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

That sounds like a potential bug... I've replicated the bit I mentioned before with my own Coriolis today.
Another data point is the Lyonesse system. It's been up over a week, has a power and intersteller contact, but no shipyard. I had built another coriolis station to test what I could build to add one, but Core Sys Sector QD-T A3-2 also came with a shipyard. I haven't tried renaming yet, how many times can you rename it?

I'm wondering with the stations where renaming it brought the shipyard online, was the shipyard already listed as an offline station service?
 
Yes, but well, unless someone actually DOES haul 300k tons, the bugs will not be found.
I am happy that this is an acknowledged bug now, since it gives me hope regarding my Orbis.

Apart from that i have just abandoned my latest claim, if only because there is no shortage at all of absolute prime real estate. No need to colonize anything less than exceptional. Unless it is purely for testing purposes. But I do not have that much time to do so.
PP2 still have a fairly big load of "acknowledged" bug still not fixed (and even more added since Trailblazer), add on top that the 2 patch for Trailblazer are frankly extremely light on issue fixed, I seriously start to think that FDev should outright pause the developement of the next major update and give a full focus on bug fixing, we gonna need a new September 2019 community call, like really. Source: https://www.reddit.com/r/EliteDangerous/comments/dbbxeb/community_requests_to_frontier_developments/
 
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PP2 still have a fairly big load of "acknowledged" bug still not fixed (and even more added since Trailblazer), add on top that the 2 patch for Trailblazer are frankly extremely light on issue fixed, I seriously start to think that FDev should outright pause the developement of the next major update and give a full focus on bug fixing, we gonna need a new September 2019 community call, like really. Source: https://www.reddit.com/r/EliteDangerous/comments/dbbxeb/community_requests_to_frontier_developments/
Completely halting feature development to focus solely on bug fixes is rarely effective in large-scale software projects. Development and maintenance teams have distinct roles; stopping one doesn't boost the other. A better approach involves optimizing workflow, enhancing communication, and balancing bug fixes with ongoing innovation to maintain product vitality.
 
After adding a Coriolis Stn orbiting the sun (before thursday tick):
  • The Coriolis immediately got shipyard, outfitting, livery and crew lounge. Univ Cartographics is unavailable.
  • The Coriolis is not rotating. It also has some cosmetic scaffolding inside it.
  • The Coriolis market has only hydrogen fuel(26) and biowaste(36).
  • The Coriolis shipyard has 7 types of ships for sale.
  • The Coriolis crew lounge has 3 NPC available for hire.
  • The Coriolis Market Economy in the system map is "Colony". Market info says it is unavailable, that it is "invalid or I havn't docked".
  • My pop increased from 35,000(approx) to 41,140 (but I also added a security stn. Maybe thursday tick is req'd)
  • My system changed from HighTech/Colony to Colony/HighTech
  • I expected my system to be HighTech/Industrial.
  • I have not yet added any hubs. I will add them after thursday tick.
  • The only facility with a reasonably useful market is the Orbital Science Outpost Voro Labs on Planet 4. It was my original primary facility.

Adding up the overall stats from the spreadsheet I have:
Sec - 10
Tech -32
Wealth - 9
SoL - 18
Dev - 20

Here is my system summary spreadsheet
Colony Summary.png
 
Completely halting feature development to focus solely on bug fixes is rarely effective in large-scale software projects. Development and maintenance teams have distinct roles; stopping one doesn't boost the other. A better approach involves optimizing workflow, enhancing communication, and balancing bug fixes with ongoing innovation to maintain product vitality.
I dunno the "how to", thing is they "have to", the ratio of bug added / bug fixed clearly leans to an unfavorable side.
 
