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

The lowest max temperature among all the examples is 659K or 386 °C - more than 10x normal room temperature. So it does look like that's the likely factor.
Considering I have a planet with 889K max temp (Col 285 Sector QZ-O c6-3, A4, 27.8ls to K type star) that has 2 build slots, I'm not exactly sure where the upper limit lies or if it is actually surface temp (or only that). I would have guessed it's the point where you're not able to walk around without taking continuous damage but I vaguely remember it being somewhere around 750-760K. May be wrong in that, though.

Planet with a 990K max surface temp in the neighboring HIP 109497 also has no build slots on the surface (179-180ls from star). It's not gravity, being that the highest is 1.6G for the local (landable) bodies.
 
Considering I have a planet with 889K max temp (Col 285 Sector QZ-O c6-3, A4, 27.8ls to K type star) that has 2 build slots, I'm not exactly sure where the upper limit lies or if it is actually surface temp (or only that).

Not sure if it's an additional factor but that planet or moon Ned cited with the 659K surface max temp is tidally locked and has volcanism.
 
Not sure if it's an additional factor but that planet or moon Ned cited with the 659K surface max temp is tidally locked and has volcanism.
Mine’s definitely tidally locked too (too close to the star), no volcanism though.

Would check my other system I know has a tidally locked planet with volcanic activity and is relatively close to the star (162 ls, F class), with 6 planetary build slots, but I’m logged into my main account which doesn’t have remote map access, and not currently bothered to fly over there. Neither inara nor EDSM seem to provide detailed surface temperature info, just a single (average?) number of 533K.
 
Does any particular stat decrease the population? Last week, I had 40mil, then it dropped to 22 mil overnight and rose over the course of a few days to 29mil and again overnight, it dropped to 22mil. I am actively building Sec: 20, Tech: 104, wealth: 98, SOL:80, Dev: 85
 
So we finally know what the "Outpost Hub" is good for - it activates the Commodity market for the Scientific, Military and Criminal Outposts.
Still curious about the "Civilian Hub"....
 
It might be a consequence of this bug to be fixed tomorrow?
I have a suspicion that particular change might have already gone live server-side, one of my systems that has a couple of ground outposts shot up from 2m to 3m population a couple of days ago. Up until then it was only increasing by 10k per day.

Edit: today it is up to 4m. I don't know what's driving it.
 
Last edited:
Well, I guess we have an answer to the thread's title now: the numbers do nothing/are pointless because services have been tied to specific facilities instead.
Apart from tech level influencing which ships are sold / outfitting module availability, is there any other concrete info?
 
This new patch will make colonization even harder than before. I'm talking mostly about the high-tech stuff.
Even now, it's quite hard to get a High-tech economy going - trying to fight all those pesky planetary influences and weak links. But at least we had the specialized High-Tech outposts.
Except, from now on, these outposts will have no markets, unless we built even more stuff.

Building a daisy chain of systems into the black, we were doing one military outpost, then an industrial one, then a High-Tech one, and so on. We would use then these systems to source some of the required commodities for next colony, taking the rest from a refinery system built along the way.
That way we didn't even have to go back to the bubble.
Now this will take even longer, every military or high tech outpost will need to have a comm / relay installation next to it...
 
Last edited:
Well, I guess we have an answer to the thread's title now: the numbers do nothing/are pointless because services have been tied to specific facilities instead.
No, they arent.

You need SoL or you have Outbreak.
You need security or you get interdicted.
Tech level influences outfitting.
Wealth... dont know, but still waiting for someone to construct a 'wealthy' station with the wealthy palm tree interior like Leonard Nimoy Station. Or the 'wealthy' attribute like Selous Orbital.
 
Well, I guess we have an answer to the thread's title now: the numbers do nothing/are pointless because services have been tied to specific facilities instead.
Apart from tech level influencing which ships are sold / outfitting module availability, is there any other concrete info?
The effects on state slider section sizes seem fairly clear.
Development level boosting market sizes seems obvious enough.
Security is pretty well understood because that's been the visible one for a decade.

Wealth and Standard of Living certainly seem at best under-used - and certainly no particular need to boost them above single figure chevrons to get some basic stability on the state sliders.

