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

That really sounds awful! Let's hope FD gets that fixed real soon 🙏
That bug isn't even colonization related, can happen when anything that has its own orbital trajectory around a planet gets within 1Mm of the carrier. And it's been around for a few years at least.

... in other news, I have mapped out my preliminary plan for my refinery idea in HIP 114911 (nothing much going on there yet, just a relay station construction), and I am not sure I should do more than one t3 in that system (if one at all). Even with a single one it'll end up being a total of 1,133 728 ton T9 runs (I like my shields on the brick, and haulers generally). I'm also not sure how to share that Google doc without giving others editing permissions.
 
So far so good, the primary commercial outpost in the new colony is fully operational. And since there are no other facilities and no planetary influences - it's a poop station.

Waiting to see how long it takes the old and new colonies to "see" each other (in terms of missions). The two are < 2 LY away so it shouldn't take long, but who knows?
 
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My T1 surface colony port has not inherited the 50/50 colony/refinery that the Coriolis orbiting the same planet has, after 4 days + the weekly tick, so I suppose this is still broken. I'll try building the 3rd refinery and see if that makes for any change.

EDIT: Third refinery is up, checked both the Coriolis and the ground port, no change, but might have to wait a bit for the changes to register.
 
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reporting no changes today.

I built a T1 ground port, a refinery. 100% colony
Today I finished 2nd refinery and its now 50% 50%,so still floating last building
 
Adding one facility per week to my system, happiness always = 0%

Facility Points.png
 
Hi,

some more data points. In short: I have no idea what this happiness level is about, and the correlation between amount of ships offered and tech level / development level is not visible in my system (Synuefe OU-F c27-4).

Security: 34
Tech-Level: 66
Wealth: 57
Standard of Living: 68
Development Level: 75

148 Points, 0% Happiness, 1479717 CR. Population: 501,200

Since my T3 refinery switched to full throttle, Inara shows up to 8 Commanders in my system (myself included). Titanium and Steel are nearly sold out now. No boom was triggered yet, but the influence of the faction controlling the refinery is spiking. Everything looks great... so, no idea what this happiness level is meant to reflect.

Then, I have two more systems with just one outpost each (one high-tech and one military), and both stay on 0% happiness without showing any decay due to my negligence.

Furthermore, as soon as I completed my second T3 ground port, the amount of ships in the first decreased from 22 to 20, and the second T3 ground port only offers 11 ships. Before today's thargsday tick, I added >20 tech points to the system, with no visible influence on the amount of ships and modules offered.

That means: two T3 ground ports in the same system offer different amounts of ships. However, one is a 0.9 extraction / 0.9 refinery, while the second is 1.0 agriculture. Today, I finalized another T2 agricultural settlement on the same body, but the T3 ground port is still at 1.0 agriculture. Either I have to wait another tick, or maybe, agriculture is capped at 1.0 economy? And, does the economy type of a station has an impact on the amount and type of ships / modules offered?

Lots of open questions...

EDIT: population added
 
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Happiness seems to be based on BGS states, with 0% the baseline for "None" so an untouched system will eventually end up there if it wasn't already. Influence (except where it might trigger Expansion and that might affect happiness) doesn't seem to matter.

Not clear yet, though I'm gradually working on some tests for some of them:
- is it just the controlling faction state or do other factions matter too?
- if other factions matter, is it an advantage to have a full 7 factions present, or is it easier without them?
- is it the specific state on Thursday morning or is it averaged over the week?
- what range can it vary in?
 
April 9 (Wednesday) - finished 1st Refinery Hub
April 10 - Civilian Surface Outpost (clotho) - colony economy
April 11 - another refinery HUB - no change
April 12 - 3rd refinery Hub - > surprize : 0.5 colony, 0.5 refinery influence in my outpost and 3 commodities (the usual bug which was fixed meanwhile)
April 14 - 4th Refinery Hub -> no change, same economic influence, same commodities in the outpost.
April 15 - 5th refinery hub - still no change
Yesterday - Coriolis - "colony" economy.

First thing after the servers started up again I checked on the Coriolis, even with that t1 port half refinery underneath, the Coriolis was spinning but full "colony" economy = biowaste only.
So, today, on the last available slot on the planet i build the 6th refinery hub.
Result -> the T1 port moved from 0.5 colony, 0.5 refinery to 1.0 colony. What the actual f...?
"StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ],
 
I'm going now to do a government installation - for system wide benefits (although I kinda think they are bugged as well. Most likely that won't change anything.
After that I'll place a space farm in orbit (last slot). If that doesn't work, that would mean I sacrificed a planet with 7 + 2 slots, and many, many hours, for nothing.
 
The government installation has the benefit, that on paper, it doesn't introduce another economy type. I'm planning the same: to use a final government installation to activate the sixth refinery hub of a 6+2 HMC body. This will be my next project, I just got enough T3 points to start with the space port...

BTW: has anybody built a T3 Orbis/Artemis yet? The preview picture is very low quality. Does anybody know a system where I can have a look at one? Here in my neighborhood I only find Orbis/Apollo or Ocellus.
 
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On the bright side, I built a new Industrial Settlement and it flipped the market on one of the existing ones from demanding CMM to supplying them - which was nice :)
 
Huh... maybe, just maybe, the 1.0 colony influence of the Coriolis together with the 1.0 colony influence of the T1 port out-weights the influence of your refineries? This must be a bug, that cannot be intended...
Oh, it's really bugged. In the galaxy map, even in the system map -> it looks like I can sell metals from that port. In reality - nope.

bugged.jpg
 
T1 planetary ports seem to only produce 3 commodities from their full set, and change which three when system variables update. This is probably a bug, but might not be.
This note on the OP might need removing - I think they at least tried to fix it (does seem ok for my, but YMMV)

On the bright side, I built a new Industrial Settlement and it flipped the market on one of the existing ones from demanding CMM to supplying them - which was nice :)
Interestingly the CMMs vanished when I built something else on a different planet, so it seems possible all markets in a system might be getting calculated when an addition is built anywhere (these changes seem quite rare, or I just haven't noticed).
 
This note on the OP might need removing - I think they at least tried to fix it (does seem ok for my, but YMMV)
Yes - there may be a bunch of other issues but that seems sorted.

Interestingly the CMMs vanished when I built something else on a different planet, so it seems possible all markets in a system might be getting calculated when an addition is built anywhere (these changes seem quite rare, or I just haven't noticed).
It wouldn't surprise me if the global system variables were also part of the input to the "what does a settlement produce" randomisation, as they seemed to be for the old 3-commodity surface ports.
 
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