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

Took a chance and built a Gov't orbital. Security went from -5 to -3 according to DaftMav's SS. Category stayed at 'Low Security'. White area widened a little bit, looks like it moved wider on the lower end (left side) of the range. -5 and -3 pics attached.

lowSecNeg5.png
lowSecNeg3.png
 
Took a chance and built a Gov't orbital. Security went from -5 to -3 according to DaftMav's SS. Category stayed at 'Low Security'. White area widened a little bit, looks like it moved wider on the lower end (left side) of the range. -5 and -3 pics attached.
When you do actually manage to cross the threshold from "low" to "medium", I have found that the "security:" label on the system map and nav panel doesn't update until the weekly tick, even though it seems to take effect immediately (the interstellar factors disappeared from every station).
 
When you do actually manage to cross the threshold from "low" to "medium", I have found that the "security:" label on the system map and nav panel doesn't update until the weekly tick, even though it seems to take effect immediately (the interstellar factors disappeared from every station).
Gonna log back in real quick and check that.

Edit: I still have my Interstellar Factors.:) @Ned Flandalorian
 
Last edited:
When you do actually manage to cross the threshold from "low" to "medium", I have found that the "security:" label on the system map and nav panel doesn't update until the weekly tick, even though it seems to take effect immediately (the interstellar factors disappeared from every station).
You sure about that? In my experiance it where ~24h to update. As data points i build close to bubble (30ly), when i where moving from low to med and then to h-sec it took me one small daily tick (for me it is morning h). And both system map and galaxy map where updated. Also made this switch by old trilblazers rules before patch for links. But yes as system response it is almost immidiate, you just do not see it represented on map text.
 
If I understand correctly, the security value increases the width of the white space on panel 4 > status > system factions. Does it increase with each increase in the security number or only with the general security category (low,med, high)? Also, the placement of the white space - left and right. Is that controllable?
It's the number which changes the width, rather than the broader map description.

The placement of the white space is determined by how wide the other three state areas are - it's all relative in that sense. If you just keep widening the middle area then eventually the other three will end up squashed into the very edges of the bar.
 
Tidally locked earth world = 100% agriculture
a space farm built +40% (base) + 40% (bonus) -40%(tidal penalty) = +40%
140% (normal value without tidal)

Space farm built on water world = +80%
 
I don't know what's going on right now but I am seeing extra weak links show up on various stations that a) were not there before, b) do not correspond to any facilities and c) change numbers between stations in the same system.

Edit: I see what's happening... the planetary influence is now being included in the UI panel as a weak link. But I have no idea if the numbers have actually changed. But: this is affecting all stations, not just colony types...

An example based on a coriolis:
econ_inf.png

Economy detail from the journal:
{ "Name":"$economy_Tourism;", "Name_Localised":"Tourism", "Proportion":2.700000 },
{ "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":1.100000 },
{ "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.050000 },
{ "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.050000 },
{ "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.050000 },
{ "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.050000 }
Breakdown/explanation of how these line up:
Tourism: 1 strong link from a bar in the same orbit (0.8 + 0.4 boost), 1 weak link for planetary influence (1.0 + 0.4 boost), 2 weak links from bars elsewhere (0.5 + 0.5)
High Tech: 1 weak link for planetary influence (1.0), 2 weak links from facilities elsewhere (0.5 + 0.5)
Extraction / Military / Industrial: 1 weak link each from facilities elsewhere (0.5 each)
EDIT: There's a refinery weak link that is still missing from the UI (0.5). This is from two commercial stations next to each other, orbiting a rocky body - one of them ends up absorbing all the system's weak links and the other ends up emitting one.

So the numbers haven't changed, it's just the UI. And in the case of the non-colony stations it's lying because the planetary bodies are still not influencing the economies at all.
 
Last edited:
2 questions:
1. Do things like govt installation or medical installation or bar add any other things - economy wise or gamewise - when added in the local zone or the system? E.g. a barkeeper. Or certain missions? Or more medicine supplies/demand?
Have one orbital slot free around my refinery and wonder whether it would be beneficial to build government there instead of somewhere else in the system.

