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

I started my Coriolis 24 hours before the "biowaste feature" was discovered. Is my station doomed because it's not orbiting a landable planet to build settlements on? I

I have a (non-landable) planet in my system with one landable icy moon. The moon already has a medium agri settlement. Just finished the industrial outpost orbiting the planet yesterday and the market has onionhead gamma strain - which must be because of the influence of the agri settlement. So I think your Coriolis has a chance though I'm not sure which of the many landable moons will influence it.

Below is a cropped snapshot of your Coriolis. That corresponds to where I placed my industrial outpost in my colony.

1000002671.jpg
 
Last edited:
1) Market

1.1) What determines which goods are available on a market?


In our updated original post, you mention that construction properties (system variables such as security, tech level etc.) seem to influence market sizes, productivity, and specialisation.

But can you also influence available goods more directly by building facilities on/orbiting the same planet? E.g., does an aggricultural settlement contribute some agricultural goods to a local port/station?
If so, does the facility always contribute goods or only if the station is of he same economy type (i.e. the facility has „flipped“ the station‘s economy)?
Could answer some of these if only the weekly tick went through.

From limited experiments so far:
Standard goods provided by market economy. All of them. My HighTech outpost has all the HighTech goods, not only some of them, as do many vanilla stations.

Settlements are little harder to judge. Has supplied minerals switching randomly yesterday in an L Extraction Settlement.

Other economies do have an influence, e.g. building an industrial settlement chaning the agri market to offering Leather.

1.2) What determines the quantity of goods available on a market?

Similar to 1.1: Are system variables the only ones that count? Or can you influence the quantity of goods on a local level by building more settlements of the same type?

It sounds a bit like the latter when you recommend building Refinery hubs in all but one slots on HMCs in your aforementioned reply to hutandrei. (Or ist that just about system stats / flipping colony economies in the right direction?)
Population, Security, +x
Population is in the Pilot's Handbook.
Security was found in experiments. At least you need a positive security for meaningful market.

The exact influence of Wealth, Development, Standard of Living and Tech Level are unknown as of yet.
As are the exact influences of the economy multipliers in the "Docked" event in the journal.

3.2 What does system economy actually do?
Apart from painting a dot on the galaxy map? Unknown.
4) Building tips

4.1) Is there a generally recommended starting station / line of build or do you have general suggestions that players can build upon depending on what they want to achieve?
Generally it depends on what you want to do.
Do you want to longterm build up a system?
1. Start with a large station in case the starting location supports this. You will probably get a "free" station without doubling of costs for that. Well worth the additional 30%.
2. Get as many building slots as possible, especially ground based. The M settlements offer excellent bang for the buck in regards to getting Tier2 construction points. These are bread and butter buildings and much better than their orbital counterparts.
3. Plan out your large stations carefully and do not fill up your best bodies with junk.
4. Leave some room in your plan. We do neither fully know what is "good" and "bad", nor do we fully know how tech works, production works, population works. So those planetary ports might play an important role here.
5. Make sure to build adequate security facilities asap to ensure at least medium security. Help while building and help production.
6. If there are limited resource systems around or the supply lines long (>20ly) or strictly ground based, contemplate setting up a Refinery orbital station Tier2+.
 
You do seem to still have 1 orbital slot at the gas giant, just below the FCs, you could try to get something there, not sure if a single building is enough to drag a coriolis out of colony economy, but its better than nothing. the devs have also hinted at reworking the economy influence system, maybe they will communicate something tomorrow
Thank you for the response :) I'm debating putting a mining outpost there, or around the last moon in the chain with 3 settlement opportunities. I built a mining settlement there yesterday while my Coriolis was still under deployment. Curious where it will be in the next few days.
 
I have a (non-landable) planet in my system with one landable icy moon. The moon already has a medium agri settlement. Just finished the industrial outpost orbiting the planet yesterday and the market has onionhead gamma strain - which must be because of the influence of the agri settlement. So I think your Coriolis has a chance though I'm not sure which of the many landable moons will influence it.

Below is a cropped snapshot of your Coriolis. That corresponds to where I placed my industrial outpost in my colony.

View attachment 422961
Interesting! So your system has a similar situation? Outpost orbiting a non landable, with landable moons? I built a mining settlement on the last moon in this chain with 3 possible build locations. I'm debating whether I should place an orbital mining outpost around that moon, or right next to my Coriolis.......... or both haha.
 
I set up a T1 civilian surface port yesterday on a world where I have 3 refinery hubs + 1 T2 industrial settlement, with a Coriolis in orbit. It is marked as complete but has nothing at all in the market. Probably have to wait for the Thursday tick.
 
If I could possibly be spared from reading all 45 pages of this forum... apologies for asking the same question that's on everybody's mind, but here goes. First post.

I started my Coriolis 24 hours before the "biowaste feature" was discovered. Is my station doomed because it's not orbiting a landable planet to build settlements on? I was excited to develop this system as a refinery economy because all of the ringed planets have mining hot spots (tritium/low temp diamonds/alexandrite/grandiderite) and was hoping to find a way to take advantage. Now I'm unsure what to build next, or where. Have we reached a consensus on how to prevent this from happening, and based on my system's composition and placement of the primary port, any advice how to proceed? Apologies if this is very redundant, any/all info is appreciated, hopefully without having to scroll through pages or peruse through too many spreadsheets. Thanks in advance.
You have one orbital slot to work with but I don't know that will be enough to fully influence the economy of the station. It should count by the rules as I understand them but I think it takes more than 1 to fully tug a T2 in some direction. I think a LOT of people will be in this boat with you.
 