After adding a Coriolis Stn orbiting the sun (before thursday tick):
  • The Coriolis immediately got shipyard, outfitting, livery and crew lounge. Univ Cartographics is unavailable.
  • The Coriolis is not rotating. It also has some cosmetic scaffolding inside it.
  • The Coriolis market has only hydrogen fuel(26) and biowaste(36).
  • The Coriolis shipyard has 7 types of ships for sale.
  • The Coriolis crew lounge has 3 NPC available for hire.
  • The Coriolis Market Economy in the system map is "Colony". Market info says it is unavailable, that it is "invalid or I havn't docked".
  • My pop increased from 35,000(approx) to 41,140 (but I also added a security stn. Maybe thursday tick is req'd)
  • My system changed from HighTech/Colony to Colony/HighTech
  • I expected my system to be HighTech/Industrial.
  • I have not yet added any hubs. I will add them after thursday tick.
  • The only facility with a reasonably useful market is the Orbital Science Outpost Voro Labs on Planet 4. It was my original primary facility.

Adding up the overall stats from the spreadsheet I have:
Sec - 10
Tech -32
Wealth - 9
SoL - 18
Dev - 20

Here is my system summary spreadsheet
I suspect the planetary port on the fourth planet is correctly switched to high tech, right? This is how it works: in orbit around the star, you have the Coriolis station and nothing else. This means there's nothing changing the economy of that port. The system is High Tech/Colony or Colony/High Tech, because the ports with the most population are those. The system's economy is an indicator of what's there, not a feature that modifies the ports' economy.

EDIT: I saw that it's already built as scientific. The point remains the same, though, that Coriolis has nothing that allows it to change the economy.
 
I dunno the "how to", thing is they "have to", the ratio of bug added / bug fixed clearly leans to an unfavorable side.
I understand the frustration with new bugs, but the game is still playable, and developers are working on fixes. Halting development wouldn't magically solve existing issues, especially those related to long-planned, hard to balance and complex features. Instead, we could focus on providing detailed bug feedback and advocating for a balanced development process that includes both fixes and new features.
 
  • The Coriolis is not rotating. It also has some cosmetic scaffolding inside it.
This will change after the Thursday tick. As will the "under development" text on the landing pads.
  • The Coriolis market has only hydrogen fuel(26) and biowaste(36).
This will only change once you switch economy.
  • My pop increased from 35,000(approx) to 41,140 (but I also added a security stn. Maybe thursday tick is req'd)
Seems low. Should be +15k.
  • My system changed from HighTech/Colony to Colony/HighTech
As expected with the large colony station.
  • The only facility with a reasonably useful market is the Orbital Science Outpost Voro Labs on Planet 4. It was my original primary facility.
Current consensus is that you need station + 3 economy influence buildings in the "local area" - which consists of "body + orbit around body" - to change the economy type.
 
The point remains the same, though, that Coriolis has nothing that allows it to change the economy.
Yep, as I expected. My understanding from other people's posts is that this particular Coriolis will either (a) have a sucky market forever or (b) develop a market after I build planetary hubs. I want to see if it is possible for a Coriolis orbiting the sun can develop a market. I intentionally built this Coriolis to see what happens.

The system is High Tech/Colony or Colony/High Tech, because the ports with the most population are those.
My System Port Economies:
  • Coriolis = Colony
  • Planet 1 Commercial Orbital = Colony
  • Planet 4 Science Orbital = High Tech
  • Planet 4 Science Surface Port = High Tech

If the overall system economy is only based on 'ports', ignoring settlements and installations your statement looks correct. Prior to building the Coriolis the system was HighTech/Colony. But after Coriolis it switched to Colony/HighTech.
 
If the overall system economy is only based on 'ports', ignoring settlements and installations your statement looks correct.
It's not so much that it ignores them, as that their contribution is really small and generally not significant unless you have a lot of them.

