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

This will be my 3rd build in system and the last 2 (both T2 settlements) increased from 8,535 commodities to over 10,000 commodities. Around 17%.
This is not necessarily a problem except where we use DaftMav's shared data and Disgo's Builder App which are both based on inaccurate data.
 
My system lost its Colony economy - now it has 'None' for economy. And zero population. Oops.

Edit: Also no UC still, though they never said they were fixing that

Edit2: And now it seems my Economy is back, and the population. 🤷‍♀️
 
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This will be my 3rd build in system and the last 2 (both T2 settlements) increased from 8,535 commodities to over 10,000 commodities. Around 17%.
This is not necessarily a problem except where we use DaftMav's shared data and Disgo's Builder App which are both based on inaccurate data.
What is this Disgo's Builder App ?
 
For what it is worth, I got tired of being interdicted when delivering goods for my Coriolis, so I threw up a Relay Station and a Security Station (orbital installations), and the system went to High Security. I have not been interdicted in there since.
Great, yeah it seems with low population it's quite easy to change the security status then! I imagine high security will increase the system status in one way or another for when it's time for you to get your payment. Guess you just gotta wait a week


I do have a question though... did you keep your interstellar factors in your stations?
 
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Alrai Sector MH-V b2-7
Can confirm. Supply is very low, as is demand.
1741370477315.png



This is 11 High Tech points.
 
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Of course I may be severely coping and

Great, yeah it seems with low population it's quite easy to change the security status then! I imagine high security will increase the system status in one way or another for when it's time for you to get your payment. Guess you just gotta wait a week


I do have a question though... did you keep your interstellar factors in your stations?
I'm not sure I had one to start with, but there is not one there now.
 
I'm not sure I had one to start with, but there is not one there now.
LOL that first part of the quote it was a deleted part of a previous draft about me coping about what it takes to change a station to refinery. Apparently it stayed there in the quote even as I closed the browser and came here to quote another post today.

As for the IF, yeah it seems it dissapears if you are not low security. My system started out with an IF
 
What's the system layout? I'd love it if you could send us a picture of the system map to see where the installations and the stations are!
Replying to myself here since I checked the system myself. It would seem all 3 assets (the 2 installations and the Coriolis station) are orbiting the same body (The main star).

The station DOES have a mixed Colony/High tech economy. I guess I have seen the first proof that stations can, in fact, change economy type!

1741373065564.png
 
What is this Disgo's Builder App ?
I was working on a colony builder app ( https://disgo.pages.dev/colonybuilder - still very live beta no refunds etc) and thinking about the UI there I decided to rename some of the stats.

Standard of Living -> Comfort
Development Level -> Infrastructure

In my opinion that makes more sense in a way that transfers from other empire/city building games - though that might also be dangerous if Elite has some really unique ideas here in how those stats work and interact with eachother.
 
I guess I have seen the first proof that stations can, in fact, change economy type!
More and more seem to be flipping today, mine just flipped to Colony/Refinery in Tucanae Sector CL-X c1-0. It did not seem at all tied to the daily tick because this has just happened and the tick has still yet to happen today (faction influences have not moved)

Seems to be on a per-station basis as well, as I have a Planetary Port built 2 days ago that is still only a Colony economy (that produces a pitiful amount of anything)

1741381959073.png
 
More and more seem to be flipping today, mine just flipped to Colony/Refinery in Tucanae Sector CL-X c1-0. It did not seem at all tied to the daily tick because this has just happened and the tick has still yet to happen today (faction influences have not moved)

Seems to be on a per-station basis as well, as I have a Planetary Port built 2 days ago that is still only a Colony economy (that produces a pitiful amount of anything)
I wonder if this was just a bug all along and the maintenance work overnight addressed it. Now it's just taking time to propagate through all the existing systems that have been built. It might normally be tied to the nightly and weekly tick and work that way in the future. I know my outpost seemed to partially come online with the Thursday tick but the commodity market still seemed incomplete (along with other signs) so I'll be curious to see what it's like when I can get back in tonight after work.
 
