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

To be honest I wasn't aware of this at all, where can I read up on how they've changed so far? I'm trying very hard not to just give up, go away and not come back for 6 months... :(
Nothing official, but @Nowski shared a handy diff from updating his tool that shows the changes:

Regards the changes in chevron numbers in the UI, a diff from incorporating these changes on my github is handy for highlighting what's changed: https://github.com/cmdr-nowski/scuffed/commit/19fa9e9e431ad0ded234354aa496c48151b00513

(The data is manually compiled, so quite possibly mistakes exist in prior or current version.)
 
So while the refinery hub was already finished yesterday a few hours before the weekly tick, I did finish the Civilian Surface Outpost (Clotho) only seconds ago.
The ground port was supposed to have at least 0.5 refinery influence, right? It has only colony influence. No UC or Shipyard (is that by design for t1 ports? I can't remember)

I am going now to build another refinery hub on the same planet (HMC), just to be 1000% sure the economy influence system is ...what's a nice word, oh yeah...it's biowaste :poop:
I just got influence (refinery) after I finished the 3rd refinery hub.
"StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.500000 }, { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.500000 } ]

This comes into my theory that everything is phased, the station takes time (in this case 2 days) to come online, afterwards it can receive influence. And it looks like it got influence only from one refinery hub (out of 3), so far.

Its either that, or the fact that I didn't change the name of the last refinery hub(I usually rotate through names until I found smth more appropriate).
 
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well, maybe tomorrow I'll add another refinery hub (it's a huge planet), and I'll see what's happening.
I see 2 possibilities here:
1 - now it finally reads the first hub (build Wednesday).
2 - it only reads the last one, build now, after the station was "activated" - so to speak.
 
Finished my orbis in a new system, no planetary influence as expected

{ "timestamp":"2025-04-12T21:31:48Z", "event":"Docked", "StationName":"Townes's Folly", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false, "StationState":"Construction", "StarSystem":"Col 285 Sector HJ-E b13-0", "SystemAddress":668270273929, "MarketID":4236693507, "StationFaction":{ "Name":"Canonn", "FactionState":"Expansion" }, "StationGovernment":"$government_Cooperative;", "StationGovernment_Localised":"Cooperative", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "exploration", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "facilitator", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "vistagenomics", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":2014.344607, "LandingPads":{ "Small":8, "Medium":14, "Large":6 } }

Will build on the planet when things start working
 
yesterday finished Refinery Hub 1, after that finished Coriolis (in Log "Surface Station" ?!?) - 1.0 Colony.
Today renamed Coriolis - 1.0 Colony; finished Refinery-Hub 2 - Coriolis 1.0 Colony.....

Now waiting until tomorrow if todays daily tick will update some....
 
Check the galaxy map market tool. It takes a while for the newly built station to be seen in that tool.
In my case, almost 2 days after and in that tool I still had only the "orbital construction" but not the station.
Wild guess: maybe after the station appears there, and then if you build another ref. hub, the influence will apply.
Which is so stupid, it just as well might be how it actually works.
 
.... maybe after the station appears there, and then if you build another ref. hub, the influence will apply.
Which is so stupid, it just as well might be how it actually works.
if you read my post in detail you´ll have found that I build another Hub AFTER finishing the Coriolis....
and Galmap Market shows the finished Station (although with the old name before renaming it) and still only H2 Fuel and Biowaste on export....
 
Well, i'll try today or tomorrow to finish another hub as well.
I am quite curious why it did work in my case, although I can't find any clear logical reason, like why just 0.5 refinery for 3 hubs?
 
Nothing official, but @Nowski shared a handy diff from updating his tool that shows the changes:
Thank you, I've updated the stats on my copy of version 3.something of DaftMav spreadsheet, mostly because I'm sure there's a more uptodate version but I don't want to copy everything over again until things settle more
Well, i'll try today or tomorrow to finish another hub as well.
I am quite curious why it did work in my case, although I can't find any clear logical reason, like why just 0.5 refinery for 3 hubs?
It could be as you say, I don't think any disbelieves what you've seen, just it's not easy to work out how to recreate! I'm watching intently.

