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

Some people are having a lot more joy with getting different economies

  • I've built a Colony Outpost with two Agri Installations nearly - it is still not picking up any Agri influence.
  • I've built a Surface Colony Tier 2 Planetary Port next to a refinery - it's still a pure Colony

Then I come across Tascheter Sector BV-Y b4 which has basically one of everything nearby

Is it possible that running missions at the in-system stations could affect things like this?
 
Seems like the development level (or something else construction wise, or points wise) helps reducing the amount of material needed to build stuff?

I believe the difference is due to the first starport in the system incorporating infrastructure costs, so a coriolis as primary starport is about 70k tons to haul while after you complete the first starport it costs about 54k tons. Other primary starport choices have differentials with their costs as later constructions also.

See this discussion for example.
 
I believe the difference is due to the first starport in the system incorporating infrastructure costs, so a coriolis as primary starport is about 70k tons to haul while after you complete the first starport it costs about 54k tons. Other primary starport choices have differentials with their costs as later constructions also.

See this discussion for example.

Thanks!!


On another matter, does anyone know what are the HIPP and HD numbers showing in our colonies maps?

1741614525190.png
 
The 21st century catalogue numbers (HIP 12345, HD 12345) for the primary stars of the system.

Often the system doesn't have another name so it shows up as HIP 12345 on the map itself. But some "real" systems have had a second name overlaid on them for various reasons.

Understood, thanks
 
This comment found on AXI and apparently from fdev tries to explain the increased costs

1741618191344.png

I don't see this text anywhere in-game - it's not in the codex AFAIK and I don't see it in any of the accessible tutorials (it might be in the Colonisation contact initial tutorial, but that is not available at the moment).
 
How does economy type change? If you build a big station first it's Colony type.
We have seen an example where a Coriolis changed to High Tech by building a comms relay and a research station. Putting "High Tech" level to 11 and having two orbital installations with "System Economy Influence = High Tech".

The exact numbers are still more or less completely unknown. As are things like vicinity of installations to colony or the type of planets the station is on or in orbit around.
 
Economy_influence.png

Found this when searched for above mentioned tier points increase info. Curious how it will work for gas giant (3 build positions) and its all local satelites (10+ build positions) ... whether all they count, or only those build places directly attached to gas giant. Means If I want to have big coriolis high-tech, I need to place into one of three positions and remaining two fill with scientist installations?
 
Don't know if that means anything or helps anyone, but the stats for my system Hydrae Sector CL-Y d78 have updated. After the initial outpost (commercial, online) I have finished two installations (one comm station, one mining) and another outpost (industrial, waiting for thursday), and a Coriolis is in progress.

  • population went up from 5.500 to 12.600
  • economy of the system is now listed as Colony, Industrial
  • security is still low
  • no UC or shiyard yet anywhere

Whatever that means. The second outpost will go online on thursday, hopefully, but it will take a while to get that Coriolis going.
 
I found this interesting...
System: CETI SECTOR NY-R B4-2
Station: Dawes Prospect

I finished this station an hour before the daily server tick this morning. When finished, the Shipyard and outfitting were not active and the station was "under deployment".

Then I came back after the daily server tick and the system population is zero and the landing pads on the station still show "under deployment", but the Shipyard and Outfitting are now active. I thought I had to wait for the weekly server tick for this to happen.

1741626156090.png
1741626214800.png
 
This comment found on AXI and apparently from fdev tries to explain the increased costs

View attachment 420452
I don't see this text anywhere in-game - it's not in the codex AFAIK and I don't see it in any of the accessible tutorials (it might be in the Colonisation contact initial tutorial, but that is not available at the moment).
the text in the tutorial is about concurrent consctructions.

1741627618374.png


link to the tutorials on a random stream (timecoded):

Source: https://www.youtube.com/live/pL7NG9aueII?si=daPJTpWMIV6txHGD&t=8257

oh, and double checked to see if there were more tutorials than I had forgotten when you finished your first primary port (there aren't):
Source: https://youtu.be/4Svtv5avMlo?si=FBD_xbfaxeCLBJ7j&t=18606
 
Funny thing is that you would expect costs to go down as the system is developed and established from a gameplay perspective as well as common sense. Sure, the first station costs a lot: There's noone here, you gotta import everything, start from scratch. A bit like starting a real life colony from scratch.

But once you've established a dozen outposts, settlements, installations, etc... you figure it gets easier.to add another one, rather than more expensive. Now you have thousands of people living and working here, producing and manufacturing stuff, making money, etc.

Frontier seems to think otherwise lol. Not just a "nope" but actually the complete opposite. I'm a bit baffled to be honest
 
Funny thing is that you would expect costs to go down as the system is developed and established from a gameplay perspective as well as common sense. Sure, the first station costs a lot: There's noone here, you gotta import everything, start from scratch. A bit like starting a real life colony from scratch.

But once you've established a dozen outposts, settlements, installations, etc... you figure it gets easier.to add another one, rather than more expensive. Now you have thousands of people living and working here, producing and manufacturing stuff, making money, etc.

Frontier seems to think otherwise lol. Not just a "nope" but actually the complete opposite. I'm a bit baffled to be honest
Agreed, once a system gets established with its industry, extraction and so forth, one should think the increased resource availability would make it easier to get new projects going, not harder. I'm very curious as to the reasoning behind the apparent increased point cost.
 
Do we have any idea how a facility's proximity to a (star)port helps influencing its economy? is the only thing that matters that both are located on / in orbit around the same planet? Or might there be more to it, like an indirect proportion between economic influence and distance?

Edit: Just saw Flin's post:

Finished Refinery Hub on the moon orbiting the planet where my Orbis (Victoria Wolf Labs) is.
No change in economy.
No Tier3 construction point awarded.
Lets wait for resource tick, daily tick and weekly tick before jumping to conclusions.

Please keep us updated. If a hub on a moon doesn't influence a station's economy, this could indicate economic influence is only exerted when the facility is located on the same planet.
 
Last edited:
Back
Top Bottom