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

I had a weird bug last night, seems to have sorted itself out after a while though.

I was building on a planet in readiness for the thursday tick to see if anything gets jump started, had already made quite a few deliveries from my fleet carrier to the construction port. This time I left the planet, entered supercruise until I could drop out at the carrier, boosted towards the carrier then slowed down for autodock and went to the system map to do a quick check on what I needed to pick up from the carrier next. When i exited system map the carrier was about 150km away and getting further fast......thinking I had done something wrong I engaged supercruise again, dropped out at the carrier but it was travelling away from me much quicker my t9 could manage. Just for the fun of it I went supercruise again, overshot deliberately and tried to dock while ahead of the carrier, in its path. Fleet carrier moving at 4km/s does good damage against an unshielded t9!. :)
Jumped out of the system then back in and it was fixed.
 
Iirc, this happens when your carrier orbit gets within a certain range to another object in the system (eg station) and inherits that objects orbit. I see the same thing when my FC gets under 2km to the metals station I frequently go to.
 
So i just build a Refinery Hub at a new Coriolis.
No change in the market => economy influence still not working at the moment.

"StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ]
 
So i just build a Refinery Hub at a new Coriolis.
No change in the market => economy influence still not working at the moment.

"StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ]
Hopefully a fix is incoming after Easter is done. Just build supporting infrastructure and orbitals/buildings with a predetermined economy (such as orbital or planetary outposts with Industrial or High-Tech) in the meantime, leaving slots free for later.
 
Construction Properties
The following system-wide variables are modifiable. Their actual values are hidden, and starting values appear to vary from system to system
- Security: affects the system security descriptor (with the usual knock-on effects on supercruise NPCs and sysauth response time). +9 net chevrons appears to be enough to get all the way to High Security in many but not all systems. Appears to affect shape of faction security sliders, spectacularly so at net negative values. Can largely be ignored by Anarchy factions.
Notwithstanding Anarchy factions' ignorance of security rating, how long does it take for security to change after building a station or facility with a security chevron effect? Is it instant, or at the next weekly tick?
 
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 :)
To round things out:

  • Standard of Living seems to have a similar effect to Wealth - Animal Meat, Fish, Wine & Tea increased demand, Coffee, Liquor Food Cartridges demand down.
  • Standard of Living also changes a few non-food items - Biowaste & Scrap Stock are down, and demand for Clothing, Onionhead and Unoccupied Escape Pods :eek: are up (slightly). Demand for Domestic Appliances is down.
  • Unsurprisingly the Dev Level causes demand and stock to rise significantly. Most prices unchanged, but some are improved (on both buy and sell side)

Should have a complete set of the interesting markets ready for a more comprehensive test next week.
 
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I understand there’s a current bug where adding planet constructions causes the orbiting stations to lose economic influence entirely.

Does this mean that the station also loses the effects of global and local system property values? My (primary) station sells a lot of ships and modules, and I’d rather not lose that.
 
Guess what? I lost half of the ships and modules by adding a 4th Bio Research large facility that hypothetically added 10 HT and 3 Dev, for a total of 42 tech and 19 Dev under the same metaphorical roof. The industry influence from the planet vanished. The Coriolis is now 105% HT (but should be 140%) and 30% Military from an orbiting security hub.
 
So, I gambled to try getting rid of the planet economy nonsense, and...

{ "timestamp":"2025-04-16T23:34:08Z", "event":"Docked", "StationName":"Riccioli Platform", "StationType":"Coriolis", "Taxi":false, "Multicrew":false, "StarSystem":"Col 285 Sector JS-T d3-118", "SystemAddress":4064876169571, "MarketID":4230665475, "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.350000 } ], "DistFromStarLS":161.617656, "LandingPads":{ "Small":12, "Medium":15, "Large":8 } }

After building a fourth refinery hub, three from prior to this week (and the reversion of planetary influences) so I assume it hasn't yet picked up the fourth's influence. Will check back after this weekly tick. I guess the dice rolled in my favor today... this also suggests diminishing returns after reaching 1.00 influence of a given economy type is indeed a thing. Maybe I won't need to build a fifth one if resupply rates are good enough (and/or 4 will be enough to handle the Coriolis, a T1 planetary plus a T3 planetary I plan to build later on).
 
