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

Got my first payment apparently.

1741269384186.png
 
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
 
Last edited:
So from what I've seen the profit scales somewhat non linearly with score, but we don't really have enough of a range to know much more.

If the happiness % is another multiplier on top of that which is currently 1% for everyone then it could amount to a couple million credits per week for a weeks construction efforts.
 
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 🛰️
 
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
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.
 
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 🛰️

Frontier 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.

For Colonization though... you really gotta spend a lot of time building the assets to test what happens, makes it rather tiresome and seems like the one place where it would be better for frontier to shed some light on the mechanisms at play here, rather than just letting players figure them out all on their own.

Still no idea what system score is, what it affects, how to change happiness (if it's even possible), the population ranges, the effects of all the variables such as initial population increase vs max population increase (what's the difference? There's several ways to interpret that), security, tech level, wealth, standard of living, development level, etc. What do they matter for, if at all?

And so far the codex on colonization seems to contradict what is being seen on the ground if that makes sense.


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.

Just throwing ideas and speculating here, but maybe there is no way to actually change the economy of any station once it's already built.

Maybe the station takes on the desired economy based on previous system economy influence?

For example if you build a coriolis first in a system that previously had nothing, it'll be a Colony economy and be locked to that forever, even if you build a refinery hub later on the planet it orbits, it changes nothing for the coriolis.

But what if you build the refinery hub on a planet first, and then you build a coriolis around that planet? Will the Coriolis take on the economy influence of the planet?

Just part of me thinks there's no mechanism to change the economy of an already existing asset but that the economy may itself be determined at the moment of construction based on the assets on the ground on the planet it orbits, or on the space installations orbiting the same planet.

Or maybe even on the "system economy" displayed on the system map. It's just that if you build the coriolis before you change the system economy it will always end up being a Colony.
 
Frontier 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.
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 gained :)
 
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.
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.
 
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.
The quoted costs and benefits are the same. Layout just seems to be a decorative choice, though not necessarily implemented all that consistently.
 
So (very) roughly, 50k credits per 100k population as a rule of thumb.
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.
 
I was working on a colony builder app ( https://disgo.pages.dev/colonybuilder - still very live beta no refunds etc) and thinking about the UI there I decided to rename some of the stats.

Standard of Living -> Comfort
Development Level -> Infrastructure

In my opinion that makes more sense in a way that transfers from other empire/city building games - though that might also be dangerous if Elite has some really unique ideas here in how those stats work and interact with eachother.
 
This is what I got for the 90k pop Ocellus with nothing else built in the system.
View attachment 419706
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.

as per now typing this my pops still the same at 90K but security went up to low.
working on surface colony outpost and refinery atm and wish i can see the refinery influence anytime soon.
 
Back
Top Bottom