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

HIP 93722 has Pond Vista which is an Outpost that has 50:50 Colony/Refinery - it orbits the Refinery. I don't see any T3 Starports with Refinery economies, but that could just be because they are rare - I haven't really checked.

There are multiple examples of Refinery Hubs which are not affecting nearby space. Which is presumably down to waiting for Thursday / bugs / something else
Hey, that's my system :) Interestingly enough, I have a small industrial settlement that produces CMM composites (Dawes), but it only has small landing pads so not terribly useful.
 
Needs more data. (And then there's Happiness on top of that, which really needs more data from people who've managed to get a non-zero score)
Just to add a single point here, this week's colony payment message (which I managed to accidentally delete already) quoted a 5% happiness score for my system (Tucanae Sector IX-S b4-6), and a system score of (from memory) either 17 or 27, and a payment of either ~170kcr or ~270kr. Something along those lines. But the happiness was definitely 5%.

Here's how the colonization status looked at the time of the tick:
system-state.png

The security station got completed late on Wednesday evening, and today after the tick the system had gone from low to medium security. (TBH, was hoping for high, with a net +10 security points.) Most of the other things got completed during the week, I think at last week's tick only the outpost and satellite had been finished.
 
Well crap. If the economic reach of things is limited to the planet and moons of a single planetary orbit group, well, I wasted a lot of time.
 
I'm waiting a little to see more how the planet, moon, and space positioning may interact before I finish my design ideas. If it's a very tight relationship between surface and orbit then I'm probably in trouble anyway as I have only 1 moon that can be built upon (two slots) and two slots in space around it. The other 15 build locations are all in space around other bodies or the star. I've left the moon and surface open just in case I can and need to do something with them.

I'm currently building a Coriolis in one of the two star orbit positions. I'm hoping that because it isn't around a planet the other things in the system influence it similar to some of the existing system before colonization. If not, oh well. My main focus was always to just have a "home base" even though I don't technically own it so economy wise stuff may not end up very nice. I could have also completely messed up any hope given my lack of deeper game mechanics, how economies and installations interact, and what I've built so far. So maybe just a grand experiment in chaos. :D
 
I have a little experiment of my own going on.

I am a little slower than most, as i'm doing everything solo. (Fleet Carrier in System is not mine and I don't know who they are).

But so far I have built a Coriolis by the star. I have a Civilian Settlement, Commercial Outpost and a Relay Installation out deep.

Stats are:-

Sec -4
Tec 1
Wea 4
Liv 11
Dev 3

So far, I have 'Colony' Economy. 34,900 Pop.
Almost nothing showing up in any of the Commodities Markets. No Shipyards. No UC. I do have Missions however.

1000029913.jpg

My plan, is to now build a Mining Installation orbiting my first planet along the chain, a Rocky Ice World. And also build a T2 Extraction Settlement on the same planet. I wonder, being a Rocky Ice World, if that's going to start Extraction of water and potentially metals from the planet.

I'm wondering if this will also create an Extraction economy type for the system. And what effect, if any, it might have on my Coriolis Station which is orbiting the star and not any planet.

I will report back with whatever the outcome is once those two builds are complete. This will be next week however. As i'm away this weekend.
 
I've noticed something interesting. A friend of mine from my squadron and I are developing very similar systems. He's further ahead in the process than I am because I've been focusing on another system.

We both started with an industrial outpost. I paused my development to concentrate on the other system, while he proceeded to build two industrial settlements and two orbital installations, one agricultural and one mining.

Looking at the net statistics, we both have a security rating of 0. He has a slightly higher population, and his other statistics are, of course, higher than mine.

Both systems are, naturally, in low-security areas. However, the sliders are significantly different. Mine appears "normal," while his security slider has a much smaller "none" state area compared to mine.

This leads me to believe that for the system to evolve correctly, all statistics need to be balanced. He has a much higher probability of entering civil liberty, but also civil unrest or lockdown, making his system much more unstable.

This could depend on the population or perhaps the development level. It's possible that the development level gives us an indication of how high the statistics should be (within a certain range) for a stable situation. These are just hypotheses, but I think they need to be explored, and we need to pay close attention. Adjusting the sliders is a comparison we can make immediately without much trouble.

Another significant difference I've noticed between our two industrial systems is the goods produced. Despite him having a higher population and a more developed system, I produce significantly more goods with a single outpost. This is another strange thing, which I believe is either the result of excessive specialization in his system (he added two more Odyssey industrial settlements on the ground) or a healthier and more robust import economy in my system.

Another thing regarding changing starport economies was noticed by another member of our squadron. He built a Coriolis station orbiting a non-landable planet, but with three orbital slots. This Coriolis naturally has a colony-type economy. Before Thursday, I had him build a mining installation to try to change its economy. However, the Coriolis's economy didn't change at all. We've seen reports from others that even if the Coriolis is orbiting a star (and thus has no planets below), it's possible to change its economy with installations (I recall a report where a Coriolis became high-tech). This is also unclear how it works, and we need to understand it better. Perhaps one installation isn't enough to change a Coriolis's economy? Being a T2, is FDev implying that two installations are needed to have an effect?
 
It certainly wouldn't surprise me if a T2 construction had a more significant SEI than a T1 construction.

Despite him having a higher population and a more developed system, I produce significantly more goods with a single outpost.
Interesting. To check the main "control" factors:
- are your station owners both in the same BGS state?
- if so, do your Hydrogen Fuel supply numbers differ significantly?
 
It certainly wouldn't surprise me if a T2 construction had a more significant SEI than a T1 construction.


