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

Another weird one here is that the augmenting returns of construction tonnages seems to have reset to zero since the port was finished šŸ¤” both of these occurences a bug or intentional in some way I wonder
the whole placement, visualization (you build a Relay and get a Satellite) and finishing (Thursdays Tick) currently is messily bugged. Including that progress-bar. First indication started last week already when two days after finishing a construction the construction-site still was shown and neither removed from space nor from Sysmap/Navtab.....

Slowly I pledge to finish that "Beta" called field experiment on players endurance, stamina and nerves.
It gets time that FDev thoroughly fixes all them bugs, fixes market-economy, naming -inconsistencies (Horizons/Odyssee-Settlements/Structures), puts some decent Screenshots in the Construction-placing UX where one actually can identify something, fixes Structure-Information in Sysmap/Architect-Map (what is that actually -> IndHUB Molae) and issues a at least basic documentation/description of how they expect the whole thing to work.
 
To find out the TL number, is there an easier way?
Can we maybe check the logs, or the only way is to manually add the Tech level for every slot we did build?
 
the whole placement, visualization (you build a Relay and get a Satellite) and finishing (Thursdays Tick) currently is messily bugged. Including that progress-bar. First indication started last week already when two days after finishing a construction the construction-site still was shown and neither removed from space nor from Sysmap/Navtab.....

Slowly I pledge to finish that "Beta" called field experiment on players endurance, stamina and nerves.
It gets time that FDev thoroughly fixes all them bugs, fixes market-economy, naming -inconsistencies (Horizons/Odyssee-Settlements/Structures), puts some decent Screenshots in the Construction-placing UX where one actually can identify something, fixes Structure-Information in Sysmap/Architect-Map (what is that actually -> IndHUB Molae) and issues a at least basic documentation/description of how they expect the whole thing to work.
I fail to understand what's our purpose asides a straightforward time metric through hauling for them to look on. To have a better idea of what triggers what (ie being told that Tech attribute needs to hit 40 for all services) while I bump into those kind of quirks I just go "uuUuUUUuuh"

If they want to test something more accurately maybe it would be best to at least provide a base line of how some essential things are supposed to work so that when we come across a condition that doesn't work we can send a proper ticket instead of getting drips of information from a question built from wonder and confusion given the current environment of the update.

I like the eff around and find out part as it's always been a thing I liked in ED but when it's for the purpose of a beta, being clueless at this stage with a lot of questions to narrow down with no undo's possible with the mix of possible status changes not being yet applied to the system and bugs, I'm starting to doubt with the conflicting feature complete term. Either way. I'll see what happens soon with this port thing hopefully.
 
yep - also that stupid bug / Dev“s joke where up to the very last delivery to a (chain) of construction sites all numbers of commodities required are matching perfectly and suddenly, whenst you are waiting for that beautifully designed Brewer Logo to appear, sudden and miracously 10 tons of Titanium are missing.
One or two times its entertaining (maybe FDevs take on constructions sites "losses" - I know from my profession as general site manager that thing tend to "get feet" on construction-sites, but that frequency is just annoying when you anyway have to haul like hells come loose)
 
I fail to understand what's our purpose asides a straightforward time metric through hauling for them to look on. To have a better idea of what triggers what (ie being told that Tech attribute needs to hit 40 for all services) while I bump into those kind of quirks I just go "uuUuUUUuuh"

If they want to test something more accurately maybe it would be best to at least provide a base line of how some essential things are supposed to work so that when we come across a condition that doesn't work we can send a proper ticket instead of getting drips of information from a question built from wonder and confusion given the current environment of the update.

I like the eff around and find out part as it's always been a thing I liked in ED but when it's for the purpose of a beta, being clueless at this stage with a lot of questions to narrow down with no undo's possible with the mix of possible status changes not being yet applied to the system and bugs, I'm starting to doubt with the conflicting feature complete term. Either way. I'll see what happens soon with this port thing hopefully.
Feature complete - but documentation was not included as a feature, it seems. We'll eventually figure things out on our own, but yes, documentation from those that made Colonization would help a lot.
 
Going to create a whole new dynamic where UC was at any system with a station but now is unlikely to be present in many if not most colony systems.

That's true, and I really hope it doesn't take a level 35 Tech to get the UC. Even if the system happens to have a science outpost (which is more or less guaranteed to have a UC) that's no good for large ships.
 
Do we know what they mean by "all other station services"?
According to spreadsheet my system tech is 32.

