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

And official Colonisation statistics from Galnet today

26,684 Claims have been made (EDDN detection about 19,000)
13,165 Systems have been colonised (EDDN detection about 11,300)
24,037 New starports and outposts have been built
14,216 Surface installations have been established
983,599,593 Units of cargo have been delivered to construction sites (at just under 500MT per week, this is over three times as fast as the fastest trade CG)
 
And official Colonisation statistics from Galnet today

26,684 Claims have been made (EDDN detection about 19,000)
13,165 Systems have been colonised (EDDN detection about 11,300)
24,037 New starports and outposts have been built
14,216 Surface installations have been established
983,599,593 Units of cargo have been delivered to construction sites (at just under 500MT per week, this is over three times as fast as the fastest trade CG)
impressive.
 
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
You are able to dictate what your economy is based on what you build. Setting up a system is not for creativity it is meant to self-sustain expansion. The notion of " I should build what I want and make it do what I want" is just a crazy thing to demand.
 
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.
In all real world applications you require the military to maintain high security.
 
You are able to dictate what your economy is based on what you build. Setting up a system is not for creativity it is meant to self-sustain expansion. The notion of " I should build what I want and make it do what I want" is just a crazy thing to demand.
That would be all fine and dandy if you could place your primary station where you wanted. If its placed in orbit of a non-landable planet with non-landables nearby then what? Should we be left with a primary station that sells nothing? Mine is 400KLy away from any landable, am I now stuck with a T3 primary that's as good as an outpost?
 
That would be all fine and dandy if you could place your primary station where you wanted. If its placed in orbit of a non-landable planet with non-landables nearby then what? Should we be left with a primary station that sells nothing? Mine is 400KLy away from any landable, am I now stuck with a T3 primary that's as good as an outpost?

To me this just tells me that the best way to go about it is check the system map to see where your first station will be, and if it's in a crappy spot that can't really support the economy you want (Say, it's in a planet with 1 surface slot and nothing else), then just build it as an outpost.

It's gonna be your "first station" but you can then build your "primary" one elsewhere. In this case "primary" meaning the big one you care about the most. The outpost will probably still be the primary station as far as BGS goes but if what you care about is the supply of commodities then it shouldn't be a problem.

Bonus points about outposts is that you can (generally) choose an economy for it.
 
Someone make it make sense, why is the system I'm working on still a Colony when it has 2 agri bases and 3 agri installations? Is the rumor that these things need to be within a certain LY radius to the station true? (since my Orbis is still not selling anything on the commodity market apart from scrap and biowaste)
If you're more than 1 LY away, you're probably not in the same system :D
 
To me this just tells me that the best way to go about it is check the system map to see where your first station will be, and if it's in a crappy spot that can't really support the economy you want (Say, it's in a planet with 1 surface slot and nothing else), then just build it as an outpost.

It's gonna be your "first station" but you can then build your "primary" one elsewhere. In this case "primary" meaning the big one you care about the most. The outpost will probably still be the primary station as far as BGS goes but if what you care about is the supply of commodities then it shouldn't be a problem.

Bonus points about outposts is that you can (generally) choose an economy for it.
Wish I knew this day 1 lol, it was the rush to grab the system before anyone else did and didn't know how to check where the primary station would go.
 
That would be all fine and dandy if you could place your primary station where you wanted. If its placed in orbit of a non-landable planet with non-landables nearby then what? Should we be left with a primary station that sells nothing? Mine is 400KLy away from any landable, am I now stuck with a T3 primary that's as good as an outpost?
I thought we could place the primary, at least in some systems? My first system had one massive planet, with 5 or 6 orbital slots (3 around the planet, 2 or 3 between the planet and the star) and it let me select where to put the Outpost.
 
My Coriolis is orbiting a planet with 2 medium agricultural settlements (and a space farm elsewhere in the system), and is currently a Colony/Agricultural economy.
I'm hoping one more agri settlement on the planet will flip the station to full agricultural and swap the interior, but I've got room for up to 5 if necessary. We shall see!
 
I thought we could place the primary, at least in some systems? My first system had one massive planet, with 5 or 6 orbital slots (3 around the planet, 2 or 3 between the planet and the star) and it let me select where to put the Outpost.
First time i hear this. How?
 
