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

And do we know what system economy influence even does ?
Not really. What we do know is that you can influence a Coriolis and Orbis with 3 system influence buildings to change it's market. At least this is what all the ones that we found with a non-colony econmy have in common. And there are very, very few of these.
 
Based on the posts of this thread, I'm going to post some hypotheses (may be false or half-right, but it would help if we had examples to confirm or not).

Hypotheses:
1) System Economy Influence means the facility can influence another Colony facility
2) Facility Economy is the economy of the market
3) The System economy (displayed in the galaxy) is the Facility Economy of the biggest facilities.
4) Facility X with economy can influence (replace) the Colony economy of a Facility Y
4a) If X has a System Economy Influence
4b) If X and Y are on the same body
4c) If one of them is on the body and the other one is on the orbit (cannot be orbital siblings)
4d) How many facilities X are needed depend on tier of Y (outpost tier1 easier to change than Orbis tier3)
5) Once the Colony economy has changed to another economy, it cannot change again
6) The change of economy is not immediate (on the Daily or Thursday tick?)

For 1), it would mean the stations cannot influence the other Colony stations/ports. The only exception is the Criminal Outpost. So does it mean that a Criminal outpost could change the economy of a planetary port/outpost to Contraband (Service)?
With 4c) This would also mean that it wouldn’t be possible to have an orbital colony (like Coriolis) to change to Contraband as there are no surface with System Economy Influence with economy Contraband. Also that would mean that a Colony facility orbiting a non landable body (like ELW, WW etc.) would not be able to change its economy as no surface facility can influence them.
The Criminal outpost is also weird because the Facility Economy is Colony so it should be a Colony market until it get influenced by something? Unless it gets influenced by its own Contraband...
For 4d), if we have an example where a Coriolis (tier2) needed 2x tier1 (or 1x tier2) surface facilities to change its economy, and with 6) if would be after the tick
 
I have data points. Warning: Large post.
Yesterday morning, I took screenshots of my system readout, my Coriolis' market and a T2 industrial settlement market. I also had a single refinery hub.
I then put up two more refinery hubs, waited a day, took new screenshots.
First, the system readouts. Yesterday with 1 T2 industrial settlement, one refinery hub:
col-285-sector-ua-d-c13-1-summary-1-png.421408

Then, today with 1 T2 industrial settment and three refinery hubs. I have also started construction on two orbitals but they are not finished at this stage.
COL 285 Sector UA-D C13-1 summary 2.png

Then - Boll City, my Coriolis station. Yesterday it was still a primarily Colony economy, with Industrial as a secondary:
Boll City 1 ind 1 ref.png

Today, Boll City is a refinery colony with the two new refinery hubs having been added planetside:
Boll City 1 ind 3 ref 2.png

(I had to crop and reduce the image significantly to get below the filesize limitation for the forum.)

Significant changes in the Coriolis' market, no more Colony economy, it reads as Refinery/Industrial now. Some metals are there, but not all of the ones found in refineries in the Bubble's core, might have to do with tech level/development level?

Secondary, the T2 industrial installation's market. Before:

West Industrial Installation 1 ind 1 ref.png

And after:
West Industrial Installation 1 ind 3 ref.png

As we can see, the only change was that the T2 industrial for some reason stopped selling CMM composites, and started selling food cartridges instead. It should probably have been the other way around.

To sum up: A Coriolis' colony economy is greater in value than a single T2 industrial settlement's value and a refinery hub's value. When we added two more refinery hubs, the colony economy disappeared and was replaced by a refinery economy with industrial economy as a secondary. As for the T2 industrial settlement, its market was pretty much unchanged aside from the CMM composites that disappeared and was replaced by another trade good. Settlements with facility economy don't seem to be affected by hubs. It's also possible this might change with the Thursday maintenance downtime/server tick. Maybe a ground port with initially a Colony economy would have more Refinery goods for sale?

Those are the findings thus far. I'll probably see about increasing the system's population next and see how that affects the markets. Two outposts, one scientific and one military, each with +1 initial population, are under construction.

