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

Has anybody managed to flip the "colony" economy to something else, or is everyone getting some variation of colony/whatever?
As of just now I have entirely kicked my Colony economy, I am now Refinery primary, High Tech secondary. 60% Refinery/40% High Tech. So that's official confirmation you can shape the Colony economies into anything else.
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Confirming that Tech Level contributes to your station facilities. 6+ needed to unlock the Shipyard, 8 is NOT enough to unlock the universal cartographics. Tech Level is applied immediately to your system, no need to wait until Thursday.
How do you even see the Tech Level?
 
Confirming that Tech Level contributes to your station facilities. 6+ needed to unlock the Shipyard, 8 is NOT enough to unlock the universal cartographics. Tech Level is applied immediately to your system, no need to wait until Thursday.
Thanks for the information.

If this is true, and I suspect you are correct unless other factors can change it too like development level, then I'll have to rethink my system design. Some other people mentioned they have always had a shipyard but perhaps they began with the big Tier 3 station which looks like is a tech level 6. I want to use my main station to store my fleet so a shipyard will be essential but I didn't want to spend time on the Tier 3 station since I'm a solo player with no carrier.
 
As of just now I have entirely kicked my Colony economy, I am now Refinery primary, High Tech secondary. 60% Refinery/40% High Tech. So that's official confirmation you can shape the Colony economies into anything else.
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Nice. Thank you guys for these kinds of tests, they're really valuable.

Now I suppose one kind of test that's relevant for markets would be to see if the "market population", and thus the supply of available commodities, increases with system population or only with the population of the assets in and around the body that the station orbits.

I'm curious if the markets being determined by nearby assets applies to all stations, or only Colony economies. For example can you change an "industrial outpost" into something else? Unlike the big stations, some outposts come with a predetermined economy
 
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Thanks for the information.

If this is true, and I suspect you are correct unless other factors can change it too like development level, then I'll have to rethink my system design. Some other people mentioned they have always had a shipyard but perhaps they began with the big Tier 3 station which looks like is a tech level 6. I want to use my main station to store my fleet so a shipyard will be essential but I didn't want to spend time on the Tier 3 station since I'm a solo player with no carrier.
You'll want to balance your system stats as much as possible, I think. The change only took place after I built a comm installation, which does not impact Development Level. My theory is DL impacts how your economies produce their resources, but I could be wrong. We'll see more clearly when Thursday rolls around, as DL does not impact the system immediately like Tech.
 
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You'll want to balance your system stats as much as possible, I think. The change only took place after I built a comm installation, which does not impact Development Level. My theory is DL impacts how your economies produce their resources, but I could be wrong. We'll see more clearly when Thursday rolls around, as DL does not impact the system immediately like Tech.
That's probably a good idea. I was thinking about adding tech points regardless but at a later time. I may just build them first to set the stage and think about a Tier 2 Coriolis, or even the Tier 3, later. I have a little wiggle room with 17 orbital slots so I can experiment a bit but I can't go too crazy in this system without it being a semi-useless mess.

So far I've built the starting outpost, and a mining installation (for the wealth boost) before the Thursday tick. That seemed to help the weekly incomes as I only had about 5k people but received 30k or so of income. I've since built a relay installations (to prep for security installation later) and I'm working on a farm for a living bump at the moment. My next steps after the security installation might now be tech based installations or outposts to see how that changes the system and economies along with the ability to get a shipyard.
 
Random question... not sure where else to ask though...

Does anyone know of a list of what economies consume what commodities? I can source where commodities come from easily enough, but the opposite seems to be a bit trickier to find? I have colonisation reasons for this.

 
Random question... not sure where else to ask though...

Does anyone know of a list of what economies consume what commodities? I can source where commodities come from easily enough, but the opposite seems to be a bit trickier to find? I have colonisation reasons for this.
If there's any system interplay for that, it'll be virtually through NPC trade lanes. Economies in the colonies right now don't consume other commodities so far as I can tell.
 
Thanks for the information.