System economy is the two largest components of the weighted sum of all station economies. So, say you have:
- a Coriolis, economy size 15,000, Colony
- an Outpost, economy size 5,000, Industrial,
- three Settlements, economy size 1,000 each, Military
your economy type will be Colony/Industrial for the system (the Military only adds up to 3000, which is third)

If you then build an influencer nearby and the Coriolis becomes 50:50 Colony/High-Tech then that's 7500 Colony + 7500 High-Tech and you'll get a system economy of High-Tech / Colony (High-Tech wins because the influencer will also have its own small HT economy)


There are systems - especially the lower population ones - where the sum of all Odyssey settlements of a particular type is actually the most significant contributor to the system economy. You can see a lot of Agricultural systems on the fringes of the old bubble with populations < 100k like this (whereas pre-Odyssey, Agri systems tended to only be 100M+ population around an ELW or similar) because they've got tens of Agri settlements overwhelming whatever tiny Extraction/Refinery outpost they previously had was.
 
It's not so much that it ignores them, as that their contribution is really small and generally not significant unless you have a lot of them.

System economy is the two largest components of the weighted sum of all station economies. So, say you have:
- a Coriolis, economy size 15,000, Colony
- an Outpost, economy size 5,000, Industrial,
- three Settlements, economy size 1,000 each, Military
your economy type will be Colony/Industrial for the system (the Military only adds up to 3000, which is third)

If you then build an influencer nearby and the Coriolis becomes 50:50 Colony/High-Tech then that's 7500 Colony + 7500 High-Tech and you'll get a system economy of High-Tech / Colony (High-Tech wins because the influencer will also have its own small HT economy)


There are systems - especially the lower population ones - where the sum of all Odyssey settlements of a particular type is actually the most significant contributor to the system economy. You can see a lot of Agricultural systems on the fringes of the old bubble with populations < 100k like this (whereas pre-Odyssey, Agri systems tended to only be 100M+ population around an ELW or similar) because they've got tens of Agri settlements overwhelming whatever tiny Extraction/Refinery outpost they previously had was.
I can definitely say economy is not reliant on only ports, as my system had High Tech/Extraction without a port on the extraction world. However, we can easily conclude that ports carry a large amount of influence on SYSTEM economy, more than any one non-port construction.
 
System economy is the two largest components of the weighted sum of all station economies. So, say you have:
  • a Coriolis, economy size 15,000, Colony
  • an Outpost, economy size 5,000, Industrial,
  • three Settlements, economy size 1,000 each, Military
your economy type will be Colony/Industrial for the system (the Military only adds up to 3000, which is third)
Ah yes, I now see my science outpost and planetary surface port have an extra population "point", whereas my numerous settlements small, medium & large do not.

Population is key for overall system values.

Edit: Simply adding up the economic indexes of the system in a spreadsheet does not represent what you should expect for overall system values. The population of the facilities must be considered, because a single population point has significant weight.

Comparing Points and Population.png
 
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Ah yes, I now see my science outpost and planetary surface port have an extra population "point", whereas my numerous settlements small, medium & large do not.

Population is key for overall system values.

Edit: Simply adding up the economic indexes of the system in the spreadsheet does not represent what you should expect for overall system values.
Settlements do actually come with some small population numbers, but not large enough to be counted as a full "point" in terms of what FDev want to show on the colonization screen. I'm unsure if hubs do the same, however, as I've seen some folks have issues with getting hubs online without population.
 
Yup, industrial outpost got me 4500 pops or so originally if i remember right, some infraestructure late, a medium extraction settlement got me from 8300 to 8500.

Scientific outposts might be the meta main station purely out of sheer pops.
 
This also means that an Ocellus or Orbis stn placed over an extremely well developed planet is economically +4x better than a Coriolis, and well worth the 4x effort if a cmdr(s) are up for the effort.
 
This also means that an Ocellus or Orbis stn placed over an extremely well developed planet is economically +4x better than a Coriolis, and well worth the 4x effort if a cmdr(s) are up for the effort.
Of course, you can also build a T3 surface port for way more pops. Remains to be seen if pops are local or global in terms of working force.
 
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