Elite Dangerous | System Colonisation Beta Details & Feedback

I've noticed that ground settlements result in flattening a large amount of nearby terrain, which can be a pain if you're trying to put a settlement in a location with a nice view of mountains or what have you.

Any chance that the area affected can be reduced or is it already at the minimum?
I hope they can reduce it. My most recent settlement had a neat little crater 100+ meters away from it that got flattened too.
 
For those of you concerned about how to build a system. I had refused to expand my system until I knew more myself. I did some digging and In the Elite Wiki I found this explanation. Now I believe that materials will "spawn" as a part of the game economy itself but you can likely influence for more specific materials of higher value? So here is what I found and I will follow up by simplifying it:

"Each economy supports each other with their commodities. Knowing where each commodity lies in the production chains is a good way to figure out what goes where, increasing your profits and allowing you to better immerse yourself in the game's world.
The first part of a typical chain is usually Extraction, which mines raw materials. These are then taken to Refinery, which refines the materials into metals. These metals are taken to either Industrial or High Tech. Industrial uses these metals to produce machinery for High Tech and Agriculture. High Tech creates technology and electronics for Agriculture, Colony, Terraforming, Damaged, Repair, and Service, as well as medicines for all economies, and Agriculture produces food for all economies."

So in short:
Extraction+ Refinery+ Industrial= Machinery used for High Tech & Agricultural
Extraction+ Refinery+ High Tech= Tech, Electronics & Medicine for most economies
Extraction+ Refinery+ High Tech AND Industrial+ Agricultural= Food type supplies
Types of out posts and settlements not listed merely offset losses of things like security and population drops form other types of bases while anything orbital I believe is able to offer those materials based on it's type while larger orbitals are merely a colony that handles all trade in your system in one location. Granted this is supposition based on what we CAN build and knowing this is enough for me to be ok building out my systems now. I also believe without evidence that the type of planet you place an extraction site on determines the quality of the materials it mines.( I.E. A high metal world will get you titanium from the refinery while an ice world may get you copper from the refinery or something like that). You probably should do your best to align your outpost type with the settlement types as well but my theory is if you put down extraction and refineries to cap your output first then expand into High Tech and Industrial then Agricultural after you will set yourself up to generate a ton of commodities and have a self sustaining system. IF it works as intended.
 
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Just wanted to mention that in my system, the second station went to the third faction. Which is the one that you are aligned to.

So this gives you a commodity market for trade, an outlet for explorer data.

AND... another colonization contact from where you can jump to the next system as controlling faction. So all you need to get two stations in two systems is to build three stations. Which is around 60.000 tons traded. 20 hours of play. And you can do it on the side while watching football.

Much less tough than getting a system in the bubble.
Yeah, I just learned about more of the mechanics today. I never realized we didn't have to start in a system we were already in. Thank you for the info though. That is useful.
 
Unfortunately, you're wrong. As it is now, your faction does not have the resident status - it can be kicked out of the system.

You personally will always be shown as the system Architect, that one stays. But your minor faction is merely a guest that can be kicked out of the system by a belligerent determined (and more powerful) neighbor.
I said your faction comes along as a benefit of it being your system, never said that it cant be retreated.
 
it isn't

as the architect, not the owner.

i can get discounts from a business too. Doesn't mean i own the business.

Sounds like a standard contract to construct to me. Are you familiar with those? (That's a genuine question; if you aren't explains why you might not understand this)

The faction ddoesn't belong to your squadron. Your squadron just supports them.

When you initiate dealings with a fail, the rep even says "so, you want to help us to expand into new systems?"... so it's very clearly their project... you're just helping.

which wording?

except it is true, no matter how much you want it to not be

Not true. If builders build a house for me, they don't own it after. Unless of course, i fail to pay for goods and services.... noting we get paid to deliver the goods.

Yes... that's a pretty standard contract arrangement.

I've had plenty of projects where the contractor stumps up all the intial costs... in exchange they get an ongoing support fee for a fixed or even indefinite period... but never have ownership.

We stump up the costs for initial development rights and are paid an ongoing (weekly) fee, and remunerated for supply of materials.

None of that means we own any of that.

On an aside... people get their knickers in a knot about that... they think we're a pilot from some other space games where we own everything we touch.

But we're pilots Federation commanders, and canonically mercenary contractors. That's foundational to almost everything we do in the game. We're not members or owners of a faction, we don't own our FCs, we're not actually superpower military and we don't own the colonies and systems..

I'm anticipating vanguards will likelt be the source of all this "ownership" players want, where you might even be able to establish a base of operations with shared vanguard services... it just likely won't be anywhere near the scale of colonisation because 20 commanders don't need an entire colony

fdev says it right here, also, yes the faction actually is mine i had it put into the game and so have many other CMDR's had theirs put into the game.

and with what they said about Vanguards coming, seems very likely you will be able to do it again.
 
I'm building the initial outpost for the claim system like I basically explained.

