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 

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?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.
mmmMy 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.
Where do I find that info ?OK, so it seems like 10,000 credits per point of colony score?
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Has anyone got higher than 0% happiness? Also, it seems like score updates weekly.
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%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.
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).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.
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.Every stat contributes +1 towards the system score.
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.No "depth" to discover? No complex mechanisms?
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.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)
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.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.
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.
Here: https://heatmap.sotl.org.uk/systems.txtThe 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.