Not so fast. The 1.35 is three times 0.45 which is the standard value for Refinery Hubs.
Except with two refinery hubs that same Coriolis was at 1.00 refinery already (the two were present already right from the moment it completed). It said so in my journal logs with “Colony” completely eliminated/at 0, so unless the value retroactively changes to 0.45 per hub once you reach 3 or more…
 
Except with two refinery hubs that same Coriolis was at 1.00 refinery already (the two were present already right from the moment it completed). It said so in my journal logs with “Colony” completely eliminated/at 0, so unless the value retroactively changes to 0.45 per hub once you reach 3 or more…
You extrapolate a complex theory from two data points.

All i am saying is that 1.35 is consistent with the 0.45 we have seen so far. For a single RH (Abetti Beacon, Antliae Sector FG-Y d123). For two RHs (Pichel Relay, Antliae Sector JW-W b1-1). And for four RHs (Daisy Chain Gateway, Antliae Sector JR-W c1-25).

It'd be all much easier, if FD hadn't changed the rules of the game in the middle of the match.

Imho it is much more likely that there is some rounding of the economy to 1.0. We created an agri and a HT coriolis with "space farm + L agri settlement" and "research station + L Bioscience settlement". Both have 1.0 economy, but that does not necessarily reproduce the experiences regarding economy influences that other people had with L settlements and space farms.

Also we currently do not see any economy influences being applied at all. So i just assume that it's the three RHs that get counted, especially since the result is in line with expectations from previous data points.
 
So, I gambled to try getting rid of the planet economy nonsense, and...

{ "timestamp":"2025-04-16T23:34:08Z", "event":"Docked", "StationName":"Riccioli Platform", "StationType":"Coriolis", "Taxi":false, "Multicrew":false, "StarSystem":"Col 285 Sector JS-T d3-118", "SystemAddress":4064876169571, "MarketID":4230665475, "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.350000 } ], "DistFromStarLS":161.617656, "LandingPads":{ "Small":12, "Medium":15, "Large":8 } }

After building a fourth refinery hub, three from prior to this week (and the reversion of planetary influences) so I assume it hasn't yet picked up the fourth's influence. Will check back after this weekly tick. I guess the dice rolled in my favor today... this also suggests diminishing returns after reaching 1.00 influence of a given economy type is indeed a thing. Maybe I won't need to build a fifth one if resupply rates are good enough (and/or 4 will be enough to handle the Coriolis, a T1 planetary plus a T3 planetary I plan to build later on).
Out of curiosity did you complete the building after 6PM UK time on wednesday?
The last 2 changes to economy pressure were done on wednesday (2th April,9th April)
 
Guess what? I lost half of the ships and modules by adding a 4th Bio Research large facility that hypothetically added 10 HT and 3 Dev, for a total of 42 tech and 19 Dev under the same metaphorical roof. The industry influence from the planet vanished. The Coriolis is now 105% HT (but should be 140%) and 30% Military from an orbiting security hub.
Those stations were bugged,for some reason they had maximum tech level for ships and outfitting. I know because mine sold 28 ships
 
Out of curiosity did you complete the building after 6PM UK time on wednesday?
I completed one refinery just after the planetary influence was reverted (but probably too quickly for it to take hold), which was number 3. So it likely has had time to go fully online (if that is what’s happening) with a Thursday tick because I’m relatively sure I’d built it before one.

Number 4 is the one I finished last night, shifting my station back [to pure refinery at 1.35] from the triplet industrial/extraction/refinery nonsense. (Why is industrial even such a ridiculously overpowering type to effectively eat up 90% of all refinery and/or extraction produce all on its own)

If that answers your question? I did not technically build anything in the system during the planet influences chaos, or at least until Frontier made the announcement it was a mistake.

You extrapolate a complex theory from two data points.
Just like you are extremely convinced of your “facts” which objectively do not match up with my experience until I saw my Coriolis come under the influence of three refinery hubs and go “only” to 1.35 when two of them fully converted it to refinery with 0 Colony proportion.

I also made a mere suggestion about what I thought was happening without coming in posing that it obviously must be the only thing possible like you were very quick to. Which looks a bit rude to me and more like you’re trying to assert your viewpoint and observations as “the truth” instead of collectively figuring it out why sometimes the hubs provide .45 or .5 economy influence to the same type of station.
 
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