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

Another interesting thing happened.

We finished another Coriolis, a primary station, and it has a shipyard from the get go.
The other Coriolis we built lately does not have a shipyard.
Only conceivable difference: not a primary starport.
well..by definition that's not the only concievable difference, since that means theres more than one construction in the other system...shipyards appear to be based on tech level. I think somewhere around 4-6 tech level gets you a shipyard. a coriolis by itself is only 3.
 
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Just checked my old first system, the surface port there has been deployed for at least two weeks now but only shows three commodities. Hopefully this bug will be fixed tomorrow, certain materials can only be sold by surface ports!
 
Ah yes, if you started with a tier 3, you could get a total of 7. That would be massively impressive. And a super-truckload-ton of hauling!
lets see, ~210k per tier 3, ~6.7k per tier 2, and per tier 1, 792 per trip, at least 5 minutes per trip minimum, thats.... nearly 250 hours of hauling. almost 3k trips.

(assuming no carrier is used and you have nearby sources for all required materials. with a carrier, double the trips, but maybe 4 minutes per trip, so closer to 400 hours)
 
So here's a question for a system build -

Looking to set up a local(ish) refinery as by now even the closest Trailblazer support ship is some 90-ish light years away and will only get further - while being the closest sub-100ly supply station for anything (and also running out of ceramic composites, steel and titanium plus a few other things, but that's another subject) - and bugs of economy transfer notwithstanding, my plan was to set up four refinery hubs and a Coriolis in orbit, plus possibly a T3 planetary. Is four of the hubs going to be enough or should I build a fifth one as well?

There is six slots available on that planet anyway, and I haven't decided if it would serve better for a T1 planetary (I don't plan on building two T3 planetaries and I don't think this system has enough slots to make that work with my plan anyway*, as the solitary moon of planet 4 is reserved for some industrial sites I've already got planned out) or that fifth hub. If we had more refinery option buildings I'd just put one of those down instead. But as is... I'd like to know the better option.

*Nor would I want to build two tier 3 planetary stations, the system is not big enough to be worth that effort, nevermind that I'm not acting as part of a group in this.
 
Update for my HIGHTec

The construction activities in Col 285 Sector TK-D c13-2 are progressing rapidly and are slowly reaching their goal...
Built (& in progress) so far
Col 285 Sector TK-D c13-2 Systemstat 27.03.2025.png


The system statistics (and Population) of the GalMap do not yet include the large mining settlement, the three small agricultural settlements as well as one Demeter and the industry hub (B4/A1/B9) because the daily tick is not yet over.

I'm especially curious to see what it looks like when today's BGS tick has gone through.

After the Coriolis is finished tomorrow/the day after tomorrow I have to take a closer look at the market there, possibly two large industrial settlements or hubs have to be built on B4 (still got 3 free slots there).
To be able to do this, supporting structures will be built in orbits B3-B5 - or two small agri settlements on B2 - depends on the system statistics..
 
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well..by definition that's not the only concievable difference, since that means theres more than one construction in the other system...shipyards appear to be based on tech level. I think somewhere around 4-6 tech level gets you a shipyard. a coriolis by itself is only 3.
There still has to be something more behind the scenes. In my very first colony in Arietis Sector MX-T b3-2 I built a Coriolis as the initial starport. I have built nothing else since. The shipyard, outfitting, and livery are disabled.

Another colony I started was in Arietis Sector OY-P a6-4, where I also built a Coriolis as the initial starport. I have built nothing else since. In this station the Shipyard sells sidewinders and haulers, and outfitting and livery are available. In outfitting I used the buy and store modules feature to look at what was for sale, and there was quite a selection of modules, all size 1-3.
 

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There still has to be something more behind the scenes. In my very first colony in Arietis Sector MX-T b3-2 I built a Coriolis as the initial starport. I have built nothing else since. The shipyard, outfitting, and livery are disabled.

Another colony I started was in Arietis Sector OY-P a6-4, where I also built a Coriolis as the initial starport. I have built nothing else since. In this station the Shipyard sells sidewinders and haulers, and outfitting and livery are available. In outfitting I used the buy and store modules feature to look at what was for sale, and there was quite a selection of modules, all size 1-3.
wow, thats some good data. Thank you!
That makes things interesting, now we really have no idea how this works.
 
