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

On the other hand, most things in colonisation don't need very high quantities of HT commodities.

So building the HT outpost (intrinsic economy, so unaffected by the planet, it seems) and then boosting its production with a few development level increases probably gets you a large enough market to cover reasonable construction needs.
(My Industrial outpost is covering basically all my Industrial needs at DL 7, with plenty left over if anyone else needs any; haven't tried building a HT one yet but I expect it'd work out similarly)
hmmm but no large pads? :( But definitely good to think about!
 
Not currently, no. There is one in my system with that Orbis but I spent too much time/effort into getting to that system to just run it as a test bed, so I’m not going to use that one for such a purpose. I’m also not aware of any other such planets in the vicinity to figure out the properties.
I have one under my hand where I planned to build a Coriolis, will test that during the week.
 
I'm full of questions!

So we know the hubs added a 0.5 econ shift for the first one etc, do we know how much a TC surface settlement would add?
 
I rebooted two colony economy spaceports. For those keeping score these are the results.

A commercial outpost orbiting an icy body upon adding a small research settlement gave 1.15 industry + 0.3 high tech

A coriolis orbiting a non-landable HMC upon adding a research station installation gave 0.85 extraction + 0.3 high tech. The shipyard went from 7 ships available to 14 and UC has been added. (System tech level is now 22). I'll save the one remaining orbital slot for when Fdev change it all again.
 
T3 surface port built on HMC planet immediately became
{ "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":1.300000 },
{ "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.150000 }
No atmosphere, no bio signals. Some geo signals present. No other facilities on/around the planet.
The market consists of some water, rutile and 180ktons of water purifiers, if anyone needs.
Blanc Complex | Col 285 Sector WC-N b22-2

Edit: I'm surprised to see industrial. Nobody so far has mentioned that HMCs can give it.
 
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Of the five attributes:
dev lev
wealth
sol
sec
tech lev

I believe the development level is what drives production numbers, i.e., amounts in supply. Please correct me if I'm wrong.
What do the other attributes affect?
In outfitting, I have up to level 6 modules but only to a C rating? What determines these?
 
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In outfitting, I have up to level 6 modules but only to a C rating
I believe this is determined by tech level primarily, though I might be misremembering this. Could also be a factor of development level going into it.

Funny things today… my Coriolis somehow lost universal cartographics after coming fully online. I guess they lost the person in charge to the high gravity world below?

Decided I’m going to build two more refineries on that planet anyway, because the resupply rates are, kind of bad for it appearing to be the only directly accessible nearby one (not counting Trailblazer Star, if 3-4 jumps is considered “nearby”). If it does not pick up the industrial economy of the other structures nearby [on the moon], all should be well and if it does do so… well, I guess I’ll know. Need to get some more T2 build points first though. And also probably place the security installation to stop the level from dropping even more into the negative.

… and/or perhaps take some time off hauling to get some energy for it again.
 
I finished building my Coriolis around the star in my 1st system. As expected the economy was military and the market sold military goods. This lines up with what other people have posted and my previous build around a star in another system too.

I noticed once the construction was completed but while still docked on the construction platform the station showed in the left navigation panel as colony economy and docking offline. Then when I launched it changed to military and appropriate pads yes. It's a curious way to write the code to add the game asset, then watch for a launch event from the construction platform, then change the game asset properties based on these new rules. You'd think they would just create it with the new properties.

I was hoping I would get some services like a shipyard, outfitting, or UC but I did not. I was briefly thinking since other people had reported a new builds having these that it might have been part of the change along with the body economy influences. I thought the new builds mentioned were just add on (vs primary which seems to give you more) but I've lost track with all the posts. I guess I'll have to build up my tech level from the current 4 to get these services. I'll wait a bit though just in case overnight, or perhaps, Thursday, they show up.
 
What do the other attributes affect?
In outfitting, I have up to level 6 modules but only to a C rating? What determines these?

Tech level determines whether your station has the advanced facilities (ie. shipyard, 7C etc). It also probably determines what kind of products are sold in your hi-tech & industrial markets (also possible more market types are affected).

It also should have an effect on ship equipment ratings.
 
Yes, But, apart from Basic Medicines, H.E. Suits and Non-lethal weapons, I don't need the other's for colonization.
Tbh, you dont need anything else than Refinery for colonization. It is 95% of commodities. Dont like it that way, and i hope it changes, but thats what it is right now.

Building a Coriolis right now. And Industry + HighTech combined fit into one single Type-9 load. You need more Insulating Membrane than Industry & High Tech combined.

