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

I'm building out a system that has one with 5... and it's a large-ish body with rings, 4,111km radius... thought that might be it, but a 14k km radius planet only had 4 slots.

4 slots 👇 My other landable icy moon is larger at 0.1206 Earth masses & a radius of 4,281 km but only has 3. It's further away though at 5,370 ls.

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someone else faces the prob that daily tick doesn´t update system stats? I in my system yesterday before daily tick build 3 installations - no changes in Galmap...?

edit: just cheched the outposts market - no changes
 
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Here the update for my system since last post: https://forums.frontier.co.uk/threa...hat-all-these-numbers-do.634214/post-10577065

I built a science outpost, medium extraction settlement, large research bio settlement, large industrial settlement and 2x refinery hub.
All of this to improve my other stats that are now:
Security: -6
Tech level: 19
Wealth: 20
Standard Of Living: 36
Development Level: 27

It really boosted my markets, especially the refinery hub with its good stats (Sec-1, Tech+3, Wealth+5, SoL-2, Dev+7). I don't know if Wealth or Dev is the factor for higher quantity in the market (or both?).
In my science outpost market, for the hydrogen I had around 4900t then 6500t (after the 1 hub) and 9400t (after the 2nd hub).
The negative security doesn't seem to do anything beside the security bar, I don't even have a compromised beacon.

25.03.22.tech_market.jpeg




25.03.22.service_market.jpeg


Note: the Service market also has more commodities as it is now controlled by the anarchy faction.

The UI is a mess, the galaxy is showing a different population than the system or the left panel. For instance the hub was adding 1500 pop but it was saying 28000 in one panel and the other 29500. That may explain why some had a decrease of population it was just a different panel not being updated (or cache maybe).
Same for the BGS conflicts, the right and left panel are showing different information, when you dock at the station it may be updated by saying the number of days or we need to check in the squadron menu as it seems to be updated first and indicates how many days has been won (including the new station).
I also noticed that completing a construction could update the left panel with the pop and days of the conflict.
Currently my system is still a cooperative, even if the anarchy won the war (from the squadron menu) and the Service station is saying that the cooperative is controlling it despite having the market selling the illegal goods from the anarchy faction...
And last UI issue, I just finished my Civilian planetary outpost (on the same planet as the 2 refinery hub), but now it's stuck at 100% with the construction site still there and no planetary outpost... My hope is that it should become a refinery market as it's following the local body economy thing.

Finally, this Thursday my system score was 43 and I got 395514 Cr (it didn't have the 2 refinery hub and planetary outpost yet). While the happiness was -8% with the 4 factions at war.
 
It really boosted my markets, especially the refinery hub with its good stats (Sec-1, Tech+3, Wealth+5, SoL-2, Dev+7). I don't know if Wealth or Dev is the factor for higher quantity in the market (or both?).
Development level appears to be the main contributor to commodity supply, yes. From your payout we can tell that Happiness is an addition to the base payout for your system score, with the equation: Total = Base Payment + (Base Payment * Happiness Modifier)
 
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Hi all,

Ive been reading the forums to figure out how to build/colonize
My T3 Orbis port is going up as below
since I only have two planetary slots to influence it, would two large settlements be better than 2 hubs?
Would two refinery hubs flip the colony economy or would they be too weak?
Thanks!

1742703876985.png
 
Out of interest... anyone got any idea what governs how many surface slots a body might have?

I'm building out a system that has one with 5... and it's a large-ish body with rings, 4,111km radius... thought that might be it, but a 14k km radius planet only had 4 slots.
Small body, under 1.000km -> 1 slot
Same as before , but with volcanism -> 2 slots.
If it has an atmosphere -> 3 slots.
Too high temperature ->0 slots

Also, same size planets, identical characteristics, one has good temperature (earth-like) and many slots the other one is a bit warmer but has fewer slots.

So temperature, size, volcanism and atmosphere, these 4 things matter as far as I can tell.

Best planets to colonize: atmospheric ones, as large as possible, with geo/bio sigs, and temperature around 280k.

found the same situation in one of my system A 1 d has a diam of ~1500 Km, and its moon A1 d a ~350 km - but both have 2 slots.
another landable body in the system, Diam ~ 3000 Km has none?

I do have a ringed HMC >10.000 km, 1.24G. No slots. My guess: the temperature is too high (670k-1309k).
 
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Whats up with T1 ground ports only ever having 3 items for sale? Is this intended? I know we shouldn't compare to vanilla space but every single port of a similar size/class always has a full spectrum of goods for sale. I've seen people flipping T1 ports, even to refinery, but they'll only ever sell 3 different items at a time. Boosting the tech/development just seems to re-roll which items, but it's always stuck at 3. Has anyone seen any of the T1 ground ports ever selling more than 3 things?
It must be intentional since it's an unusual economic setup (NPC Odyssey settlements have a similarly random/limited selection of exports, but still generally more than 3)

Why, I'm not sure - perhaps to stop it being too easy to build large pad markets to supply further colonisation
(T1 ground port + T2 large settlement would otherwise get you all your industrial, high-tech and agricultural needs for further construction, add an extraction one to that and you can use the refinery contact at the industrial settlement to get a lot of your bulk metals too, which might be rather too little work for self-sufficiency)

My T3 Orbis port is going up as below
since I only have two planetary slots to influence it, would two large settlements be better than 2 hubs?
Would two refinery hubs flip the colony economy or would they be too weak?
Hubs seem to be the weakest influence, so large settlements would probably be better.