EDIT: Added spoiler tags for the images.
 

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Good summary. A few minor things I'd differ on.
1) System Economy Influence means the facility can influence another Colony facility
2) Facility Economy is the economy of the market
These seem fairly solid at this stage.

3) The System economy (displayed in the galaxy) is the Facility Economy of the biggest facilities.
Not quite. It's the two highest weighted sums of facility economies. So if your single largest station is an Industrial planetary port, but then you scatter a whole bunch of Agricultural and Extraction Odyssey settlements around the system, your system economy will be Extraction/Agricultural.

4) Facility X with economy can influence (replace) the Colony economy of a Facility Y
4a) If X has a System Economy Influence
4b) If X and Y are on the same body
4c) If one of them is on the body and the other one is on the orbit (cannot be orbital siblings)
4d) How many facilities X are needed depend on tier of Y (outpost tier1 easier to change than Orbis tier3)
4c and 4d are still a bit uncertain here.

5) Once the Colony economy has changed to another economy, it cannot change again
This doesn't seem to be true - you can keep adding influences to it.

6) The change of economy is not immediate (on the Daily or Thursday tick?)
Yes, seems to be the case.

For 1), it would mean the stations cannot influence the other Colony stations/ports. The only exception is the Criminal Outpost. So does it mean that a Criminal outpost could change the economy of a planetary port/outpost to Contraband (Service)?
Looks like it - and it of course also changes itself


I have data points. Warning: Large post.
Very useful!

Some metals are there, but not all of the ones found in refineries in the Bubble's core, might have to do with tech level/development level?
This is almost certainly the smaller Industrial component of the station's economy consuming those metals before they make it to the public market. You can see similar effects at procedural Refinery/Industrial stations.

As we can see, the only change was that the T2 industrial for some reason stopped selling CMM composites, and started selling food cartridges instead. It should probably have been the other way around.
There's another interesting difference: the production of Nerve Agents and Liquor has increased by 15x

Similarly the production of e.g. Computer Components at the Industrial station has increased by a similar margin.
(picking CCs as something neither Colony nor Refinery would eat)

Now, the question is, what caused that?
- the Refinery hubs produce Industrial imports, so also boost nearby Industrial production?
- Refinery hubs boost Wealth, Tech Level and Development Level, and one (or a combination of) those boosts nearby Industrial production?
- there was a major BGS state change in the system and this is all coincidence? (I'm not sure I know of a combination sufficient to do that)

This is really important to know is possible - the default production levels of stations appear to be absolutely terrible compared with what you'd expect from the population - so knowing how to boost them is essential for anyone wanting to set up a (mostly) "self-sufficient" outpost that can produce its own supplies for future colonisation.
 
Another data point regarding population and tick:
Yesterday evening, after finishing the agri M settlement, a friend of mine finished a Refinery Hub and an Industrial M Settlement.
We waited for that after the tick.
Agri gave 400 pops (edit: was 4k, mistake on my side), now in the morning at 9:30 UTC i log in and the system shows 114.600 instead of the 112.900 from yesterday 10:15 UTC, which was up from 112.500 that we stared at all evening.

We waited yesterday for about 3-4 hours for the new pops to show after finishing the agri. Then tick came, so we said "let's finish the other two".
So pops changed again over night. So either there are more ticks that calculate population than one in a day. Or this is maybe some kind of queue based system. Or the daily tick is actually multiple ticks.

Fact is: Population changes do NOT happen ONLY on the daily tick, and NOT instantly, but multiple times each day.

(Or, to be precise, they happened multiple times in the night of March 15th 2025.)
 
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o7 Commanders

My conclusion on the topic regarding a missing shipyard.

I started colonizing the system with an outpost. My 6th project was the Coriolis Station. After completion, it had no shipyard. Up to that point, I had a technology level of 1. With the Coriolis Station, I had 2 but still no shipyard. After completing a communications installation, I had a technology level of 5 and still no shipyard. After building another communications installation, I had a technology level of 8 and immediately had the shipyard on my Coriolis Station. Unless FD fixed a bug right away, it really seems that a technology level of 6+ builds the shipyard. But why some players have the shipyard immediately and others don't... I have no idea. Perhaps my insight will help someone.
 
