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

For agriculture it's tidally locked but there's an atmosphere (and life in the water?).
I believe for water worlds, if there is a boost associated to them, it's from a terraformable quality, rather than atmosphere or the implied presence of life. At least I remember there being mentions to terraforming, otherwise it requires biological signals (and as such a landable planet).
 
Hi guys, I'm sure that's been covered in the... 151 pages of this thread, but could anyone point me in the right direction for finding the current system tech level, development level, etc..
I can see how much each construction increments a given level, but I don't know where to find that famous (for ex.) "35 tech level".... Is it in the game files? Where?
You can't.

All you can do is add up the chevrons shown for each of your existing constructions (by hand) and hope - there is no confirmation of this - that the values for fresh systems start at zero and one chevron = +1
 
You can't.

All you can do is add up the chevrons shown for each of your existing constructions (by hand) and hope - there is no confirmation of this - that the values for fresh systems start at zero and one chevron = +1
Thanks Ian. I've just seen you question to Paul Crowthers, by the way... So we for sure need some clarifications about the tech level.
Currently the T2 and T3 starports have 2, 3 or 7 chevrons tech level modifiers, but since their presence in the system should set the tech level to 35... that's confusing! :)
Let's hope for an answer by Paul.

Thanks a lot
 
The only info we have on this is from the Codex (Pilot's Handbook > Colonization > Refinery Contact) which states "found at planetary Refinery markets and Industrial settlements"... not particularly useful without the knowledge of whether it requires a certain security, development level, or other.
 
Hmmmm, I had not read that. I guess that suggests they may not be found at an orbital at all then. I would have sworn I had seen that at a large orbital refinery market though but perhaps I was wrong. Well, I'm not building another one so I guess I'll just have to use the L industrial settlement.
 
I would have sworn I had seen that at a large orbital refinery market though but perhaps I was wrong.
Wouldn't be the first time Frontier's documentation had a flaw in it. However it looks like my refinery orbital in Col 285 Sector JS-T d3-118 does not have a refinery contact, with possible correlation to the system's low security status (which I could probably only get to medium at best, depending on how much I follow the rest of my construction plan). Worth noting there are no planetary ports there yet, only a single industrial settlement (moon 4 a) plus refinery hubs on planet 4.
 
Just a warning about "strong" economy link created by scientific Outpost where will be present higher tier port. In reality this strong link is not very strong, or something is not working right.

Station economy Military. Economies: Military 185%, Extraction 150%, High Tech 60%, Agri 10%, Tourism 5% (journal data)

With those numbers it means that single Military Tier2 installation have 180% (edit: star type effect), and one Tier1 scientific outpost 40% ... both creating "strong" market link.

EDIT: Star type (M) influenced military, but Extraction effect coming from? System: HIP 108594

EDIT2: star asteroid belt is generating that Extraction part. And it have quite heavy influence. (Thx 2Ian Doncaster)

EDIT3: Tier2 construction have twice the effect (strong links) to Tier1. It measn that military T2 installation have double economy effect as T1 outpost which both are linked via strong link to T2 port. ... Details which I should know earlier are here: https://forums.frontier.co.uk/threads/constructing-a-specific-economy.637363/

EDIT4: image with market types is highly misleading (nicely said)

crap.jpg
 
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Is this station orbiting a star, perhaps a ringed one?
That would give it 1.4 military influence. The military strong link is 0.4, then you have the 0.05 weak military influence as well, so 1.45 total.
The HighTech strong link is 0.4, plus those four weak links, it adds up to 0.6.
 
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I believe for water worlds, if there is a boost associated to them, it's from a terraformable quality, rather than atmosphere or the implied presence of life. At least I remember there being mentions to terraforming, otherwise it requires biological signals (and as such a landable planet).
That makes sense, but it's not terraformable... https://spansh.co.uk/body/180151254193153465
It would also say in the system map and doesn't, even after I detail surface scanned it.
There's a thick argon atmosphere, major water geysers, not terraformable, tide locked, and mentions of life.

So how is the primary outpost gaining 0.40 agriculture and 0.80 tourism from the construction of the second outpost... I still don't know the underlying mechanics. Not only am I guessing at the modifiers, I don't know what they're modifying.
I guess nobody else knows either and we're all doing original research, and that's exciting :)

A much simpler situation is I added a T2 Medical Installation. I've read that T2 installations add 0.8 base, this added 1.2 High Tech. I guess the geologicals boosted it from 0.8 to 1.2, adding 0.4.
I sorta expected a x2 boost for 1.6, but that's why we try things, eh? Particularly in a test system I don't care about like this. (and then we share the data...)

If the mentions of life counted like organics than we'd expect 2 boosts to high tech instead of 1, so I don't think the mentions of life boosted the agriculture either. I'm accepting they don't do anything at all.
But people keep suggesting that atmosphere boosts agriculture links (contrary to the patch notes), so I think that the presence of atmosphere canceled out the tide-locking.

