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

Hey, just finished my T3 Mainport alone (let me flex a little, it's been so long since I've talked to someone else) and it started with a Tourism industry, not Colony? It's the main port so there's been no other buildings obviously. I did a quick skim of the thread and didn't see anyone mention it buy I want to document it as well just to be sure. I'll report again in a few hours to see if it sticks and also if it remains once the orbital is fully deployed (hopefully this week).

(Sorry if this was already known :( You guys talk a lot :3)

EDIT: Ah! I remember you guys were all over the journal a couple weeks ago so here's the entry I got from this:
{ "timestamp":"2025-04-03T02:21:17Z", "event":"Docked", "StationName":"Foucault Terminal", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false, "StationState":"Construction", "StarSystem":"Col 285 Sector LY-P c6-10", "SystemAddress":2832497545922, "MarketID":4232204547, "StationFaction":{ "Name":"Avalonian Wayfarers" }, "StationGovernment":"$government_Democracy;", "StationGovernment_Localised":"Democracy", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "exploration", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "facilitator", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "vistagenomics", "registeringcolonisation" ], "StationEconomy":"$economy_Tourism;", "StationEconomy_Localised":"Tourism", "StationEconomies":[ { "Name":"$economy_Tourism;", "Name_Localised":"Tourism", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":1.000000 } ], "DistFromStarLS":212.396765, "LandingPads":{ "Small":8, "Medium":12, "Large":5 } }

Looks like some interesting influence already for an empty system hmm, not sure why I have so many services either, weren't people complaining about not having these yet?
View attachment 424633

What do the internals look like? Is it the white one with the trees, statues and holographic-water? I'm not fussed about my system economy I just want to be sure I get the best looking station internals before I start moving 200k worth of building materials.

Thanks.
 
What do the internals look like? Is it the white one with the trees, statues and holographic-water? I'm not fussed about my system economy I just want to be sure I get the best looking station internals before I start moving 200k worth of building materials.

Thanks.
Cue me anxiously refreshing to try and check the update before I go to bed lmao :p But I am sad to inform you that my station currently seems to want to take an extra week to warm up. However:
It seems that all current systems have lost their architects? All of my systems are now "previously" inhabited, and I can't find any architect systems nearby right now? I do have faith this will be fixed but... problematic for the time being to say the least!
So we might see a change yet, but I do need to go to bed, so I will update you in the morning, sorry! I can say that:
1. It seems like my station is still tourism, and producing tons of those goods.
2. Station still has shipyard (selling 18 ships) and outfitting (up to some 6's overall)
3. Still looks like it's in deployment though so we'll see what happens after FDev cleans up.
 
depends on the faction ;)
where I lived in Kentucky, we had as neighbours a biker-group (some 100-150 heads), all army - active & vets - from Fort Knox - ultra highsec.

But I guess if you start bounty-hunting YOUR sec is ultra-low
I know Knox, and one of my gaming buddies is from Shepardsville.
 
More likely new bugs. I built an agriculture setup for my new Tier 1 ground port. It changed from 100% colony to industrial now. I have no industrial influence in my system. Its now listed as Industrial/Refinery.
Instead of food my station sells

Liquer
Imperial Slaves
Personal weapons

Of course still the 3 production bug.
 
It seems that all current systems have lost their architects? All of my systems are now "previously" inhabited, and I can't find any architect systems nearby right now? I do have faith this will be fixed but... problematic for the time being to say the least!
Yes, we had this bug before.
Very annoying!
Can't start anything.

1743673318044.png


It does let me keep contributing to current building:
1743673365850.png
 
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More likely new bugs. I built an agriculture setup for my new Tier 1 ground port. It changed from 100% colony to industrial now. I have no industrial influence in my system. Its now listed as Industrial/Refinery.
Instead of food my station sells

Liquer
Imperial Slaves
Personal weapons

Of course still the 3 production bug.
Is it around an icy body?
It does seem like they added economy influence to planets now, can you check the journal or any other source of information that might provide the exact economy proportions on it? Would be good to know the industrial % and agri %, as all the agri output might easily be consumed by the industrial side.
 
so, after finishing up my test-system (COL 285 Sector TK-D c13-2) following stats
Stage 4.2.png
Stage 4.2a.png


Weekly Payment 931.955 Cr - nice

A3 Outpost Prometheus (A3 has Bio T1 Caerus; HighTecHub, ScienceHub, IndHub)
"StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":2.200000 } ]


B2 - 3 x small Agri Consus; 1 x Med Military Bellona; 1 x Civil Port T1 Hestia
Hestia ->
"StationEconomy":"$economy_Agri;", "StationEconomy_Localised":"Agriculture", "StationEconomies":[ { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.750000 }, { "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.250000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ]
- unchanged, Market still sells 3 Commodities only, Food Cartr., Grain and Scrap

B3 - 1 x L mining Aerecura, 1 RefHub Silenius, 1 L Industrial Gaea
Mining ->
"StationEconomy":"$economy_Extraction;", "StationEconomy_Localised":"Extraction", "StationEconomies":[ { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":1.150000 } ]
Market: Hydrogen Fuel, Water (>2K), Biowaste

Industry ->
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.150000 } ]
Market: Nerve Agents, Food Cartr. Liquor :( no CMM/Ceramics :(


B4 - L Mining Aerecura; 2 x IndHub Molae; L Ind T2 Gaea
Coriolis->
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.350000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.300000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ]
Market: Food Cartr. & Machinery now in the medium 5-Figures + >3K Onionhead ;) - Consumes Polymers, Ceramic Composites, Semiconductors in med 6-Figures, for Insulating Membrane price > 10x Gal Average


Folks, thats it with TK-D c13-2, good shopping place for Architects (highTec MPad 6 Machinery LPad).

