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

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.
Well, at least I'll be able to war my preferred faction into control tommorow so I'll have something else to do for a bit.
 
Aright I gotta ask about a potential fluke that happened with a building I'm unsure was accounted for before I send a ticket.
So... currently just spamming orbit installations attached to non landable planets for system attribute pumping, while checking market number changes and pop increases. I'll get to the sussed fluke after this list.

In building completion order:
_Comms, pop +1000, market numbers increase
_Relay, pop +1000, market numbers increase
_Satellite, pop +900, market numbers increase
_Government, pop +1700, market numbers increase, higher amounts compared to previous ones
_Security, pop +1400, market numbers increase, higher than previous ones but lower than Government
_AgriFarm, pop + 900, market numbers increase, supply with very small increase, but more significant on demand.

Now comes the fluke. I finish up a Mining outpost, which showed on galaxy map as idd an outpost during building process, but shows as installation once finished. On visiting its instance and targeting it, I could read Industrial Structure. (Reminder that in the build menu it does specifiy extraction economy system influence)
Pop increase did not occur, nor any changes to market.

Then I decided to finish the construction of the Medical station. Gets even more flukey.
I note down that the population increase by using the left nav panel on the ship (1st tab) as it seemed to have been the one place where it gets updated fairly fast and see a +1400, putting the system to a total of 108900. There has been no market numbers changing however.

Today I log on and check if something needed a daily tick to complete. Weirdest thing: my population actually decreased from 108900 to 108300.
No market numbers changed. Security went from Low to... High. O_O wut?

iirc, I think I remember making the Mining Outpost and the Medic Station when I was out of my architect system, whereas anything else I did formerly was always set while I was in the system. Wondering if that had a thing to do with possible weirdness that has happened. On top of it, at the time of completing the Mining Outpost, it didn't update yet and I had the case of needing to move the FC away from the same orbit for it to eventually appear.

So here are my "what if's" in mind:

_Do mining outposts not affect market numbers and pop entirely? (This is where I need some of you people that made them to tell me if you did notice changes upon constructing them or not)

_If I am not in my architect system at the time I am placing a new asset to build, does it cause it to not work properly upon completion? ((speaking pop+ and market #'s)

_If the building completion is reached and its having a little "wiggle battle" with my FC requiring me to move it, even though it eventually appears and is applied both in map and in SC, does it cause it to bork as well? (speaking pop+ and market #'s)


As a result of the last two building having questionable effects on the system mentioned above, I decided to build a second Government installation and another Security installation to see if I get the same changes like the ones I built previously or if +pop and market changes are locked.

If such is the case, then it might mean after a specific amount of space installations are complete they no longer affect those, and/or that I now need to hit certain thresholds in system's attributes (Development, SoL etc.)

The mining outpost not doing anything bummed the heck out of me because I was really wondering if an increase in the Wealth stat would improve the prices. So far that I could tell, the only market numbers that were changed were the tonnage quantities in both supply and demand.

I also decided to make this installation redundancy because once finished the system will reach the 10 constructions that will provide a discount. I'd rather see changes in values past this part should I decide to build anything specifically unmade yet in that system.
 
In building completion order:
_Comms, pop +1000, market numbers increase
_Relay, pop +1000, market numbers increase
_Satellite, pop +900, market numbers increase
_Government, pop +1700, market numbers increase, higher amounts compared to previous ones
_Security, pop +1400, market numbers increase, higher than previous ones but lower than Government
_AgriFarm, pop + 900, market numbers increase, supply with very small increase, but more significant on demand.
So, going through that build order:
Comms : 1/3/0/0/0
Relay : 1/0/0/0/1
Satellite : 0/0/1/1/1
Government : 2/0/0/6/2
Security : 8/0/0/3/2
Agri : 0/0/0/5/1
Mining : 0/0/3/-2/0
Medical : 0/3/0/5/0

All of the above EXCEPT the Mining Outpost affect stats that I believe to impact population, market stock or market options positively. It does make some sense that people may leave the system if the Standard of Living drops like that, though I guess the opposite isn't the case where higher SoL brings more population. I really wish FDev would just give us a brief rundown on how the stats work, but here we are. Basically, I don't have enough concrete information to tell you whether or not the subsequent flukes were bugs or not, but maybe FDev might give you an answer if you do make a ticket. I personally can't see any real correlation between the stats that an installation gives to the system and population, otherwise the Space Farm would have given more than the Satellite, Relay, and Comms, but it is worth noting that the Medical, Government and Security installations are Tier 2, hence the higher bonuses.
 