2. How does the additional slot creation work?
Constructed an Orbis at the single slot around the water world in Victoria Wolf Steel. A new orbital slot appeared.
Constructed a tourist installation there. Another slot. Yet another tourist installation (with FC in orbit), no additional slot.
Anyone has figured that one out?
Outpost construction on other planets, no additional slot.
 
Last edited:
2 questions:
1. Do things like govt installation or medical installation or bar add any other things - economy wise or gamewise - when added in the local zone or the system? E.g. a barkeeper. Or certain missions? Or more medicine supplies/demand?
Have one orbital slot free around my refinery and wonder whether it would be beneficial to build government there instead of somewhere else in the system.
They add opportunities for "spontaneous missions", where you show up at the installation and randomly get a request from someone to either protect or attack it. If you succeed or fail it has an affect on the BGS for the faction that owns it.
I've noticed the bars also sometimes have loose alcohol-related cargo floating around.
Medical installations usually come with a couple of satellites outside that can be targetted and give encoded mats when scanned.

2. How does the additional slot creation work?
Constructed an Orbis at the single slot around the water world in Victoria Wolf Steel. A new orbital slot appeared.
Constructed a tourist installation there. Another slot. Yet another tourist installation (with FC in orbit), no additional slot.
Anyone has figured that one out?
Outpost construction on other planets, no additional slot.
I personally haven't seen this but it sounds like a bug, I would be very careful about using the "free" slots because it may still decrement the total number of available slots free for building.
 
I personally haven't seen this but it sounds like a bug, I would be very careful about using the "free" slots because it may still decrement the total number of available slots free for building.
Thanks for the feedback.

Whether it's a bug or not, i placed two tourist installations there. Kinda made my whole system plan obsolete, since i was counting on having to push the Orbis towards Tourism (= palm tree station) with weak links.

So now i already started to build Tourism settlements on the second biggest planet in the system.

We will see how it turns out. Before i finish the two tourist installations (Friend Landing and Fokker Point.... having a good time with other people...) i will finish a security station and the Orbis, so some time until then.
 
So, just as a clarification for planning, does building a surface hub give the same economy influence as an Odyssey settlement right now? It's been my idea for a build to diversify structures somewhat, rather than have the Odyssey settlements everywhere when I have spare T2/3 build points in the plan.

... and I suppose along that thought, do the different high tech settlements all have the same economic modifier or does it differ per size constructed? (Since they all appear to be T2)
 
So, just as a clarification for planning, does building a surface hub give the same economy influence as an Odyssey settlement right now? It's been my idea for a build to diversify structures somewhat, rather than have the Odyssey settlements everywhere when I have spare T2/3 build points in the plan.

... and I suppose along that thought, do the different high tech settlements all have the same economic modifier or does it differ per size constructed? (Since they all appear to be T2)
Economic influence does seem to differ only with regards to tier - T1 gives 0.4 strong economic influence, T2 gives 0.8 strong influence. Weak influence seems to be universally 0.05 regardless of T1 and T2.

So the Odyssey settlement, if built as a T2, should give the same economic influence as a T2 hub. I admit to not being sure what the economic influence difference is between T1 Small and T1 Medium Odyssey settlements, aside from landing pad size.
 
Quick question, forgive me for not keeping up with this stuff - its been a few weeks since i last did any colonisation!

So, I just wanna double check i have this right... I wanna build a coriolis around a rocky body to get a refinery economy started.

I only have 1 tier 2 'point' for the system, so need to raise another 2.

I'm thinking two small agriculture settlements will be the easiest way to achieve this (least deliveries), whilst minimizing the knock on effects to the refinery market?

That right?

John

EDIT: I should add the only other thing i have in the system is an outpost. Infact I have two systems - one with a high tech outpost, another with an industrial outpost. I'm guessing the high tech one will have the least weak link effect on a refinery setup.
 
Last edited:
Quick question, forgive me for not keeping up with this stuff - its been a few weeks since i last did any colonisation!