You can't get a Refinery economy with settlements but you could get some other useful ones. Or you could use the hubs and end up with a Colony/Refinery economy type, which since Colony doesn't consume most of the Refinery products needed for colonisation could still be fairly effective at producing local supplies.
 
A lot of that is just plain wrong, I think
- you can start with a manufacturing type of economy (and it's often easier to, as they're available as outposts, etc.). Starting with extraction and moving to refinery and then manufacturing is how you bootstrap a self-sufficient economy in the X series; it doesn't apply here as the ED economy is much more abstract [1] (the boost to Wealth from extraction might be important, but you could equally obtain that from Tourism)
- "each planet type will extract different materials" is almost certainly false; certainly asteroid bases don't seem to be affected by the ring types they're in, for example
- there doesn't appear to be any quantitative advantage (or disadvantage) to having a different economy to neighbouring systems, though if you were trying to build up out-of-bubble production there's obviously an advantage to diversifying so you aren't wasting time building lots of industrial if someone in the next system already has a big industrial economy you can just buy your supplies from instead
- trade lanes in the in-system sense are just drawn between the larger dockables and don't imply any actual trade
- trade lanes between system don't affect production except in the case where selling to your system creates a Boom state and increases supply of most commodities that way (but if you keep trading and end up in Investment, that will then reduce supply)
- pirate attention is not related to the number of previous trips to that station (security level, yes)


[1] For example, I built an Extraction Settlement last night, and my Agricultural station changed from producing Algae, Fruit and Grain to producing H-Fuel, Tea and Leather. There is no plausible explanation for that in terms of concrete X-style inter-station trading flows, though it does provide further evidence that we aren't purely replicating NPC markets here.
it sounds like the above is how it should work even if it doesn't. I do hope FD re-evaluate this even tho they claimed it was done and dusted all bar balancing.
building a mining orbital platform around a ice ring with a tritium hotspot should produce tritium , water and all the other stuff found in the ring, same with metallic etc etc.
for leather or fruit/veg or what ever to be produced in large amounts ideally the base would have a link to a WW or ELW. we can't land on them and maybe we never will but surely it should be simulated that people do land on them.
and surely at its heart we should be encouraged to look at neighbouring systems and create proper supply chains and those chains if they work properly should stimulate growth.
truth is I was kind of disappointed in the building aspect. I would much preferred that we always start with a small land or space colony and then they would tell us what they need depending on how well the colony had grown and guided by the BGS and local resources and when it needed to grow they would request deliveries of stuff and we could fetch it for them.

I had hoped we would get some control on positioning of the settlements (so they look good) but that would have been all
 
so, update from my Hightect System - finally, 10 hours after daily tick started in the bubble.
After placing a Sat, a Comms and a scientific Hub (T2) Systemstats improved (although Station still is waiting for Thursdays BGS-Tick)
stats 23.3.25.png

Pop Increase by 2xT1 + 1 x T2 = 3600 souls
Markets (in Volume) seem rather unchanged in Tons total, only Distribution of Stock over the different Commodities was shuffeld.
Re-Stock Rate at Robotics Stock 535-> buyout to 0 -> 10 Min Re-Stock 575 !!!
Seems the Hub has a positive influence.
 
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it sounds like the above is how it should work even if it doesn't.
Possibly. There is enough confusion already from things not working like the NPC stations do that adding more might make it worse rather than better, though.

building a mining orbital platform around a ice ring with a tritium hotspot should produce tritium , water and all the other stuff found in the ring, same with metallic etc etc.
In practical terms:
- an extraction station in a rocky or metal-rich ring will already do that (ish)
- most of the things in metallic or icy rings are mining-only commodities so aren't going to show up on a market, and it's probably better that it exports something rather than "hah, you built your extraction station in an ice ring, sucker!"
- Tritium is a refinery product so an extraction station producing it would be odd (though maybe it could get some sort of refinery contact recipe?)

Re-Stock Rate at Robotics Stock 535-> buyout to 0 -> 10 Min Re-Stock 575 !!!
I've noticed a lot of things at my markets seeming to have a 10 minute full restock rate, which is incredibly fast.

I do wonder if this is because the restock rate is tied to the normal full supply cap of the station, but there's a second lower supply cap added onto it by my lack of system variables. Or it could just be a deliberate decision to make smaller ports do something rather than refilling 1t a day.
 
I am missing some clear and precise pieces of information at the moment. So i jave a question; regarding economy flipping
How many "local zone" system economy influences do you need to flip a colony economy for
a) an outpost. Assumption: is it 2? We had a partial flip with 1 mining outpost.
b) a tier 1 colony starport? No idea.
c) a Tier2 Coriolis: assumption: 3
d) a Tier3 Orbis/Ocellus: assumption: 3
e) a Tier3 Zeus large starport: assumption: more than 3

Can anyone confirm, clarify or negate any of those assumptions?
 
