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

Or it might break the system, overlapping stations on top of each other. It could also make relationships between facilities not work properly.

I am too much of a coward to add 4 more stations to test this any further. Lots of work just to find my system is broken.

Nah, your system is too valuable to risk. There is one system I spotted not far from mine that's one sun - one asteroid field. I'll check if anyone claimed it.
 
Holy Crow! How awsome is this? That's my Coriolis!

New Construction Site.png
 
Nah, your system is too valuable to risk. There is one system I spotted not far from mine that's one sun - one asteroid field. I'll check if anyone claimed it.

Spotted a good testing candidate. EDSM says it's unclaimed but can someone check it out? Don't have PC access right now alas.

Col 285 Sector FT-E b26-5
 
Spotted a good testing candidate. EDSM says it's unclaimed but can someone check it out? Don't have PC access right now alas.

Col 285 Sector FT-E b26-5
Col 285 Sector FT-E b26-5 is currently unclaimed and uninhabited. don't have the ship right now to get a system map view.
 
As a good news hint, If you have an asteroid field in your system I think you might be able to add unlimited facilities.

I'm not posting this in the general forum discussions because I don't want to shine the spotlight on it. But if Frontier hasn't noticed in their own basic testing then I don't consider this an exploit. Crazy sloppy testing that basic placement of facilities doesn't work correctly.

In my system map I have effectively added two new slots. These didn't exist before.
- Possibly the slots did get consumed and the System Map is showing it incorrectly.

Edit:
The UI does allow me to select the same slot for a new facility slot that I had chosen before. That suggests the slot was not consumed.
It has been pointed out already in another thread. It also appears even though it's adding slots it still takes a total build slot and may prove problematic long term other than just the bug aspect.
 
Col 285 Sector FT-E b26-5 is currently unclaimed and uninhabited. don't have the ship right now to get a system map view.

Thank you! It's a really weird system. Binary suns, 500K ls from each other. Both have an asteroid field but the first sun also has a landable ice planet.

Perfect testbed.
 
He is docked at the orbital construction platform in that picture, which will disappear after completion of the station ^^

I've heard that before, the one for my satellite stuck around for nearly two weeks after it was completed.
 
Following the Thursday Tick My Corriolis is fully Deployed.

It is orbiting the sun in a well developed system that currently has no surface hubs or economic installations.
I am going to start building additional facilities (hubs & installations) one per week to see if anything effects its market.
My system has a population of 41,140.

The Corriolis currently has:
  • Shipyard, Livery, Universal Cartographics, Vista Genomics.
  • Market sells biowaste (qty 36) and hydrogen fuel (qty 52).

This is excellent. I'd love to see more system spreadsheets / workbooks from anyone who has them, though I understand they may be sensitive about sharing.
I mainly need to work out how to plan a system using the workbook.
 
(At the moment there's the probably-a-bug where T3 surface ports only sell a random 3 commodities. But it will sell a lot of whichever three it picks, nevertheless)

Did you mean the T3 Surface Planetary Port or the T1 Surface Planetary Outpost Port? I know the T1 port has the 3-item market issue. I haven't read stuff yet from people courageous enough to make the T3 port. That would really really suck to make the T3 surface port to find a 3-item market on an otherwise well developed planet.

Can confirm this affects T3 Surface ports as I have one, I can sell you lots of 3 things and at like a 10th of gal average but I hope this gets fixed sooner rather than later!
 
According to DaftMav's workbook, population should be 21,000 on my system, but it has reached 22,300 according to the Gal Map.

View attachment 424001
There's at least some randomness [1] in the population levels, at least on the bigger things.

My initial Vulcan Industrial had a population of 5,500, for example; and it doesn't seem to be accounting for any population at the small extraction settlement either (which should be non-zero, even if it won't be more than a couple of hundred)

[1] May not be actually random, but probably entirely safe to treat as such.
 
There's at least some randomness [1] in the population levels, at least on the bigger things.

My initial Vulcan Industrial had a population of 5,500, for example; and it doesn't seem to be accounting for any population at the small extraction settlement either (which should be non-zero, even if it won't be more than a couple of hundred)

[1] May not be actually random, but probably entirely safe to treat as such.
At another system, the population on the Gal Map is 11,100, and the spreadsheet goes for 12,000, so I wonder if the small mining installation should be 100 rather than 1000 pop addition.

1743366143321.png


Though this one (my very first system) "should" be 10,000 but is only actually 5000:
1743366305019.png


Not that it really matters. I need to know more what DaftMav's "dependencies" column on the installation types stats page is for (prerequisites, orbital types needed to make surface types "work"/have the right economy?)... as I want to start building a tourist/agriculture system.
 
Last edited:
Planning on building a Coriolis or larger in my system at some point. Question is (see red highlights), does it make sense to put it nearer the star and have 3 refineries / extraction sites feeding it or might that slot between moons essentially be able to pick up 2 slots from either planet? From what I've read I think that second site would only pick up from the moon on it's left and the one on the right isn't given any orbital slots?

1743374700547.png
 
Report 3/30/25
Col 359 Sector CS-I b11-5

Initial Population: 7,650
New Population: TBD

Old System Stats: 10/6/0/6/3
New System Stats: 6/13/12/5/19

New Builds:
Coriolis
2 Refinery hubs on planet that Coriolis orbits

Step by step economy changes:
50%/50% Colony/Refinery
tva.PNG
100% Refinery
Screenshot_2025-03-30_191036.png
 
I would rather asteroid belts stop being restricted from having ports/installations other than asteroid stations placed in them, unless there is an actual technical reason for that (but so far the presence of said bug indicates there isn’t, at least visibly).

… on the note of system statistics, is there any particular point in pursuing standard of living over, say, tech level? Mostly a planning question for my current refinery project to decide whether I should build more comms installations instead of satellites for T2 build points.

Also, say I build a colony orbital outpost which converts to industrial. Will it then also assist in the conversion of a later placed Coriolis or is the game going to ‘remember’ it was/is a civilian/commercial outpost which picked up another economy and act accordingly?
 
Back
Top Bottom