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

How many pops does the system have? Around 70 mil?
Started at 409 (mil) post-patch. Think it has gone into 500-540 range since, with the only input being a space farm.

I’d very much like to build it out further but that’s not a risk I am willing to take with this ongoing ‘beta’ madness. The update did not change this view.
 
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Started at 409 (mil) post-patch. Think it has gone into 500-540 range since, with the only input being a space farm.

I’d very much like to build it out further but that’s not a risk I am willing to take with this ongoing ‘beta’ madness. The update did not change this view.
A 'safe' way of continuing to build out your system is to place Colony-economy orbitals/surface ports around as needed, since those don't give off any system economic influence that might bite you in the behind later.
 
They don't right now. But it used to be "safe" to put military settlements on their own planet to increase security level, too.
Still, I'd put my money on pure colony economy structures/orbitals over non-colony economic structures/orbitals, unless Frontier overhauls the economic influence system to such a degree that everything influences everything else, which would be very messy indeed.
 
A 'safe' way of continuing to build out your system is to place Colony-economy orbitals/surface ports around as needed, since those don't give off any system economic influence that might bite you in the behind later.
It is not that safe if your plan involves T2/3 Colony structures that require other things built in the system (because of the build points). As my intent was to have it there as my primary long-term build with an agriculture/hi-tech economy and high security status, it's not one I'm putting up to chance. I suppose I could put down the Ody settlements I want in place but, dunno. I might as well do the work on other less "important" things like smaller-scale local refineries (I would need anyway to build out the area I am in) with a system design that should theoretically be stable regardless of most changes, by being a single economy type with no other weak links.
 
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It is not that safe if your plan involves T2/3 Colony structures that require other things built in the system (because of the build points). As my intent was to have it there as my primary long-term build with an agriculture/hi-tech economy and high security status, it's not one I'm putting up to chance. I suppose I could put down the Ody settlements I want in place but, dunno. I might as well do the work on other less "important" things like smaller-scale local refineries (I would need anyway to build out the area I am in) with a system design that should theoretically be stable regardless of most changes, by being a single economy type with no other weak links.
Tier 1 colony structures for surface/orbital placement have no prerequisites. I should have specified that.
 
Tier 1 colony structures for surface/orbital placement have no prerequisites. I should have specified that.
I know you mean the T1 structures, but there isn't going to be many, and even less of the colony type. Some planetary ports (one of which will be the high-tech with its pre-determined economy) and maybe a military outpost.

All in all - I'm not looking to build in that system until I actually feel ready to commit to it (maybe by that time the PC will be out for credits, if the beta period lasts that long) and that it is 'safe' to build in. Besides I have other projects with which to keep me busy in the meantime, like the aforementioned setting up of refinery system(s), or putting down claims nearby to make it look like a little bubble of its own. Although it is not that far ahead of the main wave of colon dumping colonization ahead either because my "interesting" systems happened to be just at that distance, and I have not been motivated to head to the nearby HIP whatever with its Earth-like world where the distance would be more comfortable... building that initial chain of outposts was painful enough.

I don't feel like going another 70+ ly, certainly not short-term, and I've got plenty to develop already as it is.
 
Head's up, another mini-update. Small but very significant 😉

 
My coriolis never ended up losing its shipyard even though the tech level (by the 'chevrons') was not at 35... not complaining of course, but makes this a little less significant to me. I guess it might help for my second refinery support system which has a Coriolis primary. Or will when I complete it in a couple days (probably in a couple anyway).

Coincidentally, just as I'd signed out to switch accounts (using carrier on main to support someone else's build project), this update dropped so I was able to do it right away.
 
Another data point: In COL 285 Sector DZ-J B24-5, I claimed the system with a T1 science outpost. I then built a T1 surface industrial port on an icy world that is not the one orbited by the outpost, waited one day, and checked. There's no influence exchange between these two that have preset economies, nor does the surface port inherit any economic influence from the ice world it is on, meaning you seem to be able to set up these outposts to get a decent and undisturbed supply of industry goods as well as high-tech goods, unless Frontier changes things around in a later patch.

I will later construct a T1 surface high-tech outpost on another ice world, and a Coriolis over the world where the industrial surface port is (probably when we have Panther Clipper available).

Market readout for Barbosa Facility:
Barbosa Market.jpg

"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.900000 } ], "DistFromStarLS":681.509921, "LandingPads":{ "Small":4, "Medium":2, "Large":2 } }
 
T1 with native economy not emitting weak link contamination is probably not reliable.
I have 0.05 industry weak link influence from one of 3 T1 industrial orbital and 1 T1 industrial ground.
Reason is unclear.
2 T1 industrial orbital are around the same planet.
1 T1 industrial orbital orbits another planet with the 1 T1 industrial ground.
 
