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

Friend's Coriolis (starting station) built 10 minutes ago started without a shipyard, but gained it after the station was renamed.

With that I think we can confirm that the shipyard, at least, comes default with Coriolis; but needs an update of some kind in order for it to come online. Updates include Thursday tick, and renaming
FWIW, I built a Coriolis as my starting station, no shipyard. I waited until a Thursday tick, no shipyard. Renamed it, waited another week, no shipyard. Since then I've been building out my system to increase wealth, security, standard of living and development. No shipyard. Soon as I build a surface exploration hub and boost my tech level to 10 (previously built an orbital comm station w/tech level of 3) my shipyard came online. No need to wait a day or for a tick.
 
FWIW, I built a Coriolis as my starting station, no shipyard. I waited until a Thursday tick, no shipyard. Renamed it, waited another week, no shipyard. Since then I've been building out my system to increase wealth, security, standard of living and development. No shipyard. Soon as I build a surface exploration hub and boost my tech level to 10 (previously built an orbital comm station w/tech level of 3) my shipyard came online. No need to wait a day or for a tick.
That sounds like a potential bug... I've replicated the bit I mentioned before with my own Coriolis today.
 
FWIW, I built a Coriolis as my starting station, no shipyard. I waited until a Thursday tick, no shipyard. Renamed it, waited another week, no shipyard. Since then I've been building out my system to increase wealth, security, standard of living and development. No shipyard. Soon as I build a surface exploration hub and boost my tech level to 10 (previously built an orbital comm station w/tech level of 3) my shipyard came online. No need to wait a day or for a tick.
What system name?
 
Personal experimentation and what others have been saying over the past few weeks. You can see the system stat impact from the architect view pretty easily, the hubs give different and often stronger stat influences than settlements.
I am just confused about your wording. Especially regarding the word "influence". Can you show a station that switched from "colony" economy to something else with Hubs that are not in the "local zone" of "same body + orbit"?
 
I am just confused about your wording. Especially regarding the word "influence". Can you show a station that switched from "colony" economy to something else with Hubs that are not in the "local zone" of "same body + orbit"?
No, what I meant by influence on a system-wide level is purely from the system stat modifiers. I apologize that my wording was confusing. It has been fairly clear from our findings thus far that economy influence only extends to the local zone, and not across neighboring planets or moons, though I think that planetary systems like what gas giants often have should be able to do so. Hubs influence local economy types, and system-wide economy values (through system stats).
 
So I'm wondering if there's a range to the global effect, or at least range based dissipation.
It seems unlikely - the way Frontier have talked about these properties before they seem to be system-level values.

Yeah I agree. The only thing I'd suggest is that while I think the generation rules of these were very different
Necessarily so, since the order of addition of assets has been as Frontier bring out expansions supporting them
- orbital stations (pre-1.0)
- planetary ports, hubs (2.0)
- installations, megaships (2.3)
- settlements (4.0)

(And presumably we're supposed to assume that the cities visible from orbit on ELWs are another type of settlement which we won't be able to interact with - or build - until 11.0)

I suspect Colonisation rules are such that they'd want to create something "close enough" to what currently exists.
Yes - I think very specifically to incentivise/require adding settlements, installations and hubs to any system you want to grow above a couple of outposts, so you get a decent mix of things in the larger systems.
 
(And presumably we're supposed to assume that the cities visible from orbit on ELWs are another type of settlement which we won't be able to interact with - or build - until 11.0)
Do we know that colonies with ELWs don't get the night light effects applied to them if they grow in population?

I suspect Colonisation rules are such that they'd want to create something "close enough" to what currently exists.
That means building the opposite should give good information and confirm what doesn't work.
 
Does building a T2 or T3 station add a slot?
When I built my asteroid base a spot opened.
Every T2 or T3 station built should add 1 slot, so you can configure its economy if there is no surface slot.
 
Its incredible nobody at frontier had the decency to go live and explain to more detail how these things work.
Instead they leave commanders "explore" by bricking systems investing 50 hours + in them.
 
