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

Are we sure they aren't just throwing RNG at the wall to simulate depth? Just how they throw some random variance at build costs to screw over people for daring to plan a build?
 
Im also wondering about the markets of the stations or outposts which do not orbit a planet, but being in the orbit of their sun only. Cant test mine, becausef the main port entry is still blocked by the medical facility building

Anyways, till this is settled out, I am going to experiment shady businesses in a system with pirate outposts in orbits.
Quite shady.. The sun is Y type, it is really dark there.
 
I'd expect the starting system variance to be technically non-random (in the sense that it'll be based off some algorithm performed on the system ID, or similar) so that it can stay consistent easily, but I don't think there's a lot of point in trying to predict at this stage "which systems will have enough starter tech level that a Coriolis will immediately get a shipyard".

The range of variation so far appears to be equivalent to maybe 5-6 chevrons, which when large building projects are going to easily be getting 30 or 40 chevrons - and possibly hundreds in the biggest systems - won't make all that much difference.

If they start actually displaying these variables it might be worth trying to predict things.

But in general I'd view it like station economic specialisation was in the pre-Trailblazers systems:
- it's good that not every Refinery market is a precise identikit clone where Gallium capacity is 1.2x Indium capacity is 0.3x Copper capacity etc. etc.
- in almost no circumstance do you actually need to care what a station's precise specialisation is
- especially not for larger economies which produce lots of even their low-specialisation commodities

So similarly, it's good that not every system started with a particular outpost type is exactly identical at that point, so that the small systems have a bit more variety - but in a large system it'll rapidly be overwhelmed by the actual builds.
 
What I'm seeing from the stuff posted here is that:
Refinery Hubs "give population" despite not having a population stat.

Does this mean that they still have a population stat or that they give population by other means.

To test this you'd have to build a system that reaches the default max pop of an outpost and just spam hubs or other things that don't say they give population and see if they ever stop giving population when the "max population" is maxed out.
 
I was so focused on the dramatic increase in CMM composite production, I didn't even notice the conductive fabrics. System has 37 orbital, and 19 planetary sites left open (11 orbitals are in binary 377K Ls away). I'm currently suffering from analysis paralysis and not sure what to build out next, especially since we don't know how the local economy impact is gong to change.

Do we have any info on caps or diminishing impact for multiples of the same structures? I have one more slot on the planet with the T3 Port, and am undecided what to put there, though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.

T3 Port Production with Refinery Hub, and Large Extraction Settlement on same planet
View attachment 423218

Check your T3 port if you can in a while (maintenance is still ongoing it seems) and see if anything has changed. Is the mission board live already?
 
Second star is about 377K LS away and has only orbital slots.
View attachment 423219

Not sure about the second system, it depends on whether the facilities in common orbit can reinforce each other. @Ian Doncaster @Nowski @Xenia_K what do you think? I'm also quoting his other major concern in another post here 👇
I was so focused on the dramatic increase in CMM composite production, I didn't even notice the conductive fabrics. System has 37 orbital, and 19 planetary sites left open (11 orbitals are in binary 377K Ls away). I'm currently suffering from analysis paralysis and not sure what to build out next, especially since we don't know how the local economy impact is gong to change.

Do we have any info on caps or diminishing impact for multiples of the same structures? I have one more slot on the planet with the T3 Port, and am undecided what to put there, though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.

T3 Port Production with Refinery Hub, and Large Extraction Settlement on same planet
 
Do we have any info on caps or diminishing impact for multiples of the same structures?
Nothing obvious - the simplest explanation is that you can keep adding influence buildings to get a roughly linear increase in influence.

There may be diminishing returns on their effects on the global system variables like wealth but that's a lot harder to test.

though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.
A second refinery hub would probably be more productive than an extra extraction settlement.
(since the refinery economy will consume the extraction outputs, but the extraction economy won't consume most of the refinery outputs)

Though until the "only three commodities" issue for surface ports is either fixed or confirmed as "working as intended" by Frontier, there's probably not much point building anything else on that planet right now.
 
Not only RefHubs but all that smaller stuff adds to Pop IMHO.
From what I see in my systems T1 structures (surface+Space) add around 500 souls to the head-count, T2 around 1K (varying with RNG)
Also, orbital outposts Military and Research adds initial ppopulation, but not other orbital outposts. A bit weird in fact, why wont a civilian oupost contribute to initial or max population?
 
Civilian and the others do have initial population, just a small enough amount (about 5000, with some variation) that it rounds to 0 chevrons.
Thanx commander. It just doesnt make "much sense". I'd expect a civilian oupost bring more population than a scientific or a military one, or would contribute to max population.
Maybe in the future the demographics and occupations changed greatly. "Civilians' are less in number than scientists and militaries.
 
Where are the chevrons explained?
There's not a lot to explain yet, really.

The really obvious from the UI: (this matches the results of experiments and I've not seen anyone expecting different behaviour)
blue+right = positive effect
red+left = negative effect
more chevrons = bigger effect

The slightly less obvious bit that was quickly confirmed by experiments:
effects of (slightly) different sizes can have the same number of chevrons (most obvious with population, since that's the one where you can actually see the end result on the map screen etc). It looks on initial population as if 1 chevron ~= 10,000 population might be about right.

The really not at all obvious, remaining to be discovered, come back in a few months at least:
what does +3 chevrons of wealth, etc. actually do?
 
Thanx commander. It just doesnt make "much sense". I'd expect a civilian oupost bring more population than a scientific or a military one, or would contribute to max population.
Maybe in the future the demographics and occupations changed greatly. "Civilians' are less in number than scientists and militaries.
Perhaps they are, in space. Often seems to be so in Odyssey settlements. Maybe the civilians live mostly on earthlike worlds or in Orbises.
 
so, after BGS-Tick the Stats show the following
Col 285 Sector TK-D c13-2 Systemstat 27.03.2025 BGS.png

Outpost Scientific is Online, UC avail. Crew-Lounge not
"StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":2.200000 }

Population since yesterday inceased by 3650 Heads, (3 small Agri, 1 small mining, 1 T2 Ind-Hub)

Market at Outpost: Cap doubled ! E.g. yesterday ~7,5 Kto Aquaponics, now > 14K
Col 285 Sector TK-D c13-2 Market 27.03.2025 BGS.png
 
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Perhaps they are, in space. Often seems to be so in Odyssey settlements. Maybe the civilians live mostly on earthlike worlds or in Orbises.
i have just started my 2nd site in my system and have a stupid question.. sorry if i missed it.

people keep differentiating Ody settlements from the standard horizons ones.

how can i tell which is which as it appears at a glance Ody ones may be slightly more advantageous to build.
 
Outpost Scientific is Online, UC avail. Crew-Lounge not
"StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":2.200000 }

Population since yesterday inceased by 3650 Heads, (3 small Agri, 1 small mining, 1 T2 Ind-Hub)
How did you get that high tech proportion? Anything else in the system that could boost high tech? Mind giving a map of the system so that we could see what is influencing the high tech economy?

Beyond that, 3 small agri ought to boost quality of life in the system a lot, what were the systems stats before and now? with that small pop growth, i suspect stats are largely responsible for this supply boost
 
How did you get that high tech proportion? Anything else in the system that could boost high tech? Mind giving a map of the system so that we could see what is influencing the high tech economy?
the small agris I put on A1 so not to influence the Outpost (I needed T2 points and boosting SoL - cheapest and most efficient way ~2,8Kto each)

edit: map&stats are from before BGS Tick!!!
Col 285 Sector TK-D c13-2 Systemstat 27.03.2025 b.png
 
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