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

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.
I just found an FC, right next to my colony ship. The system has 4 metal worlds, and a WW:

1743675252028.png
 
Currently it seems like:
Icy = industrial
HMC = extraction
WW = Tourism
Gas giant or rocky = refinery
EWL = a bunch of economies?
Star = ???

If having a colony station around a sun turns it instantly into a hi-tech economy facility then there are going to be fights around those multiple sun systems (with no planets) that no one wanted just 24 hours ago 🤣
 
We really are lab monkeys. I hauled 46000 tons solo to make a small agriculture setup. Now I have an industry producing slaves,weapons and liquer. I think I am finally defeated with colonization.
don´t give up - I did Refinery, Industry, Hightec and agriculture (at different planets) and it works. As long as you have enough influencers in the direction attempted, the planetary influence seems to diminish...
 
If having a colony station around a sun turns it instantly into a hi-tech economy facility then there are going to be fights around those multiple sun systems (with no planets) that no one wanted just 24 hours ago 🤣
Oh those - are fine step-stones if you are chaining out....
 
If having a colony station around a sun turns it instantly into a hi-tech economy then there are going to be fights around those multiple sun systems (with no planets) that no one wanted just 24 hours ago 🤣
Why? We could already make a high tech by just choosing a scientific outpost as main station, and we still want other slots to juice the stats/pop*.

*testing pending
 
Why? We could already make a high tech by just choosing a scientific outpost as main station, and we still want other slots to juice the stats/pop*.

*testing pending

Because many stars have multiple orbitals too. Now you just have to build a T2 Coriolis then it may be instantly hi-tech - and you still have those other orbitals available.

Perfect stepping stone (as @Xenia_K mentioned) and way station at the same time.

(still to be tested)
 
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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 = ???
What about the Rocky Ice Worlds? Or the Metal-Rich ones?
I hope it won't be only the metal-rich ones with the refinery influence, those are quite rare.
 
Oh boy, my current star system under development has nothing but icy bodies, all 9 of them. This is going to be fun, an absolute industrial powerhouse🤪

To be fair, High Tech would be more logical "natural" economy of ice worlds. All these data centers, GPU farms crunching machine learning, quantum computers and nanorobotics need a lot of cooling. Neon is a good inert gas to have around, too.
 
Oh boy, my current star system under development has nothing but icy bodies, all 9 of them. This is going to be fun, an absolute industrial powerhouse🤪

To be fair, High Tech would be more logical "natural" economy of ice worlds. All these data centers, GPU farms crunching machine learning, quantum computers and nanorobotics need a lot of cooling. Neon is a good inert gas to have around, too.
"boss - we got a fire in server-room 43".... "OOh, just open the window!"
 
Oh damn it! That's why my icy body system shifted from Hi-tech/Agricultural to Hi-Tech/Industrial today! My lone industrial outpost got supercharged 🦸
 
Ok, i started looking through old systems colonized by me (too many), but I can't really remembered the original economies.
I went through the logs, and at least one of them definitely changed. It was an "Colony" outpost orbiting an atmospheric ice world with one ice moon, but now in the sys map it says: Sevice economy. I'm going there to check the log.
 
Ok, i started looking through old systems colonized by me (too many), but I can't really remembered the original economies.
I went through the logs, and at least one of them definitely changed. It was an "Colony" outpost orbiting an atmospheric ice world with one ice moon, but now in the sys map it says: Sevice economy. I'm going there to check the log.
That is probably from the installation attached
 
Could it be that they went to add influence to non landable bodies,and accidently changed it for everything?
Possible, certainly. That would certainly have been a much less disruptive change.

Or maybe they saw the large number of players suggesting things like "what if all economy influences applied to all stations" and decided that was what people wanted?
 
Nothing else built in that system but the primary port...
systemnew.jpg

This was the original log:
"StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "missions", "rearm", "refuel", "repair", "engineer", "facilitator", "flightcontroller", "stationoperations", "stationMenu", "colonisationcontribution" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":356.242817
This is now the Log:
"StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "missions", "crewlounge", "rearm", "refuel", "repair", "engineer", "missionsgenerated", "facilitator", "flightcontroller", "stationoperations", "powerplay", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Service;", "StationEconomy_Localised":"Service", "StationEconomies":[ { "Name":"$economy_Service;", "Name_Localised":"Service", "Proportion":1.000000 } ], "DistFromStarLS":356.338911
And the new market :
markkt.jpg
 
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TBH i think its a good decision, this way even 1-2 slot places can be developed into something, you just have to be more choosy with the body you develop......

Of course, the larger issue is that this came with absolutely no heads up, no way to move stations/cancel constructions, no documentation, useless architect UI, and absolutely mind numbing gameplay where anything unexpected can cost hours of boredom. This feature could have absolutely used another business quarter for development, testing and whatnot.
 
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