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

Yeah same, as the goal posts keep shifting I'm not going to build up any of my systems until some kind of influence is working and we can work out what influences what (again).
 
Its more than that, I'm afraid you hit a known bug.
There is no system economy at the moment.
Therefore having a colony Coriolis is as expected.

Coriolis has no economy influence.
Therefore no changing the outpost economy is to be expected.

I dont see any bug here, apart from "economy influence doesnt work".

The only stuff you can actually test at the moment, is base numbers. Security, Wealth, SoL, Development.
Like: "is there a cap on development"? How many Industrial settlements does one need to build before production stops going up?
 
Last edited:
There is no system economy at the moment.
Therefore having a colony Coriolis is as expected.

Coriolis has no economy influence.
Therefore no changing the outpost economy is to be expected.

I dont see any bug here, apart from "economy influence doesnt work".
until yesterday I would have said the same - but a Cdr in german group SNP on Apr 13th build another Hightec-Hub and got the eco of his Coriolis changed from 1.0 Colony to 0.5 Colony/0.5 Hightec.
So I am not that sure anymore what is going on - and as FDev continues to impersonate an oyster.....
 
Last edited:
Add me too, with that Civilian surface port that got 0.5 refinery a few days ago although I have no less than 4 refinery hubs there. Location HIP 76495 8
I just did a flyover over those refinery hubs, in journal each seems to have 1.15 refinery. The port is still 0.5 colony, 0.5 refinery.
Only one of them hubs was built Wednesday, just before the weekly tick, everything else, including the outpost, was build after.

Oh, and it was after the third hub that the influence changed. But when I built the fourth - nothing happened - even the 3 commodities from the port stayed the same.

If you want my 2 cents - that hub built before the tick finally went online - and me building smth else acted as a "refresh".

Possible explanation for the actual state of thing: everything we build is only starting to come online (and offer eco. influence) the days following the weekly tick, and not straight away, and even then, only after a "refresh" - aka a new asset is built. This next week-end should prove (or disprove) my theory.
 
Last edited:
Add me too, with that Civilian surface port that got 0.5 refinery a few days ago although I have no less than 4 refinery hubs there. Location HIP 76495 8
I just did a flyover over those refinery hubs, in journal each seems to have 1.15 refinery. The port is still 0.5 colony, 0.5 refinery.
Only one of them hubs was built Wednesday, just before the weekly tick, everything else, including the outpost, was build after.

Oh, and it was after the third hub that the influence changed. But when I built the fourth - nothing happened - even the 3 commodities from the port stayed the same.

If you want my 2 cents - that hub built before the tick finally went online - and me building smth else acted as a "refresh".

Possible explanation for the actual state of thing: everything we build is only starting to come online (and offer eco. influence) the days following the weekly tick, and not straight away, and even then, only after a "refresh" - aka a new asset is built. This next week-end should prove (or disprove) my theory.
And the additional effect of the "refresh" then activates the week after but only if you refresh it building something new? Sounds awesome :D
 
A colony that will never detect a new influence type is doomed to being a poop station forever. This can happen for three reasons:
  • The colony was built in the last (or only) free slot at the planetary body.
  • The colony is an orbital or space outpost that was not built in slot zero.
  • The colony is an orbital or space outpost that was built at the same planetary body as the primary port
Wait we have confirmation that this is not getting fixed at any point?

They put Primary Ports in slot 1 and ruin good planets. We can't build in slot 0 and slot 1 and 2 get no influence from stuffs on the planet.

I thought these were bugs they expected to fix? It can't be that primary ports are intended to render planets useless?

Where I have a primary in slot 1 I am leaving slot 0 open in the hope that one day they'll fix this!
If this is true, and remains long without being fixed... that would be completely ridiculous.

Nah I think it would be utterly ridiculous which, like queuing, is also quintessentially British.
Add me too, with that Civilian surface port that got 0.5 refinery a few days ago although I have no less than 4 refinery hubs there. Location HIP 76495 8
I just did a flyover over those refinery hubs, in journal each seems to have 1.15 refinery. The port is still 0.5 colony, 0.5 refinery.
Only one of them hubs was built Wednesday, just before the weekly tick, everything else, including the outpost, was build after.

Oh, and it was after the third hub that the influence changed. But when I built the fourth - nothing happened - even the 3 commodities from the port stayed the same.

