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

The people posting here clearly think the last update was supposed to have fixed the economies. Just pointing out that never happened. We have little idea how fdev expect economies to work - except hopefully 'not like this'.
No, just in a way that it "actually worked again like before the planetary update", after it did not work at all after the planetary influence rollback.

From my expectations I'd say it is "bugged", since the current economy values in the docked event do not align with the expected values from before. Nevertheless the supply figures seem at least similar.

Was there no daily tick in the last 24 hrs?
Yesterday I was in day 3 of war, today the same...anyone else in the same boat?
BGS conflict resolution is spotty at best for a month now. See this issue in the tracker: https://issues.frontierstore.net/issue-detail/73217


Data point: I just finished a security station in my system.
  • Security went up from 0 to 9, resulting in a "High" security, coming from 0 and "Low"
  • No effect on the market observable at all. Maximum supply remained constant.
Current system stats (lower line are finished builds):
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I have a Coriolis at location 0 in orbit around a planet with 3 locations occupied by 3 refineries. As expected, only 2 seem to be activated. Economy 100% refinery at the end of the third. I still have location 1 in orbit. Do I have a chance of activating the third refinery with a building in this location? If so, what building? An outpost? A Installation?
Recent reports suggest that if you build a space farm in slot 1 you'll get the 3rd refinery to work.

I don't know what to think about the installation activation concept. It seems to me that while colony econ stations may need to come out of 'under development' before they can be affected, it also seems that this could just be a perception thing caused by having to build another influencer before it will pick up an economy. I may test this. Though it takes a good while for a station to come online.

But other installations I'm less sure about, because we have so much less opportunity to mess with seeing how orbital influence economies (due to there being so few slots and not being easy to force a recalc)?

But what do people think? I guess the safest way would be to assume everything needs to be activated, so build all the economy influencers (except one) then the station. Wait until it's not under construction and then build the final influencer. But that's a slow process.

I was thinking of doing a test, where we build the orbital colony station, 2 influencers on the planet, 1 influencer in orbit. leaving them all with 1 delivery needed to complete. Then in one day complete the station, then a ground installation 1 (the econ of the station shouldn't change) then ground installation 2 (the econ of the station should change, unless it has to come out of development). If there is no econ change wait until the colony station comes out of underdevelopment and then finish the orbital?
 
It seems to me that while colony econ stations may need to come out of 'under development' before they can be affected
Definitely not.
When a market is there, you can affect it. When there is no market, your station is bugged.

From my perception you need a system economy influence trigger. Of any kind. What is actually a trigger? I don't know. Is building a colony economy a trigger, like a planetary outpost? I don't know. The cheapest useful triggers are M settlements and orbital installations like space farm and mining installation. That's why we use space farms. All else should work, too. The parts about slot 0 and slot 1 are opaque at best, and i could never reproduce them.

Expectation would be: you build an economy influence building. It influences the local zone immediately. This is currently mostly true, although there appears to be an influence lag of 1 building.
 
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I was thinking of doing a test, where we build the orbital colony station, 2 influencers on the planet, 1 influencer in orbit. leaving them all with 1 delivery needed to complete. Then in one day complete the station, then a ground installation 1 (the econ of the station shouldn't change) then ground installation 2 (the econ of the station should change, unless it has to come out of development). If there is no econ change wait until the colony station comes out of underdevelopment and then finish the orbital?
"should" and "should not" are questionable.

From my point of view the economy should change with installation 1. Before planetary influence it worked that way, putting the colony economy e.g. to 0.5, leaving you with a partial market. That was very helpful to at least partially cure wrongly placed buildings.
 
What economy type does the system map show for newly built space farms? My feeling is that they are bugged and give "colony" type influence now.
 
Another data point from the issue above (sorry for double posting):

When the Refinery Hub after the Space Farm became active, the agri influence actually shrank from 0.25 to 0.15.

I think that is a first to be observed.

My explanation for that is that two influencers with tiers 1&2 set the colony economy of a Tier2 colony to 1 (consistent with prior observations), then get recalculated.
 
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Yes. But not when i built it, but when i built another building after it in the same local zone.
Do Odyssey settlements add influence then at all? I am still trying to figure out why Settlement M, Coriolis, Space farm, settlement L results in 100% Colony.
 
Do Odyssey settlements add influence then at all? I am still trying to figure out why Settlement M, Coriolis, Space farm, settlement L results in 100% Colony.
That is not as expected. We had L settlement + spacefarm create a 1.0 agri Coriolis before.

There was a period of 2 weeks after the announced "rollback" of planetary influence where economy didnt work at all. Until late last week.

