Elite Dangerous | System Colonisation Beta Details & Feedback

It lists 53723, but this amount refers to building the station after a primary starport is established. When a coriolis (or asteriod station) is the primary starport, the figure is nearer 70k.
Interesting, it can fit together with info posted in another thread that development lvl could decrease material needs for constructions. I will test this soon, once is finished large industrial settlement :)
 
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Hi everyone,

Thank you devs for this awesome initiative. I was dreaming of making my own settlement somewhere- since Elite II Frontier. :) - and best wishes to all other commanders who wish to make new settlements.

Anyways, I found a nice T-Tauri System with only 1 asteroid belt and made an asteroid base in it, looks fancy :)
It is 5 ly. close to Hixkaramu, where we commanders transported so many refugees and wounded from the stations that suffered from the Thargoid attacks.

I just completed a resarch outpost as well, so that I can make a medical facility in the system to remember the victims of the second Thargoid war, or in case our super medical ship is overflowing with wounded.

PS: Dont afterburn and crash your Imperial Cutter to the Outpost Construction Ship like I did :)
 
Interesting, it can fit together with info posted in another thread that development lvl could decrease material needs for constructions. I will test this soon, once is finished large industrial settlement :)
As a primary port, I had to deliver 69939. Now, for another Coriolis in the system I would need 53723.
This should be the difference mentioned in the Codex about additional commodities for the primary port because of the systems infrastructure.
 
I am affected by this, it did not happen when I got to 10x constructions, it did happen once I had a tier 3 ground port in progress (previously built 2xCoriolis, 7 space and 4 ground facilities).
As far as I can tell only tier 2 and 3 port costs are increased to 5 tier 1 and 12 tier 2 respectively. No other costs are increased.
This also happened to me in HIP 19217 - looks like we're zeroing in on the trigger for construction point increases. For me, the increase occured immediately after placing a Tier 3 Surface Port, which is still in progress. Only T2/T3 Starport and Surface Port requirements seem to be affected by the increase.

I only have 8 completed constructions (initial T1 commercial outpost, 5 x T1 space-based installations and 3 x T2 large surface settlements), so it seems to be unrelated to the architect discount awarded after ten completed builds. Thankfully, I was expecting something like this to happen after watching CMDR Mechan's stream, so I placed down a Coriolis before placing the T3 Surface Port. This way I can still just about get the necessary 12 T3 points for an Orbis before running out of build slots.
 
it can fit together with info posted in another thread that development lvl could decrease material needs for constructions

I think it's just a fixed extra cost for the initial starport, referred to in the livestream, when Piers Jackson says:

The primary starport ... has an inherent cost and it also will have some infrastructure cost for what comes afterwards so the primary one costs you a bit more in terms of effort

There's a whole thread about coriolis costs.
 
Hey guys, I have an update on the increased cost of system facilities.

For those who haven't been following, CMDR Mechan made a video displaying a construction point cost increase when it comes to larger space ports, like Asteroid bases or Ocellus ports. Instead of costing 3 small and 6 large respectively, their costs went up to 5 small and 12 large respectively.

In his video, Mechan stated that this happened as soon as he hit the 10 facilities threshold needed to enable the system wide discount.
This has not been our experience at all.
We hit 10 facilities finished, activated the discount and the construction costs did NOT go up. I made a post about this in this very thread earlier.

The update is that we've just hit some magical threshold that pushed us over some sort of limit after completing a scientific land port. We're still uncertain as to exactly what threshold was hit, but it seems to be a percentage of total system capacity reaching something like 50%. But as I said, that's just our current running theory.

What's confusing to me is that aside from the above, we've had one significant "glitch" with the system that I cannot explain. Please see the attached picture.

As system architect, I divided my system into zones for economic designation. Zone 11 was to be my personal little spot in the system. Originally, it only had TWO slots on that last planet.

I built a criminal outpost there, and then an ice asteroid base. When I finished those two, a third spot popped up. I figured maybe the asteroid base didn't really count towards the limit because it was technically in the asteroid belt. So, I plopped down a government installation there. As you can see in the second image, that same celestial body in the system now magically has an additional construction spot. For all I know, this could be infinite.

I'd really appreciate some clarification from Frontier on this. Some people like me enjoy designing systems meticulously and seeing our vision come to fruition. I've committed to naming all of the facilities in the system based on my communities specific desires, an endeavor which will cost me no less than 100 Euros. I don't mind the cost and I consider it to be in support of one of my favorite video games of all time, but I really don't like putting in effort only to have a miscommunication / unclear mechanic muck it all up.

The third image below is just to show the level of dedication some people are putting into this system. I'd really, really appreciate a response to this post.
 

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I am affected by this, it did not happen when I got to 10x constructions, it did happen once I had a tier 3 ground port in progress (previously built 2xCoriolis, 7 space and 4 ground facilities).
As far as I can tell only tier 2 and 3 port costs are increased to 5 tier 1 and 12 tier 2 respectively. No other costs are increased.
This makes a lot of sense, too.

