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

Current consensus is that you need station + 3 economy influence buildings in the "local area" - which consists of "body + orbit around body" - to change the economy type.
Counterpoint:
- I had a T1 Colony Planetary port
- I built a single T2 Agricultural Odyssey settlement next to it
- it's now a 100% Agricultural Planetary port with (roughly) the expected economy

Larger ports might need more than one influencer for full conversion, but it doesn't look as if the small ones do.
 
Hmm. And another interesting data point with the Hydrogen Fuel supply at my original starport. Earlier Standard of Living increases from 0 to +3 didn't touch it at all. The jump from +4 to +14 from the Agri settlement did cause a very small increase in production there, though.

So it's not as simple as Standard of Living not affecting productivity...
 
Hmm. And another interesting data point with the Hydrogen Fuel supply at my original starport. Earlier Standard of Living increases from 0 to +3 didn't touch it at all. The jump from +4 to +14 from the Agri settlement did cause a very small increase in production there, though.

So it's not as simple as Standard of Living not affecting productivity...
It may also be attributable to the small increase in system population with that agri settlement?
 
Counterpoint:
- I had a T1 Colony Planetary port
- I built a single T2 Agricultural Odyssey settlement next to it
- it's now a 100% Agricultural Planetary port with (roughly) the expected economy

Larger ports might need more than one influencer for full conversion, but it doesn't look as if the small ones do.
score another point for starting small and not shooting the moon for a coriolois straight up :)
 
Counterpoint:
- I had a T1 Colony Planetary port
- I built a single T2 Agricultural Odyssey settlement next to it
- it's now a 100% Agricultural Planetary port with (roughly) the expected economy

Larger ports might need more than one influencer for full conversion, but it doesn't look as if the small ones do.

Nice! That is good to know!

Edit: This might also be the usecase for the colony hubs. Maybe they give either more economy influence or system wide economy influence. Or they just gove bonus without malus, e.g. to standard of living in thr case of Refinery.
 
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It may also be attributable to the small increase in system population with that agri settlement?
Probably not - the military settlement I added earlier didn't change production at the industrial outpost at all.

If there's a general way to increase system population at existing facilities, rather than adding new facilities, I would expect that to have an effect on production, though.

yes, and with the smaller starting Port you get a (relativly) decent market as well where You already can buy some of the goods needed for further constructions in the system. I think thats how it is meant to be - seed und grow
Yes - it's a minor convenience, but I now have the ability to meet all my agricultural needs without leaving the system, and most of the industrial ones (depending on how quick the rest of the hauling is going, as I need to wait for restocks on a few of them)
 
So, my outpost that I built earlier in the week (in a system with only one building slot) just opened and sells more than biowaste and hydrogen fuels (however, Concourse is still "under deployment" and there are no missions, even after the tick):

1742470399556.png
 
So, my outpost that I built earlier in the week (in a system with only one building slot) just opened and sells more than biowaste and hydrogen fuels (however, Concourse is still "under deployment" and there are no missions, even after the tick):

I think it's normal for new outposts to have concourses that are still under construction and no missions. Once my outpost's concourse was fully staffed, mission givers appeared and the station's mission board finally had missions.

What's your system's population?
 
I think it's normal for new outposts to have concourses that are still under construction and no missions. Once my outpost's concourse was fully staffed, mission givers appeared and the station's mission board finally had missions.

What's your system's population?
That one is 5000 population, and I doubt it can ever go any higher as it only contains one brown dwarf and the outpost and no more building slots.
I thought "under deployment" stations went online after the Thursday maintenance update? It has been built for quite a long time before that (I've done two other systems since!).

ETA: similar for another system with pop 22,300, a couple of starports (one is an asteroid base) and the asteroid base was completed last week, but still shows as a construction site! You can land at the asteroid base, so I wonder why isn't it showing as a station in the system map?

1742473100821.png
 
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I've been doing some more digging into how colony economies are influenced by surface structures, and I've got a couple of interesting data points to share:

Scenario 1:

  • Surface Port: T3
  • Planet Structures: 2 Refinery Hubs, 1 Medium T1 Extraction Settlement
  • Economy Change: Colony to Colony/Extraction
  • Log Values: Colony 0.50, Extraction 0.50
Scenario 2:

  • Surface Port: T1
  • Planet Structures: 2 Refinery Hubs, 1 Small T1 Extraction Settlement
  • Economy Change: Colony to Refinery/Extraction
  • Log Values: Refinery 0.90, Extraction 0.60, Colony 0.00
It seems like the types and tiers of surface structures we build definitely play a significant role in shaping the overall colony economy. Notice in the first case, with a larger port and a medium extraction settlement alongside the refinery hubs, the economy shifted to Colony/Extraction with a 50/50 split in the log values.