My Coriolis that is completed but not fully deployed from last Thursday tick:
- It immediately got shipyard, outfitting, livery and crew lounge. Univ Cartographics is unavailable.

My primary orbital science station has Universal Cartographers but not Vista Genomics.

My Planetary Surface Science Outpost Port does not have UC but does have Vista Genomics.

My medium surface industrial settlement has Interstellar Factors.
- I thought a couple of my facilities built before this facility had Interstellar Factors. But they don't(?).
 
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TL35 = shipyard is not correct.

Have Orbis with TL18 and it has a Shipyard. Doesnt offer any outfitting though, except for stored modules.
Nice, my read was an over-read then!

Although that does mean the second part of the message is flat-out wrong then; because that black-and-white says TL20 isn't enough for a Shipyard and you have one at TL18.

I guess a screenshot of Support being wrong about their own game and we in a forum thread figuring out a bit more about it is today's dose of FDev go brrrrrrr.
 
As I said earlier, I'm building my first Orbis, and I'll collect loads of info when it's finished, and I'll share it here.
Funny thing, today, my carrier was parked in orbit next to the construction site, only 546 km away.
I had no idea that it could go that close. The unloading will definitely go faster :)
 
For pre-colonisation economic stuff:
- this old thread https://forums.frontier.co.uk/threa...ly-demand-and-relationship-to-the-bgs.441646/ is still essentially right as far as I can tell (there have been some minor changes, but nothing too important)
- https://cdb.sotl.org.uk/effects and https://cdb.sotl.org.uk/specialities have useful data tables to go along with that (the effects tables are a bit bare at the moment, as so many market prices changed with the Trailblazers release that the earlier data used to build them is no longer reliable, so the data gathering and analysis process is starting over - it is, fortunately, fully automated)
- the market information in-game can be surprisingly helpful if you're not purely looking for maximum profits

For new systems there's some interesting things appearing to be going on with economy sizes, productivity, station specialisation changes, and so on. But I don't have much idea what other than vague handwaves.


I have been doing that every few days so far with all information I consider reliably determined to that point. As you can tell, that's not very much yet. Unless we get some extra info from Frontier this is something I expect to take months: most investigations of similar scopes, whether mine or other people's, have taken similar amounts of time.

(At the moment the data people are sharing in this thread is great, but mainly is serving to disprove some of the simpler possible theories)

I'll do another update today but it won't change much.

Thanks for the links! (I can’t access the specialities one, though).

Also thanks a lot for updating your initial post. To be honest, I still have quite a lot of questions that aren’t covered by it but that I am sure you could answer with relative ease. Maybe my ā€œproblemā€ is that BGS has been an aspect of the game that I just haven’t spent much thought on, so certain game mechanics might be completely unclear to me (and others) that are self-understanding to BGS afficionados.

Let me try to phrase my most pressing questions along with some commentary. I still think that a Q&A would help many CMDRs out immensely. Sorry if I missed something in this thread - it has grown by 5 pages in the time it took me to think about my questions and put them into words.


1) Market

1.1) What determines which goods are available on a market?


In our updated original post, you mention that construction properties (system variables such as security, tech level etc.) seem to influence market sizes, productivity, and specialisation.

But can you also influence available goods more directly by building facilities on/orbiting the same planet? E.g., does an aggricultural settlement contribute some agricultural goods to a local port/station?
If so, does the facility always contribute goods or only if the station is of he same economy type (i.e. the facility has ā€žflippedā€œ the stationā€˜s economy)?

On p.38 you helped out hutandrei by offering advice on facility placement in his system. You wrote: ā€žSome nice rings for asteroid bases to get Extraction-side materials from, too - and then a Large Industrial Settlement on one of the nearby moons to get a Refinery Contact so you can convert those ores directly into even more metals.ā€œ
This baffles me. I can understand that an extraction type asteroid base offers extraction-side goods/materials (ONLY on the the asteroid base, right?).
But how does the industrial settlement come into play? If it’s on one of the nearby moons, it’s not in the local sphere of the base, AFAIK. Will it still create a refinery contact in the asteroid base? Will refinery contacts spawn all around the system? Or does another ā€žsphereā€œ apply here which is somewhere between ā€žlocalā€œ and ā€žsystem-wideā€œ?

1.2) What determines the quantity of goods available on a market?

Similar to 1.1: Are system variables the only ones that count? Or can you influence the quantity of goods on a local level by building more settlements of the same type?

It sounds a bit like the latter when you recommend building Refinery hubs in all but one slots on HMCs in your aforementioned reply to hutandrei. (Or ist that just about system stats / flipping colony economies in the right direction?)


