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

Few further notes:
  • Choice of 1st station may have huge impact when you have smaller system with less build points. It's even more critical with low amount of planets with dockable surface.
  • Is highly advised to plan whole system layout at start with smaller systems.
  • Population can be hugely boosted (based on structures data) only via surface cities
  • Security structures (space) requires build of other structures including surface building(s).
  • Order of thoughts: living standards, security state, tech lvl?, stations (with desired economy), surface cities (population)
 
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Also surface installations (tier2) offers after completion 2 points for build Tier3 buildings, which makes surface constructions very important in case of smaller systems with limited build points. Space structures offer maximum of 1 point for build Tier3 buildings.
Yes - there seems to have been quite some thought put in to encouraging people to build interesting systems (with lots of liabilities from the "BGS gardening" perspective) rather than just a couple of big stations.

(Similarly allocating new constructions to a random faction rather than stockpiling them all on the controller)
 
Security structures influences system security status ... in my case it moved from anarchy to low security. Is built initial commercial depot (potentially -1 sec), farm (no sec affected) and last is relay (+1 sec). Further will be another security affecting structure (either surface or space). This will allow further constructions without fear to put local environment into anarchy (which may some consider as desired state) :)
 
Since you're here, I'll ask this question direct

I'm curious... is your intent to scale up or out? Or both?

I can't imagine a large domain is going to be easy to hold, especially if it's just littered with low-pop systems, and you'll quickly hit your ability to manage it at scale fairly quick, so there's a need to develop those into larger pop systems... which is where there is likely to be a lot of investment.

But feasibly you could just blow out everywhere as well.. because who cares if you lose 100 systems in a week, when you can populate another 600 in the same time?
I'll pick this up as BGS Head Honcho for the faction klusik's with.

Officially, my intent was slow-and-steady - we're not on the edge of the bubble, so we'd be looking at infill between existing systems and there's only so many of them that are worth having. But then the land-grab kicked off, and it looks like a lot of CMDRs aren't caring what faction owns the system they launch their colonisations from - we had a lot of systems to start with, so we get a lot of people jumping off from them for whatever reason.

We're up to 60+ colonies since Wednesday, and the vast majority of the System Architects for them are CMDRs we've never heard of / not faction members. That does leave the question with what we do with those systems BGS-wise; I suspect a lot of the Architects aren't in it for the BGS and won't care what happens to it, in which case we'll happily keep control of the system; but if someone who did all / most of the hauling in a system we got as a freebie dropped by and asked us to hand over control, I probably wouldn't object.

(I do think this has effectively killed off olde-style Expansion, though - soooo many new colony systems with vacancies-by-design that trying to manage / direct expansions to specific systems just ain't going to be a runner now. Don't know if I'm sad about that or not....)
 
I'll pick this up as BGS Head Honcho for the faction klusik's with.

Officially, my intent was slow-and-steady - we're not on the edge of the bubble, so we'd be looking at infill between existing systems and there's only so many of them that are worth having. But then the land-grab kicked off, and it looks like a lot of CMDRs aren't caring what faction owns the system they launch their colonisations from - we had a lot of systems to start with, so we get a lot of people jumping off from them for whatever reason.

We're up to 60+ colonies since Wednesday, and the vast majority of the System Architects for them are CMDRs we've never heard of / not faction members. That does leave the question with what we do with those systems BGS-wise; I suspect a lot of the Architects aren't in it for the BGS and won't care what happens to it, in which case we'll happily keep control of the system; but if someone who did all / most of the hauling in a system we got as a freebie dropped by and asked us to hand over control, I probably wouldn't object.

(I do think this has effectively killed off olde-style Expansion, though - soooo many new colony systems with vacancies-by-design that trying to manage / direct expansions to specific systems just ain't going to be a runner now. Don't know if I'm sad about that or not....)
Yeah that's interesting... so tl;dr right time, right place?

My own supported faction I've dropped 2 colonies for, but tonight I've spotted an extra 4, despite us being in no meaningful place, and potentially because our name is somewhat indistinct from a typical faction name, being "<systemname> <in-universe terms>", rather than "Chicken plukers" or similar.
 
....(I do think this has effectively killed off olde-style Expansion, though - soooo many new colony systems with vacancies-by-design that trying to manage / direct expansions to specific systems just ain't going to be a runner now. Don't know if I'm sad about that or not....)
I seriously think this new feature is the End of all BGS and PP strategies as we new them until now.
The complete "Book of War" has been re-written, a circumstance which I personally do welcome, as before everything was quite static and repitative - lets see what the next weeks bring up.
Judging by the sheer number of Daisy-Chains beeing started by Independant Cdrs/Squads/PMFs to colonize their own Bubble some 500 - 1500 Ly away from current Borders of the Bubble, my guess is they see the signs on the wall - in two years the established Independent Areas/Influence Regions will have been overrun (most likely by LYR and Mahon)
 
I seriously think this new feature is the End of all BGS and PP strategies as we new them until now.
Not to get OT, but I personally see this as a good thing.... but just wish PP was a more disruptive effect to faction statuses, market operations etc..

