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

I come bearing data points! My T1 civilian surface port is listed as being online, but system population remains the same at 40,950, and the commodity market for the surface port is empty. Missions are being offered, though.

Readout for my T1 civilian surface port from the Captain's log:
{ "timestamp":"2025-03-27T15:36:15Z", "event":"Docked", "StationName":"Hindenburg City", "StationType":"CraterOutpost", "Taxi":false, "Multicrew":false, "StarSystem":"Col 285 Sector UA-D c13-1", "SystemAddress":358663394042, "MarketID":4219924483, "StationFaction":{ "Name":"The Lab ADM" }, "StationGovernment":"$government_Anarchy;", "StationGovernment_Localised":"Anarchy", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "missions", "rearm", "refuel", "repair", "engineer", "missionsgenerated", "facilitator", "flightcontroller", "stationoperations", "powerplay", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":268.884167, "LandingPads":{ "Small":4, "Medium":4, "Large":4 } }
Seems like it hasn't detected the local economies of the planet and still is just a Colony economy.

I then did the final delivery for the fourth and last refinery hub, returned to my Coriolis to check the market, and hey presto! It now has all the construction metals in order while still retaining a supply of industrial goods. It wasn't a complete bust after all!

{ "timestamp":"2025-03-27T15:43:56Z", "event":"Docked", "StationName":"Boll City", "StationType":"Coriolis", "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.800000 }, { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.450000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ], "DistFromStarLS":268.894278, "LandingPads":{ "Small":17, "Medium":18, "Large":9 } }

Before:
Boll City 2 before.jpg

After:
Boll City 2 after.jpg

EDIT: My Science outpost in orbit around the star also had its supply numbers increase by 40-50% as a result of the last refinery hub coming online, which happened pretty much immediately, though it still has a pure high-tech economy according to the Docked readout.

Before:
Neumann Terminal Market.png

After:
Neumann Terminal Market 2 .jpg

To sum it up:
6-slot HMC planet refinery/industry template that I will use in the future:
4 refinery hubs, 1 tier 2 industrial settlement, 1 tier 1 civilian surface port, Coriolis or other orbital with L-sized landing pads.
 
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It seems like the values double for the same economy type, right?
Speculation. Test it. Build a colony of any type. Build one system economy influence building. Land at the colony, note the system economy influence in the "Docked" event. Build another one. Land again and note again.
We aren't even sure whether the influence values are constant or dependent on the planet etc.
  • You need 3 installations to completely remove a colony from an outpost (confirm?).
Questionable. Had L Extraction settlement on HMC terraformable planet giving 0.6 for Coriolis, so 2 should be enough to flip.
Had L agri settlement gave 0.45 for Coriolis.
  • The number of installations increases by 1 for a large port and an ocellus.
Don't think the number has anything to do with it, but the sum of the influence values, and these differ depending on the Tier.
Do settlements also double values like HUBs and installations, or is it just a sum (more likely, given the tiers)?
Settlements make it much easier to steer the economies.
So far settlements seem to be the best bet to steer the economy type, especially the L ones, which are as easy to build as a Hub.
You can also experiment well with the M settlements, when you have enough building slots. These are excellent for building up system values and getting construction points.
 
And you might even do better than that with three markets + three hubs.
Hm... alright, so, I was also planning to put a Coriolis into orbit of that planet (it only has one orbital slot). Would that have the potential of swinging things one way or the other? Thinking of avoiding other economy types around that world due to potential interference with one another.

But I might not get to fully building this thing out for a week or two due to a T3 primary project keeping me busy right nearby although that is ~15% complete after three and a half-ish days so I'm still within safety margin to build up at least a part of said refinery project on the side. That would mostly matter for the point of getting any data out of "how this works" - if the economies transfer properly - though.
 
I come bearing data points! My T1 civilian surface port is listed as being online, but system popumation remains the same at 40,950, and the commodity market for the surface port is empty. Missions are being offered, though.

Readout for my T1 civilian surface port from the Captain's log:
{ "timestamp":"2025-03-27T15:36:15Z", "event":"Docked", "StationName":"Hindenburg City", "StationType":"CraterOutpost", "Taxi":false, "Multicrew":false, "StarSystem":"Col 285 Sector UA-D c13-1", "SystemAddress":358663394042, "MarketID":4219924483, "StationFaction":{ "Name":"The Lab ADM" }, "StationGovernment":"$government_Anarchy;", "StationGovernment_Localised":"Anarchy", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "missions", "rearm", "refuel", "repair", "engineer", "missionsgenerated", "facilitator", "flightcontroller", "stationoperations", "powerplay", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":268.884167, "LandingPads":{ "Small":4, "Medium":4, "Large":4 } }
Seems like it hasn't detected the local economies of the planet and still is just a Colony economy.

I then did the final delivery for the fourth and last refinery hub, returned to my Coriolis to check the market, and hey presto! It now has all the construction metals in order while still retaining a supply of industrial goods. It wasn't a complete bust after all!

{ "timestamp":"2025-03-27T15:43:56Z", "event":"Docked", "StationName":"Boll City", "StationType":"Coriolis", "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.800000 }, { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.450000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ], "DistFromStarLS":268.894278, "LandingPads":{ "Small":17, "Medium":18, "Large":9 } }

Before:

After:

EDIT: My Science outpost in orbit around the star also had its supply numbers increase by 40-50% as a result of the last refinery hub coming online, which happened pretty much immediately, though it still has a pure high-tech economy according to the Docked readout.

