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

Increased security has had no effect. Shipyard and cartographics disabled. Still can’t do squat here without my carrier. No products. No services. Nothing useful except CMM from one settlement. No missions at settlements. So 3 weeks work. Absolutely nothing from it. I’m running out of enthusiasm now.
 
Increased security has had no effect. Shipyard and cartographics disabled. Still can’t do squat here without my carrier. No products. No services. Nothing useful except CMM from one settlement. No missions at settlements. So 3 weeks work. Absolutely nothing from it. I’m running out of enthusiasm now.

Wait till the next Thursday tick at least. After that, if you need help then just PM me.
 
Increased security has had no effect. Shipyard and cartographics disabled. Still can’t do squat here without my carrier. No products. No services. Nothing useful except CMM from one settlement. No missions at settlements. So 3 weeks work. Absolutely nothing from it. I’m running out of enthusiasm now.
If your tech level is 6 or more, try renaming the station for free. That activated the shipyard in my case.
 
Wait till the next Thursday tick at least. After that, if you need help then just PM me.
I’ll put the system stats up. I’ll finish out my plans to get SoL positive after that I gotta do something else a while. I’m getting grumpy.

Appreciate the offer too. Thx.


ETA, this is how the planner looks right now. Working to finish the Agri Settlement to zero-out standard of living after the industrial hub mistake:
Screenshot 2025-03-21 at 12.56.34 AM.png



This is the older map.
4D has the Surface Outpost - IND
3C has the Industrial Hub because.... yeah.
3D Has the original oribital outpost - Criminal / Service + 2 IND and 1 AGRI settlement 50% completed
2A has orbital mining installation + 2 IND settlements
4B has MIL settlement
6 has the Comms Station
Considering The Space Farm at 4A


pegasi-sys-1.png
 
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It's certainly true that "Initial Population = 0" doesn't mean "no population at all", because four of the six T1 orbital outposts have that, and yet systems created with them get a non-zero population, if a smaller one than systems created using the other options.

All of the other things without a population bar on the build have so far given much smaller population rises than the 5000ish for one of those T1 orbitals, so that seems consistent at least.
Yes. I am pretty sure that those chevrons probably aren't "1" and "2", but maybe 0.8 and 1.6.

Coriolis is 1 and gives around 15k pop. Orbis is 5 and gives 100k. Ocellus is 5 and gives 90k. Outpost is 0 and gives 9k. So what is "1"? Probably around 20k. If you have 9k on an Outpost, that'd be 0.45, or "0" rounded down.

So either a Satellite does give initial pop. Then the value is so low that FD decided to not show it.
Or it does not give initial pop. And the information in the client is correct, and it affects population in an indirect way. By giving some bonus leading to higher pop values in recalculation.

The two values "min pop increase" and "max pop increase" imho point to some base value + modification system. So "1" might be 20k in a new system, but 40k in an developed system. Because population = basevalue * modifier. So with all the <"min pop increase" is not NULL> buildings you increase the base population and with all the others you increase the modifier.

Just a theory. Imho to build a 1bn people system, some exponential pop function would be necessary. Otherwise you'd just had to stack base values on top of each other and - due to the limited amount of large stations and building slots - would necessarily end up somewhere in the 1-2 mio population range, when you have like 60 building slots.
 
Some peeps are going to have a bad time if they built first Orbis in such a position.
That's me. :)

1742543056355.png


That's why i pretty much abandoned the hope to change it into something else and do other systems and stuff.

Short update on the market though. From my previous post on March 16th ( https://forums.frontier.co.uk/threa...hat-all-these-numbers-do.634214/post-10577759 ) demand has climbed further. Don't know whether it has topped yet, too lazy to check it daily because i do other things.

The Grain demand in Victoria Wolf Labs is now at 22k tons. So it appears that you can build pretty decent systems without too much effort (if you dont count the Orbis ;-) ).

See system configuration below.

1742543483596.png

1742543287593.png

1742543563650.png
 
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Coriolis is 1 and gives around 15k pop. Orbis is 5 and gives 100k. Ocellus is 5 and gives 90k. Outpost is 0 and gives 9k. So what is "1"? Probably around 20k. If you have 9k on an Outpost, that'd be 0.45, or "0" rounded down.
A Civilian planetary outpost gave me 18k, which fits reasonably well with that.

