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

Absolute game changer happened.
So the question was: How to actually have a real Elite market? Turns out one of the answers is: Security.

Over the last 24 hours, a friend of mine and myself built
  • Tier1 Agri Settlement
  • Tier1 Industrial Settlement
  • Refinery Hub
  • Orbital Security Station Installation

This has changed the markets in the system dramatically.
New stats are:
Security = +5
Tech Level = 18
Wealth = 22
Standard of Living = 10
Development Level = 30

Check out my Orbis market from yesterday compared with today. Yesterday it was a dieing s***hole, now it is prospering colony.
Yesterday:
1742139166201.png
Today:
1742139189704.png
 
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.
that is exactly what I wrote in the feedback thread
the Problem is NOT the drop-rate of Insulating Membranes, when I visited that Station some 5 hours ago there was a supply of ~3900 IIRC, now the stock was ~5500, the problem is a bunch of eager Cdrs which try to build Ocellus/Orbis in Systems which cannot be developed enough yet to support the economy of such a station.
Playchild.....
 
I'd like to testify that increasing the tech level activates shipyards.
After the initial Colony outpost in my system, I built an ice Asteroid Base (+3 tech), which had no shipyard active. Building a Relay station didn't help. I had to build two space installations: a Comm station (+3 tech) and a Medical installation (+3 tech).
There was a small plot twist because I had to rename the Asteroid Base for the Shipyard to go immediately active.
 
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?
Surface OUTPOST ports are T1, and therefore not count towards the cost increase.
 
I'd like to testify that increasing the tech level activates shipyards.
After the initial Colony outpost in my system, I built an ice Asteroid Base (+3 tech), which had no shipyard active. Building a Relay station didn't help. I had to build two space installations: a Comm station (+3 tech) and a Medical installation (+3 tech).
There was a small plot twist because I had to rename the Asteroid Base for the Shipyard to go immediately active.
I imagine that Port Facilities such as the Shipyard and Cartographics are tied to a mix of factors.
Those factors include:
Tech Level
Economy Type
Body Orbiting (Ports have been known to lean High Tech when orbiting a star directly without influence of orbital installations)
Server Tick/Updates will enable these facilities.
 
I'd like to testify that increasing the tech level activates shipyards.
After the initial Colony outpost in my system, I built an ice Asteroid Base (+3 tech), which had no shipyard active. Building a Relay station didn't help. I had to build two space installations: a Comm station (+3 tech) and a Medical installation (+3 tech).
There was a small plot twist because I had to rename the Asteroid Base for the Shipyard to go immediately active.
I'd like to testify that it doesn't :)

Security 17
Tech 7
Wealth 4
Standard of living 14
Dev level 9

Shipyard on my coriolis still not appearing, same with livery and carto contact. I finished the research settlement today, and so I went from 1 to 7 tech level
 
I'd like to testify that it doesn't :)

Security 17
Tech 7
Wealth 4
Standard of living 14
Dev level 9

Shipyard on my coriolis still not appearing, same with livery and carto contact. I finished the research settlement today, and so I went from 1 to 7 tech level
Did you try to rename the station?
 
I'd like to testify that it doesn't :)

Security 17
Tech 7
Wealth 4
Standard of living 14
Dev level 9

Shipyard on my coriolis still not appearing, same with livery and carto contact. I finished the research settlement today, and so I went from 1 to 7 tech level
Did you compare your tech level to cmdrs that got their shipyard to appear?
 
In my case the shipyard didn't appear after adding the medical station. I tried relogging unsuccessfully. Renaming the asteroid base brought the shipyard online instantly. I guess it forces the game to re-read the station's properties.
Absurd that you had to do that though.
 
Another data point: I bought up the supply of construction goods from the Coriolis, and noticed that restock was particularly slow, as well as small for goods like computer components and survival equipment. This might necessitate building another industrial settlement (as I only have one atm) and maybe an extraction settlement or orbital as well to see if this speeds things up somewhat.
1742163192363.png
 
Restock rates are set as a percentage of the maximum stock level.

Most "normal" goods [1] will recover from empty to full in 2-10 days - it varies a little from station to station; more expensive goods recover slower in general, the really expensive ones like Tritium are slower than that. If you're patient enough with taking repeated market snapshots after denting/emptying the supply you can figure out the precise restock rates for a commodity quickly enough.

So if you want to increase the restock rate, you need to increase the maximum stock level
- permanently by growing the economy size further
- temporarily by applying a Boom state (usually, anyway; which states you want depends on the commodity)

So a baseline of 84 Computer Components (from your earlier screenshot) would probably regenerate about a tonne an hour, on average.


(Something else to note is that maximum stock levels are themselves very station-dependent for many commodities. For stations of comparable economy size, I have recorded a factor of 75 variation in their Computer Components stock. So if you happened to just get unlucky with that station being on the really low end, maybe you get lucky with building a second Industrial station and it stocks 5000t and regenerates 70t an hour)



[1] i.e. not CMM Composite
 
so, claimed the perfect System for experiments yesterday, lots of similar bodies (surface/space) slotwise, so I can monitor the changes step by step. Will report results here.

Col 285 Sector TK-D c13-2 Architektenkarte.png


Initial setup will be
Col 285 Sector TK-D c13-2 Stage1.png
at A Slot 1,2,3 (around/near the star)

actually I will from now on start all systems-colonizations with that setup, the Scientific Outpost already generates 1 Population point (for free), a feat for which in later stage you have to move a lot of Material and the Sec-Points, Tec-Level & SoL are nice already.
So from Developement POV thats a nice beginning, and no matter what you want to build (except a pirate system maybe) it should provide a decent baseline
 
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so, claimed the perfect System for experiments yesterday, lots of similar bodies (surface/space) slotwise, so I can monitor the changes step by step. Will report results here.

View attachment 421620

Initial setup will be
View attachment 421624 at A Slot 1,2,3 (around/near the star)

actually I will from now on start all systems-colonizations with that setup, the Scientific Outpost already generates 1 Population point (for free), a feat for which in later stage you have to move a lot of Material and the Sec-Points, Tec-Level & SoL are nice already.
So from Developement POV thats a nice beginning, and no matter what you want to build (except a pirate system maybe) it should provide a decent baseline
Very nice planets! Good luck with your experiments!

Here's how I'm building out my experimental system in the mini-bubble.
systemplan3.PNG
system3.PNG
 
so, claimed the perfect System for experiments yesterday, lots of similar bodies (surface/space) slotwise, so I can monitor the changes step by step. Will report results here.

View attachment 421620

Initial setup will be
View attachment 421624 at A Slot 1,2,3 (around/near the star)

actually I will from now on start all systems-colonizations with that setup, the Scientific Outpost already generates 1 Population point (for free), a feat for which in later stage you have to move a lot of Material and the Sec-Points, Tec-Level & SoL are nice already.
So from Developement POV thats a nice beginning, and no matter what you want to build (except a pirate system maybe) it should provide a decent baseline
Get out of my head!

1742186797275.png
 
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