Of course that assumes that the secondary outpost was sending a base of 0.4 agriculture before modifiers. I'm guessing it works that way, I don't know.
Maybe it also sent a base of 0.4 Tourism before modifiers, which became 0.8 due to the geologicals. Either 0.4+0.4 or 0.4*2. Based on the Medical Station giving 1.2, I bet it's 0.4+0.4.

Unrelated, I'm still recording all my market data whenever I build anything. Here are the results from building a government station and a security station (measured from a secondary outpost so it received NO economy links to disrupt the test, though I measured every other station and their exports for completeness sake). I think the security station was before the government station. That would be +9 Sec +3 SoL +3 Dev, then +2 Sec +7 SoL +3 Dev. A total change from 4 Dev to 10 Dev.
1746817335630.png
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1746817356269.png

I've already observed Dev having a very direct improvement on trade volumes, as I shared here: https://forums.frontier.co.uk/threa...hat-all-these-numbers-do.634214/post-10626144

But notice that most prices went up (bad). Some went down. Some went up and down.
 
If the system is widely developed already and there are many weak links, doubling down with an outpost in the same orbit might be the perfect way to get Insulating Membranes or other hard to get commodities.
I'm testing this now (building the 2nd orbital over the same Rocky world).
 
Yeah can confirm, I built two Commercial outposts over a water world specifically to test this. Each got Tourism 1.40, Agriculture 1.00 at first, and then the second passed two strong links to the first for a total of Tourism 2.20, Agriculture 1.40.
I should have clarified with: when they're not around the same body. Like in the example picture shared by Frontier, which showed a tier 1 orbital station creating a weak link to a ground port on another body. I don't believe that's possible and the reference diagram is flawed.
My current theory is that the second outpost offers a base 0.4 from every economy it has, unaffected by its 1.4,1.0. Then modifiers are applied- for tourism there are geologicals. For agriculture it's tidally locked but there's an atmosphere (and life in the water?).
I agree with these numbers, 0.4 is the "standard" economy influence from a tier 1 facility so it makes sense the same amount is used for a tier 1 port.
 
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Yeah can confirm, I built two Commercial outposts over a water world specifically to test this. Each got Tourism 1.40, Agriculture 1.00 at first, and then the second passed two strong links to the first for a total of Tourism 2.20, Agriculture 1.40.
Actually, are you able to share a screenshot of what the UI shows for the links to the second station? I'm curious if it just shows 1 strong link for tourism, or 1 strong link for each category (and listing the source station).
 
Actually, are you able to share a screenshot of what the UI shows for the links to the second station? I'm curious if it just shows 1 strong link for tourism, or 1 strong link for each categories (and listing the source station).
It was only Agriculture and Tourism before I finished this Medical Station:

1746830877378.png

But yeah two separate links from the second station, one for each economy type from the colony-economy-override. If the planet had a ring it'd probably have an extraction strong link too.
Also, I was disappointed that the High Tech strong link from the Medical Station doesn't take up more of the bar to represent its higher base strength as a tier 2. Its modified strength of 1.2 is also equal to the other two combined, yet they're displayed equally.
 
Well we already knew the UI is not particularly helpful, given it completely ignores planetary influence. I just wanted to confirm that it is possible for one station to create multiple strong links to another in the UI. Because it makes it look like there's a phantom tourism station not being listed at the bottom, which isn't very good design.
But this has filled in some knowledge gaps for me... The only real question I have left is what amount of planetary economic influence a tier 3 ground port would pass to an orbital station; would it still be 0.4, or would it be larger due to the origin being a tier 3?
 
We have a system with an atmospheric Ice planet with volcanism, that contains 7 planetary slots, and no other planetary ports on other bodies.
Built a planetary port, then 2 refinery hubs. We wanted to create a strong refinery economy, so we built more refinery hubs. After completing the third, our planetary port's market lost:
  • Copper
  • Explosives
  • Gold
  • Liquid oxygen (that was a major blow)
  • Polymers (also)
  • Semiconductors (well...)
  • Silver
  • Surface stabilizers (that, too)
  • Synthetic fabrics
We continued to built additional refineries, which didn't bring back the missing commodities, but increased the quantities of the remaining ones.
Is there an explanation for the disappearance of those commodities?
Thanks.
 
We have a system with an atmospheric Ice planet with volcanism, that contains 7 planetary slots, and no other planetary ports on other bodies.
Built a planetary port, then 2 refinery hubs. We wanted to create a strong refinery economy, so we built more refinery hubs. After completing the third, our planetary port's market lost:
  • Copper
  • Explosives
  • Gold
  • Liquid oxygen (that was a major blow)
  • Polymers (also)
  • Semiconductors (well...)
  • Silver
  • Surface stabilizers (that, too)
  • Synthetic fabrics
We continued to built additional refineries, which didn't bring back the missing commodities, but increased the quantities of the remaining ones.
Is there an explanation for the disappearance of those commodities?
Thanks.
Ice bodies push industrial economies on their stations, and the volcanism most likely means it has geological features which makes it even stronger. As you added more hubs it probably raised the system's population (or that just happened naturally over time) which increases overall production and demand, and the industrial demand for those items grew until it outweighed the supply from the refineries.
 
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