You need SoL or you have Outbreak.
It's certainly possible that they affect the relative thresholds for the various event states, but since seven years on we still don't know very much about what sets off most of the event states we'll probably never know for certain.

Building a daisy chain of systems into the black, we were doing one military outpost, then an industrial one, then a High-Tech one, and so on. We would use then these systems to source some of the required commodities for next colony, taking the rest from a refinery system built along the way.
That way we didn't even have to go back to the bubble.
Now this will take even longer, every military or high tech outpost will need to have a comm / relay installation next to it...
Can you switch the chaining to be done with a Social/Criminal faction instead (bringing a fresh one in with the squadron link if necessary)?
(They force black markets to open, and then the black market forces the commodity market to open. Paul confirmed this would work normally)

Inconvenient as a workaround, certainly.
 
Wanted to share an advice that has grown with me over the last weeks:

With planetary economy overrides and strong link boosts, you need to play the cards you are dealt. Not pretend to have other cards. You need to play the system map, and accept what it offers. If you dont like what it offers, fold. Get another system in line with your preferences.

E.g.: you want to build a great high-tech station... Dont use HMCs or icies, or rocky-ice. Get those rockies. Get a rocky with a few slots and biologicals.

For agri, get a non-tidally locked terraformable planets with biologicals. Get those double bonuses. Then build a T3 or Coriolis around it, push it to a level that suits your needs.

Then stop. The perfect is the enemy of the good. The more you build, the bigger the chances that you make a mistake you cant come back from by having some weak link that is just one too many to take away a commodity you want.
 
Wanted to share an advice that has grown with me over the last weeks:

With planetary economy overrides and strong link boosts, you need to play the cards you are dealt. Not pretend to have other cards. You need to play the system map, and accept what it offers. If you dont like what it offers, fold. Get another system in line with your preferences.

E.g.: you want to build a great high-tech station... Dont use HMCs or icies, or rocky-ice. Get those rockies. Get a rocky with a few slots and biologicals.

For agri, get a non-tidally locked terraformable planets with biologicals. Get those double bonuses. Then build a T3 or Coriolis around it, push it to a level that suits your needs.

Then stop. The perfect is the enemy of the good. The more you build, the bigger the chances that you make a mistake you cant come back from by having some weak link that is just one too many to take away a commodity you want.
Welcome to my collection of trailer parks. :)

They are what I can make out of them. Most of the space around me has been claimed. I can use the other systems for things that would be prohibitively time-intensive for me to develop on my own (notably Refinery).
 
A double bonus is the same as a single T2 strong link. Slots are more important than bonuses for the economies you want.
You need 4 slots with single bonus for a T2 killer economy. With double bonus you need one less. Which is 3 hours less building time.

If you like having 300k supply instead of 100k, sure.

On the other hand, the whole double bonus stuff isnt as important. I meant more to not force suboptimal builds. Like agri planets that are tidally locked. Or refinery around an icy. Etc.

So i guess we are both right, just from different perspectives.
 
Wealth... dont know, but still waiting for someone to construct a 'wealthy' station with the wealthy palm tree interior like Leonard Nimoy Station. Or the 'wealthy' attribute like Selous Orbital.
Funny thing about that... we were told station interiors would depend solely on the dominant economy. My tourist station got the "wealthy" interior, not the tourism interior:

Screenshot_0564.png

The system is not what I would call wealthy. It doesn't have any surface construction sites which makes it very handicapped.
 
So I piaced down an outpost hub yesterday and noticed that the UI was saying it would get a bunch of weak links. That seems wrong since facilities aren't meant to get them - but is it actually going to develop economy influence the same as colony ports, e.g. be overridden by the planet?
 
So ports form strong links with each other if they are in the same orbit right?

Does this apply to all ports, or just the intrinsic economy ones, or just the colony ones, or both?

Asking because there's this ELW with two orbital slots, and to claim the system, the first station would go right on one of the two slots.

We figure a Tier 3 for it would be best since it's an ELW, but we don't want to start the claim with a Tier 3 and it'd be best to start with an outpost so then the Tier 3 has no time limit.

The outpost + tier 3 on the ELW, will they form a strong link with each other? Does it matter if we make it a 'colony' outpost or one of the other intrinsic economy options?
 
Back
Top Bottom