If this is true, and I suspect you are correct unless other factors can change it too like development level, then I'll have to rethink my system design. Some other people mentioned they have always had a shipyard but perhaps they began with the big Tier 3 station which looks like is a tech level 6. I want to use my main station to store my fleet so a shipyard will be essential but I didn't want to spend time on the Tier 3 station since I'm a solo player with no carrier.
I just built a Coriolis and got a shipyard. Nothing else in the system yet. https://inara.cz/elite/station/701700/
 
I've got a simple uncomplicated system with several ice planets, two of them rock/ice and landable with a total of 7 possible surface construction sites. First build was a science outpost, now completed. Building an industrial outpost and here are the construction material requirements totals:

Actual : 13,719
Base (as per Ian's numbers in post # 1) : 18,473

That's 4,754 material units less or I just need to supply 74.3% of the base original number - that's not bad.
 
I just built a Coriolis and got a shipyard. Nothing else in the system yet. https://inara.cz/elite/station/701700/

So there's some invisible stat then... This will be a pain to figure out I think.
I agree, an invisible stat may be at play here making it harder to sort out. Or perhaps it was a bug and your shipyard appeared as part of some background server fix propagated out that took time to hit all the assets. That happened to my initial outpost which went past the Thursday deployment but didn't actually fully deploy. It had a commodities market I could buy stuff from but I could not sell anything. There were also other visual signs and deployment type labels but it did have missions I could take (did not exist before Thursday) so a weird mix of deployed and not. Late Friday, when I next played, it was fully deployed likely due to bug fixes.

I just finished my farm and I'm building my security station now. After thinking about it a bit and playing with options in my build spreadsheet I made I think I'll probably go ahead and build a Coriolis next. I like the look of them better anyway and prefer that aside from the material costs differences. At that point I'll have 0 tech points, 8 security, 5 wealth, 11 living, and 4 development in the system. If I get a shipyard I may take a little break for some other gameplay. If I don't I can build some tech stuff as see if it adds one in.

Either way I'll report back so others know for their own information and evaluation. It might take a small bit of time depending on how much I play during the week after finishing my security station tomorrow.
 
If there's any system interplay for that, it'll be virtually through NPC trade lanes. Economies in the colonies right now don't consume other commodities so far as I can tell.

Not sure I fully understand what you're saying here. Colony, just like other economies, has production and consumption, e.g:

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... and how Colony economies produce Biowaste and Scrap. This determines what's in supply, vs what's in demand (if it's not in demand, you'll fetch a greatly reduced price for them).

Reason I want to know is to get a better handle on what hybrid market combinations will be bad for each other, vs which ones will be good. That's why hybrid Refinery/High Tech or Refinery/Industrial often don't have CMMs/Insulating Membranes in stock, because the market consumes it itself... or possibly produces a small excess.

As an example, there's two High Tech/Refinery systems near the area I operate. One has about 200,000 Advanced Catalysers in supply, the other has around 400,000 Advanced Catalysers in demand... likewise one has scrap in supply, the other has scrap in demand... understanding those discrepancies will be useful for colony planning.
 
Can you share what you've built in system to achieve this? Are you placing refinery hubs near stations or anywhere?
I have 1 Refinery Hub and 1 High Tech Large Settlement on the planet the Coriolis here orbits

I have additional information to share as well! The facilities built on the body you are orbiting or built on seem to heavily influence your economy. As of a little bit ago, my Planetary Port in the same system now has a 50% Colony, 50% Military economy. The planet the port is built on has/had only a single Medium Military Settlement, and it still results in a Military economy, despite my system having 2 Refinery Hubs total, 1 High Tech Colony, and 1 Medium Agriculture economy located elsewhere. Local structures seem to be the most important thing by far.

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I have 1 Refinery Hub and 1 High Tech Large Settlement on the planet the Coriolis here orbits

I have additional information to share as well! The facilities built on the body you are orbiting or built on seem to heavily influence your economy. As of a little bit ago, my Planetary Port in the same system now has a 50% Colony, 50% Military economy. The planet the port is built on has/had only a single Medium Military Settlement, and it still results in a Military economy, despite my system having 2 Refinery Hubs total, 1 High Tech Colony, and 1 Medium Agriculture economy located elsewhere. Local structures seem to be the most important thing by far.

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How do you get that economy % stat?
 
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