Unfortunately you are completely incorrect that a solo player can do this in 7 days unless they are playing constantly... I'm a casual player so I don't have every darn tool and engineered out ship/carrier that others have and I shouldn't have to do that either. I've been playing many hours every day in a Type 9 (for most of it) and I just hit 48%. So I don't know what universe you live in but it isn't the one I am where an actual CASUAL person can complete this easily. If I had done my normal play time I would not make it because I've more than doubled/trippled my play time.

Initially I was in a Type 7 (that I had to buy) and it was going to take too long so then I had to get a new Type 9 (without a shield). It was at that point going to be roughly 175-180 round trips when I did the basic math on trips. If I have to jump a few systems it takes a while... So, like I said, having the ability to have an extension should not be an issue and hurts no one in the game at all. I'm fine if the mats stay the same or even more - just think an extension cost for 1 or 2 more times hurts nothing.
Greetings Xaldafax,

I think there might be some confusion in terminology that is adding to the confusion in this conversation.

In colonization, an "Outpost" is actually one of 6 types of small space station, labeled as "tier 1" and having only small and medium landing pads. To build an outpost as an initial starport in a system, roughly 17,500 tons of goods are needed. A typical Type-9 build (with shields) can haul 752 tons of cargo per trip. Thus an outpost takes around 24 trips in a type 9 to be completed.

It sounds like you are building a much larger station. I've personally build one of the tier 2 stations as the initial starport. A tier 2 station requires around 70,500 tons, which works out to be about 94 trips in a Type-9. This might be a tall order for a casual player, but potentially doable in 4 weeks.

If you are building something that takes over 175 rounds trips, you must be building a tier 3 station, which in my opinion is absurdly huge and costs too much. Solo players have completed tier 3 stations, but none of them play casually. I think FDev needs to put a warning on any tier 3 station that says something like "This station takes a huge commitment in time, and is meant mostly for groups of players."

The time extension you request is a hotly debated feature. Building a tier 3 in 4 weeks is a huge undertaking, and honestly it needs more time. That said, the reason there is a time limit is so that players can't claim a system for the sole purpose of blocking another player or faction from claiming it. With that in mind, the initial station does need some kind of time limit to prevent griefers from indefinitely blocking systems. If FDev doesn't reduce the goods needed for a tier 3 station, then maybe 6 weeks is better than 4 weeks?
 
Unfortunately you are completely incorrect that a solo player can do this in 7 days unless they are playing constantly... I'm a casual player so I don't have every darn tool and engineered out ship/carrier that others have and I shouldn't have to do that either.

10 days for me (no FC and mostly just a T8), and it would have been longer if not for the CMM production buff and a T9 doing the heavy lifting for the last few thousand tons. No way a casual player can do it in 7 - more like 15-18.
 
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I'm building the initial outpost for the claim system like I basically explained.

Unfortunately you are completely incorrect that a solo player can do this in 7 days unless they are playing constantly... I'm a casual player so I don't have every darn tool and engineered out ship/carrier that others have and I shouldn't have to do that either. I've been playing many hours every day in a Type 9 (for most of it) and I just hit 48%. So I don't know what universe you live in but it isn't the one I am where an actual CASUAL person can complete this easily. If I had done my normal play time I would not make it because I've more than doubled/trippled my play time.

Initially I was in a Type 7 (that I had to buy) and it was going to take too long so then I had to get a new Type 9 (without a shield). It was at that point going to be roughly 175-180 round trips when I did the basic math on trips. If I have to jump a few systems it takes a while... So, like I said, having the ability to have an extension should not be an issue and hurts no one in the game at all. I'm fine if the mats stay the same or even more - just think an extension cost for 1 or 2 more times hurts nothing.
When the update released on a wednesday i was able to build my commerical outpost by the next day, it took me about 12 total hours of gametime to do it, that was without the buff. Im 99 percent sure you are not using the full size of the T9. it takes 53 total runs at 400 cargo space to finish an outpost. a T9 with the 2 largest cargo racks has over 500 cargo space
 
For those of you concerned about how to build a system. I had refused to expand my system until I knew more myself. I did some digging and In the Elite Wiki I found this explanation. Now I believe that materials will "spawn" as a part of the game economy itself but you can likely influence for more specific materials of higher value? So here is what I found and I will follow up by simplifying it:

"Each economy supports each other with their commodities. Knowing where each commodity lies in the production chains is a good way to figure out what goes where, increasing your profits and allowing you to better immerse yourself in the game's world.
The first part of a typical chain is usually Extraction, which mines raw materials. These are then taken to Refinery, which refines the materials into metals. These metals are taken to either Industrial or High Tech. Industrial uses these metals to produce machinery for High Tech and Agriculture. High Tech creates technology and electronics for Agriculture, Colony, Terraforming, Damaged, Repair, and Service, as well as medicines for all economies, and Agriculture produces food for all economies."