Regarding planetary building slots:
What is highest you have encountered?
We have a system that has 7 slots on a terraformable planet with over 1g. That is the most i have seen yet.

Regarding production values: what is the highest Steel supply you have seen in a colonized market?

What is the highest population you have seen so far?
 
Can anyone confirm, clarify or negate any of those assumptions?
The different building types seem to have different capacities. Odyssey settlements seem to be more influential than hubs. I've not seen relative figures for installations yet.
EDIT: I've started a table of what people have found so far in the first post - more data needed!

A single large Odyssey settlement was able to fully convert a T1 planetary port. Reports seem to suggest that larger ports need more convertors.

We have a system that has 7 slots on a terraformable planet with over 1g. That is the most i have seen yet.
I've not seen more than a 7 either, though I haven't been looking.
 
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I do wonder if this is because the restock rate is tied to the normal full supply cap of the station, but there's a second lower supply cap added onto it by my lack of system variables. Or it could just be a deliberate decision to make smaller ports do something rather than refilling 1t a day.
well, just did a control experiment.
Bought out the stock of 4020 Aquaponics - restock was 375... so same rate as the robotics....
 
Small body, under 1.000km -> 1 slot
Same as before , but with volcanism -> 2 slots.
If it has an atmosphere -> 3 slots.
Too high temperature ->0 slots

Also, same size planets, identical characteristics, one has good temperature (earth-like) and many slots the other one is a bit warmer but has fewer slots.

So temperature, size, volcanism and atmosphere, these 4 things matter as far as I can tell.

Best planets to colonize: atmospheric ones, as large as possible, with geo/bio sigs, and temperature around 280k.



I do have a ringed HMC >10.000 km, 1.24G. No slots. My guess: the temperature is too high (670k-1309k).
I wonder if seismic issues (tidal forces/tidal lock?), tectonics and surface instability might be a factor for some worlds with limited slots? Vulcanism could be a symptom of those, of course. But it depends on the composition (ice worlds would be different, with geysers not volcanoes etc).
 
Data point: Raising SEC from -4 to +5 boosted my production output by about 50% (!) except for the goods tied to low SEC of course.
What facilities did you add? And how much is the +50%?
Because security building may add other stats and also add population, those other stats will improve the market already. Because from my previous message, I could say I went from Sec -2 to -6 and the market export probably increased by 400%from the screenshots :p

And by the way, this morning the system finally updated (but not completely, the system is marked as anarchy but ships in supercruise are clean and not lawless, and I still cannot dock at the settlements now that the war is over, and didn't have any ground CZ anyway...). And my T1 planetary outpost is a refinery economy as expected. but the market is disappointing, only 3 commodities. I was hoping for Steel, but it's only available in the refinery contact (not that useful if you need to bring twice the amount to get what you want plus that would be faster to just buy the Steel somewhere). The Refinery does not seem to be fully active, even though there are people inside the missions are not available, no universal cartographic, no shipyard (but cannot remember if planetary outposts have it), no crew lounge, livery or outfitting (all disabled).
My population is now 49500 (+20000 with the planetary outpost).


25.03.23.refinery_market.jpeg



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And now that my planetary outpost is finished, the population (+20000), Sec -2 and SoL +3 are being applied and my High Tech market improved again, around +3000 Hydrogen from yesterday.

Screenshot_0025.jpeg


So now my issue is about how to get more different commodities in my refinery. I don't know what stats should be increased. Actually in my Agricultural settlement I had the same issue, the market was almost empty (and no grain nor fruits).
Has anyone being able to get a refinery planetary civilian outpost with more goods in the market?
 

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What facilities did you add? And how much is the +50%?
Because security building may add other stats and also add population, those other stats will improve the market already. Because from my previous message, I could say I went from Sec -2 to -6 and the market export probably increased by 400%from the screenshots :p

And by the way, this morning the system finally updated (but not completely, the system is marked as anarchy but ships in supercruise are clean and not lawless, and I still cannot dock at the settlements now that the war is over, and didn't have any ground CZ anyway...). And my T1 planetary outpost is a refinery economy as expected. but the market is disappointing, only 3 commodities. I was hoping for Steel, but it's only available in the refinery contact (not that useful if you need to bring twice the amount to get what you want plus that would be faster to just buy the Steel somewhere). The Refinery does not seem to be fully active, even though there are people inside the missions are not available, no universal cartographic, no shipyard (but cannot remember if planetary outposts have it), no crew lounge, livery or outfitting (all disabled).
My population is now 49500 (+20000 with the planetary outpost).


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And now that my planetary outpost is finished, the population (+20000), Sec -2 and SoL +3 are being applied and my High Tech market improved again, around +3000 Hydrogen from yesterday.

View attachment 422663

So now my issue is about how to get more different commodities in my refinery. I don't know what stats should be increased. Actually in my Agricultural settlement I had the same issue, the market was almost empty (and no grain nor fruits).
Has anyone being able to get a refinery planetary civilian outpost with more goods in the market?
What other facilities do you have in the system?
 
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