There are many potential unknowns, Potentially there is the time it takes for the hubs (or influencer) to come online, the potential time for the station to come online (after the under development stage must mean something right?) Then there is the order they come online, whether they were build before the other, whether they were built before or after the other came online.

My hope is what ever it is, and however it does it, it will eventually catch up.

There is also what we heard from Fdev, that over a few weeks the economies will sort out, so there could be server hamsters, running at various times, making their way through everything, maybe by sector, but maybe by build order, so on a body you could then have some installations which have been 'fixed' and are influencing, getting influenced and others that are newer so further down the list.

But people who are still happy to experiment and discover, please keep reporting what you are seeing and thank you!
I may do a whizz around my couple of systems to see if anything's changed recently and actually take a record! :unsure:
 
- Security: affects the system security descriptor (with the usual knock-on effects on supercruise NPCs and sysauth response time). +9 net chevrons appears to be enough to get all the way to High Security in many but not all systems. Appears to affect shape of faction security sliders, spectacularly so at net negative values. Can largely be ignored by Anarchy factions.
I also see a (slight) effect on the markets - increased Sec in my system makes Basic Medicines & Personal Weapons have lower stock and higher prices every time I increase the sec. (This is at a High Tech outpost). Makes sense I guess - more security meaning there is less need for weapons and medicines, but I guess it could be something else - all I was doing was adding Military settlements 🤷‍♀️
- Wealth: not known yet. Seems to affect shape of faction economy sliders. May affect market pricing a bit.
Wealth specifically seems to boost Eco/None. I'm moving on to checking Wealth on markets once I check Tech (which seems to have no effect on Markets)

The full set of effects on the sliders I see are:
  • Dev Level: Increases Lockdown, Boom, Bust
  • Sec: Increases Sec/None
  • Wealth: Increases Eco/None
  • SoL: Increases Famine, Investment, Civil Unrest, Civil Liberty

Still working on the details.
 
I also see a (slight) effect on the markets - increased Sec in my system makes Basic Medicines & Personal Weapons have lower stock and higher prices every time I increase the sec. (This is at a High Tech outpost). Makes sense I guess - more security meaning there is less need for weapons and medicines, but I guess it could be something else - all I was doing was adding Military settlements 🤷‍♀️

Wealth specifically seems to boost Eco/None. I'm moving on to checking Wealth on markets once I check Tech (which seems to have no effect on Markets)

The full set of effects on the sliders I see are:
  • Dev Level: Increases Lockdown, Boom, Bust
  • Sec: Increases Sec/None
  • Wealth: Increases Eco/None
  • SoL: Increases Famine, Investment, Civil Unrest, Civil Liberty

Still working on the details.
dont forget Pop - increases Market stock& refill
 
Wealth = more weekly payout
tech = number of ships/outfitting/universal cartographic/services (carrier vendor)
development = very small market bonus almost invisible
security = penalties if into negative
sol = penalties if into negative
population = market bonus and weekly stiped bonus, faction influence difficulty

the population is so low states fire off quick
it has to do you doing a few missions not the system stats
 
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development = very small market bonus almost invisible
That's definitely not been my experience - development level changes have been the only thing shifting overall market quantities noticeably at all, and very significantly so.
I haven't been tracking exact levels of other products to see if they follow this precisely, but they've also grown in a largely similar fashion.

devlevel.png
 
So that makes me think that those refinery hubs (each has +7 DEV) I kept building, they were (are) not properly online, otherwise the markets should have seen that increase in supplies.
 
So that makes me think that those refinery hubs (each has +7 DEV) I kept building, they were (are) not properly online, otherwise the markets should have seen that increase in supplies.
Quite possible - I definitely have one asset (a Civilian Outpost) which isn't fully online (no population increase, judging by the lack of market effect no +1 development level increase either)

Of course if you're building a lot of refinery hubs then you may already be at some sort of cap on DL - I'm still at DL 10 a fair bit below the full market production I'd expect for the outpost's population, but not that far off. I'd not be surprised if there was a cap on market effects around 20 or so.
 
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