Before:

After:

To sum it up:
6-slot planet refinery/industry template that I will use in the future:
4 refinery hubs, 1 tier 2 industrial settlement, 1 tier 1 civilian surface port, Coriolis or other orbital with L-sized landing pads.
this is on a high metal contend world i assume?
 
you need to create something (extraction settlements or agriculture settlements) then you need an industrial settlement or refining hub to convert the raw stuff into other stuff. tech levels help as well to set economy.
if you just build the civilian outpost and nothing to go with it, then it will sell nothing
 
Please let me know if you see anything that doesn't work as it should.

Will be nice to have option to set plugin language. In my case it is other language as supported, and plugin is using Italian ... English would be much better :)
 
I appreciate all the number crunching happening, I'm starting to get a few systems online, so hopefully I'll have something to show for it soon.
Just wanted some clarification on how the market weights currently identified work. Do colony economies get replaced the moment a new market is available, switching to whatever is "heavier" or do influences have to cross a threshold (such as 1 total weight) before the market will consider switching?
If a station has only (for example) 0.5 agricultural influence, will it switch to agricultural? If not, does adding 0.5 military give it one of the two at least? Or would total agricultural influence have to get past 1 before the market will switch?
I understand if things are still unknown though, plenty of question marks about the mechanics still.
 
Please let me know if you see anything that doesn't work as it should.

Hi.
Thanks for the plugin.
Please rename the L10n folder to l10n. In Linux it will work, in Windows these are different folders and different paths to the folder (Or does it only apply to the file name, I don't remember anymore. But wherever I encountered the l10n folder, it was always with a lowercase letter. Or vice versa, it will work in Windows but not in Linux). And it would be nice if the language could be selected manually. Sorry for writing here, I do not have an account on GitHub.

Add: Maybe I'm wrong and there is no need to rename the folder. In EDMC the L10n folder is capitalized. I decided that it was necessary to rename it, since the translation did not work for me.
 
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If a station has only (for example) 0.5 agricultural influence, will it switch to agricultural? If not, does adding 0.5 military give it one of the two at least? Or would total agricultural influence have to get past 1 before the market will switch?
No. 0.5 is not enough. 0.5 will create a Colony / Agricultural economy. We have a Colony / Extraction station with an outpost and 1 Mining Outpost (which is actually an installation). The Mining Outpost gives 0.5 Extraction. Imho you need 1.0 to get rid of the colony.
 
Hi.
Thanks for the plugin.
Please rename the L10n folder to l10n. In Linux it will work, in Windows these are different folders and different paths to the folder (Or does it only apply to the file name, I don't remember anymore. But wherever I encountered the l10n folder, it was always with a lowercase letter. Or vice versa, it will work in Windows but not in Linux). And it would be nice if the language could be selected manually. Sorry for writing here, I do not have an account on GitHub.

Add: Maybe I'm wrong and there is no need to rename the folder. In EDMC the L10n folder is capitalized. I decided that it was necessary to rename it, since the translation did not work for me.
Will be nice to have option to set plugin language. In my case it is other language as supported, and plugin is using Italian ... English would be much better :)
I apologize for the inconvenience. Tomorrow, as soon as I have some time, I will set the default language to English.
 
This seems pretty convincing for "different systems have different starting values for the hidden variables"
I finished another Coriolis as the initial station in system Arietis Sector XE-X a2-0 about an hour before the server tick yesterday. The station still shows "under deployment", but the shipyard in this system is active as well, also selling sidewinders and haulers. Nothing else is built in this system.
 

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I finished another Coriolis as the initial station in system Arietis Sector XE-X a2-0 about an hour before the server tick yesterday. The station still shows "under deployment", but the shipyard in this system is active as well, also selling sidewinders and haulers. Nothing else is built in this system.
We had exactly the same thing happen last week. There apparently some background processes running that take a while to allow the station to be included in the "becoming operational" process during the weekly maintenance.

Just finishing shortly before the weekly maintenance will not be soon enough. At which time you need to finish the station for it to become operational, i cannot tell. From this week's experience: A few hours seem to be enough, one hour isn't.
 
There also seems to be a noticeable difference in when colony building/orbital types have effect. In the above example, with my refinery hub, the effects were immediate, but the T1 civilian surface port I built four days ago still has an empty market and no population increase for the solar system, for example.
 
We had exactly the same thing happen last week. There apparently some background processes running that take a while to allow the station to be included in the "becoming operational" process during the weekly maintenance.

Just finishing shortly before the weekly maintenance will not be soon enough. At which time you need to finish the station for it to become operational, i cannot tell. From this week's experience: A few hours seem to be enough, one hour isn't.
Good to know about how long before the tick something needs to be finished to be operational.

The other reason I posted is that many Coriolis Stations don't have a shipyard operational when they are the only station in the system. 2 of the 3 Coriolis I've built as the initial starport started with working shipyards, while the third did not.
 
There also seems to be a noticeable difference in when colony building/orbital types have effect. In the above example, with my refinery hub, the effects were immediate, but the T1 civilian surface port I built four days ago still has an empty market and no population increase for the solar system, for example.
Yes - though it may not be type related: it may just be things getting stuck.

My T1 civilian surface port gave a population increase and came online (including all the concourse services) within a day.
My T1 orbital outpost still hasn't given a population increase and the commodity market is still offline (not merely blank) over a week later.

(I might stick a support ticket in about that one to see if it's just one of those things or a systematic problem)
 
With 4 refinery hubs, I got steel and titanium in ample supply. Someone needs to test if we get more refinery goods with 5 or even 6 refineries, will be a while until I can claim a new system and check that for myself.
 
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