This is what I got for the 90k pop Ocellus with nothing else built in the system.
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Just to add more data. My population remained at 4k after weekly tick. With one built station and one under 20% construction. There doesn't seem to be any daily uptick for me. So, as already suggested by others, pop growth seems to be directly related to 'completion' of stations.Population looks unchanged. But at least I can now add more locations now.
Interesting.So I finished a large agricultural settlement on the same planet that my Coriolis orbits before the server maintenance. System economy changed from Colony/Refinery (Due to that 1 refinery hub) to Colony/Agriculural (There's also a medium agri odyssey settlement).
Coriolis still did not change to Agricultural though. Still on that Colony economy. Universal Cartographics contact still unavailable, but Haz Res have spawned on the rings around the system
Could be related to this perhaps?I've been monitoring the Trailblazer threads and some clarity on how orbital stations evolve from one without shipyards, UC etc at Day One to a station more fully equipped is badly needed. People were expecting that, with all the effort they put into it, all the station services would be active on opening day![]()
It could be, but even Coriolis and other full size stations are affected - not just outposts.Could be related to this perhaps?
Source: https://x.com/EliteDangerous/status/1897638642492874907
I've been monitoring the Trailblazer threads and some clarity on how orbital stations evolve from one without shipyards, UC etc at Day One to a station more fully equipped is badly needed. People were expecting that, with all the effort they put into it, all the station services would be active on opening day![]()
Interesting.
If all that "system economy influence" means is that "the system economy is the two largest sums of station economies, largest first", just like it's always been, then it seems superfluous to include it as a separate thing to the station's own economy (maybe the non-dockable hubs can say that rather than "economy" to make clear that you can't dock there?)
(And conversely, what about the stations which currently have a non-Colony economy but don't have a SEI ... or the Criminal Outpost which has a different economy to its SEI, which isn't even an economy type)
That also implies that there's no way to create an actual refinery which is the one thing you might really want to have for local supply generation. Maybe you could get away with Extraction + Odyssey Industrial to get a Refinery Contact - it'd give them some use - but right now you can't produce CMM, Oxygen or Copper that way.
That's quite optimistic - lots of BGS effects can take weeks to set up. Though they might only take a day to show the answer. Once the Colonisation effects are known then we'll forget how painfully that knowledge was gainedFrontier usually has a "let players figure it out themselves" approach to the game. It works most of the time because testing stuff is actually rather easy. Powerplay, BGS, etc. Most BGS tests involve minimal effort and just check the next day to see what happened.
can i just confirm - before i start something i cant finish that as per the above, a quad truss coriolis costs exactly the same as a zero truss one and it is purely an aesthetic choice? if so my choice will be simple if i decide to go for it... but it surprises me you dont have to deliver more stuff for it.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 Asteroid Base 2 Ringed Planet / Asteroid Belt Extraction 1 0 -1 3 7 -4 5 None 53723 1xT3
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.
The quoted costs and benefits are the same. Layout just seems to be a decorative choice, though not necessarily implemented all that consistently.can i just confirm - before i start something i cant finish that as per the above, a quad truss coriolis costs exactly the same as a zero truss one and it is purely an aesthetic choice? if so my choice will be simple if i decide to go for it... but it surprises me you dont have to deliver more stuff for it.
That doesn't seem to be the case. I started with a small outpost to make sure I had enough time since I don't play regularly. Once done the population was at 4.5k from completion through yesterday. I then built a mining installation as I was suspicious the wealth 3 indication might affect things. I completed it last night. When I checked this morning the population went up to roughly 5k and I received a 30k weekly income. It's probably a mix of things like how built out the system is, population, installation/outpost/station types and even more.So (very) roughly, 50k credits per 100k population as a rule of thumb.
sad, i finished mine alone 2 hours before thursday tick, no payment just yet, i got mine with 90K pops aswell but a mate got his orbis and 1 installation and he got 120K pops for some reason, so far observation pops varies between stations and there is another hidden parameter to decide how much population we get from the same stations.This is what I got for the 90k pop Ocellus with nothing else built in the system.
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