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

My fear is Frontier will change how the economies and all of it works, and they'll announce it with a vague tweet saying "Stuff is different now, check it out!" and people will have to figure it out all over again.

Elite has always been a game with a lot of 'mysteries' and cryptic stuff. Raxxla, spectrograms, horizon signal, people figuring things out by decoding binary messages from listening posts, etc. Frontier leans a lot into it.

I can't help but think they like to apply the same logic to documentation which is dumbfoundingly baffling. Just as with all the other things, they like players to 'figure it out themselves'. But in this case we're dealing with apples and oranges. Documentation for background simulation stuff? People had to figure it out themselves, and still today a lot of it is a black box that people don't understand nor do they know how it works. (Does anybody actually know what, specifically, makes Infrastructure Failure happen? How to induce it? Not at all). People had to document everything with powerplay as well. And now with Colonization people are supposed to figure out the holy mysticism of the machine god behind the arbitrary stats such as development level and how markets are supposed to work.

I'm certain they have someone in the game development room advocating for this and Elite would be a much better game if they just fired him, with no severance package I might add
 
Report 3/24/25 pt 2
Col 359 Sector CJ-R c5-27

Notes: Nowhere near as much market change for supply/demand as I was expecting from +9 dev level. Market now shows high supply, but diminishing returns from development level is worrying.

Last Population: 60,500
New Population: 63,500

Old System Stats: 7/21/17/26/15
New System Stats: 6/34/22/24/24

New builds:
  • Large Research Settlement
  • Refinery Hub

Noted economy changes:
+18% commodity supply/demand
Prices +/- max 2,200 credits due to high supply

coriolis4.PNG
coriolis5-2.PNG
 
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Data Point:
Mining Outpost
1742853397374.png


Gives exactly 0.5 economy for a T1 commercial outpost.
"StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.500000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.500000 } ],
 
+18% commodity supply/demand
Though tripling of the H-Fuel supply, and similar on Mineral Oil.

With it being an Extraction/Agricultural hybrid station (anything else in there too?), you might be losing a lot of the increased supplies to increased consumption from the other component (especially the foodstuffs)


(It also wouldn't surprise me for the various stats to have eventual diminishing returns - sqrt() and log() relationships show up quite a bit elsewhere in ED, and it might be necessary to make smaller slot-count systems still do something vaguely worthwhile without making 200-slot behemoths excessively good)
 
Though tripling of the H-Fuel supply, and similar on Mineral Oil.

With it being an Extraction/Agricultural hybrid station (anything else in there too?), you might be losing a lot of the increased supplies to increased consumption from the other component (especially the foodstuffs)


(It also wouldn't surprise me for the various stats to have eventual diminishing returns - sqrt() and log() relationships show up quite a bit elsewhere in ED, and it might be necessary to make smaller slot-count systems still do something vaguely worthwhile without making 200-slot behemoths excessively good)
Overlooked this little snippet of the System Architect Codex in the Player's Handbook.
stats2.PNG

There's a good chance that my diminishing returns are due to the maximum output for the local body pops (only the Coriolis.) This makes strategic planning of large planets with 5+ slots really important, especially in deep space supply bubbles. Refinery economies will be extremely important early in a bubble's life, so backing them up with a T3 port is probably a good idea. Though, you'll want to start off smaller regardless until you have some local production for the heavy volume materials.
 
Is there a useful build experiment that can be done in a system without bodies? That was my "well, I tried it, nobody can say I didn't try" system but now I'm thinking it might be something not many other commanders have...
 
so - another Update of my Hightec System

Stage 3.1 Stats.png


"StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":2.200000 } ]

that results in a market

Stage 3.1 Market.png


edit: will now test replenishment-rate with Aquaponics and insert here later

remarkable !!! 100% re-fill within 10 min - 7.371 replenished !!!
 
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Is there a useful build experiment that can be done in a system without bodies? That was my "well, I tried it, nobody can say I didn't try" system but now I'm thinking it might be something not many other commanders have...
Depends on what your initial station is. Is it Tier1 or Tier2?

Going by the table in the first post, I'd say:
"How much economy influence gives a T2 satellite for a T1/T2 orbital station?"
In case you built a coriolis we could also use info on how much a T1 satellite gives, because that is still open.

EDIT: But, tbh, you could also just search a station that fills the prerequisites, dock, and read the log instead of hauling for 3 hours.
 
Do we know what they mean by "all other station services"?
I read that to mean TL 35 is high enough to support ALL services, and the implication is Shipyard is one of only a few, or maybe the only one, that requires TL 35, everything else has a lower threshold and you will therefore get those.

(Services can still be blocked by War or whatever though I guess even if your TL is 36+)
 
Hello. I’d like to share some data points about T1 orbital outposts.

T1 civilian outpost (Vesta) + T2 medical installation (Eupraxia) = Colony 0.50, High tech 0.50

T1 industrial outpost (Vulcan) + T2 medical installation (Asclepius) = Industrial 0.85, High tech 0.3

The data below shows that T1 agricultural facilities do not appear to have much effect on the orbital outpost.
The space farm increased population by 800, and two T1 agricultural settlements did by 80. *

T1 commercial outpost (Plutus)
+ T1 orbital space farm (Demeter)
= Colony 1.0

T1 commercial outpost (Plutus)
+ T1 orbital space farm (Demeter)
+ T1 surface agricultural settlement (Consus)
= Colony 1.0

T1 commercial outpost (Plutus)
+ T1 orbital space farm (Demeter)
+ T1 surface agricultural settlement (Consus)
+ T1 surface agricultural settlement (Consus)
= Colony 1.0

The market still sells only hydrogen fuel and biowaste but demand for some commodities changed.
Economies shown on the map changed from Colony to Colony / Agriculture.
Note: The faction that owns this outpost just got out of infrastructure failure in this system.

* Edit: Pop increased a day later.
 
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I read a complaint where a PP player got a weekly assignment to a player colony under lockdown. Are many experiencing damaging BGS states like lockdown, infrastructure failure, famine, outbreak etc?
 
Has anyone attempted to compare two different port 1 colony markets, one done early and another one done after several system stat bonuses were applied by other constructions?

I'm highly tempted to say that the t1 port I just finished is not taking into account the system's bonuses. I'm getting some "fresh system with no stats" feels from watching the numbers.

I'll wait until cycle ends to see if something changes.

...or is it because said port is now owned by faction #2 influence and since it doesn't have any other asset it doesn't benefit from the stats beefing up starter port?

Another weird one here is that the augmenting returns of construction tonnages seems to have reset to zero since the port was finished 🤔 both of these occurences a bug or intentional in some way I wonder
 
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I read that to mean TL 35 is high enough to support ALL services, and the implication is Shipyard is one of only a few, or maybe the only one, that requires TL 35, everything else has a lower threshold and you will therefore get those.

(Services can still be blocked by War or whatever though I guess even if your TL is 36+)
TL35 = shipyard is not correct.

Have Orbis with TL18 and it has a Shipyard. Doesnt offer any outfitting though, except for stored modules.
 
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