Just a theory. Imho to build a 1bn people system, some exponential pop function would be necessary. Otherwise you'd just had to stack base values on top of each other and - due to the limited amount of large stations and building slots - would necessarily end up somewhere in the 1-2 mio population range, when you have like 60 building slots.
Yes. It presumably has to be the case too that the "Maximum population" modifier is on a different scale to the "Initial population" one, since every station grants equal or less Max than it does Initial - by quite a margin in the case of the Ocellus/Orbis.
 
Some strange behaviour perhaps associated with fully operational Coriolis stations still showing as being udner construction. When selecting them as a navigational target, both in SC and in Newtonian space, they appear on the radar as a planet (plus it reads out the planet characteristic, e.g. "icy body".

1742548728085.png


It's meant to look like this:
1742549480277.png
 
Increased security has had no effect. Shipyard and cartographics disabled. Still can’t do squat here without my carrier. No products. No services. Nothing useful except CMM from one settlement. No missions at settlements. So 3 weeks work. Absolutely nothing from it. I’m running out of enthusiasm now.
FD is victim of it's own success. Last Thursday update was very, very incomplete. We are currently operating in a system that finished an outpost last weekend. It is not operational. As is the Coriolis we finished like an hour before the servers went offline for the weekly maintenance.
 
You have another orbital slot near the sun. Another T1 orbital structure could be built - an outpost or installation.

View attachment 422223
Actually it's this system I was on about (it does have one more slot though):
Core Sys Sector WU-P A5-1
The population could presumably go a bit higher (5000 current plus however much one more facility adds) but then stop dead.

1742551821370.png
 
Actually it's this system I was on about (it does have one more slot though):
Core Sys Sector WU-P A5-1
The population could presumably go a bit higher (5000 current plus however much one more facility adds) but then stop dead.

Yes, it's really a jumping-off system to something better.
 
The T1 outposts seem to be +/-10% within the same type so if the baseline for a T3 orbital is 100k then individual ones being 90-110k would be normal.
 
The T1 outposts seem to be +/-10% within the same type so if the baseline for a T3 orbital is 100k then individual ones being 90-110k would be normal.
Yeah, my theory was/is that it was star type dependent, but another possibility is that systems just have inherit stats for wealth, security, tech level etc that we can't see, because we can't see overall system stats anywhere.

This could be debunked or confirmed by looking at multiple different systems with just an outpost (of the same type) and a faction with the same ethos and trying to see if the bar sizes or markets are noticeably different.
 
The Earthlike system still has a population of 0, I've completed a Military Outpost (first station) and a ground settlement (small extraction), through the latter only appears as a Construction Site despite relogging and supercruising repeatedly (but shows as 100% complete on its progress bar with no outstanding commodities).

So will probably have to wait several weeks of ticks to see a population above zero, if that even works.
 
Show a map. Mine looks like this:
View attachment 420920
Built a Refinery hub on the moon. Am now waiting for this "Remove construction" button to remove the scientific surface port being built on the moon. Have one additional slot around the same body as the Orbis and will stop doing any further buildup until the situation with influencing economies will become clearer. Have 3 slots around the main star and will build a Coriolis there, and hopefully switch that one to High Tech with 2 hightech satellites.

Edit: We also do not know so far whether there are
  • system wide economy influences
  • different necessary economy influences for different colony types, which are
    • Tier 1 Outposts (commercial, civilian, criminal)
    • Tier 1 planetary ports (civilian)
    • Tier 2 stations (Coriolis)
    • Tier 3 stations (Orbis, Ocellus)
    • Tier 3 starport
  • any distance factor
  • whether economy is fluid or fixed once defined
  • whether the stats of the system (Standard of Living, Wealth, Development) play any role.
Edit2: Here are two examples for systems that managed to switch their economy state with a Coriolis:
https://inara.cz/elite/starsystem/81460/ - Extraction/Agriculture
https://inara.cz/elite/starsystem/59859/ - Extraction/Refinery

Edit3: As assumed, they have Coriolis + settlements + installations all around the same body (assumed by the same distance from the star)
My system shows as industry/colony. Until now, we didn't know how things work so its not like I was able to plan. I have an industry planet port. Nothing else on the same planet. I have observed it builds 3 things. Those 3 things have changed, however, as I have been putting things on other planets. SO there MIGHT be some sort of system influence or the industry ports just randomly swap what it makes or bug.
 
Increased security has had no effect. Shipyard and cartographics disabled. Still can’t do squat here without my carrier. No products. No services. Nothing useful except CMM from one settlement. No missions at settlements. So 3 weeks work. Absolutely nothing from it. I’m running out of enthusiasm now.
It took a few days for my system to go to medium security when I finished the security facility. The beacon is still compromised, though.
 
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