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

My factions have been happy whenever I look at them over the last 2 weeks (I remember being surprised as security rating s bad in my systems - though I don't have negative security states). Good to know they can change though I guess 🤷‍♀️
 
Any sources of Standard of living or development levels in those systems? It sure does start to seem like not giving a colonisation manual and leaving us to figure out stuff was cover for a super shallow system, which seems on par with the game design of the rest of the system.
My systems are (going to be) more thematic than anything... so I've got a focus on Security atm, which might be contributing to the score as I have High Security?
 
My system is +13 wealth +11 tech +16 development = +40 score
+6 standard +6 sec (high security)

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The other system only has score 3 with military outpost (+2 security +1 initial pop)
So it should have score 0 but it has some base score 3 or something who knows.
 
My system is +13 wealth +11 tech +16 development = +40 score
+6 standard +6 sec (high security)

View attachment 420938
The other system only has score 3 with military outpost (+2 security +1 initial pop)
So it should have score 0 but it has some base score 3 or something who knows.
mmm
i have +8 security in my sistem and still Med Security...
 
My system is +13 wealth +11 tech +16 development = +40 score
+6 standard +6 sec (high security)

View attachment 420938
The other system only has score 3 with military outpost (+2 security +1 initial pop)
So it should have score 0 but it has some base score 3 or something who knows.
Mine has a score of 55, High Sec, 510,807 payout, not sure what the distribution of wealth, development and tech is however. But happiness is still 0% which is really strange. You'd think with High Sec and a score of 55 you'd at least get 10%
 
One possibility which would be consistent with what's been shown so far is that Happiness is the BGS happiness score (averaged over the week? weighted by controllers of different assets?) with Happy = 0, Elated = 1, Discontented = -1 which is generated (opaquely) from the BGS states which are active but tends to be "positive-sounding states are good".

So your score reflects what you've built over time, and your Happiness reflects what's going on now. If you manage to build a system which attracts enough player activity to keep it consistently in Boom+Civil Liberty - and the bigger it gets, the more activity you need - you can improve your payout.
 
That's kinda interesting because you can hurt other players bottom line by messing up their BGS. The actual credits will be insignificant but people got upset by others delivering 1 ton of cargo to their station constructions...
 
Localized economic effects within systems is clearly making setting up an economy type for a system way too difficult and is destroying any creativity when setting up a system.

We shouldn't go along with this. We should push Frontier to allow us to assign which Starport out settlements and installations direct their economic output into.
More details on this post Feedback thread
 
Localized economic effects within systems is clearly making setting up an economy type for a system way too difficult and is destroying any creativity when setting up a system.
This works both ways, though (and we don't, yet, know for certain how it works at all: maybe the effects are stronger for nearer stations, but still apply somewhat anywhere in the system).

I might want a high security tourism system. But +security and +tourism are on different building types, and a lot of the +security ones also have +military. If I can choose to separate those out in the system so that my tourist stations don't also get a fraction military economy ("Come see our fine curfews!") that gives more flexibility than having a single economy type apply to the entire system.
 
Hold on, so what i am understanding is:
Every stat contributes +1 towards the system score.
Every score point, provided it has been around for the entire week, provides 10k creds +- a handful of creds, probably due to how the time in the system thing is managed.

Is that really all there is to the colonisation payout? No "depth" to discover? No complex mechanisms? Just +10k creds per week for each stat?


Damnit i really thought fdev was turning around with pp2 and the engineering rework. Is this all they could put out?
 
Every stat contributes +1 towards the system score.
Maybe. The totals don't seem to quite add up for what's been quoted so far. And it'd make the Pirate-themed items a terrible choice if so (admittedly, that would be Standard Frontier Practice) since the outpost is +0 and the installation is -1 in terms of net slider positions.

Needs more data. (And then there's Happiness on top of that, which really needs more data from people who've managed to get a non-zero score)

No "depth" to discover? No complex mechanisms?
If you think you understand in full everything that's going on with system building and the properties you're doing better than I am.

