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

Apart from really specific situations where you want to lower security and raise standard of living and you're too short on space (whether in general or because you don't want to mix economic influence) to build more specialist things? Probably not a lot.

(Or maybe they have some undocumented feature that Frontier forgot to put on the displays)
 
devlevel.png

This is interesting so far - the expected output, given its population and 1.15 Industrial economy, would probably be around 4000t. So that suggests that about 10-12 DL would be required for "normal" production levels. Though there's some sign at the bottom of the graph that this might be one of Frontier's preferred S-curves, so slowing down after/towards 10 is plausible too.
 
Apart from really specific situations where you want to lower security and raise standard of living and you're too short on space (whether in general or because you don't want to mix economic influence) to build more specialist things? Probably not a lot.

(Or maybe they have some undocumented feature that Frontier forgot to put on the displays)
I figure T1 civilian surface ports are where you'll be able to buy surface refinery goods, surface high-tech goods, and more, with the appropriate economic influences.
 
I figure T1 civilian surface ports are where you'll be able to buy surface refinery goods, surface high-tech goods, and more, with the appropriate economic influences.
Yes, those certainly (subject to the "random 3 goods" rule at the moment)

What about the T2 civilian or T2 outpost hubs, though?
 
Yes, those certainly (subject to the "random 3 goods" rule at the moment)

What about the T2 civilian or T2 outpost hubs, though?
Those are an unknown at this time, they don't appear to have any facility economics or economics influence at all, no landing pads, and give +3 standard of living / +2 development level. So what they are used for is pretty much in the blue. Maybe not so 'feature complete' after all, with the lack of documentation?
 
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Small update.
I had: Orbis (0.75 Industrial, 0.25 agricultural) and a Space Farm orbiting a moon with 1 slot: Tier 2 Large industrial settlement.
I added: a small agricultural settlement on a different moon.
Result: a new commodity on the Orbis - Cofee, and very small changes in the total amounts.

So while you cannot modify the economy of the starport unless you build on the body underneath or on the same orbit, you CAN modify what commodities are sold and their amount by building anywhere in the system.
 
Small update.
I had: Orbis (0.75 Industrial, 0.25 agricultural) and a Space Farm orbiting a moon with 1 slot: Tier 2 Large industrial settlement.
I added: a small agricultural settlement on a different moon.
Result: a new commodity on the Orbis - Cofee, and very small changes in the total amounts.

So while you cannot modify the economy of the starport unless you build on the body underneath or on the same orbit, you CAN modify what commodities are sold and their amount by building anywhere in the system.
What is its supply? Any economy statuses in the system?

Maybe systems stats just pushed up production slighly above what was being self-consumed.
It is common for things like that to change due to status changes in NPC mixed economy systems.
 
The Orbis is still under deployment, State of the system: None, Security: Anarchy (I'm working on this).
I especially checked the market just before and then after the deployment of that new small agri. settlement. That was the only change.
I'm going now to add a few tier 1 military settlements (also on a different moon), and see what changes do appear.
Already found a nice place for the first one:
Screenshot_0022.jpg
 
Last edited:
Small update.
I had: Orbis (0.75 Industrial, 0.25 agricultural) and a Space Farm orbiting a moon with 1 slot: Tier 2 Large industrial settlement.
I added: a small agricultural settlement on a different moon.
Result: a new commodity on the Orbis - Cofee, and very small changes in the total amounts.

So while you cannot modify the economy of the starport unless you build on the body underneath or on the same orbit, you CAN modify what commodities are sold and their amount by building anywhere in the system.
Very interesting!

Coffee has production and consumption ranges are observed at NPC stations to be 2.34-3.65 for production, and 0.1-3.72 for consumption, and your consuming economy in this case is three times bigger, so that's 0.3-11.16 for consumption.

The +3 standard of living from the other settlement might well have shifted those values around a bit to allow a surplus of Coffee to be generated.

Considering the amount of data I had to collect to get those production/consumption ranges pinned down at all, and the difficulty of doing the same here, I'm not expecting to be able to generate more specific rules like "SoL boosts production of X and consumption of Y" but it's definitely good to see it going on at all.
(There is so much behind-the-scenes detail in the economic sim that unfortunately rarely has any actual in-game consequences)
 
Some data for all;

Orbis, no planetary facilities

{ "timestamp":"2025-03-31T05:38:22Z", "event":"Docked", "StationName":"Watts Reach", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false, "StationState":"Construction", "StarSystem":"Col 285 Sector EY-F b12-3", "SystemAddress":7265071539585, "MarketID":4230508291, "StationFaction":{ "Name":"Canonn", "FactionState":"Expansion" }, "StationGovernment":"$government_Cooperative;", "StationGovernment_Localised":"Cooperative", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "exploration", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "facilitator", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "vistagenomics", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":541.421506, "LandingPads":{ "Small":10, "Medium":13, "Large":7 } }

