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

I might have just done the stupidest thing ever.
I planted a large (tier 3) planetary port on a beautiful ringed planet, with amazing views.
The problem is I did not check the gravity rating before-hand.
2.67G.
But the view is nice.
View attachment 427359

People will learn. That's not insurmountable. But the the first shieldless that mashes the down thrust at the pad or boosts at the ground is going to learn some things right fast.
 
This weekend I built a scientific outpost in my 1st system to bump the tech level and try to get a shipyard in my Coriolis (not my primary port). After it was done it should have raised the system to a tech level of 8, not a lot but enough for a shipyard from what I recall. That did not happen and the outpost had no market though it did have UC. It finished deploying today and no change - no market, still UC, no shipyard on the Coriolis. I did notice if you go to the system it show two of the factions are at war (one corporate and one communist) and one of them owns the scientific outpost. It also doesn't show the war state on the galaxy map or system map (state "None"), perhaps because the system controlling faction isn't involved (?), so the only way to see details is to fly to the system and look at the left info panel.

Have I just broken my lucky streak and received a bugged station (one of many others have) that doesn't have a market or affect the system like it should or could the war be causing issues like a pause to everything? I don't know much about state, wars, and so forth for how all that works. Do I just need to wait a week or so for things to finish and normalize then hopefully get a functional outpost or, more important to me, a shipyard?

Thanks for any thoughts, help, or opinions.
 
I don't know much about state, wars, and so forth for how all that works. Do I just need to wait a week or so for things to finish and normalize then hopefully get a functional outpost or, more important to me, a shipyard?

Thanks for any thoughts, help, or opinions.

Wait till next Thursday and conserve your orbital and planetary slots for facilities with guaranteed system influence. The workaround of building something just to trigger a station update isn't working all that well right now.
 
It also doesn't show the war state on the galaxy map or system map (state "None"), perhaps because the system controlling faction isn't involved
That's correct. The galaxy map filter only shows one of the states of the controlling faction. (I don't know what order it prioritises if the controlling faction has more than one)

After it was done it should have raised the system to a tech level of 8, not a lot but enough for a shipyard from what I recall.
Earlier messages from support said something like 35 was required for full services. Though that doesn't say anything about whether a system starts at 0, or whether 1 chevron = 1 number.
 
Wait till next Thursday and conserve your orbital and planetary slots for facilities with guaranteed system influence. The workaround of building something just to trigger a station update isn't working all that well right now.

Is the system econ influence we think triggers it?

I guess the system was intended to work like this:

On completion of an installation the stations, in range, of it's influence will be recalculated.

What I think is happening is that, but the influence of the installation just completed is delayed. We say by one build because that's how we trigger a recalc, so in materially that's right but I was testing this and observed this.

Step 1) We completed a small agri settlement on planet
Step 2) Weeks later we completed a Civilian Outpost - colony econ (station is under development) this did not get updated with the active influence from the settlement.
Step 3) Minutes later we completed a medium ari settlement. Civilian Outpost remained in colony 1.0 it did not get the influence from the step 1 settlement.

Now immediately after Step 3 the agri settlement was not active the local services were not available it still said construction services.

Next day was Thursday. After maintenance the outpost colony was the same and still have no market but didn't have the under development on the landing pads etc. The new settlements market was open with beer and wine.

I don't know if it was a bug, I should have relogged, when the settlement market was unavailable immediately but if it's consistent then that shows a delay on it coming on-line.

I also wanted to see how it would behave with the outpost not active so I wasn't expecting it to update.

Once the outpost is active, we have one more slot on the ground and will complete another medium agri settlement which I expect will update the station with the influence of the first two only.

Then it will be a space farm, once that third settlement has a market. But this is slot 2 because the primary port is in slot 1.

The primary port is a commercial port currently with a 1.15 refinery and 1.15 agri from the days of planetary influences. I'm interested to see if this changed when the port in slot 0 finally updates, and if it wipes out when the space farm is place, and whether any influence from slot 0 carries over.
 
Is there somewhere they are communicating/conveying info? You say you asked - are there more answered questions and we are just not looking in the correct forum? Please elaborate. I'm starved of info and in a bad way over this game and their (in)action.
I raised a support ticket to ensure it was at least recorded and tracked on FDev side. If you ask me, a more proactive communication approach from them would definitely reduce the volume of support ticket individually raised by players that they need to handle, but hey - I'm not in charge :)
 
This weekend I built a scientific outpost in my 1st system to bump the tech level and try to get a shipyard in my Coriolis (not my primary port). After it was done it should have raised the system to a tech level of 8, not a lot but enough for a shipyard from what I recall. That did not happen and the outpost had no market though it did have UC. It finished deploying today and no change - no market, still UC, no shipyard on the Coriolis. I did notice if you go to the system it show two of the factions are at war (one corporate and one communist) and one of them owns the scientific outpost. It also doesn't show the war state on the galaxy map or system map (state "None"), perhaps because the system controlling faction isn't involved (?), so the only way to see details is to fly to the system and look at the left info panel.