(That said, I don't expect complex mechanisms. Frontier's systems are generally fairly simple once you know how they work, which is not the same as them being easy to figure out without being told)
 
I took a quick peek at my system this morning for the stats and weekly income numbers:
This week - Completed builds: 5 Population: 6,800 Score: 13 Income: 130k
Last week - Completed builds: 2 (primary outpost and one installation) Population: ~5,000 Score: 5 Income: 26k (I was off a little in previous posts)

So this week the 10k per score point holds up but last week it didn't. Maybe things have been adjusted or stabilized a little since last week?

I also wonder how score is calculated. Many people are seeing it be the sum of the various sliders in their system. Mine doesn't add up that way. My completed constructions (based on tracking myself what I built) as of last night give:

Initial Pop: 0 Pop: 0 Security: 8 Tech: 0 Wealth: 5 Living: 11 Development: 4

I bet there's some complex formula mixing these sliders, population, and when things were completed in the weekly cycle that go into it. Heck it might even have wildcards like where in the galaxy the system is located or proximity to other populated systems and/or how developed those systems are if they are colonized vs existing.

I know they like their formulas because in another thread I found talking about flight speeds and acceleration in system one of the developers commented about some semi-heavy physics calculations they do related to light speed, mass, distance, and logarithms (base 2 I believe). If they put that in various parts of the game they probably did a similarly complex thing here too. Maybe...

Edited to add: my happiness was 0% both weeks.
 
I don't think we've doubled inhabited (>0 population) yet, but we're definitely over +50%. Very slightly behind double on (>0 factions) as a definition and probably ahead once missed items are discovered - though of course a lot of those might drop again soon as the claim expires.


I can put one together - any particular fields you want?

If you want to build your own by replaying the EDDN archive:
- look for FSDJump, Location, and whatever the CarrierJump event is called
- these will all give you the population and faction count of systems
- population > 0 = colonised ; population = 0, faction count > 0 = claimed (or Detention Centre [1], but you can check the controlling faction for those)
The most useful thing would probably be just the list of colonized systems, along with maybe those population and faction count numbers. Or, alternately, if you have a list of systems that were populated immediately before Trailblazers dropped. I can parse EDDN data all day and/or join with other data sources but none of the archive sites I'm aware of has historical populated systems files so I'm stuck building the filter to quickly see which systems are new.
 
This works both ways, though (and we don't, yet, know for certain how it works at all: maybe the effects are stronger for nearer stations, but still apply somewhat anywhere in the system).

I might want a high security tourism system. But +security and +tourism are on different building types, and a lot of the +security ones also have +military. If I can choose to separate those out in the system so that my tourist stations don't also get a fraction military economy ("Come see our fine curfews!") that gives more flexibility than having a single economy type apply to the entire system.
Frontier seems to have made it very hard to increase security in a system without increasing Military economy. If they were to go with my assigning of economic output, then you could direct all the outputs you don't want into an outpost somewhere.

I think that there have been enough posts on this thread that have proven that any localization of economic outputs is a serious problem.
 
I found two Orbis that have an economy. Both orbit around planets/moons with multiple settlements. One has 3 settlements, the other 5. One is Tourism/Extraction and the other is purely extraction.

The market of the Tourism/Extraction station is weird. Very wide array of goods listed but the majority are buy orders (except for minerals). Conceptually, I could drive a T9 over there filled to the brim with goods and sell them but the demand is pretty low. The station's stock of minerals isn't great either.
 
The most useful thing would probably be just the list of colonized systems, along with maybe those population and faction count numbers. Or, alternately, if you have a list of systems that were populated immediately before Trailblazers dropped. I can parse EDDN data all day and/or join with other data sources but none of the archive sites I'm aware of has historical populated systems files so I'm stuck building the filter to quickly see which systems are new.
Here: https://heatmap.sotl.org.uk/systems.txt
(Population and faction fields weren't added until slightly after the colonisation release so systems not updated this month are blank faction or a default 1 population for pre-colonisation systems - you'll need to fill the gaps in those from either an EDDN replay or some other source; created_at is when it was added to the database so the precise values for pre-colonisation systems are likely arbitrary but you can certainly tell the difference between "before" and "after")

The dataset is systems within 500 LY of Sol only, but you can assume for now any system further out than that is pre-colonisation.
 
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