Last edited:
So, going through that build order:
Comms : 1/3/0/0/0
Relay : 1/0/0/0/1
Satellite : 0/0/1/1/1
Government : 2/0/0/6/2
Security : 8/0/0/3/2
Agri : 0/0/0/5/1
Mining : 0/0/3/-2/0
Medical : 0/3/0/5/0

All of the above EXCEPT the Mining Outpost affect stats that I believe to impact population, market numbers or market options positively. It does make some sense that people may leave the system if the Standard of Living drops like that, though I guess the opposite isn't the case where higher SoL brings more population. I really wish FDev would just give us a brief rundown on how the stats work, but here we are. Basically, I don't have enough concrete information to tell you whether or not the subsequent flukes were bugs or not, but maybe FDev might give you an answer if you do make a ticket. I personally can't see any real correlation between the stats that an installation gives to the system and population, otherwise the Space Farm would have given more than the Satellite, Relay, and Comms, but it is worth noting that the Medical, Government and Security installations are Tier 2, hence the higher bonuses.
Cheers. To add, my starter port is an Orbis. Current SoL is 23. Over and all the Mining Outpost didn't decrease it too badly comparatively. I guess at this point it is a humble system attribute modifier but most essentially its purpose is a prerequisite for slapping down IND hub. Still bummed that didn't provide anything to pricing as it's been the only thing so far that I have not seen change in the market tabs.

What boggles me a bit is that the Comms provided me with 0 development yet it did affect market supply/demand tonnages; wished it didn't lol, that would have been the common point with Mining Outpost and Medical to not make the market numbers change. Also bummed that the Medical's pop increase did not affect the market either. Now I'm wondering if depending on what economy begins to kick in, a system's attribute affects the market more than another, or that they specifically affect commodity categories instead of a broad modifier.
 
Cheers. To add, my starter port is an Orbis. Current SoL is 23. Over and all the Mining Outpost didn't decrease it too badly comparatively. I guess at this point it is a humble system attribute modifier but most essentially its purpose is a prerequisite for slapping down IND hub. Still bummed that didn't provide anything to pricing as it's been the only thing so far that I have not seen change in the market tabs.

What boggles me a bit is that the Comms provided me with 0 development yet it did affect market supply/demand tonnages; wished it didn't lol, that would have been the common point with Mining Outpost and Medical to not make the market numbers change. Also bummed that the Medical's pop increase did not affect the market either. Now I'm wondering if depending on what economy begins to kick in, a system's attribute affects the market more than another, or that they specifically affect commodity categories instead of a broad modifier.
Yeah, I agree with your assessment that wealth would normally have some kind of relationship with commodity pricing. We're still going at this blind, but at least we're learning some things.

Maybe I can get lucky by trying to directly ask them on X.
 
Last edited:
Hate to be the slacker asking this question but, where is this log/journal at to see events? Maybe that will help me go a little less blind with my experimental system
 
Hate to be the slacker asking this question but, where is this log/journal at to see events? Maybe that will help me go a little less blind with my experimental system
c:\users\username\Saved Games\Frontier Developments\Elite Dangerous
You can also use a program such as EDDiscovery to see journal updates as they happen using its Journal tab.
 
Update 3/21/25
Col 359 Sector CJ-R c5-27

New builds since Thursday update, none on a planet with a port:
  • 2 medium military settlements
  • 1 large research settlement
  • 1 large industrial settlement

Old Population: 31,700
New Population: 34,200
Old System Stats: -1/8/14/22/3
New System Stats: 7/18/16/22/13

Noted changes to port economies:
2x increase in Coriolis commodity supply
Wine lost from commodity market
coriolis.PNG
coriolis2.PNG
 
I haven't bothered listing progressively changes to system but I have video records of them. Been feeling weapon demand have lowered overtime. I'll check a bit later. Right now I'm gonna have to end this hauling fever to get at least one building finished today ;_;
 
The general supply increase for Insulating Membrane seems to be about 2x, which doesn't make much difference either way.

