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

People mentioned that the Colony stations were not picking the economy influence from facilities, I was wondering if the Development Level was still influencing the market and increasing the export/import values?
I finished a Large Research Settlement and Large Industrial Settlement and both are supposed to give Development Level, but I checked all markets and they did not change after each construction (the population of the system increased each time). Even after the Thursday tick that put them online it did not change anything.
From my experience in the first week the system wide bonuses regarding markets, security and population do not come into effect immediately. Instead they are in some kind of queue that gets triggered around the daily tick. But more than once. The part with the daily tick might be an illusion due to an asynchronous processing of a construcion finished event.
 
Didn't the orbital outposts with a specialization had a 1.15 economy influence?
New data point: one new military outpost, over a planet with 3 medium military settlements, the military outpost has only 1.0 Military economy.
"StationEconomy":"$economy_Military;", "StationEconomy_Localised":"Military", "StationEconomies":[ { "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":1.000000 } ]
 
Didn't the orbital outposts with a specialization had a 1.15 economy influence?
New data point: one new military outpost, over a planet with 3 medium military settlements, the military outpost has only 1.0 Military economy.
Yes as the moment nothing is picking up the econ influences at all. So this is in line with what has been happening since the roll back on Wednesday was it? Or Tuesday I can't remember
 
Right, so I did another Civilian Outpost.
I thought maybe the hubs are not working anymore so I went with a large military settlement on the moon underneath.
Result - the outpost is stuck in Colony economy, nothing new.
But I got a bug with the settlement - instead of the usual menu when docking - I get the „construction” menu.
constr.jpg


I did notice that for the new markets, the market tool form system map it is not working straight away, it's grayed out for a while.
stationsch.jpg


Just a wild guess, but maybe they phased everything. So the economic influence doesn't come online instantaneously, but it takes awhile, like a weekly tick.
That would mean that after building a new station and new system influencers (settlements, hubs, etc) we have to wait some time for them to come fully online, and only afterwards, and by building something else, we can force the influence to "refresh".
 
Just a wild guess, but maybe they phased everything. So the economic influence doesn't come online instantaneously, but it takes awhile, like a weekly tick.

I think it's more likely FD wanted to nuke all traces of planetary influence, since that was unintended. So they removed all influencers (orbital, surface, planetary) to force every facility back to the baseline. Then they'll start adding things in again 🤷‍♂️
 
I think it's more likely FD wanted to nuke all traces of planetary influence, since that was unintended. So they removed all influencers (orbital, surface, planetary) to force every facility back to the baseline. Then they'll start adding things in again 🤷‍♂️
that actually would make sense. Together (maybe Tuesday) with a BGS-Tick like downtime of 4-6 hours to rectify everything
 
If they did force everything back to baseline, it leaves little choice but to colonize new systems rather than build out existing ones. Not what I want really.
not neccessarily. As the serversife algo which assigns an economy to a station until now was triggered by finishing another structure, it also can be triggered by a bot running through all existing stations to implement ecos as intended - by planetary inf if no slots, by structures if existing....
 
not neccessarily. As the serversife algo which assigns an economy to a station until now was triggered by finishing another structure, it also can be triggered by a bot running through all existing stations to implement ecos as intended - by planetary inf if no slots, by structures if existing....
The bots are probably overworked like the server hamsters.

I am still interested if anyone has added a space farm to a colony station and got an econ change.
 
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If they did force everything back to baseline, it leaves little choice but to colonize new systems rather than build out existing ones. Not what I want really.

The way things have gone so far, I think it's fair to assume there's still a very bumpy ride ahead of us. I don't feel confident building out my system at all, because what seems optimal today could be entirely different next week, and the next, and the next, etc.
 
The way things have gone so far, I think it's fair to assume there's still a very bumpy ride ahead of us. I don't feel confident building out my system at all, because what seems optimal today could be entirely different next week, and the next, and the next, etc.
This is fair. But we do KNOW Fdev will put economic influence back to at least where it was before the mistake with planetary ones. Maybe they will leave it all off until that release is ready though, so that the system doesn't change again underneath us.

So our economies remain biowaste until they are ready to apply the economic influencers, orbital, surface, and planetary/star based, in one go so whatever does happen it only changes one more time?

I think it's more likely FD wanted to nuke all traces of planetary influence, since that was unintended. So they removed all influencers (orbital, surface, planetary) to force every facility back to the baseline. Then they'll start adding things in again 🤷‍♂️

I and some others did try and until now - no (AFAIK)

Hey has anyone heard of a market reverting back to colony?
 
Just a wild guess, but maybe they phased everything. So the economic influence doesn't come online instantaneously, but it takes awhile, like a weekly tick.
That would mean that after building a new station and new system influencers (settlements, hubs, etc) we have to wait some time for them to come fully online, and only afterwards, and by building something else, we can force the influence to "refresh".
I finished my civilan outpost during the incident with the planetary influence. It immediately got the refinery economy of the rocky body and still carrying it even after the weekly tick
 
This is fair. But we do KNOW Fdev will put economic influence back to at least where it was before the mistake with planetary ones. Maybe they will leave it all off until that release is ready though, so that the system doesn't change again underneath us.

All we know is what Paul communicated at the start of the week:

  • "We are aware that there were some issues with facilities and System Colonisation economics during the weekend. This was an error and not an intentional change and has been reverted."
  • We are committed to looking at improvements and potential changes to the way facilities and the economy works in regards to System Colonisation, as well as how we can improve documentation

The first point is what you mentioned (although they still haven't actually confirmed its the planetary influence getting reverted), the second point though means that anything can/will change, especially if you factor in the all the bugs, point changes to security/dev/SoL that happened this week, and overall lack of documentation (we still don't know how half of this works). Due to this Colonisation feels very WIP to me, and I expect that the way it all works will be very different when it comes out of "beta".
 
where did you find that one? I did miss it somehow....

From the message on Monday:
Hi folks,

We are aware that there were some issues with facilities and System Colonisation economics during the weekend. This was an error and not an intentional change and has been reverted. We are committed to looking at improvements and potential changes to the way facilities and the economy works in regards to System Colonisation, as well as how we can improve documentation. Where possible we will endeavor to share economic and facility changes in update notes.

We thank you for your continued patience and feedback during the System Colonisation beta.
 
(we still don't know how half of this works).
Yes. We were just starting to figure out what the numbers like Dev, Wealth, SoL could possibly mean. But to do so, we need to be able to reliably build tall. Now we cannot build tall at all.

Due to this Colonisation feels very WIP to me, and I expect that the way it all works will be very different when it comes out of "beta".

It feels Alpha, not "beta". We can build a lot of stuff, but half of what's there doesnt do anything.

All planetary buildings do almost nothing. Except system points and offering a landing pad for at most a 3 comodity market.

All Hubs do not even offer a landing pad.

All large stations, plus all "colony economies" are bugged.


The whole colonization economy rests on the shoulders of that single Refinery Hub building + the economy influence mechanism. If one is bugged, the whole "player generated economy" plan falls apart.
 
Also, did you notice how bugged and convoluted the menu is when placing a new building?
Like, you have to select Tier 1, then in Tier 1 category sometimes you find a Tier 2, or even Tier 3 building.
I might do later a few screenshots and a proper post on the feedback forum.
 
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