Apart from trawling this thread for nuggets, has anyone yet created a website/gsheet that has all the known facts about how the mechanics all work, all in one place? Ideally where you can plug in what you want to achieve and it will spit out optimal construction best practice/order to produce X outcomes in terms of economy, commodities traded, etc.?
This last couple of pages here has some good info but an all in one repository would be great... yes I know we should have better in-game documentation not obfuscation but here we are.
I've only just about finished constructing my initial station, but given the lack of cohesive details on what should best be done next with the system I am likely going to be filled with decision paralysis. This should not be the way it is.
Players should have clear info on how to proceed in order to get the outcomes wanted, at least to a large extent. This gameplay is a significant time investment (as it should be) - the initial instructions to claim a system and shipping materials is fine, but from that point on there is very little cohesive info.
I guess fundamentally, the way it all works is just what the collective understanding of anyone who's tracked the BGS is, with some new "facts" that we've never been able to observe before.
I've been wracking my brains about how to put that together in a sane, digestable guide for people... but in summary, the easy stats:
Population change: Increases (or decreases!) the population by the amount shown [1]
Security level: Increases/decreases the security status of the system, through low/med and high (which is maximum), unless owned by an Anarchy faction (which makes it Anarchy). Has some effect on the shape of security sliders
Development level: Unsure what this is (nobody seems to have heard of it?).... at a punt, maybe it affects things like chance of tech brokers and other services etc?
Standard of Living: Unsure about this... has existed since the game started though.
Tech level: Affects what is on offer in shipyards/outfittings and the presence of these services (Shipyard doesn't seem to be available without at least 1 tech-related building)
Wealth: Nobody really understood this before, existed since the game started though, and don't really understand it now either. Has some effect on the shape of Economy sliders.
Standard ports (surface port/outpost, Orbital outpost/coriolis/asteroid/orbis) have no specific economies, and are influenced by the facilities (installations, hubs) you set up that feature a "System Economy" influence slider, which seems to control the predominant econom(ies) in the system... but perhaps doesn't explicitly override (Odyssey) settlements with specific economies.
That will (likely) control the distribution of economies across that system... offering up the expected commodities you'd expect from that sort of economy... importantly, if you have hybrid economies occurring, they're likely to self-consume items that are in-demand from the paired economy, so you'll get a mix, but also be missing some types of the lower-volume types.
Like... none of that is really anything new per-se as far as the BGS goes, except for the more dynamic effects as you build new facilities, which has been pretty unobservable to-date (and likely didn't exist before either, thus we have systems that don't match the patterns we can make... but that's true of everything in the game).
There's probably better ways to put it (and not intended to be criticism), but I think a lot of the issues people are hitting, are simply part of learning about how the BGS works... any impacts it's had to-date have been less, say "learn how to find good LTD prices" and more "Go here coz old mate/inara said it looks good right now"... so the understanding has never grown. That's because BGS mechanics are meant to be opaque, where colonisation is a stark contrast to that.
[1] What that specifically means? Unsure, and this is also the only stat that applies a delta, rather than seems to sum to "set" a level.
So...