Hidden BGS Variables revealed in Carrier Admin system selection

Someone might find this interesting (or tell me it was all well known and to go away - your choice :) )

The Fdev Fleet Carrier FAQ has a section on how Carrier Admin systems are chosen:

In order to use these optional services, they must first be activated in stations, within systems with Carrier Authority.
A system with Carrier Authority follows these guidelines:
  • Is not Permit Locked
  • Is not classed as an Anarchy system
  • Has a population between 22m and 10b
  • Has a tech level above 100
  • Has a development level above 75
  • Has a standard of living above 60
  • Has a wealth above 70
A station that can activate services must follow these guidelines:
  • Must be a starport
  • Has either a high-tech and/or industrial economy type
  • Isn't controlled by a criminal or anarchist faction

Not sure I've come across 'standard of living' or 'developmental level' (or 'wealth') as aspects of the BGS before. And the 'tech level above 100' means it's not a percentage type thing.

Not of practical use, but intriguing :) (And also makes me feel better I couldn't work out the exact rules during the beta, I got as far as a Large High Tech / Industrial with a Starport - and would have guessed no permit lock :) )
 
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Hypothetically if you were to have walking around in stations then variables like development level, standard of living and wealth could all determine how that station looks using procedural generation systems.

I would imagine a station with a poor standard of living would have poor amenities and run down areas. crime would be high and there would be lots of people with very basic clothing and possibly even beggers. Electronic advertising would flicker and sometimes not work.

Conversely wealthy systems would all look like the pics of imperials we see in the mission system, with them wearing their fancy outfits. Everything would be clean and there would be adverts for luxury items. crime would be low.
 
Hypothetically if you were to have walking around in stations then variables like development level, standard of living and wealth could all determine how that station looks using procedural generation systems.

I would imagine a station with a poor standard of living would have poor amenities and run down areas. crime would be high and there would be lots of people with very basic clothing and possibly even beggers. Electronic advertising would flicker and sometimes not work.

Conversely wealthy systems would all look like the pics of imperials we see in the mission system, with them wearing their fancy outfits. Everything would be clean and there would be adverts for luxury items. crime would be low.
That would be amazing. If you could walk around a system's stations and work out how developed it was by how it looks :)
 
Not of practical use, but intriguing :) (And also makes me feel better I couldn't work out the exact rules during the beta, I got as far as a Large High Tech / Industrial with a Starport - and would have guessed no permit lock :) )
Yes - very interesting.
Since BGS states apparently affect those values, can they be adjusted to make some CA services unreliable or new ones appear? Or is it just "systems which met those properties on date X"
(Adding/removing Anarchy government would be another thing to test)

The rules for Colonia's hand-placed ones incidentally are much easier to figure out:
- must be either an engineer system or a logistics hub [1]
- either "must have an orbital shipyard" or "must have a large pad orbital as its primary station" (both possible criteria exclude the same set, but for slightly different reasons)

[1] Inhabited and within 11LY of Colonia
 
Someone might find this interesting (or tell me it was all well known and to go away - your choice :) )

The Fdev Fleet Carrier FAQ has a section on how Carrier Admin systems are chosen:



Not sure I've come across 'standard of living' or 'developmental level' (or 'wealth') as aspects of the BGS before. And the 'tech level above 100' means it's not a percentage type thing.

Not of practical use, but intriguing :) (And also makes me feel better I couldn't work out the exact rules during the beta, I got as far as a Large High Tech / Industrial with a Starport - and would have guessed no permit lock :) )
Wealth used to be in the game, development level i thought has been known about and dictates what technologies are available.

Standard of living I've heard referred to by FD in the past, but I've got no idea if it means anything though.
 
These are hidden stats, previously wealth was visible. They also affect the ships and modules sold, in addition to economy.

They are the reason some high tech systems sell almost everything and some sell very little.
 
We know things like the hidden "Wealth" statistic affects all sorts of things, from abundance of commodities to what the interiors of Orbis/Coriolis/Ocellus stations look like (above a certain Wealth level, they get given the upper-class versions linked to the station economy type, rather than the generic version).

"Tech level" presumably flows into which types of ships and modules are for sale.

"Standard of living" probably has to do with wealth, population and how much living-space each person has. An ELW has lots of space, so potentially high standard of living unless the population is in the bilions; a system with high population but where the only inhabitable area is on the space stations (yes, Pareco, I'm looking at you) has very restricted space, so low standard of living.

Not sure what "development level" would indicate. Perahps how much of the available real estate is already occupied? A system with lots of landable planets but most of them still empty and uninhabited would have a "low development level". A statistic like that would be handy once BGS-enabled colonization becomes a thing, but not sure what else it would affect without it.
 
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