What's particularly interesting in the second scenario is the 0.60 value for Extraction, even though the economy is listed as Refinery/Extraction and there are two Refinery Hubs compared to a single small Extraction Settlement. This suggests that even with a strong focus on one type of structure, other economic factors still hold significant weight.

Furthermore, these log values seem to indicate a range from 0 to 1 for each economy type. The 0.50 and 0.50 split in the first scenario doesn't appear to be simple percentage weights. It looks like we're dealing with a more complex system for determining the dominant economy.

What are your thoughts on this? Have you observed similar patterns in your colonies? It would be great to gather more data and see if we can pinpoint the exact mechanics at play here.

Let me know what you think!
 
"Since the release of Trailblazers, we have seen an impressive number of stations and outposts built by the community. This has had an impact on our maintenance, increasing the time it takes for new stations to become fully operational. As a result today's maintenance cycle was going to be significantly longer and we made the decision to bring the game back online."

"The remaining stations will be made operational next week. While we are in Beta, we will continue to monitor this data to continuously improve Trailblazers. We thank you for your patience, keep on building!"

So every Thursday might be a longer and longer downtime?
 
"Since the release of Trailblazers, we have seen an impressive number of stations and outposts built by the community. This has had an impact on our maintenance, increasing the time it takes for new stations to become fully operational. As a result today's maintenance cycle was going to be significantly longer and we made the decision to bring the game back online."

"The remaining stations will be made operational next week. While we are in Beta, we will continue to monitor this data to continuously improve Trailblazers. We thank you for your patience, keep on building!"

So every Thursday might be a longer and longer downtime?
Nah, once the initial rush is over and people move on to other things, we won't have as many new colonies per week as we do at the moment.
 
Furthermore, these log values seem to indicate a range from 0 to 1 for each economy type. The 0.50 and 0.50 split in the first scenario doesn't appear to be simple percentage weights. It looks like we're dealing with a more complex system for determining the dominant economy.
It's not capped at 1 - my T1 Industrial orbital has "Industrial: 1.15" and that's stayed constant since it was built. I haven't put anything else near it yet.

From my experiments on pre-colonisation economies, which almost always have the totals sum to 1 but there are a few exceptions:
- 1.0 represents the normal "productivity" of that station, given its population and other factors (e.g. system wealth, security, whichever turn out to matter)
- so 0.9+0.6 gives you a station which is at 1.5 total production. This should be most clear on the relative size of commodities like Silver, H-Fuel, etc. which both Refinery and Extraction produce, or ones like Power Generators they both consume, though likely masked by a lot of internal variations between commodities ... and by none of our stations likely having "normal" production because of the system property effects

(Essentially, they're supposed to be percentages, but there are cases - a lot more common with colonisation - where what they're of is more obviously not "percentage of total productivity" but "percentage of baseline productivity")



Looks from those figures that Settlements are more effective than Hubs for changing economy type, larger Settlements are more effective than smaller, and T3 Ports have a lot more "inertia" than T1 Ports to clear out that initial Colony type.

(It may even be that hubs don't influence T3s at all and only settlements do, looking at that data?)
 
Has anyone experienced a small bump in population after you've completed building a satellite? My system pop increased from 9,400 to 10,200 which was very unexpected.

Satellite system level increase matrix here:

1000002532.jpg


My primary outpost is a scientific outpost with an initial pop of 9,000. And after that I built a medium agricultural settlement that isn't fully operational yet (no missions, only 2 products in market) which seemed to up the population to 9,400.

It's also possible something else is driving the population increase 🤷‍♂️
 
Has anyone experienced a small bump in population after you've completed building a satellite? My system pop increased from 9,400 to 10,200 which was very unexpected.

Satellite system level increase matrix here:

View attachment 422222

My primary outpost is a scientific outpost with an initial pop of 9,000. And after that I built a medium agricultural settlement that isn't fully operational yet (no missions, only 2 products in market) which seemed to up the population to 9,400.

It's also possible something else is driving the population increase 🤷‍♂️
So, I'm pretty sure I've seen population fluctuate without any new facilities. I could be wrong... but it seems like colonies might have variable population outside of just building them out?
 
That one is 5000 population, and I doubt it can ever go any higher as it only contains one brown dwarf and the outpost and no more building slots.
I thought "under deployment" stations went online after the Thursday maintenance update? It has been built for quite a long time before that (I've done two other systems since!).

You have another orbital slot near the sun. Another T1 orbital structure could be built - an outpost or installation.

1000002536.png
 
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