If you want a Hub system, grab something with rocky Planets. Build a Coriolis. Build a starport and reroll as often as possible with Refinery Hubs to get CMMs as one of the 3 commodities. Then stop. Hub system done.

Where we colonize atm noone has figured anything out. Next CMM source is still a vanilla non-player system. And there are three player built Refineries between 60 and 100lys away. And the close ones run dry pretty fast, being 0.45 and 0.9 Coriolis'
 
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T3 surface port built on HMC planet immediately became
{ "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":1.300000 },
{ "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.150000 }

Edit: I'm surprised to see industrial. Nobody so far has mentioned that HMCs can give it.
"We’re finding that volcanism adds 1.15 industry to HMC planets as a “modifier” (and +1.0 to icy ones)" (c) Mechan
I do indeed have major volcanism on that planet.
 
"We’re finding that volcanism adds 1.15 industry to HMC planets as a “modifier” (and +1.0 to icy ones)" (c) Mechan
I do indeed have major volcanism on that planet.
Looks like it, but I have to confirm two more reports:

1000002847.jpg


Attaching a snapshot of your report here :

1000002845.jpg

Sources:



@Ian Doncaster
 
That's very, very good intel to have. I've got no less than 3 large (6 or more slots) HMCs, all with volcanism.
I'll leave them for last, and I'll start working instead on the HMC with only 5 slots, but no volcanism.
 
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Excellent finds, i wonder if volcanism industrial inf can stack with ice planet inf to get like 200% industrial inf out of a single planet...

Furthermore, this does give more credence to the thought that there may be different sources for agri influence, bios might be able to give it outright (maybe with prerequisite of atmo still?), while places that dont have bios might still want some soil composition for it or some other factor?
 
I finished building my Coriolis around the star in my 1st system. As expected the economy was military and the market sold military goods. This lines up with what other people have posted and my previous build around a star in another system too.

I noticed once the construction was completed but while still docked on the construction platform the station showed in the left navigation panel as colony economy and docking offline. Then when I launched it changed to military and appropriate pads yes. It's a curious way to write the code to add the game asset, then watch for a launch event from the construction platform, then change the game asset properties based on these new rules. You'd think they would just create it with the new properties.

I was hoping I would get some services like a shipyard, outfitting, or UC but I did not. I was briefly thinking since other people had reported a new builds having these that it might have been part of the change along with the body economy influences. I thought the new builds mentioned were just add on (vs primary which seems to give you more) but I've lost track with all the posts. I guess I'll have to build up my tech level from the current 4 to get these services. I'll wait a bit though just in case overnight, or perhaps, Thursday, they show up.
Could you confirm the type of star please? :)
 
Excellent finds, i wonder if volcanism industrial inf can stack with ice planet inf to get like 200% industrial inf out of a single planet...

Furthermore, this does give more credence to the thought that there may be different sources for agri influence, bios might be able to give it outright (maybe with prerequisite of atmo still?), while places that dont have bios might still want some soil composition for it or some other factor?
Ice cold volcano's? :) Would be cool! haha I'm HIL-arious....
 
New data point: just finished a commercial outpost (Plutus) in orbit of a Class II Gas Giant with 2 rocky moons. The GG it is paired with that HMC (like a binary system).
Result -> Industrial 1.15, HighTech 1.
"StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.150000 }, { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":1.000000 } ]
outpostclss2.jpg
 
Excellent finds, i wonder if volcanism industrial inf can stack with ice planet inf to get like 200% industrial inf out of a single planet...

Furthermore, this does give more credence to the thought that there may be different sources for agri influence, bios might be able to give it outright (maybe with prerequisite of atmo still?), while places that dont have bios might still want some soil composition for it or some other factor?

Good points, I'm no longer that certain about where an ice planet gets it's influences from. I'll speed up the construction of the primary port (commercial outpost) in my second system. Ice planet it will be orbiting has these stats:

ED icy body with atmo volcanism.png


Helium is not fertilizer related so I'm unsure whether the agri influence will show up. The volcanism type is not magma but water geysers so it's anybody's guess whether it will be +industrial or +agri. Do you see anything interesting in the soil composition?
source: https://www.edsm.net/en/system/bodi...dB/68766682/nameB/Col+285+Sector+FO-E+b26-4+5
 
New data point: just finished a commercial outpost (Plutus) in orbit of a Class II Gas Giant with 2 rocky moons. The GG it is paired with that HMC (like a binary system).
Result -> Industrial 1.15, HighTech 1.

Makes sense, now we have to take into account mini-binary systems with the main system as well o_O

Thanks for the data point!
 
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