If you're wanting to hyper-optimise systems and only hyper-optimise systems for particular purposes - then, like with the original introduction of engineering - the correct approach was always going to be "wait six months to a year for the metas to emerge, then follow one of those from a guidebook" - and that would be the case even with more info from Frontier as to what the qualitative effects of things are, because the "real" metas would only come out with players twisting systems beyond Frontier's original design intent.

I don't see how you could plausibly "brick" a system, though. Everything you build does something, every asset has some sort of use and benefit. Even a Colony Orbis parked around a non-landable planet where nothing can influence its economy type is providing an excellent location to sell a lot of high-value goods as well as general increases to various system properties, a convenient shipyard, a nice orbital large pad place to pick up missions, etc.

In the meantime, for those of us who do enjoy experimenting to see what happens, this is the only chance we'll get. Colonisation will only be new once.
 
Last edited:
so, here the promised update after Tick -
System now has Science Outpost, Farm Demeter, Relay and Security-Installation
Stage 1 after Tick.png

Markets I did not look up yet, currently loading my FC to get the previous system to that level....
so my
"Prediction:
Pop 14K - 14.5 K
Med Sec
Eco: Hightec/Mil or Hightec/Agri" except the economy was spot on :)

-> deduction: T1 Installations give +1 K Pop, T2 + 2,5 K Pop
 
Last edited:
there is a player who built a T3 planetary port and 1 refinery hub on planet. And a coriolis in orbit. He wanted to get a refinery port and station. His build is now bricked. He hauled 300k tons solo.
Once a player expirience this his more likely to rage quit and never come back
 
Indeed. If there are bugs where a station isn't picking up a same-planet economy influencer, that's a bug and no amount of documentation saying that it should work that way (and if they'd provided more detailed documentation, that is what it would have said, because colony economy stations do usually pick up their nearby SEIs) would have helped. So far as we can tell "Refinery Hub + Planetary Port + Coriolis" on the same planet should give you at least Colony/Refinery economies on them. Some people have managed to achieve that.

And again, while it'd be better if Frontier didn't put the bugs there in the first place, not committing 300kT of hauling to something before the bugs are found and fixed / found and documented as "yep, that's a bug but not one we have time to fix" is probably a good idea unless you really like hauling for its own sake regardless of the outcome.

Hopefully in that case they'll fix the bug fairly soon, the SEI will apply, and they'll get some Refinery production in a couple of weeks.
 
Frontier has acknowledged an issue where colony stations do not adopt the economy of the system.

That's an interesting observation. I have a feeling Frontier might respond by saying the system is working as intended. In my opinion, the system economy isn't what dictates the economy of a Coriolis or Ocellus station; rather, it's what you build in the same orbit and on the same planet that matters. We probably haven't fully grasped the extent of what we need to build yet.

For example, if you construct a military settlement on another planet, the system economy changes from simple Colony to Colony/Military because the system detects a military market. However, if it's not in the same orbit or on the same planet, I doubt it influences the economy of the Coriolis or Ocellus station. It seems to me that the markets are what influence the system economy, which I believe is just an indicator of the strongest market economies, not the other way around.
 
And again, while it'd be better if Frontier didn't put the bugs there in the first place, not committing 300kT of hauling to something before the bugs are found and fixed / found and documented as "yep, that's a bug but not one we have time to fix" is probably a good idea unless you really like hauling for its own sake regardless of the outcome.
Yes, but well, unless someone actually DOES haul 300k tons, the bugs will not be found.
I am happy that this is an acknowledged bug now, since it gives me hope regarding my Orbis.

Apart from that i have just abandoned my latest claim, if only because there is no shortage at all of absolute prime real estate. No need to colonize anything less than exceptional. Unless it is purely for testing purposes. But I do not have that much time to do so.
 
Reading this thread, I am glad I chose to wait until the hype died down.

I am just gonna wait for Ian to bring out his book about how it works, finally will be able to get something useful for ARX :)

Kudo's to all of you working this out, those of us who are waiting are grateful (at least I am).

Good job so far all.
 
Back
Top Bottom