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

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.

The highest I've seen is a body with 7 slots.

our squadron had a system with 8 slot bodies. so its possible even more slot ones are out there

So I got bored of hauling and I went hunting for planets with many slots.
Atmospheric ones are too small, they never go over 10.000 km radius.
So I found an Ice World, over 20.000 km radius, no volcanism, temperature 231k - 452k. Only 4 slots. No idea why.
I even found a system with 9 land-able planets, and each and every one of them had 5 slots.
But, for the life of me, I could not found one with more than 7 slots.
 
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@Ian Doncaster my initial Industrial Outpost lists 1.15 under "Proportion". It is located in orbit around a gas giant and the only other thing at that planet is a T2 security installation around the sole moon.

{ "timestamp":"2025-03-23T23:00:23Z", "event":"Docked", "StationName":"Carnegie Beacon", "StationType":"Outpost", "Taxi":false, "Multicrew":false, "StarSystem":"HIP 81062", "SystemAddress":1591025355131, "MarketID":4207759875, "StationFaction":{ "Name":"LGC - Cartographers's Guild", "FactionState":"Expansion" }, "StationGovernment":"$government_Patronage;", "StationGovernment_Localised":"Patronage", "StationServices":[ "dock", "autodock", "commodities", "contacts", "missions", "rearm", "refuel", "repair", "engineer", "missionsgenerated", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.150000 } ], "DistFromStarLS":3395.685648, "LandingPads":{ "Small":2, "Medium":1, "Large":0 } }
 
My Coriolis that orbits the sun was completed last week well before thursday tick. It is completed, but still "under deployment". I have tried all the tricks, relogging, renaming, revisiting. Hopefully this Thursday tick brings it fully online.

The purpose of this Coriolis is to see if/what the effect of anything else in the system has on it. I have not yet built hubs, and only one installation (security). But until it fully goes online so I can see the baseline numbers I can't continue the test.
 
I am building a Tier 3 star-port (Orbis) as well. The planet underneath has only 1 slot. Would I be able to influence the economy with just one facility on the ground?
Oh, and there are also 2 more orbital slots around the planet.
 
I am building a Tier 3 star-port (Orbis) as well. The planet underneath has only 1 slot. Would I be able to influence the economy with just one facility on the ground?
Oh, and there are also 2 more orbital slots around the planet.
dunno - mabe if you put two mining-outposts in the orbit and an extraction hub on surface? But thats pure speculation
 
I am building a Tier 3 star-port (Orbis) as well. The planet underneath has only 1 slot. Would I be able to influence the economy with just one facility on the ground?
Oh, and there are also 2 more orbital slots around the planet.
Probably at least a bit.

Large Odyssey Settlements seem from the very limited data so far (see all the blank spots in the table in the first post) to be the most effective per-building-slot influencers, so one of those might be best if they're available in the type you want.

Might be worth picking an economy where both Settlements and Installations can be built with the right influence type.
 
- Security: affects the system security descriptor (with the usual knock-on effects on supercruise NPCs and sysauth response time). +9 net appears to be enough to get all the way to High Security in many but not all systems. Appears to affect shape of faction security sliders, spectacularly so at net negative values.
I believe my facilities add up to a security of 10
  • +4 Med surface military
  • +4 Med surface military
  • +6 orbital military installation
  • -1 orbital commercial outpost
  • -1 planetary outpost port
  • -2 Coriolis

According to GalMap my system security rating is "Medium".
When my security was lower I did occasionally get interdicted, but for the last week I almost never get interdicted. It is incredibly rare, almost never (I think only once).

I suspect security level is not increased in discrete steps (none,medium,high) but rather as an increasing value and I just happen to be slightly below the threshold that GalMap calls it "High Security". Or maybe all my system data hasn't been fully updated since last week, but system security is actually "High". I will not make a change to facilities that affect security for the next week (see if anything gets updated) and I will try timing the time for security response.

Security.png
 
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Probably at least a bit.