If you have no market at all, that is a bug. Another possible bug is the Slot-0 bug, but i cant say anything about that.

Apart from that I'd recommend building another building/installation with economy influence to trigger the economy calculation.
 
I understand that there is still some bug going on with planetary hubs not giving proper influence but can anyone confirm whether surface civilian planetary ports (the ones that cost about 40k mats not the t3 ports that cost 200k) are capable of producing CMM composites and a normal refinery market? Or is it just the t3s so far?
 
I have an interesting scenario here that I'd like your thoughts and prayers suggestions on. I'm colonising a system where the primary port is around an ELW, which also has two other orbital slots. (The whole system has 18 orbital slots and only 2 surface slots, which I assume is the reason why others haven't picked it up before me.) My goal would be to have a Coriolis orbiting the planet with Universal Cartographics. Am I correct in that I'd need the station to have a High Tech economy then? (One of my other systems has a TL of 46, and no UC on the Coriolis that still has a 100% Colony economy.) If I am, then does that mean that the best approach would be to build a Scientific Outpost as the primary port first, and the Coriolis later? So that there would be a High Tech economy it could pick up on. Then build a Research Station in the final orbital port, in case the Coriolis didn't pick up UC.

Or would I be better off with the Coriolis as the primary port? I just wonder if it would be problematic that there'd be no High Tech economy for it to pick up first then, but only once I'd build in the two regular slots.
 
I have an interesting scenario here that I'd like your thoughts and prayers suggestions on. I'm colonising a system where the primary port is around an ELW, which also has two other orbital slots. (The whole system has 18 orbital slots and only 2 surface slots, which I assume is the reason why others haven't picked it up before me.) My goal would be to have a Coriolis orbiting the planet with Universal Cartographics. Am I correct in that I'd need the station to have a High Tech economy then? (One of my other systems has a TL of 46, and no UC on the Coriolis that still has a 100% Colony economy.) If I am, then does that mean that the best approach would be to build a Scientific Outpost as the primary port first, and the Coriolis later? So that there would be a High Tech economy it could pick up on. Then build a Research Station in the final orbital port, in case the Coriolis didn't pick up UC.

Or would I be better off with the Coriolis as the primary port? I just wonder if it would be problematic that there'd be no High Tech economy for it to pick up first then, but only once I'd build in the two regular slots.
No idea how much economy influence a science outpost gives. Imho best bet would be to build a primary coriolis, then a bio research on one of the 2 available slots and then 2 research installations. Does that give you a UCG? I don't know. No matter what you do, however, the Coriolis will never be very good, because of the limited amount of slots. Add to that the existing "delayed influence" behavior, and you could end up with a 0.5 hightech economy.

So tbh, i wouldn't do that if i were you. Too many chances to mess this up, and a very limited amount of possible fixing.
 
I have an interesting scenario here that I'd like your thoughts and prayers suggestions on. I'm colonising a system where the primary port is around an ELW, which also has two other orbital slots. (The whole system has 18 orbital slots and only 2 surface slots, which I assume is the reason why others haven't picked it up before me.) My goal would be to have a Coriolis orbiting the planet with Universal Cartographics. Am I correct in that I'd need the station to have a High Tech economy then? (One of my other systems has a TL of 46, and no UC on the Coriolis that still has a 100% Colony economy.) If I am, then does that mean that the best approach would be to build a Scientific Outpost as the primary port first, and the Coriolis later? So that there would be a High Tech economy it could pick up on. Then build a Research Station in the final orbital port, in case the Coriolis didn't pick up UC.
Safest would be
- HT outpost as Primary
- Coriolis in next slot (should pick up partial HT influence from outpost)
- HT installation in remaining slot (should boost the Coriolis to full HT economy)

If it doesn't work immediately, you should still have UC at the outpost and it's not too big a deal to change ships at the Coriolis.

Coriolis primary + 2 HT Installations should also work, but with the state things are in now the HT outpost seems the more reliable way to secure the system claim, and then you could wait weeks before building the others to see what fixes/rule changes apply.
 
Thanks to both of you for the quick replies! Some good points there. I forgot that I could always just swap ships at the Coriolis. (The funny thing is, by now I use medium ships for pretty much everything anyway, except for hauling of course.)
So I'll go with HT Outpost first, then some supporting infrastructure (Relay Station and the like) next, and before I'd do the Coriolis, I'll see what moves Frontier will make by then (if any). If they won't change things in a substantial way, I'll let you know how the experiment goes then. (I know it would be safer to wait with the Coriolis, but I might not have the patience to wait for an unknown amount of time.)
 
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