More and more seem to be flipping today, mine just flipped to Colony/Refinery in Tucanae Sector CL-X c1-0. It did not seem at all tied to the daily tick because this has just happened and the tick has still yet to happen today (faction influences have not moved)

Seems to be on a per-station basis as well, as I have a Planetary Port built 2 days ago that is still only a Colony economy (that produces a pitiful amount of anything)

View attachment 420017
How many Refinery hubs do you have?
 
Replying to myself here since I checked the system myself. It would seem all 3 assets (the 2 installations and the Coriolis station) are orbiting the same body (The main star).

The station DOES have a mixed Colony/High tech economy. I guess I have seen the first proof that stations can, in fact, change economy type!

View attachment 420004
Too bad i cant reproduce this, since i need a settlement before i am allowed to build this Installation.

Edit: Plus what i did not check os which level of outfitting corresponds to a lvl 11 high tech...
 
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Has anybody managed to flip the "colony" economy to something else, or is everyone getting some variation of colony/whatever?
 
No, I checked the actual amounts required and they did not tally with any construction according to DaftMav's spreadsheet, my own spreadsheet or the prototype Colony Builder app. I think it is just the case that the actual commodity amounts have been raised by FDev and the 'blueprint' costs as advertised in the architect screen (and thus in all our lists) are no longer valid.
It's possible FDev has changed some numbers like with the T2 settlements you've mentioned, was to be expected with the beta though I would hate to see the numbers go even higher. I'll have to check when I get back to my colonized system.
--EDIT: I've checked and my in-game numbers are still the same, though I haven't build two T2 settlements yet. Perhaps the cost increases for the third? (Considering this as a possibility after CMDR Mechan's video showing T3 stations will cost double the T3 construction points after completing ten buildings, who knows what else FDev has done).

Those costs for corolis-station are certainly not accurate. There are ca 70k requieed.

I heard rumors that the first station costs more; not sure if thats true, as im still on my corolis…

I'm seeing this a bit late but the numbers on the spreadsheet are taken after the initial station has been completed and these match the numbers in the construction menu (at least for my system). Unfortunately FDev is applying some RNG to the numbers so every system will be slightly different, but also that first station is indeed higher cost. Afaik this is not mentioned anywhere when claiming a system and choosing your first station. From some reports we've figured out what the increased % cost was for an Outpost, a T2 station and a T3 station as they vary wildy:

But that makes it 16% to 33% to 20% respectively for an Outpost, T2 Station, and T3 Station, give or take a few % RNG on top because reasons. I really dislike all of this RNG nonsense, like make it make sense... it's so typical FDev to add RNG to something in a way that only makes it more annoying to deal with.

There's no reason why the same structure can't be a fixed cost. And you'd think FDev would have learned a bit after the RNG madness that was engineering 1.0...
  • Outpost ~16%
  • T2 Station ~33%
  • T3 Station ~20%
So if you've chosen to go with a T2 Coriolis then you get a +33% surprise extra required commodities (making it around 70K) on top of the timed deadline.

I also hate how all of the required amounts have a little RNG applied with about ~2% more or less. There's little rhyme or reason to why this being done but FDev loves to put pointless RNG in everything... Makes it really annoying that you can't note down a list of how many commodities you need for any given construction. I've even had my required amounts change by +1 and -1 while delivering and had to go back for that last 1 commodity, it's so stupid.
 
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My first station was a science outpost so my system has a hi-tech economy. I was bracing myself to start with a Colony setup but that didn't happen.
 
Earlier today, my Coriolis had no shipyard available. I have already built a medium T1 military settlement, a T1 orbital mining outpost and a T2 ground industrial settlement which did not change this. But an hour ago, I built a satellite plus a communications installation, when I visit now the shipyard is available, though no Universal Cartographics yet.

I presume the Shipyard is tied to the Tech Level stat, possibly with Development Level in addition but increasing Development Level by itself had no effect on the shipyard being available in my Coriolis.
 
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