis types, or between the Orbis types and the Ocellus, are cosmetic ones - they all seem to do the same thing overall.
I recall a long way back that the tech level of Phekda had to be changed by the devs, as it was so low that there were no ships in the shipyard. A CMDR somehow managed to get himself stuck in the system.
 
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1740783410964.png

I am building a Coriolis Quad and the counts doesn't add up. Given I have 54 % done and 31777 is necessary, I'd say it's like 70 000 :-o Or they nerfed it?
 
View attachment 418788
I am building a Coriolis Quad and the counts doesn't add up. Given I have 54 % done and 31777 is necessary, I'd say it's like 70 000 :-o Or they nerfed it?
I noticed that as well - when you look up the commodities in the planning window before deciding on which station you're going to build, it's 53,732 units. When you summon the colony ship and start building, it's 70,244 units...
 
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