If you want my 2 cents - that hub built before the tick finally went online - and me building smth else acted as a "refresh".

Possible explanation for the actual state of thing: everything we build is only starting to come online (and offer eco. influence) the days following the weekly tick, and not straight away, and even then, only after a "refresh" - aka a new asset is built. This next week-end should prove (or disprove) my theory.
And you know what, lets test.... no wait, weeks of hauling and it will change or not work at the end of it! GAHH
 
I find the Eco/Sec sliders + Market contents refresh 90% of the time on building completion. The other 10% happens when I queue up the next building (i.e. just request it to be built - even before I make any deliveries). In both cases I will relog afterwards.

I don't find the daily or weekly tick has any effect, other than making some buildings go 'complete' and some construction sites disappear.

But then again I don't look at the economy mixes, so maybe they are done different 🤷‍♀️
 
I find the Eco/Sec sliders + Market contents refresh 90% of the time on building completion. The other 10% happens when I queue up the next building (i.e. just request it to be built - even before I make any deliveries). In both cases I will relog afterwards.
This is more-or-less my experience:
- if it's going to work, it works immediately (or at least as quickly as your client can get uncached fresh data); some of the implications of slider width changes might only apply at the next BGS tick
- if it's not going to work, it'll stay broken forever, and different bits of the initialisation can break independently (I have at least one station where its population and system variable effects have never been applied, and it's now most of a month old - but other services are operational normally); maybe at some point Frontier will do a recalculation pass and catch all of those up but I assume not until they've made a final decision on economic influence and are absolutely sure they've fixed the bug which causes this in the first place
 
I find the Eco/Sec sliders + Market contents refresh 90% of the time on building completion. The other 10% happens when I queue up the next building (i.e. just request it to be built - even before I make any deliveries). In both cases I will relog afterwards.

I don't find the daily or weekly tick has any effect, other than making some buildings go 'complete' and some construction sites disappear.

But then again I don't look at the economy mixes, so maybe they are done different 🤷‍♀️
Are you talking about the last few days?
And are you reloging after finishing a new building, but before visiting the port?

In my case, nothing like this happen, and I did built a lot of stuff the last few days (hubs, settlements, outposts, installations, etc), nothing but one hub that had any influence whatsoever anywhere.
 
In my case, the only change I see is the faction influence (that works) and the population that increases after every construction is finished. My markets though, they look the same like a week ago (with that one ref. hub exception and its associated port).
 
Some interesting market changes I've seen in my High Tech market as I change the parameters:

  • As SEC increases demand for Tobacco and Beer are down, demand for Wine is up (prices offered all go down with more SEC)
  • Lots of changes in prices offered for goods as SEC goes up - some up, most down.
  • Looks like if you want to sell Metals then a low SEC rating might give the best prices.
  • Tech Level doesn't seem to affect markets at all
  • Wealth increases demand for Animal Meat, Fish, Wine, Tea, but reduces demand for Coffee, Liquor and Food Cartridges. Prices unchanged.
  • Wealth doesn't change much outside of foods - Clothing and Onionhead demand down slightly - but nothing like the price changes seen with SEC

Still to test Standard of Living & Dev Lvl. And now I need to build out a system with the other markets and see if they react the same way :)
 
Bit of a silly question perhaps, but who "decides" what goods are illegal goods in a system?

Is it based on controlling faction type? Or randomised, or unique to each faction?
 
Bit of a silly question perhaps, but who "decides" what goods are illegal goods in a system?

Is it based on controlling faction type? Or randomised, or unique to each faction?
Government type of the controlling faction. Of course, legality of goods also changes localky with different factions in charge. Eg my Anarchy-controlled surface port happily exports Combat Stabilizers, which are illegal in the rest of the system.

Side note: I find it quite amusing indeed that facilities that increase system security require the player to smuggle in illegal goods, namely Battle Weapons and Combat Stabilizers🙃
 
Bit of a silly question perhaps, but who "decides" what goods are illegal goods in a system?

Is it based on controlling faction type? Or randomised, or unique to each faction?

In a few cases in PP, changes also occur when a Power faction takes over a system. Aisling bans traffic in imperial slaves for example so the markets no longer have them when a system swings over to her side.
 
Last edited:
Does anyone know whether the type of planet you base extraction settlements on males a difference. E.g. building on a rocky or icy planets Vs building on an HMC?
 
Back
Top Bottom