To be explicit, I'd rather see the rise of the original vision of commanders aligning with a Superpower first and foremost, with the factions just being "that background", and the Powers essentially creating "biomes" across the galaxy in terms of their effects.... provided Superpowers got some actual content around them.
 
Not to get OT, but I personally see this as a good thing.... but just wish PP was a more disruptive effect to faction statuses, market operations etc..

To be explicit, I'd rather see the rise of the original vision of commanders aligning with a Superpower first and foremost, with the factions just being "that background", and the Powers essentially creating "biomes" across the galaxy in terms of their effects.... provided Superpowers got some actual content around them.
I would rather like to see PP opportunity for Independent Factions as a Superpower to be able to counter the established powers (more effectivly) - but who knows what Vanguard will bring
 
I think those landing pads for installations are bogus btw, I built one claiming it had M pads and it is, as expected, not dockable.
PSA: Also - the landing pads for the surface 'Hubs' are not correct either (they state Large).

They are actually the surface settlements which have no pads and an exclusion zone. Which is sad as I was hoping to build a surface refinery and source myself some CMM Composites ...

<sigh>
 
PSA: Also - the landing pads for the surface 'Hubs' are not correct either (they state Large).

They are actually the surface settlements which have no pads and an exclusion zone. Which is sad as I was hoping to build a surface refinery and source myself some CMM Composites ...

<sigh>
I guess you have to build a bunch of those to set the system economy to Refinery, then build a surface port with Colony economy to pick that up.
 
I guess you have to build a bunch of those to set the system economy to Refinery, then build a surface port with Colony economy to pick that up.
Yeah, I was thinking of building a Starport and see if it could pick up a more fun Economy than 'Colony'. But without a local source of CMM I could keep to myself I'm not sure I can be bothered.

I now have a Pirate Outpost (Colony) and a Refinery Hub (Refinery) and the system economy is Colony / Service. Might wait to see if it gets any more sensible after they go fully active presumably at the restart. I'm not overly convinced that the displayed info is related to the backend at all.
 
Thinking about it a bit more- maybe they've deliberately made it so you can't build your own refineries. Refineries are where you get all the bulk items (Steel, Aluminium, CMM) - for new systems people will have to ship from the Bubble.

Ok, maybe for my 3rd system I will go Hightech instead.
 
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Thinking about it a bit more- maybe they've deliberately made it so you can't build your own refineries. Refineries are where you get all the bulk items (Steel, Aluminium, CMM) - for new systems people will have to ship from the Bubble.

Ok, maybe for my 3rd system I will go Hightech instead.
If it isn't possible to build planetary refineries, at a certain distance it just won't be realistic at all to colonize without FCs shipping from the bubble, not everything gets produced by the new refinery contact.

I'm hoping through the economy influence these default colony types can be turned into decent CMM refineries. It'd be a really cool opportunity for a DSSA-like teamwork of making sure critical economies are filled as colonization goes deeper in the black.
 
Thinking about it a bit more- maybe they've deliberately made it so you can't build your own refineries. Refineries are where you get all the bulk items (Steel, Aluminium, CMM) - for new systems people will have to ship from the Bubble.

Ok, maybe for my 3rd system I will go Hightech instead.
If it isn't possible to build planetary refineries, at a certain distance it just won't be realistic at all to colonize without FCs shipping from the bubble, not everything gets produced by the new refinery contact.

I'm hoping through the economy influence these default colony types can be turned into decent CMM refineries. It'd be a really cool opportunity for a DSSA-like teamwork of making sure critical economies are filled as colonization goes deeper in the black.
I mean, there's every chance it's a combination of things that aren't understood yet as well.

Maybe it's tied to development level and other factors including the types of planets in the system?
 
Hmm. I think I've figured out where all these SCVs in inhabited systems are coming from:
- complete first outpost
- SCV announces departure back to the system I originally obtained the permit from
- ... and presumably stays there forever, or maybe gets reused if someone else runs a new colonisation out of that system?


EDIT: oh, and confirmed - there is no meaningful distance limit on how far away a squadron-aligned faction can be pulled in.
 
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Thinking about it a bit more- maybe they've deliberately made it so you can't build your own refineries. Refineries are where you get all the bulk items (Steel, Aluminium, CMM) - for new systems people will have to ship from the Bubble.

Ok, maybe for my 3rd system I will go Hightech instead.
if that would be so, the idea of colonisation gets shot in the kneecap immediately - to me colonisation means "go somewhere afar and build up something self-reliant" - hence taking out key-infrastructre/industries is contra-productive AND immersion-breaking
 
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