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

I put a little tool together to mock-up the order in which stations etc. can be added to a system, using the construction points and dependencies, which also will keep track of the slider effects (though in a very basic way) mentioned in the game's UI.

It's not that useful except to try out combinations of assets, and doesn't track cargo or take account of Mechan's price hike (whatever that turns out to be). I'll probably add to it as more definite info emerges.

Anyway, for now it is what it is: https://cmdr-nowski.github.io/syscol_helper/ Any mistakes, post an issue on the github or DM me here rather than clutter this thread, please.

Also, don't judge me, not a front end person!
 
How do you get that economy % stat?
From looking at the posted screen shot and checking my own computer I think that information is coming from the journal files the game writes to you local computer. If you're on a Windows computer it looks like it saves those to the user's folder under saved games (then a folder for the company and others but kind of self explanatory) by default. It appears every time you dock it creates a log entry about the station, what it offers, and what the economy is made up of. This seems to be the case for both colonization stations as well as preexisting stations. I looked through my logs and I was seeing things like economy high tech proportion 0.80 then a second one for every station I docked at while playing. Some only had a single economy and proportion 1.0. If you decide to look into the files (there are many) search for the keyword "docked" to help get to the information.

I've been thinking about building an on computer tool to read and show the various entries in a friendlier manner as a hobby project. It looks like there might already be stuff out there or perhaps that's from one of the 3rd party websites that players upload data to. I don't care to do that which is why I was debating about making a local program instead of a web based tool where others control the data.
 
Does anyone know of a list of what economies consume what commodities? I can source where commodities come from easily enough, but the opposite seems to be a bit trickier to find? I have colonisation reasons for this.
https://cdb.sotl.org.uk/reserves and check the "imported" column will get you most of the way there. (Doesn't distinguish between surface and orbital variants of the economy, though)
 
From looking at the posted screen shot and checking my own computer I think that information is coming from the journal files the game writes to you local computer. If you're on a Windows computer it looks like it saves those to the user's folder under saved games (then a folder for the company and others but kind of self explanatory) by default. It appears every time you dock it creates a log entry about the station, what it offers, and what the economy is made up of. This seems to be the case for both colonization stations as well as preexisting stations. I looked through my logs and I was seeing things like economy high tech proportion 0.80 then a second one for every station I docked at while playing. Some only had a single economy and proportion 1.0. If you decide to look into the files (there are many) search for the keyword "docked" to help get to the information.

I've been thinking about building an on computer tool to read and show the various entries in a friendlier manner as a hobby project. It looks like there might already be stuff out there or perhaps that's from one of the 3rd party websites that players upload data to. I don't care to do that which is why I was debating about making a local program instead of a web based tool where others control the data.
doesn´t EDDiscovery do that ?
 
Actual : 13,719
Base (as per Ian's numbers in post # 1) : 18,473

That's 4,754 material units less or I just need to supply 74.3% of the base original number - that's not bad.

....and like an idiot, I left out the titanium which at 4.5k+ brings the total close to the original 🤦‍♂️

Serves me right for not posting the detailed list - will do that later.
 
In my system, I have three landable planets/moons, one with 6 slots, one with 5 and one small with 2. I'm thinking I'll get four refinery hubs on the 6-slot one as that's where my Coriolis is, industry for two of the 5-slots (can supplement with Industrial orbitals, which I can't with refineries), and the 2-slot one I'll probably do some military/high-tech on. Possibly another Coriolis around the 5-slot world as well so there's large landing pads without having to land on the surface.
 
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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>
Surface Settlement, Extraction Tier 1, Ourea layout, has one small pad, but the nav panel states "Has suitable pads: Yes" when flying a Large ship! So I think there is a mismatch in the game somewhere...
 
In my system, I have three landable planets/moons, one with 6 slots, one with 5 and one small with 2. I'm thinking I'll get four refinery hubs on the 6-slot one as that's where my Coriolis is, industry for two of the 5-slots (can supplement with Industrial orbitals, which I can't with refineries), and the 2-slot one I'll probably do some military/high-tech on. Possibly another Coriolis around the 5-slot world as well so there's large landing pads without having to land on the surface.
May need some security as a rich extraction system looks attractive for pirates!
 
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.
The orbital construction sites are hanging around in the colony system, too...
 
I've been thinking about building an on computer tool to read and show the various entries in a friendlier manner as a hobby project. It looks like there might already be stuff out there or perhaps that's from one of the 3rd party websites that players upload data to. I don't care to do that which is why I was debating about making a local program instead of a web based tool where others control the data.
There's a huge number of tools out there which read the journal already, and they use the local data on your client. If you're thinking of writing something to make more use of this specific part of the data (the economy) then EDMC and EDD both allow plugins. If you write this as a plugin you get the benefit of the years of understanding the odd corners in the journal data and the UI framework from that tool. ED Observatory's framework is very elegant and I'm not aware anyone has written a plugin yet that does much with the market and commodity data - but it could!

There are a few tools out there which are focused on the economy or trade but they all seem to be written from scratch and don't use this neat way of doing it.
 
As of just now I have entirely kicked my Colony economy, I am now Refinery primary, High Tech secondary. 60% Refinery/40% High Tech. So that's official confirmation you can shape the Colony economies into anything else.
Can you please tell what tool you use for display this way info from journal?
 
Confirming that Tech Level contributes to your station facilities. 6+ needed to unlock the Shipyard, 8 is NOT enough to unlock the universal cartographics. Tech Level is applied immediately to your system, no need to wait until Thursday.

Adding another data point on this, I have a coriolis primary, medium military ody settlement and large bio research ody settlement, giving overall stats:

population1
max population0
security3
wealth2
technology11
standard of living3
development4

Yesterday, after building the bio settlement, I didn't see a shipyard or outfitting in the coriolis, but this morning it has both. Still no universal cartographics.

The system now lists "colony, high tech" as economy in the galmap, though the coriolis market still says "colony" and has only 2 biowaste to offer the rest of the galaxy.
 
Yesterday, after building the bio settlement, I didn't see a shipyard or outfitting in the coriolis, but this morning it has both. Still no universal cartographics.

The system now lists "colony, high tech" as economy in the galmap, though the coriolis market still says "colony" and has only 2 biowaste to offer the rest of the galaxy.

Do any of your constructs outside of the Coriolis have a commodities market?
 
Do any of your constructs outside of the Coriolis have a commodities market?

The bio settlement market is high tech with nothing for sale, the military is military with scrap and landmines. I should probably have mentioned the stations are distant from each other and from the coriolis in case that makes a difference.
 
The bio settlement market is high tech with nothing for sale, the military is military with scrap and landmines.

@Rainbeon kicked the colony type off his orbital station and system. I think that's the key in populating the commodity markets. Maybe he can help us.

source: https://forums.frontier.co.uk/threa...these-numbers-do.634214/page-11#post-10569496

I should probably have mentioned the stations are distant from each other and from the coriolis in case that makes a difference.

I think that as long as the station markets are complementary it shouldn't matter. That's why I'm building an industrial outpost next, I'm hoping it will import hi-tech goods from the science outpost and kickstart the system economy.
 
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