Have I just broken my lucky streak and received a bugged station (one of many others have) that doesn't have a market or affect the system like it should or could the war be causing issues like a pause to everything? I don't know much about state, wars, and so forth for how all that works. Do I just need to wait a week or so for things to finish and normalize then hopefully get a functional outpost or, more important to me, a shipyard?

Thanks for any thoughts, help, or opinions.
For the shipyard activation, try the free renaming of the station. It worked instantly for my asteroid base.
 
That's correct. The galaxy map filter only shows one of the states of the controlling faction. (I don't know what order it prioritises if the controlling faction has more than one)


Earlier messages from support said something like 35 was required for full services. Though that doesn't say anything about whether a system starts at 0, or whether 1 chevron = 1 number.
Thanks for the info about the states. I remembered the 35 tech level number for full services but I seem to recall that meant everything like outfitting and such. I thought people were saying for simply a shipyard and minimal ships it was 6+. Mainly I was hoping for a place to move my fleet of ships to, not all the outfitting and purchase options. I might still need to continue to build the tech level though. Hopefully not too much as I only have 2 surface slots (total) and about 9 orbit slots left in various place. It was a fairly small system to begin with (19 total).

For the shipyard activation, try the free renaming of the station. It worked instantly for my asteroid base.
Thanks for the suggestion. I really like the current name so I was hoping I wouldn't have to do that. I might give it some time and then rename if it doesn't cure itself from other changes or bug fixes they may apply.
 
I really like the current name so I was hoping I wouldn't have to do that. I might give it some time and then rename if it doesn't cure itself from other changes or bug fixes they may apply.

Don't change the name, it's very difficult to get a really good one out of the random name generator. Just wait for the fix.
 
The primary port is a commercial port currently with a 1.15 refinery and 1.15 agri from the days of planetary influences. I'm interested to see if this changed when the port in slot 0 finally updates, and if it wipes out when the space farm is place, and whether any influence from slot 0 carries over.

Just make sure you have slots to spare. When FD issues the bug fixes it will probably reset things again and we have no way of knowing what that will look like.
 
Earlier messages from support said something like 35 was required for full services. Though that doesn't say anything about whether a system starts at 0, or whether 1 chevron = 1 number.
I remember that quote. However, my latest observations are different:
  • The latest GalNet video on YT states that the Cobra MKV can be bought for credits in "Hightech Systems".
  • What is a "Hightech System"? I know what a "station" with hightech economy is... and my theory was, to date, that the "system economy" has no real effect.
  • In my system I have a Tech Level of 66 and a Development Level of 75, which I consider high enough to expect a good range of ships and modules.
  • However, I have two T3 ground ports that offer different amount of ships and modules: an agricultural ground port offers 11 ships, an extraction/refiner port offers 20 ships. Within the same system with system economy "agriculture/extraction". If a Tech Level of 35 is max (measured in chevrons) then that would be no satisfying selection.
  • Before my second T3 ground port was finalized, the amount of ships offered in the extraction/refinery port even higher. Then, the additional "colony" influence, later agricultural influence, had a negative impact on the amount of offered ships.

To conclude, both the station economy and the system economy seem to have an effect on the local availability of ships. On the one hand, I do not care very much of ships and modules anymore, but... why not aim for them in my shops? On the other hand, why should anybody plan an agricultural system, if that would (a) have a negative effect on shipyards and modules and (b) offer no real value for colonization, such as refineries do.
 
The latest GalNet video on YT states that the Cobra MKV can be bought for credits in "Hightech Systems".
This is probably correlation rather than direct causation. In the original system layouts, the High-Tech systems tended to be the ones with the best outfitting (with big industrial systems also worth a bet). And of course the universal outfitters at Shinrarta or a Stronghold Carrier also happen to have a high-tech economy. In terms of where the actual ships are, for example, in the Colonia region the two stations selling the Cobra V are Refinery and Military economy. None of the big HT outfitters there seem to stock it.

So it's probably similar with Colonisation: you might want a few high-TL and high-DL odyssey settlements and installations somewhere in the system to get facilities online, but that shouldn't stop you focusing mostly on Agricultural output if that's what you want to do.

Certainly agreed that the current balance is such that for onward colonisation you need to focus very strongly on refinery products, and a single industrial, HT and agri settlement can basically cover the entire production needs for multiple parallel projects for the "spare parts" side of it.

(The "Max population" chevron property implies that there is something which can be done to increase system populations separate to the construction of new facilities. What that is, whether it's currently working, etc. is hard to say; it might even involve non-Refinery commodities?)
 
(The "Max population" chevron property implies that there is something which can be done to increase system populations separate to the construction of new facilities. What that is, whether it's currently working, etc. is hard to say; it might even involve non-Refinery commodities?)
I agree, or... love to believe that. I currently tend to design my system with "role play" in mind instead of min-maxing. So, I'm probably filling my agriculutural planet with another two T2 agricultural settlements, even if two refinieries or industrial hubs would be somehow "better"... who knows. If I get enough T3 points for another T3 thingy I aim for another ground port for that "max population"... and that will be either for a purely industrial or high tech economy body. I'll end up with a self-sustained system, that I'll call my home.
 
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