Unless FD fixed a bug right away, it really seems that a technology level of 6+ builds the shipyard. But why some players have the shipyard immediately and others don't... I have no idea. Perhaps my insight will help someone.

There seems to be a degree of randomness with stations and their services. I recall posting that my science outpost came default with UC services and others posted likewise but at least one commander didn't have it at the outset.
 
Population changes do NOT happen ONLY on the daily tick, and NOT instantly, but multiple times each day.
I suspect this is probably "(near) instant, but there's a lot of caching" - after all, systems normally don't change population between visits (even with colonisation) so it will only update the population measure to your client now and then.
 
Anyone got data on the influence of singular hubs upon coriolises/other stations?
Wondering if a single refinery hub is enough to set a colony's economy, since people here seem to be using multiple
 
Anyone got data on the influence of singular hubs upon coriolises/other stations?
Wondering if a single refinery hub is enough to set a colony's economy, since people here seem to be using multiple
In my post (https://forums.frontier.co.uk/threa...these-numbers-do.634214/page-25#post-10577442), I had one T2 industrial settlement and one refinery hub on the same planet, with a Coriolis in orbit. The Coriolis had a Colony/Industrial economy, which suggests that the single refinery hub was not enough to 'overwrite' the colony economy. But three hubs were enough to do that, giving the Coriolis a refinery/industry economy.
 
After setting up the science outpost, I can supply quite a few construction materials on my own without having to use the fleet carrier to travel to the Bubble. Still missing CMM Composites, steel and titanium, but I have many of the others.

A list of my stations' goods:
Boll City goods (L pad):​
Aluminium(Boll)​
Atmospheric Processors(Boll)​
Basic Medicines(Boll)​
Battle Weapons(Boll)​
Biowaste(Boll)​
Building Fabricators(Boll)​
Computer Components(Boll)​
Copper(Boll)​
Crop Harvesters(Boll)​
Food Cartridges(Boll)​
Geological Equipment(Boll)​
HN Shock Mount(Boll)​
Marine Equipment(Boll)​
Military Grade Fabrics(Boll)​
Mineral Extractors(Boll)​
Personal Weapons(Boll)​
Skimmer Components(Boll)​
Superconductors(Boll)​
Surface Stabilizers(Boll)​
Survival Equipment(Boll)​
Thermal Cooling Units(Boll)​
Water Purifiers(Boll)​
Neumann Terminal goods (M pad):​
AdvancedCatalysers(Neumann)​
AdvancedMedicines(Neumann)​
Agri-Medicines(Neumann)​
AgronomicTreatment(Neumann)​
Auto-Fabricators(Neumann)​
BasicMedicines(Neumann)​
Biowaste(Neumann)​
EvacuationShelter(Neumann)​
H.E.suits(Neumann)​
LandEnrichmentSystems(Neumann)​
MedDiagEquipment(Neumann)​
MicrobialFurnaces(Neumann)​
MicroControllers(Neumann)​
NonLethalWeapons (Neumann)​
PersonalWeapons(Neumann)​
Pesticides(Neumann)​
ReactiveArmor(Neumann)​
ResonatingSeparators(Neumann)​
Robotics(Neumann)​
StructuralRegulators(Neumann)​
 
What about this build:
3x refinery hubs,1x colony outpost , 1x coriolis in orbit.
This would be a refinery setup, with CMM on ground and steel/etc in space,medium production.
Does the outpost count as a (port) for doubling of costs?
 
Just a theory, but may hold water. You may need more population! If a facility isn't being worked then it obviously wouldn't be exerting economy pressure.
That is very much how it works in the as-is BGS before Trailblazers so I'll buy that. I also have a suspicion that the effect is multiplied for the systems further along the value chain, so High Tech and Colony specifically are more or less useless until you have a large population.
 