Interesting. To check the main "control" factors:
- are your station owners both in the same BGS state?
- if so, do your Hydrogen Fuel supply numbers differ significantly?
Yes, the faction is the same, and the currently active state is 'Expansion'.

Yes, the hydrogen fuel supply is very different. His outpost produces 54 tons, while mine produces 787 tons. His total system population is 10,900, while mine is 4,500.
 
So from my point of view the question "How to switch an economy of a colony to something other" is solved.
I don't like how to do it, but well.

The next question i have is: How to make that economy actually meaningful and increase the production values for the station?
 
Yes, the hydrogen fuel supply is very different. His faction produces 54 tons, while mine produces 787 tons. His total system population is 10,900, while mine is 4,500.
That is interesting. I get 73t off my industrial outpost (population 5500), which was until yesterday the only completed construction. I've just added a T1 surface port but it's probably too early to check if that affected anything. (This is in State: None, so I should be getting double what you get in Expansion all else equal)


Combined with the inconsistencies reported in exactly what +security is needed to get to High, I wonder if systems all have somewhat randomised starting points on the property sliders.
 
I suspect that import-export is a fundamental factor, not only within the system but also externally, within a radius that apparently reaches around 25 LY. I also believe that it's not "healthy" to push certain values like wealth too high compared to security, standard of living, and the others. But this requires more testing and attention.
 
That is interesting. I get 73t off my industrial outpost (population 5500), which was until yesterday the only completed construction. I've just added a T1 surface port but it's probably too early to check if that affected anything. (This is in State: None, so I should be getting double what you get in Expansion all else equal)


Combined with the inconsistencies reported in exactly what +security is needed to get to High, I wonder if systems all have somewhat randomised starting points on the property sliders.
It's certainly possible that each system has some "hidden" values. Although, I'm more inclined to think that the more you build, the more the population or development level increases, the more security points are needed to keep the system, for example, in high security.

The issue is easily verifiable. If you're in high security and continue to build facilities that don't lower security, and it drops on its own, then it's probably the case. Has anyone noticed changes like that?
 
Some more data points:

Population: I did not observe any population changes this week. Did not finish any constructions. Population constant at 112.100 with an Orbis. No changes on daily tick nor weekly tick.
Therefore my theory regarding "Max pop increase" leading to automatic pop growth can be discarded for now. Which is congruent with current mechanics in star forge systems.
Assumed Consequence: building ground starport asap is necessary for high pop system. Because pop apparently only increases when building stuff.

Shipyard/Outfitting: system tech of 15 leads to shipyard in Orbis offering up to a Type6. No outfitting modules at all. Local techlevel is 6 from Orbis.

Economy: the lone high tech scientific outpost offers a vast variety of goods, although little supply. No exclusion like "Advanced catalysers", but no "H.E. Suits" that can be seen in other High Tech markets.
 
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Some more data points:

Population: I did not observe any population changes this week. Did not finish any constructions. Population constant at 112.100 with an Orbis. No changes on daily tick nor weekly tick.
Therefore my theory regarding "Max pop increase" leading to automatic pop growth can be discarded for now. Which is congruent with current mechanics in star forge systems.
Consequence: building ground starport asap is necessary for high pop system. Because pop apparently only increases when building stuff.

Shipyard/Outfitting: system tech of 15 leads to shipyard in Orbis offering up to a Type6. No outfitting modules at all. Local techlevel is 6 from Orbis.

Economy: the lone high tech scientific outpost offers a vast variety of goods, although little supply. No exclusion like "Advanced catalysers", but no "H.E. Suits" that can be seen in other High Tech markets.
It could be that the population increases daily until it reaches a certain "max pop increase" value. That could be an indicator of it.

Regarding the shipyard and tech level, this makes me think even more about either a system based on population (the more population you have, the more you need to increase the values) or on the development level, or on hidden values within each system.
 
Max Population Increase is a weird stat. Almost everything has a zero for it; of the things with a non-zero value, they all have an equal or smaller MPI to their Initial Population Increase. So they presumably aren't both on the same scale, at the very least.

I wonder if population is somehow dynamic on the Happiness value - if you have "maximum population" space, and you keep a high happiness score during the week, does that attract new population (and if you end up with a negative score for the week, does that reduce it if it's not already at the minimum?)
 
It could be that the population increases daily until it reaches a certain "max pop increase" value. That could be an indicator of it.

Has anyone yet observed a population increase at the daily tick when nothing at all was build?

Regarding the shipyard and tech level, this makes me think even more about either a system based on population (the more population you have, the more you need to increase the values) or on the development level, or on hidden values within each system.

Might also be a difference of local and system value.

Max Population Increase is a weird stat. Almost everything has a zero for it; of the things with a non-zero value, they all have an equal or smaller MPI to their Initial Population Increase. So they presumably aren't both on the same scale, at the very least.

Might be a random modifier. Settlement adds basevalue*min + basevalue*max. Or basevalue*(random), where random is between (min+max). But we'd need some more precise data points for different increases of the same building type. Currently working on an agricultural settlement M, which might be a good test candidate. Everyone needs some of those for construction points and SoL, and they are cheap to build.

I wonder if population is somehow dynamic on the Happiness value - if you have "maximum population" space, and you keep a high happiness score during the week, does that attract new population (and if you end up with a negative score for the week, does that reduce it if it's not already at the minimum?)
Might be. But increasing happiness is a b****. Especially when you do npt have markets that offer a lot of demand. Imho it is mostly trading and bounty hunting that increase happiness.
 
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