New data will be submitted after 5 Outposts-Bridge, next Depot-System will be build starting next week. Then I´ll submit step-by-step developement & changes....
 
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Station yesterday
"Docked", "StationName":"Furuta Beacon", "StationType":"CraterOutpost", "Taxi":false, "Multicrew":false, "StarSystem":"Pegasi Sector PI-T c3-25", "SystemAddress":6955531670234, "MarketID":4229607427, "StationFaction":{ "Name":"League of Zarya Manas Order" }, "StationGovernment":"$government_Dictatorship;", "StationGovernment_Localised":"Dictatorship", "StationServices":[ "dock", "autodock", "commodities", "contacts", "missions", "crewlounge", "rearm", "refuel", "repair", "engineer", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":3692.993471, "LandingPads":{ "Small":4, "Medium":4, "Large":4 } }

After constructing a Large Agriculture T2 Settlement:

"Name":"Furuta Beacon", "MarketID":4229607427, "StationFaction":{ "Name":"League of Zarya Manas Order" }, "StationGovernment":"$government_Dictatorship;", "StationGovernment_Localised":"Dictatorship", "StationServices":[ "dock", "autodock", "commodities", "contacts", "missions", "crewlounge", "rearm", "refuel", "repair", "engineer", "missionsgenerated", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.150000 } ], "SystemAddress":6955531670234

This is obviously a bug, yes it is on an icy body.
I was supposed to have a 100% Agriculture economy,not 15%
The planet only has 2 slots, I have one slot open for a space farm...

I specific did not want to have ANY INDUSTRY production in my system,only Refienery and Agriculture. What is this now?
 
More likely new bugs. I built an agriculture setup for my new Tier 1 ground port. It changed from 100% colony to industrial now.

So, it's an icy moon or planet. And both planet and facilities on the planet affect colony orbitals. Oh good god 😮
 
So, it's an icy moon or planet. And both planet and facilities on the planet affect colony orbitals. Oh good god 😮
It is an icy moon. But yesterday the colony was fine at 100% colony. It changed to industry after I built an agriculture Large settlement. Why did I decide to build that ground port... I knew I should not mess with my refinery.
 
It does certainly seem like FDEV added planetary economy influences, with no warning and no communication, directly on live, of course.
It just seems like it needs an economy influence update to trigger to properly be recognised.

Currently it seems like:
Icy = industrial
HMC = extraction
WW = Tourism
Gas giant or rocky = refinery
EWL = a bunch of economies?
Star = ???
 
It seems that all current systems have lost their architects? All of my systems are now "previously" inhabited, and I can't find any architect systems nearby right now? I do have faith this will be fixed but... problematic for the time being to say the least!
Thread on it here - seems relogging (even resetting the router) may help:

 
It is an icy moon. But yesterday the colony was fine at 100% colony. It changed to industry after I built an agriculture Large settlement. Why did I decide to build that ground port... I knew I should not mess with my refinery.

Looks like I'll have to claim that "worthless" icy system right next door and experiment. Nobody wanted it before (with good reason) but if icy planets now spawn industrial stations or (maybe) outposts then it's a different ball game.
 
Thread on it here - seems relogging (even resetting the router) may help:

After full power cycle of PC and router, system architect status re-appeared. No system architect payment has appeared after three of such.
 
Looks like I'll have to claim that "worthless" icy system right next door and experiment. Nobody wanted it before (with good reason) but if icy planets now spawn industrial stations or (maybe) outposts then it's a different ball game.
The port produce imperial slaves,personal weapons and liquer. Dont build anything,ground ports are useless.
 
It does certainly seem like FDEV added planetary economy influences, with no warning and no communication, directly on live, of course.
It is important to give the players what they so richly deserve, of course.

I've added a "really, don't touch anything if outcomes are important to you" note to the first post for now.

WW/ELW might even be Tourism/Agriculture dual-influence judging by some of the reports so far.
 
^--^ its a pity that in TK-D I have no space-slot aroung the EL, otherwise I could check

edit: maybe I can, got an Astro-Base around a WW in another System - insert here in a view minutes....
Nope - after 3 weeks still "under construction" and no changes in specs
"StationEconomy":"$economy_Extraction;", "StationEconomy_Localised":"Extraction", "StationEconomies":[ { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":1.300000 } ]

but maybe thats because of pre-determined economy of Astro-Stations....
 
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The port produce imperial slaves,personal weapons and liquer. Dont build anything,ground ports are useless.
Oh no I won't - but I will place a commercial orbital outpost around one such icy body that has nothing else on the surface.
 
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