Large Odyssey Settlements seem from the very limited data so far (see all the blank spots in the table in the first post) to be the most effective per-building-slot influencers, so one of those might be best if they're available in the type you want.

Might be worth picking an economy where both Settlements and Installations can be built with the right influence type.
Thanks. I'm not very worried about it, it's the primary port , otherwise I would have placed it into a better position.

I'm planning a long-term experiment with this system, see how high the population could get. I will invest in some economy, but mostly in population increase.
It's a big system, over 100 slots, half on the ground, half in space, the only downside (maybe) it's the absence of an ELW (but I do have a large land-able terraform-able planet).
 
I suspect security level is not increased in discrete steps (none,medium,high) but rather as an increasing value and I just happen to be slightly below the threshold that GalMap calls it "High Security".
This bit is certainly true. The text descriptors show broad bands only.

Certain BGS states affect security (generally downwards, but Lockdown is upwards) - some Medium security systems will drop to Low if the controller has that state, others will not.
 
@Ian Doncaster as you know I am raising a hightec on A2. If I now build a Industrial center on A1 (incl. a coriolis as market in Orbit) might that influence each other by consumption of each others goods? whats your take on that?
 
@Ian Doncaster as you know I am raising a hightec on A2. If I now build a Industrial center on A1 (incl. a coriolis as market in Orbit) might that influence each other by consumption of each others goods? whats your take on that?
From what Frontier have said the two should stay completely isolated.

My extraction settlement on A1e is not affecting my agricultural port+settlement on A1a. (and neither seems to be affecting the outpost around A1 itself)
 
For the foot CZ, I had the same issue, during the war the docking at settlements was offline but no ground CZ. And now the war is over and they are still offline (until next tick?).
And the pending war state seems to take 2-3 days before seeing the space CZ. The UI will not update properly, if you are supporting a faction with your squadron you may be able to see the state of the war as it seems to be updated first.

Was there an outcome for your war? The question is I guess, is this a UI bug or a state bug? So it’s working under the hood but improperly displayed maybe?


An update on this. I think some of the speculation is right about delayed or missing ticks. The war did update on the second tick and awarded one day of victory to the faction I was fighting for. There should be 2 days of wins as I have fought in both days but I'm not sure if it is just running a step behind or if it is skipping days. The foot CZs that should be there are still missing on settlements completed long ago so that is still busted which is annoying as I wanted to pull them over to the same faction. The settlements are still active if you walk around in them but mission boards are disabled in all settlements for now.

The faction status pane in the ship now shows economy and security bars that are not perched on a knife-edge now but the T1 surface outpost still produces 3 products only.

The chemists in my orbital drug lab seem to be ramping up production though and this output is at least useful for some meager trade merits to a nearby power system so that is a nice outcome.
 
Report 3/24/25
Col 359 Sector CJ-R c5-27

Note: Population appears to have a small impact on existing Wealth/Development calculations, while DEV does have a larger impact than pops it is still important to balance your pops and system stats.

Last Population: 40,500
New Population: 60,500

Old System Stats: 9/21/17/23/15
New System Stats: 7/21/17/26/15

New builds:
- T1 Civilian Surface Port

Noted economy changes:
+18% Supply/Demand
Prices +/- max 15 credits


coriolis3.PNG
coriolis4.PNG
 
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Report 3/24/25
Col 359 Sector EN-I b11-3

Last Population: 19,200
New Population: 20,500

Last System Stats: -3/10/12/2/18
New System Stats: 3/10/12/2/20

New builds:
- Large Military Settlement

Noted economy changes:
+10% Supply/Demand
Prices +/- max 300 credits


elanthir.PNG
image2.png
 
On Sunday I finished my first Coriolis, the primary port of a new system claim. It appeared immediately in the under construction mode. For some reason it came with a fully active shipyard! Next I built a relay and refinery hub. When I went to bed the system reported 0 pop. This morning I check on the system and it has 14,500 people but Coriolis is still not deployed. But when I docked I noticed it has a full refinery economy with huge stocks as well as tritium and insulating membranes !
 
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