I've been tracking my progress, so here is my contribution.
Growth
DatePopSys ScrInit PopMax PopSecTechWlthStd of lvgDevSys TagNotes
6-Mar​
17,000
8​
1​
0​
-2​
1​
2​
3​
2​
ColonyCoriolis Done
7-Mar​
17,800
8​
1​
0​
-2​
1​
3​
5​
4​
ColonyAg Inst, Satellite inst Done
8-Mar​
19,800
8​
1​
0​
-1​
4​
3​
5​
4​
ColonyComm Inst Done
9-Mar​
21,300
8​
1​
0​
-1​
5​
10​
3​
4​
Colony/ExtractionLarge Extraction Settlement Done
10-Mar​
22,800
8​
1​
0​
-2​
8​
16​
1​
11​
Colony/ExtractionRefinery Hub Done
11-Mar​
24,500
8​
1​
0​
-2​
8​
18​
1​
19​
Colony/IndustrialLarge Industrial Settlement Done, started Planetary Port
12-Mar​
24,500
8​
1​
0​
-2​
8​
18​
1​
19​
Colony/IndustrialPlanetary Port Continued
13-Mar​
24,500
29​
1​
0​
-2​
8​
18​
1​
19​
Colony/IndustrialPlanetary Port Continued
18-Mar​
24,500
29​
1​
0​
-2​
8​
18​
1​
19​
Colony/IndustrialPlanetary Port Continued
19-Mar​
224,500
29​
11​
10​
-5​
13​
23​
7​
29​
Colony/ExtractionPlanetary Port Done
20-Mar​
224,500
44​
11​
10​
-5​
13​
23​
7​
29​
Colony/ExtractionPartial Deployment, no missions
26-Mar​
224,500
44​
11​
10​
-5​
13​
23​
7​
29​
Colony/ExtractionPartial Deployment, no missions

Positions of Facilities
DateFacilityDistanceNamePosition
6-Mar​
Coriolis
377,030​
Janifer LandingB3 Orbital
7-Mar​
Agricultural Installation
377,709​
Potagos PlatformB1 Orbital
7-Mar​
Satellite Installatin
377,619​
Atwater BeaconB0 first orbital
8-Mar​
Communications Installation
377,619​
Schafner VisionB0 second orbital
9-Mar​
Large Extraction Settlement
206​
Mangal Dredging InstallationA5
10-Mar​
Refinery Hub
207​
Minkowski ReachA5
11-Mar​
Large Industrial Settlement
97​
Winter ManufacturingA2
20-Mar​
Planetary Port
207​
Khurana EstateA5

Mfg Settlement Before T3 Planetary Port
1743043594456.jpeg

Large Mfg Settlement after T3 Planetary Port
1743043812166.jpeg
 
I've been tracking my progress, so here is my contribution.
Growth

Looks like your T3 planetary port had a huge impact on system population. And the increase is roughly 10x which matches the stat below.

1000002718.jpg


The addition of conductive fabrics to your industrial product range could be due to the +5 Tech level the T3 port also brings. You also seem to have broken the "only 3 products" curse of settlements 👍

When the heavy hitters in colonization dynamics come back, they'll turn up a ton of other observations I'm sure 🙂
 
Does anyone have a T1 surface port that has more than 3 products?

Something is broken with planet settlement/outpost/port markets. It looks like they cannot get more than 3 different goods (or sometimes do not get anything). Someone said that apparently fdev acknowledged it and is looking into it...

We can also see it from Mainsil screenshots, the Industrial settlement lost the hydrogen export and then only have 3 different goods to export.
I also have a Large Industrial settlement and it's also selling CMM and Ceramic composite (but I think the third one is hydrogen).


Mfg Settlement Before T3 Planetary Port
View attachment 423213
Large Mfg Settlement after T3 Planetary Port
View attachment 423214
 
I was so focused on the dramatic increase in CMM composite production, I didn't even notice the conductive fabrics. System has 37 orbital, and 19 planetary sites left open (11 orbitals are in binary 377K Ls away). I'm currently suffering from analysis paralysis and not sure what to build out next, especially since we don't know how the local economy impact is gong to change.

Do we have any info on caps or diminishing impact for multiples of the same structures? I have one more slot on the planet with the T3 Port, and am undecided what to put there, though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.

T3 Port Production with Refinery Hub, and Large Extraction Settlement on same planet
1743047117027.jpeg
 
I'm currently suffering from analysis paralysis and not sure what to build out next, especially since we don't know how the local economy impact is gong to change.

Do we have any info on caps or diminishing impact for multiples of the same structures?

Could you post your system map? The visual context will really help us understand what's going on 🙂
 
well..by definition that's not the only concievable difference, since that means theres more than one construction in the other system...shipyards appear to be based on tech level. I think somewhere around 4-6 tech level gets you a shipyard. a coriolis by itself is only 3.
Yes. That is the point. If it were based solely on Tech Level, the station shouldn't have a shipyard.
 
There still has to be something more behind the scenes. In my very first colony in Arietis Sector MX-T b3-2 I built a Coriolis as the initial starport. I have built nothing else since. The shipyard, outfitting, and livery are disabled.

Another colony I started was in Arietis Sector OY-P a6-4, where I also built a Coriolis as the initial starport. I have built nothing else since. In this station the Shipyard sells sidewinders and haulers, and outfitting and livery are available. In outfitting I used the buy and store modules feature to look at what was for sale, and there was quite a selection of modules, all size 1-3.
This seems pretty convincing for "different systems have different starting values for the hidden variables"
 
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