I thought we could place the primary, at least in some systems? My first system had one massive planet, with 5 or 6 orbital slots (3 around the planet, 2 or 3 between the planet and the star) and it let me select where to put the Outpost.
No one that I know of was able to place their first station by hand, aka the primary station, it was always placed by the game without input from us.
 
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I enjoy the people deep in the weeds of this system finding so much of it doesn't work as described or how any reasonable person might assume based on the information we're given, and then the folks who haven't been in the trenches hauling for dozens of hours who simply read the manual and confidently declare how the system works and dish out confident expert advice based on no real first hand experience.

I've been told so many times that everyone complaining about the lack of refineries is just impatient and didn't real the manual, you simply need a civilian colony placed on or in orbit of the same body with refinery hubs, that will influence the economy and give you your refinery market. Easy, just read the manual! Have they done it themselves? Well no... but if you simply read the codex it explains the system! This is what we're all so confused and upset about, nothing works like the manual states! We have no idea if we're wasting our time trying to puzzle out a totally broken system or not.
 
Hello all, been lurking here trying to put what I've learned into practice.
I wanted to finish a few more constructions before weekly reset but couldn't find the time. So here is my system income, stats, and map as of the today:


1741894675241.png

1741894648574.png


1741885708407.png

The unbuilt facilities on A 5 A are a surface civilian outpost and a second refinery hub.

For comparison sake I have two friends I've been building with nearby who have systems of similar stats of development who's systems I'll share below.

Friend A:

1741895273204.png

1741895315707.png

1741895371646.png


Friend B (ignore Hydrae Sector):

1741895411940.png

1741895488732.png

1741895530122.png



My main focuses for comparison are on system score and stat levels. We seem pretty confident that payout is determined by system score (modified by happiness) and I've seen suggestions that system score is tied to the system stats. But comparing our three systems makes me think there is more going on under the surface. Friend A and myself each have a score of 10 but Friend A made marginally more than me. If we look at our stats this is even more confusing. Combining Tech Level, Wealth, and Development Level (as I've seen some people suggest) she totals at 18 while I have 20. Perhaps the difference lies in either Development Level which her hers is slight her at 10 to 8, or the difference in Standard of Living / Security is being reflected as I sit at -3 and -2 respectively to her 0 and 1. Friend B on the other hand has a system score of 11 and made noticeably more. He has a combined Tech, Wealth, and Development stat line of 21.

There is also the question of what we built. I started with a Civilian Outpost while both my friends built Industrial. I think this might be playing a role as they both have Industrial primary economies while mine is still primarily a Colony economy type. I think its safe to say Industrial economies are more valuable than Colony, hence perhaps why Friend A's system is worth more than mine despite having the same system score.

That's my preliminary observations at least. I'll finish my surface civilian outpost in the next day and maybe even have the second refinery done before next week's reset so we'll see what that does. I'm really hoping to kick the Colony economy on it and start local production of CMMs. I'm also curious to see the effect of population. Mine should have a much higher population than the other two by next week based on our build queues.

Hope this information proves valuable to someone.
 
What about population?
The population for each system is listed on the screenshot of the system map (along with economy types). Its actually something I noticed after posting, but its the lowest pop system (7,500) that has the higher score at 11 while the other two (8,200 and 8,300) have a score of 10 and thus make less. A difference of less than 1000 people though isn't a huge margin in the grand scheme of things so I don't know how much we can take from it other than population probably isn't as heavily weighted in determining score as other factors probably are. What those factors are though I'm still not sure.
 
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.
Parsing this shows of the established systems with pops:
1,065 have > 15k pops
111 have > 50k pops
45 (minus two, the cheater systems got wiped) have > 100k pops
Only one system has > 200k pops that hasn't been wiped: HIP 50653!
 
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I was probably more impressed than I should have been. But today I docked into a station only to see my startup station appear in the Consumed By: section 16LY away. Put a smile on my face.

I wouldn't be that surprised if having a few of these trade links (in-system and to other systems) turned out to be key in growing the markets, and maybe also if in-system links to extraction markets might help swing suitable colony markets to refinery (e.g.). That would be nice IMO.
 
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