So, I just wanna double check i have this right... I wanna build a coriolis around a rocky body to get a refinery economy started.

I only have 1 tier 2 'point' for the system, so need to raise another 2.

I'm thinking two small agriculture settlements will be the easiest way to achieve this (least deliveries), whilst minimizing the knock on effects to the refinery market?

That right?

John

EDIT: I should add the only other thing i have in the system is an outpost. Infact I have two systems - one with a high tech outpost, another with an industrial outpost. I'm guessing the high tech one will have the least weak link effect on a refinery setup.
Yes, Agriculture is pretty harmless towards a refinery economy, and shouldn't have any negative impact when built elsewhere in the system. If the rocky planet has planetary build slots available, you could build a T1 planetary surface port there with Colony economy, which will become Refinery and give you CMM Composites plus Ceramic Composites. The Coriolis should get Insulating Membranes. Add refinery hubs until the planet is full after that.
 
Quick question, forgive me for not keeping up with this stuff - its been a few weeks since i last did any colonisation!

So, I just wanna double check i have this right... I wanna build a coriolis around a rocky body to get a refinery economy started.

I only have 1 tier 2 'point' for the system, so need to raise another 2.

I'm thinking two small agriculture settlements will be the easiest way to achieve this (least deliveries), whilst minimizing the knock on effects to the refinery market?

That right?

John

EDIT: I should add the only other thing i have in the system is an outpost. Infact I have two systems - one with a high tech outpost, another with an industrial outpost. I'm guessing the high tech one will have the least weak link effect on a refinery setup.
Does your rocky body have bio/geo signals? I have scanned a few rocky body systems recently, and consistently it seems that rocky bodies with more than one surface slot have bio or geo signals. Single slot bodies have none. If it has bio signals, then your coriolis is going to be affected by the agri/terraforming influence of the body it orbits.
If you just want T2 points you could consider building comms installations (Pistis). They don't require large amounts of commodities, and don't provide any influence on your system. They do add +1 to SEC and +3 to TECH levels, which may be useful for you.
 
Does your rocky body have bio/geo signals? I have scanned a few rocky body systems recently, and consistently it seems that rocky bodies with more than one surface slot have bio or geo signals. Single slot bodies have none. If it has bio signals, then your coriolis is going to be affected by the agri/terraforming influence of the body it orbits.
If you just want T2 points you could consider building comms installations (Pistis). They don't require large amounts of commodities, and don't provide any influence on your system. They do add +1 to SEC and +3 to TECH levels, which may be useful for you.
It's not a guarantee that bodies with a large amount of slots have bio/geo features, but it does seem more common that they do.
 
Last edited:
It's not a guarantee that bodies with a large amount of slots have bio/geo features, but it does seem more common that they do.
The systems I have visited obviously represent a very small sample size. My own refinery system has 1 slot bodies with no bio/geo signals and 3 slot bodies with bio signals. I am currently hauling titanium from a system (Alpha Scuti) rather like mine. The refinery surface port is on a rocky body with geo signals, and the market is missing copper, ceramic composites and liquid oxygen.
 
Having Bio signals on the rocky it's not really bad.
It would add some agri products, also necessary for colonization, but you will loose polymers, semiconductors and superconductors.

Most of the Rocky bodies are moon orbiting Gas Giants.
A bit larger are the moons orbiting High Metal Content Worlds, but there are very few actual Rocky planets (and yes, some of them have 7 slots).
Most of these are in star systems found in mas-code H sub-sectors, but sometimes they could be find in lower mass-codes-> G, F, E, even D.
 
Last edited:
Just based on my current observations, bodies > 0.03 Earth Masses that are landable have a high chance of being > 3 slots. It'd be very easy to make a simple journal app using the FSSBodySignals event plus the Scan event to parse a journal log to find viable planets with a certain set of conditions; allowing you to just quickly jump and scan for a bit before running the app and getting a list of potential options. (I could make it myself, probably today, but I do warn you that it'd be barebones to the maximal degree.)
 
Last edited:
Back
Top Bottom