That is very much how it works in the as-is BGS before Trailblazers so I'll buy that. I also have a suspicion that the effect is multiplied for the systems further along the value chain, so High Tech and Colony specifically are more or less useless until you have a large population.
I set up a science outpost, it has a pretty decent amount of most high-tech goods available. Of course, with a higher population, that amount may well increase further as there's more people to put to work.

My Science Outpost's market, with 30k system population:
Neumann Terminal Market.png
 
[Google Translate]
Hello. Let me share what happened in the Col 285 Sector OK-P a35-1 system in the two weeks since the update. I recorded how population growth and market supply changed with the addition of buildings.
The market in this system is only at the asteroid base, which is the farthest away. Even though it was affected by Civil Liberty and Public Holiday, at a certain point, the supply did not increase even if I added buildings. I built one by one toward the main star, but I may have needed to build something near the station to increase the supply.
As for the population, it increased almost constantly with each addition of a tier 1 or tier 2 building.

I hope this helps in some way.
WeekNo.LocationDistance
(LS)
BuildingsTierTypeLayoutsNameEconomyEconomy
shown
on the map
PopulationPop growthHydrogen fuel
supply
Gallite
supply
Cobalt
supply
NotesInitial
Population
Increase
Max
Population
Increase
SecurityTech
Level
WealthStandard of
Living
Development
Level
11121,796Asteroid base (Icy)2Initial Star PortKamakura OrbitalExtractionExtraction / Colony140001312031-135-47
1211788Orbital Outpost1OutpostPrometheusKaku VistaHigh TechExtraction / High Tech23000900026240713
1311788Orbital Installation1Space FarmDemeterKawanishi PointAgriculturalExtraction / High Tech????Either there was no change or I missed it.51
1410797Orbital Installation1SatelliteEireneIwamoto HorizonsExtraction / High Tech23900900393611111
1510797Orbital Installation1Comms InstallationPistisWatanabe BeaconExtraction / High Tech248009009831521Civil Liberty13
168430Surface Hub2ExplorationTellusAkiyama RelayTourismExtraction / High Tech26200140012301901-162
279593Orbital Installation1SatelliteHermesSato's ProgressExtraction / High Tech271009006541018374Civil Liberty end111
288430Surface settlement2Large settlementFuflunsShimizu Hospitality ZoneTourismExtraction / High Tech2850014006541018374-15
298430Surface settlement2Large settlementFuflunsMorita Boarding LodgeTourismExtraction / High Tech2990014006541018374-15
2107431Orbital Installation2Tourist InstallationOporaFujimori GatewayTourismExtraction / High Tech3130014006541018374-362
2119593Orbital Installation2Government InstallationHarmoniaNojiri LandingExtraction / High Tech327001400164509187Public holiday262
2123122Orbital Outpost1OutpostPrometheusYamashita TownHigh TechExtraction / High Tech4070080003271018374Public holiday end 2025/03/1213
2133122Orbital Installation1Relay stationEnodiaNomura's ProgressHigh TechExtraction / High Tech4150080032710183742025/03/1311
2145227Orbital Installation2Security stationDicaeosyneOkawara ReachMilitaryExtraction / High Tech42900140032710183742025/03/13832
3Extraction / High Tech42900065410183742025/03/16
 
I set up a science outpost, it has a pretty decent amount of most high-tech goods available. Of course, with a higher population, that amount may well increase further as there's more people to put to work.

My Science Outpost's market, with 30k system population:
I wonder if, in general, people are missing a trick here.

There's hyperfocus on getting Coriolis and Orbis economies to shift... but the T8 has nearly 400t of capacity and a medium pad... Refineries in the game seem to use the Civilian Outpost variant, and we have surface Outpost Ports as well...

Coriolis and Orbis mid/top tier facilities... maybe they need more hubs/facilities to influence their economies... and if people want resource hubs to sprout from, there needs to be more focus on Outposts?

Tangentially... I do find it interesting that, for Colonisation, the economy type which contributes arguably the most resources to Colonisation efforts (the refinery), is also the least accessible of any economy type within Colonisation. That's unusual.
 
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