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

Agreed, once a system gets established with its industry, extraction and so forth, one should think the increased resource availability would make it easier to get new projects going, not harder. I'm very curious as to the reasoning behind the apparent increased point cost.
Points aren't a cost. The points are the galactic planning rules. Take it up with the Galactic Planning Office.
 
This comment found on AXI and apparently from fdev tries to explain the increased costs

View attachment 420452
I don't see this text anywhere in-game - it's not in the codex AFAIK and I don't see it in any of the accessible tutorials (it might be in the Colonisation contact initial tutorial, but that is not available at the moment).
Is there any other increases after that?
I wanted to do a "calculator" in Excel for the stats and slots.
 
Funny thing is that you would expect costs to go down as the system is developed and established from a gameplay perspective as well as common sense. Sure, the first station costs a lot: There's noone here, you gotta import everything, start from scratch. A bit like starting a real life colony from scratch.

But once you've established a dozen outposts, settlements, installations, etc... you figure it gets easier.to add another one, rather than more expensive. Now you have thousands of people living and working here, producing and manufacturing stuff, making money, etc.

Frontier seems to think otherwise lol. Not just a "nope" but actually the complete opposite. I'm a bit baffled to be honest
The funny part, is that it could make much more sense, if it was backwards (12 T3 points before 10 things built). Not sure how much or less of a bummer that would be for other players, tho.
 
Can we stick to figuring out colonization in this thread? The news about the construction point cost is only partially of interest for making this work.

Trying t make my first station work. At the moment dont care about the third.
 
It might be nice to track not just shipyard and outfitting availability from tech level, but what ships and modules are available

That's going to be a real handful to do. The ships alone will vary depending on whether the colony is Alliance/Federal/Empire controlled.
 
It might be nice to track not just shipyard and outfitting availability from tech level, but what ships and modules are available
It's sufficiently incomprehensible on the NPC stations (and so bypassable with Jameson and more recently Stronghold Carriers) that no-one has a good model for how it works in the first place. So possibly doing it the other way round where we start with a station and then gradually raise the tech level will be more productive in figuring things out. I'll be interested to see what you find!

(Thing to watch if you do this: BGS states can also affect outfitting availability, which may imply the other stats - Wealth, for example - can also affect Outfitting contents)
 
Hi All,

I'm compiling my system stats. I have an orbital scientific structure completed already but can't get the stats for it as it no longer shows as a possible build when clicking on a vacant construction site in the architect view on the system map. I presume you can only build one of these so it's not possible to see the stats anymore. Can anyone screenshot them for me please. Thank you.
 
I'm compiling my system stats. I have an orbital scientific structure completed already but can't get the stats for it as it no longer shows as a possible build when clicking on a vacant construction site in the architect view on the system map. I presume you can only build one of these so it's not possible to see the stats anymore. Can anyone screenshot them for me please. Thank you.
Have a look at DaftMav's spreadsheet (now linked in the first post) for a summary of the properties of all construction types.
 
Hi All,

I'm compiling my system stats. I have an orbital scientific structure completed already but can't get the stats for it as it no longer shows as a possible build when clicking on a vacant construction site in the architect view on the system map. I presume you can only build one of these so it's not possible to see the stats anymore. Can anyone screenshot them for me please. Thank you.
use that tool https://cmdr-nowski.github.io/syscol_helper/ thanks to Cdr Nowski
 
OK, so at one point my system ticked into "High Security" (yay) probably after a construction finished.

tl;dr it looks like high security is hit by having bars all the way to top end, as it only kicked in once i finished the Relay, which would've given the last needed security point.

I think that's interesting because it might indicate a "maximum" so pushing other stats beyond that wouldn't provide any effect presumably? (The exception being the Population change, since that seems to be measuring the magnitude of change, rather than a value on a scale.

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Active facilities are:
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I have a single body with two refinery hubs and a single T1 colony port. The colony ground port reports that its economy is 100% Colony. In orbit there's an industrial outpost and it's economy is 115% Industry. Why the heck are my two refinery hubs seemingly doing nothing and exerting no influence?

This is everything I have in my system and the order I built it in.
 

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I have a single body with two refinery hubs and a single T1 colony port. The colony ground port reports that its economy is 100% Colony. In orbit there's an industrial outpost and it's economy is 115% Industry. Why the heck are my two refinery hubs seemingly doing nothing and exerting no influence?

This is everything I have in my system and the order I built it in.
What type of planet are the refineries on? I'd like to experiment with planet types affecting economies, but claiming is still down.
 
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