Same thing happened to us. Just made a post about it.

Edit: Ground port being under construction does indeed make more sense as a theory as to why the construction point price increase is happening.

Edit 2: Initially, I figured this was more of a feature than a bug in the sense that given the number of system and potential facilities, Frontier might want to artificially limit the number of facilities within a system, for server load reasons or whatever, even though I consider that to be a particularly bad design philosophy, given that they could just limit the actual number of facilities, rather than increase the requirements for them.

As Zador posted though, the more I think about it the more I think it's a bug. Ground base under construction causes the system to double other large construction point costs. That definitely sounds like a better theory than my proposed 50% threshold. I wonder if the cost increase goes away if you finish building the port. I wager nobody has achieved that just yet so early in deployment.
 
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All, there's a whole lot of systems that have been built while experimenting with the effects of installations on Tier 2 or higher colony stations (Coriolis etc) that are currently pretty scuffed or outright bricked due to the colony stations being around bodies that can't support surface installations to influence the economy etc. These will be a lasting memorial to the time and effort so many of us have put in over the last 2 weeks trying to work it out. The poor colonists that live on these stations are doomed to live our their lives importing everything they need and having nothing to sell in return except their own excrement. Sad times.
 
All, there's a whole lot of systems that have been built while experimenting with the effects of installations on Tier 2 or higher colony stations (Coriolis etc) that are currently pretty scuffed or outright bricked due to the colony stations being around bodies that can't support surface installations to influence the economy etc. These will be a lasting memorial to the time and effort so many of us have put in over the last 2 weeks trying to work it out. The poor colonists that live on these stations are doomed to live our their lives importing everything they need and having nothing to sell in return except their own excrement. Sad times.
Oh dear, is this an actual thing? Do colony starports only take on the economy of the body they're orbiting, or else remain a colony economy indefinitely? This would certainly be an issue where the initial starport placement is forced around a non-landable body, as seems to occur in many systems.
 
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The poor colonists that live on these stations are doomed to live our their lives importing everything they need and having nothing to sell in return except their own excrement. Sad times.
Dont be unfair, they can also export the scrap of all the consumer goods that they messed up beyond any hope of repair.
 
Oh dear, is this an actual thing? Do colony starports only take on the economy of the body they're orbiting, or else remain a colony economy indefinitely? This would certainly be an issue where the initial starport placement is forced around a non-landable body, as seems to occur in many systems.
It seems that a Coriolis for example will have its economy adjusted by very local facilities only. I have a system for example with a Coriolis around a body that cannot support surface settlements nor more orbital facilities but I do have a good few other orbital and planetary installations elsewhere in the system. The Coriolis hasn't been influenced by any of them. They really do only sell Biowaste poor souls.

I would love to know how it works if a Coriolis is built close to the parent star in a system with numerous installations that should effect economy spread around the place, but can't bring myself to find the time to knuckle down and build another one. Be safe, only build one where you know it is very close to economy defining facilities.
 
This is a questionable game design decision to say the least in my opinion. Just adding more grind for the sake of grinding. Why are you penalised with more grind for building more ports in your system? If anything, constructions should be easier with already estabilished infrastructure, not harder. You should be rewarded for your efforts with something tangible (the credits rewards are laughable, currently a non-factor in motivation to colonize), not penalised (which this "intended and documented" feature feels like to me).

Remember what brought your players back along the big content updates (which are great, love the direction Elite has taken in the past year), FDev: lessening the grind required (engineering update, shipmat farm buffs). Building two tier 2 ports is a massive undertaking, costing ~100k commodities if I'm not mistaken, it's already a massive grind in itself. I think this is more than enough of a deterrent to make people not build only t2/t3 ports in their systems (which could spell non-diverse systems becoming meta), if this is the concern why FDev has implemented this.
If people (be it solo or a group of CMDRs) want to build more than 2, don't artifically restrict them by forcing them to build stuff they don't really want to build just for the sake of getting more construction points.

I hope this decision is reconsidered during the beta period as the update has been really fun so far with major group projects being complete in the span of the first week, but this is definitely a strike to the morale of enthusiastic system architects, especially if they've been building out a system with more than 2 t2 spaceports in mind only to realise they don't have enough planetary bodies (building slots) to get the doubled construction points required.

On another note... Why do we have to reverse engineer very specific colonisation mechanics such as local interaction between facilites with different economy types (if it even exists)? Could we maybe get some form of documentation for public use? Learning by doing and making a mistake (plopping the wrong tpye of building for your plans because of lack of info) costs hours of hauling wasted, days of gameplay time in some cases. One should have enough information to make an informed decision based on their desired economy (combination) when planning out a system, and I sure hope FDev has documentation that could be transformed, maybe presented in the form of a wiki for public usage.
 
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