(Still some opportunity to distinguish an Elite trader from a Penniless trader who's hauled a lot of stuff, at least)
 
Current hypothesis about Development Level is that it is a flat multiplier per level to the whole system's commodity supply.
Next builds planned for today:
  • 1 Comms Installations
  • 1 Relay Installation
  • 1 Satellite
 
Last edited:
THATS GOOD NEWS!
I'm at least a little bit worried such an addition to the system would muddy the waters too much, most of our findings for building specific economy stations might become way more complicated. If we can have fine-tuned control over the market, that's one thing, but otherwise we're in for a world of more research.
 
Heads up, 2nd gov installation is finished.
I can't go in details as I'm going to FA OFF the sloppiest way possible to my bed, but there's been price changes, both positive and negative since it kicked in. This time the gov inst. gave +1400 pop instead of the former that was +1700, the market demand tonnage was highly, highly increased in the grand majority and some pricings went lower than before despite some others increasing. I will have to compare both videos to check. Maybe that mining outpost wealth kicked in only after today's tick, idk.
To make sure of this, I'm halting whatever else I planned on doing tonight for another possible tick and double check before posting.

Just as a counter argument to the overall commodity supply, the possible quirk of the variations I have witnessed is that my security went from 9 to 11, which would explain something about my onionhead demand change as the more contrasted example while the SoL and Dlvl went higher. I'm too tired to compute just mentioning the most obvious change.

Last but not least, my hydrogen supply went into the red bar demand and lower quantity value than previous with a slightly negative pricing (~10 cr) and the biowaste turned to no demand yet higher tonnage total and slightly lower positive avg (from ~200 to ~170)

I'll dive in the details and post more in depth about it tomorrow. Last one bit, the 2nd gov is much further away than the 1st one relative to the starter port.
Not to worry, I will later spam a 3rd one that will be even closer than 1st one relative to starter station to compare.
 
Last edited:
I'm at least a little bit worried such an addition to the system would muddy the waters too much, most of our findings for building specific economy stations might become way more complicated. If we can have fine-tuned control over the market, that's one thing, but otherwise we're in for a world of more research.
not necessariliy so. If they implement a logical structure
Ökonomiemodell.png


Don´t kill me on the numbers, they are an example and need be balanced by FDev....

Every landable Planet represents a micro-market.
Installations there supply/get goods to a Hub located on that landable.
The Hub distributes to a Market (Port/Station).
Landable Body has a Port? 90% of goods go there.
Landable has a Station in Orbit? 90 % go there
Landable has both? Port get 70% Station gets 30%

Landable has neither Port nor Station in Orbit? Goods go to Station of regional Market

Regional Market has no Station? Goods go to Global Market - Biggest/Hightest Tier Station in System

As the Markets of each Port/Station are limited in No. of wares it can sell, on the Market appear the goods with the top supplies numbers.

This way you could influence your (different) Market spectrums by adding Ports/Stations to specific landables, taking their goods out of the main (global/regional) Market and make them available as otherwise they might not be present because they don´t make the Top 30....

It also motivates players to structure their systems

@Paul_Crowther that should be a feasible approach as it fits to the parent/child structure you have in place already
 
Last edited:
not necessariliy so. If they implement a logical structure
View attachment 422492

Don´t kill me on the numbers, they are an example and need be balanced by FDev....

Every landable Planet represents a micro-market.
Installations there supply/get goods to a Hub located on that landable.
The Hub distributes to a Market (Port/Station).
Landable Body has a Port? 90% of goods go there.
Landable has a Station in Orbit? 90 % go there
Landable has both? Port get 90% Station gets 10%

Landable has neither Port nor Station in Orbit? Goods go to Station of regional Market

Regional Market has no Station? Goods go to Global Market - Biggest/Hightest Tier Station in System

As the Markets of each Port/Station are limited in No. of wares its can sell, on the Market appear the goods with the top supplies numbers.

This way you could influence your (different) Market spectrums by adding Ports/Stations to specific landables, taking their goods out of the main (global) Market and make them available as otherwise they might not be present because they don´t make the Top 30....

It also motivates players to structure their systems

@Paul_Crowther that should be a feasible approach as it fits to the parent/child structure you have in place already
Yep, groupings like that would be pretty sane... though, I would argue co-orbits should merge blocks (i.e.. These:
1742605852623.png


... would be one regional market.
 
There are some potentially helpful comments under Buur's latest YouTube video, though I don't know whether they're too generic. The trade route stuff was new to me.
e.g.
1742606489273.png
 
Back
Top Bottom