I'm debating whether I should place an orbital mining outpost around that moon, or right next to my Coriolis.......... or both haha.

I'm fairly sure that a facility built on the first moon's surface will influence your Coriolis - but it has to be substantial. Settlements seem to have more influence than hubs and maybe placing a large settlement is safer since there's only one surface slot available.

I have no idea if the orbital slot around the first moon will influence the Coriolis - it's the perfect place for an installation though.

Don't build anything else with the Colony type, the Coriolis already has that and having two might lead to unpredictable outcomes.
 
You do seem to still have 1 orbital slot at the gas giant, just below the FCs, you could try to get something there, not sure if a single building is enough to drag a coriolis out of colony economy, but its better than nothing. the devs have also hinted at reworking the economy influence system, maybe they will communicate something tomorrow
If they at least changed it so that each planetary system got all the slots in that system it would be a massive improvement. But now that would break other things people have done using the current rules. Live beta, no takebacks. That is a bold strategy Cotton.
 
the whole placement, visualization (you build a Relay and get a Satellite) and finishing (Thursdays Tick) currently is messily bugged. Including that progress-bar. First indication started last week already when two days after finishing a construction the construction-site still was shown and neither removed from space nor from Sysmap/Navtab.....

Slowly I pledge to finish that "Beta" called field experiment on players endurance, stamina and nerves.
It gets time that FDev thoroughly fixes all them bugs, fixes market-economy, naming -inconsistencies (Horizons/Odyssee-Settlements/Structures), puts some decent Screenshots in the Construction-placing UX where one actually can identify something, fixes Structure-Information in Sysmap/Architect-Map (what is that actually -> IndHUB Molae) and issues a at least basic documentation/description of how they expect the whole thing to work.
Welcome to the Skinner Box. :)
 
If they want to test something more accurately maybe it would be best to at least provide a base line of how some essential things are supposed to work so that when we come across a condition that doesn't work we can send a proper ticket instead of getting drips of information from a question built from wonder and confusion given the current environment of the update.
Explaining things violates policy. :)
 
If I could possibly be spared from reading all 45 pages of this forum... apologies for asking the same question that's on everybody's mind, but here goes. First post.

I started my Coriolis 24 hours before the "biowaste feature" was discovered. Is my station doomed because it's not orbiting a landable planet to build settlements on? I was excited to develop this system as a refinery economy because all of the ringed planets have mining hot spots (tritium/low temp diamonds/alexandrite/grandiderite) and was hoping to find a way to take advantage. Now I'm unsure what to build next, or where. Have we reached a consensus on how to prevent this from happening, and based on my system's composition and placement of the primary port, any advice how to proceed? Apologies if this is very redundant, any/all info is appreciated, hopefully without having to scroll through pages or peruse through too many spreadsheets. Thanks in advance.
I am not sure that the mining hot spots matter whatsoever in colonization.

Can anyone confirm this?
 
Thank you for the response :) I'm debating putting a mining outpost there, or around the last moon in the chain with 3 settlement opportunities. I built a mining settlement there yesterday while my Coriolis was still under deployment. Curious where it will be in the next few days.
I am in the exact same spot. But have an Orbis.
What I am currently waiting for: figuring out which orbital installation / station has the highest possible economy influence, then putting it there.

There are examples of Coriolis' that at least partially switched with one high tech installation in the Orbit... So my current bet is either on a Research Station or an asteroid base. But i will wait until i have some hard data before i place this.

EDIT: Mining Outpost gives 0.5 extraction economy to a Tier1 station, so i would go for something with a bit more Oomph. Large settlements give the most, they give 0.5 to a Coriolis.
Nothing you put on or around the moons, however, will influence the coriolis around the Iovian. Only the spot directly in orbit will do so. As of now.
 
Last edited:
I am not sure that the mining hot spots matter whatsoever in colonization.

Can anyone confirm this?
Yeah, that's what I'm worried about. What an absolutely bogus thing to do, Fdev. "Oh sorry we thought you knew this"

If we end up with a bubble full of useless star ports that can't mine the rings right next to it, and produce nothing but literal sh*t, there's going to be a lot of p*ssed off CMDRs. Myself included. Here's hoping we're wrong.
 
Last edited:
I think a LOT of people will be in this boat with you.
I have one of these in my second system.
Screenshot_0345.jpg

I'm not too worried about the market as no-one is travelling 233kls to visit it, but it came with a shipyard, so I'm thinking of going high tech both with the system and if possible the station to see if I can improve the outfitting and shipyard offerings.
 
I'm glad I asked... still, thos
It seems the answer is 'no' to all of those except tritium. Some fleet carriers sell them, but no regular starports/space stations.
Wait a minute man..... so like I initially thought, you can 100% sell these things at star ports and settlements.


 
Back
Top Bottom