--------------

Orbis, one Industrial Hub

{ "timestamp":"2025-04-02T05:55:26Z", "event":"Docked", "StationName":"Watts Reach", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false, "StationState":"Construction", "StarSystem":"Col 285 Sector EY-F b12-3", "SystemAddress":7265071539585, "MarketID":4230508291, "StationFaction":{ "Name":"Canonn", "FactionState":"CivilUnrest" }, "StationGovernment":"$government_Cooperative;", "StationGovernment_Localised":"Cooperative", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "exploration", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "facilitator", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "vistagenomics", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.500000 }, { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.500000 } ], "DistFromStarLS":535.353530, "LandingPads":{ "Small":10, "Medium":13, "Large":7 } }

Market

Progress 1.png


--------

To get points for these I built a medium settlement and a commercial outpost on another body
Then I saw that weird orbital slot bug when I placed a mining outpost in slot 1, it swapped with my commercial outpost which is now in slot 1


I am planning on build more, so will update as I go
 
Hello. I'm the system architect, and when I buy CMM composites at an industrial settlement within the same system, and sell them at a construction site (within the same system), I'm noticing that the supply/export of CMM compounds is increasing in the industrial settlement.

Thank you so much for all the information you're sharing in this thread. It's very helpful and interesting. Regards.
 
The Orbis is still under deployment, State of the system: None, Security: Anarchy (I'm working on this).
I especially checked the market just before and then after the deployment of that new small agri. settlement. That was the only change.
I'm going now to add a few tier 1 military settlements (also on a different moon), and see what changes do appear.
Already found a nice place for the first one:
View attachment 424558
Ok, so I did finish this Tier 1 military settlement, but it's bugged. Construction site is still there and the settlement didn't appear. I'm building another one, and I'll wait until after tomorrow's tick, hopefully it will get fixed by then.
 
So I just finisihed the 2nd military settlement. Same story, it didn't deploy so it's bugged as well.

Am I the only one, or it's a general thing?
Are they capping the maximum amount of buildings to be finished in a given time slot?
 
I hope I'm doing this right. I want to build an orbital tourist station around an unlandable (earthlike) world, so I first need to build the top one of these, anywahere in the system

1743610420618.png


(that is, satellite, no "type" i.e. not military, communications or whatever)

Then one of these, again anywhere?
1743610469428.png

Then finally the bottom one, this:
1743610484353.png


Is that correct?
 
do just 4 Refineries. IMHO thats the best way to get reasonable re-fill rates.
I tried the LargeMining Settlm./Refinery-Hub/Large Industry Settlm. Combi - works nice for CMM and Ceramic-composites at the station, for market of an orbital its rather rubbish IMHO. Better implement that on a seperate body as stand-alone. Next Refinery-Orbital Station I will just do with as much as possible Ref-Hubs on the surface
Thanks for the info!

Do I need that combo to get CMMs at all in a planetary market? (We can't get them in the orbital at all can we?)
 
I hope I'm doing this right. I want to build an orbital tourist station around an unlandable (earthlike) world, so I first need to build the top one of these, anywahere in the system
When you say "tourist station", do you mean "a tourist-themed installation" (in which case, yes, this is all correct) or do you mean "a dockable station with a Tourist economy"?

Do I need that combo to get CMMs at all in a planetary market? (We can't get them in the orbital at all can we?)
Yes, same works for planetary markets, in theory. (CMMs are Surface Refinery only).

The catch is that surface markets for some reason only produce a random 3 out of their possible exports, so getting a specific one is tricky. This might be a bug, or it might not.
 
Yes, same works for planetary markets, in theory. (CMMs are Surface Refinery only).

The catch is that surface markets for some reason only produce a random 3 out of their possible exports, so getting a specific one is tricky. This might be a bug, or it might not.

My t3 has only 3 things so it better be a bug!

Ok so if I want to produce CMMs I need a landable surface market, AND I need a refinery hub, AND I need an extraction item and a industrial? The extraction and industrial can't be elsewhere in the system?

Because if I want CMMs then I need a 4 seat planet at minimum? And then it's only refinery 0.25% Industrial; 25% and Extraction 25%?

Why can't my T3 ground station work, then I'd know how well a 3 refinery hub can server a ground port market... 🤔
 
When you say "tourist station", do you mean "a tourist-themed installation" (in which case, yes, this is all correct) or do you mean "a dockable station with a Tourist economy"?
Tourist-themed installation. I don't mind if the system ultimately ends up with a tourist economy, an agricultural economy, or both. It'd be nice if I could eventually (later on) build a large station which gets the tourist "skin" with palm trees etc, overlooking the earthlike, similar to one at Sol. But for now I just want a change from an industrial economy...
 
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