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

Minor note: delivery of commodities to construction sites does not appear to affect influence (though it does give you plenty of reputation with the building faction).

So if you're wanting to swap system ownership later, you don't need to hold off on constructions in the meantime.
 
System population seems to grow every day.
the types of buildings change the economy type
mine is listed as Industrial/colony (industrial outpost seed+colony hub settlement)
 
I've been thinking about the economy influence thing a lot since that's going to be important to get right when building your system the way you want it.

The general indication is that something that has an "economy influence" affects the system economy and the secondary economy of individual stations in a different way and that's got to be any of:
  • same planet / orbit only
  • same planet orbit with a fraction to all other economies
  • some physical radius (so something around a moon of a gas giant could affect a station around another moon of the same gas giant
  • a graph approach with tree traversal where the economy effect flows and divides every branch (100% on same planet, 50% binary moon, 25% on gas giant both orbit, 12,5% on binary of that gas giant itself, even lower on the primary star and other planets etc)
  • the order you build the economy effect buildings determines what you end up with.
I guess this needs to be checked in a system with one of those 300kLs stars by building 1-2 economy effectors far away and seeing if you can get it to affect anything around the main star and if a smaller economy effector closer will neuter it more easier than if the economy effectors were closer.

The physical radius and graph approaches seem too complicated to me and would create too many edge cases to make sense from a coding standpoint, but these would also result in the most interesting game systems to figure out and play around with when fine-tuning systems

A lot of this could be easily and quickly ruled out by looking at existing colonized systems and what people ended up with.
 
After you have built your first station the needed materials should decrease for the next one and so on to encourage players to fully populate their system, otherwise we are not going to see too many finished systems. just a load of systems with one outpost.
Naaah....

Material costs are fine. If a small group can build an Orbis in a week 49k Ls away, but it causes quite some pain, it is exactly right.
 
Minor note: delivery of commodities to construction sites does not appear to affect influence (though it does give you plenty of reputation with the building faction).

So if you're wanting to swap system ownership later, you don't need to hold off on constructions in the meantime.
Does delivery to completed outposts work? The markets become active immediately
 
Does delivery to completed outposts work? The markets become active immediately
Yes, we made Bust and Investment states, too (in different locations ofc).
Universal Cartographics service is also working on Scientific Outposts.
Some stations (its faction-dependable) has working Blackmarkets, and useful to decrease controller infs.
And to gain a Civil Liberty is the easiest, through Contacts.
 
They do, I have bought and sold to mine.
Nice!


Yes, we made Bust and Investment states, too (in different locations ofc).
Universal Cartographics service is also working on Scientific Outposts.
Some stations (its faction-dependable) has working Blackmarkets, and useful to decrease controller infs.
And to gain a Civil Liberty is the easiest, through Contacts.

Great! Yeah the economy sliders seem to be just right smack in the middle of everything, just touch them a bit and they'll get good states. Wonder if the states factor into anything new for colonization
 
Security structures influences system security status ... in my case it moved from anarchy to low security. Is built initial commercial depot (potentially -1 sec), farm (no sec affected) and last is relay (+1 sec). Further will be another security affecting structure (either surface or space). This will allow further constructions without fear to put local environment into anarchy (which may some consider as desired state) :)
That's interesting. I have only built a Commercial Outpost so far with 4000 population. Now working on a Civilian Outpost but only 13% completed. But today I noticed my system went from Anarchy to Low Sec. Despite the Commercial station having a -1 sec impact.
 
That's interesting. I have only built a Commercial Outpost so far with 4000 population. Now working on a Civilian Outpost but only 13% completed. But today I noticed my system went from Anarchy to Low Sec. Despite the Commercial station having a -1 sec impact.
If the government of the controlling faction isn't Anarchy, you can't get any worse than Low Security (conversely, if the controlling faction is an Anarchy, you can't get any other security level)

So you start at Anarchy as the default for an unpopulated system, then you establish the initial Commercial Outpost, which brings in a controlling faction and population and "promotes" it to Low.
 
So as far as population goes, people keep saying it goes up per tick. But in my experience the population increasing has always coincided with the creation of a new asset. A previous comment of mine contradicts this but it seems plausible it just took several hours for the population to increase after having finished another asset that I initially thought simply didn't give population. Eg number of times population increased: 4. Number of assets = 4.
 
After building a scientific orbital outpost and a comms station population changed from 100k to 109.900.

I also noted, after building a scientific outpost and a comms link, an increase in the demands at the Orbis of type colony. This happened immediately after finishing the other stations.

There also were, however, some goods delivered to the colony. Mainly for RP reasons. Don't think it changes anything (mainly because it never did before).
 
Sry 4 doublepost, but different question:
Has anyone been able to start a Coriolis or Orbis of another type than "colony"?
 
So as far as population goes, people keep saying it goes up per tick. But in my experience the population increasing has always coincided with the creation of a new asset. A previous comment of mine contradicts this but it seems plausible it just took several hours for the population to increase after having finished another asset that I initially thought simply didn't give population. Eg number of times population increased: 4. Number of assets = 4.
This fits my experience - my population was static at 5500 all week after the initial settlement, with 1 asset complete and 1 under construction.

It'll be interesting to see if it's gone up this morning.
 
This is what I got for the 90k pop Ocellus with nothing else built in the system.
Screenshot from 2025-03-06 14-37-24.png
 
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