Post in thread 'Elite Dangerous | Trailblazers Update 3.1 - 7th May 2025'
https://forums.frontier.co.uk/threa...-update-3-1-7th-may-2025.637405/post-10626826

Tech level determines the quality of ships and modules in a shipyard/ outfitting. Higher tech level would seem to make it more likely that you have higher classes (numbers) and grades (letters) of modules, as those as the ones that are shuffled in and out of the station inventory when your development level/population change.

Development level and population determine the quantity of ships and modules. Adding Industrial settlements to my system that give +6/+9 to Dev Level has shown a clear growth in module quantity at my two shipyards. The one with 40+ tech level has more of the higher grades of modules and also has powerplay modules available.
 
Post in thread 'Elite Dangerous | Trailblazers Update 3.1 - 7th May 2025'
https://forums.frontier.co.uk/threa...-update-3-1-7th-may-2025.637405/post-10626826

Tech level determines the quality of ships and modules in a shipyard/ outfitting. Higher tech level would seem to make it more likely that you have higher classes (numbers) and grades (letters) of modules, as those as the ones that are shuffled in and out of the station inventory when your development level/population change.
Does it make sense that my asteroid base shipyard has Krait Phantoms for sale, but no Adders?
 
Does it make sense that my asteroid base shipyard has Krait Phantoms for sale, but no Adders?
My experience so far suggests that for each change you make to tech/dev/pop level, the game does a series of dice rolls for each ship and module to determine whether or not it’s sellable. If you fail a roll then the ship or module is not available. The dice for each roll are being adjusted with each change to system stats. There might also be a floor and a ceiling for how many ships and modules you get access to.

I don’t know if it’s possible to guarantee a ship or module 100%, but it fits past behavior to think that there’s a small possibility for even a small ship to not be present.

My large ground port went from 33 to 32 ships with my most recent change. The Python Mk I dropped out. I went several rolls where the Krait Mk II refused to be available. I’ve had the Corvette throughout the entire process.
 
T1 with native economy not emitting weak link contamination is probably not reliable.
I have 0.05 industry weak link influence from one of 3 T1 industrial orbital and 1 T1 industrial ground.
Reason is unclear.
2 T1 industrial orbital are around the same planet.
1 T1 industrial orbital orbits another planet with the 1 T1 industrial ground.
I have put two T1 orbitals around the same planet, one industrial and one high-tech. What happened was that the industrial functioned normally, but the high-tech one did not have a market and instead behaved like it was an installation, granting strong economic influence to the industrial T1 orbital, and weak influence to the rest of the system.

Maybe this is what happened in your system? Check to see if both orbitals have a market or not, and if one is influencing the other one.
 
Is the T1 industrial ground asset an Odyssey settlement? Those will emit weak links. If it is a planetary port, though, then I don’t have an answer.
No, all of them are ports, 3 orbit vulcan, 1 ground hephaestus.

I have put two T1 orbitals around the same planet, one industrial and one high-tech. What happened was that the industrial functioned normally, but the high-tech one did not have a market and instead behaved like it was an installation, granting strong economic influence to the industrial T1 orbital, and weak influence to the rest of the system.

Maybe this is what happened in your system? Check to see if both orbitals have a market or not, and if one is influencing the other one.
For the 2 T1 vulcan orbiting the same planet: Both have markets.
The younger orbital vulcan emits a strong link to the older one.
The younger orbital vulcan does not show any weak or strong links and does not show any planetary influence.
The younger orbital vulcan is a pure industry 1.4, but many of its supplies are quite low and traffic report does not show medium player ships which could have caused that.
Low supplies are marked as "red", could be caused by faction in almost permanent and recurring state expansion (just like 1 anarchy has been in 1.0% inf + mostly retreat for about 4 weeks).
The older orbital vulcan is ind 2.2, native + 1 strong link + weak links mil 0.25, agri 0.25, extr 0.15, ref 0.1, ht 0.1. No planetary influence.
 
No, all of them are ports, 3 orbit vulcan, 1 ground hephaestus.


For the 2 T1 vulcan orbiting the same planet: Both have markets.
The younger orbital vulcan emits a strong link to the older one.
The younger orbital vulcan does not show any weak or strong links and does not show any planetary influence.
The younger orbital vulcan is a pure industry 1.4, but many of its supplies are quite low and traffic report does not show medium player ships which could have caused that.
Low supplies are marked as "red", could be caused by faction in almost permanent and recurring state expansion (just like 1 anarchy has been in 1.0% inf + mostly retreat for about 4 weeks).
The older orbital vulcan is ind 2.2, native + 1 strong link + weak links mil 0.25, agri 0.25, extr 0.15, ref 0.1, ht 0.1. No planetary influence.
can you provide a location and the economy proportions for the port receiving the weak link?
 
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