2) Facility/(star)port economy

To what extent are you able to swing/influence economies?


In your original post, you write that ā€žInfluence replaces Colony economies, but supplements non-Colony economiesā€œ.
What does ā€žsupplementingā€œ mean in this case?
Does it mean you can never completely flip a non-colony economy, but only add a second economy type? Or can there be wild mixes of as many economy types as you can fit facilities into the local area?

What do you mean by ā€žuse caution over hybridisationā€œ?


3) System economy

3.1 How is system economy determined?


I feel almost bad asking this because I remember you giving a concise definition in several places on these forums… but the threads have just become so humongous!


3.2 What does system economy actually do?

I guess it’s just a trait that influences, say, which HGEs spawn, right?
It shouldn’t affect individual stations and their wares, since those have their own economies (which may differ from system economy), correct?

Does it matter which of the two economy types is listed first? In other words, is there a difference between an ā€žindustrial/refineryā€œ and a ā€žrefinery/industrialā€œ system?


4) Building tips

4.1) Is there a generally recommended starting station / line of build or do you have general suggestions that players can build upon depending on what they want to achieve?

4.2) Personal question: I have started two systems with an industrial outpost. One sports quite a number of big HMC worlds, the other has several ringed gas giants with many smaller moons. What would be a good route to go from there?




So many question marks in one post :) No matter how many of my questions you or other knowledgeable CMDRs actually manage to answer - thanks a lot for all your effort!
 
The UC seems to be the hardest to get. Even with the science outpost (UC is supposed to come default), I've read one post where it came without.
My primary orbital science outpost does have UC. I confirmed this. I did not notice if this service was original or came later.

INARA says this stn also has Vista Genomics. This must be a mistake. I don't think orbital outposts ever offer Vista Genomics. And the INARA search for 'nearest' stn with Vista Genomics my outpost does not show up. But my surface port does have Vista Genomics and it is not shown in INARA.

Facilities in my system with Vista Genomics. - This is incorrect.
Vista Genomics Search.png
 
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If I could possibly be spared from reading all 45 pages of this forum... apologies for asking the same question that's on everybody's mind, but here goes. First post.

I started my Coriolis 24 hours before the "biowaste feature" was discovered. Is my station doomed because it's not orbiting a landable planet to build settlements on? I was excited to develop this system as a refinery economy because all of the ringed planets have mining hot spots (tritium/low temp diamonds/alexandrite/grandiderite) and was hoping to find a way to take advantage. Now I'm unsure what to build next, or where. Have we reached a consensus on how to prevent this from happening, and based on my system's composition and placement of the primary port, any advice how to proceed? Apologies if this is very redundant, any/all info is appreciated, hopefully without having to scroll through pages or peruse through too many spreadsheets. Thanks in advance.
 

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I started my Coriolis 24 hours before the "biowaste feature" was discovered. Is my station doomed because it's not orbiting a landable planet to build settlements on?
My Coriolis orbiting the sun was completed before last week's tick, but still shows "under deployment".

It has shipyard, outfitting, and livery. No UC or Vista Genomics yet. It currently has the crumby biowaste market. It is in a pretty good system with lots of facilities, except I have not built any hubs or economic installations. I am waiting for my Coriolis to be fully deployed so I can see its baseline numbers before adding anything new. I want to know what might make it good. I will post later when I learn.

Edit: I have very low expectations for my Coriolis market. But maybe I will be pleasantly surprised. I doubt it though. But I think its a good test.
 
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If I could possibly be spared from reading all 45 pages of this forum... apologies for asking the same question that's on everybody's mind, but here goes. First post.

I started my Coriolis 24 hours before the "biowaste feature" was discovered. Is my station doomed because it's not orbiting a landable planet to build settlements on? I was excited to develop this system as a refinery economy because all of the ringed planets have mining hot spots (tritium/low temp diamonds/alexandrite/grandiderite) and was hoping to find a way to take advantage. Now I'm unsure what to build next, or where. Have we reached a consensus on how to prevent this from happening, and based on my system's composition and placement of the primary port, any advice how to proceed? Apologies if this is very redundant, any/all info is appreciated, hopefully without having to scroll through pages or peruse through too many spreadsheets. Thanks in advance.
You do seem to still have 1 orbital slot at the gas giant, just below the FCs, you could try to get something there, not sure if a single building is enough to drag a coriolis out of colony economy, but its better than nothing. the devs have also hinted at reworking the economy influence system, maybe they will communicate something tomorrow
 
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