So in short:
Extraction+ Refinery+ Industrial= Machinery used for High Tech & Agricultural
Extraction+ Refinery+ High Tech= Tech, Electronics & Medicine for most economies
Extraction+ Refinery+ High Tech AND Industrial+ Agricultural= Food type supplies
Types of out posts and settlements not listed merely offset losses of things like security and population drops form other types of bases while anything orbital I believe is able to offer those materials based on it's type while larger orbitals are merely a colony that handles all trade in your system in one location. Granted this is supposition based on what we CAN build and knowing this is enough for me to be ok building out my systems now. I also believe without evidence that the type of planet you place an extraction site on determines the quality of the materials it mines.( I.E. A high metal world will get you titanium from the refinery while an ice world may get you copper from the refinery or something like that). You probably should do your best to align your outpost type with the settlement types as well but my theory is if you put down extraction and refineries to cap your output first then expand into High Tech and Industrial then Agricultural after you will set yourself up to generate a ton of commodities and have a self sustaining system. IF it works as intended.
That's amazing mate had been casually scrolling through the elite wiki but obviously hadn't got to that bit yet if you can pin that post do it. Sure it will prove useful to a lot of Cmdr's, spot on mate. Will definitely come in useful for me whenever the time comes that Fdev will grace us with Grand Unpausing which will be then known as official holiday from hence forth lol I swear I'm losing and haven't been able to touch latest update yet not for the want of trying 😅
 
Regarding the cut of profit from a system - maybe an option to open a system? Maybe an architect isn't concerned with the credits, but doesn't have the time/ability to complete a full system build out themselves as a solo player and would welcome any and all help they could get from the community without having to go into all the various forums asking for assistance. It's just built into the game. However, if someone doesn't want to share their system at all they have the option to keep it closed as well.

My thought is that I don't really care about the credits - others do and rightfully so. However, what can be done to get players invested in systems they are not the architect of? Making ~200 credits a ton on a trade route to a system isn't really turning a traders head to get them naturally interested.
 

fdev says it right here,
Where? Where does it state, in no uncertain terms, that "you own the system"? It doesn't.

It says everything except that. You own a claim, decisions about the system and construction rights. Nowhere does it ever make any statements that you own this stuff.

Explicitly, it calls this "expanding the bubble". It would've been very easy to say "build your empire" or something more assertive and appealing to players there.

But they didn't... because it's not your empire.

People are doing a lot of leg work with the word "your" in this... if i'm told to "You can catch your taxi over there"... i guess that means i own the taxi and can do what i like to it, right?

also, yes the faction actually is mine i had it put into the game and so have many other CMDR's had theirs put into the game.
So did i. The only "ownership" is recognition by FD that you asked to have that faction put in the game.

I can go and create a squadron, align it to your faction and expand them wherever i want, just like you could.

Does that now make it mine? Of course not. Nobody owns iit.
and with what they said about Vanguards coming, seems very likely you will be able to do it again.
Much like that page, you and i have very different interpretations there.

And if we go to the codex:
1741834429161.png


Hmmm.... we "help drive ... Colonisation ventures" and "can guide development of these new territories".

1741834494377.png


Hmmm.... claims allow a faction (not a commander) to expand into an uninhabited one. The commander chooses the system and pays for it. Once the claim is completed by us, we become the System Architect. Not the owner... not the proprietor...

Funny how reality often differs from the marketing.
 
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I've noticed that ground settlements result in flattening a large amount of nearby terrain, which can be a pain if you're trying to put a settlement in a location with a nice view of mountains or what have you.

Any chance that the area affected can be reduced or is it already at the minimum?
The colonisation template takes up a huge amount of space but this "added land" vanishes when the build is complete.

The added flat land around the actual settlements is a lot thinner. When placing, just be sure to allow a little extra around the blue print hologram for this and you're golden. You can safely ignore the huge amount of additional land taken up by the ground services as this is temporary.
 
Regarding the cut of profit from a system - maybe an option to open a system? Maybe an architect isn't concerned with the credits, but doesn't have the time/ability to complete a full system build out themselves as a solo player and would welcome any and all help they could get from the community without having to go into all the various forums asking for assistance. It's just built into the game. However, if someone doesn't want to share their system at all they have the option to keep it closed as well.

My thought is that I don't really care about the credits - others do and rightfully so. However, what can be done to get players invested in systems they are not the architect of? Making ~200 credits a ton on a trade route to a system isn't really turning a traders head to get them naturally interested.
It's already open. You can go deliver to anyone's system and get paid above galactic average for it. It's not great credits but I did confirm that it was affecting Trade rank too.

Cuts from system profits will not happen. Nor should it be a forced mechanic and I do like the idea of an opt-in for it. How would you know if a system did so in the Galmap?
As stated multiple times this is "feature complete" in the very first post. So we'd probably have to wait until Trailblazer 2.0 for new features.
 
View attachment 420891

Hmmm.... claims allow a faction (not a commander) to expand into an uninhabited one. The commander chooses the system and pays for it. Once the claim is completed by us, we become the System Architect. Not the owner... not the proprietor...

Funny how reality often differs from the marketing.

Yeah the marketing should match the game. The Architect cannot be removed and is thus the de-facto owner of the system.
 
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Where? Where does it state, in no uncertain terms, that "you own the system"? It doesn't.
Screenshot_20250312-234816.png


It's literally right there in the front. First paragraph.

"the power to claim and expand your very own Star Systems in your hands"
This phrasing denotes that you have the ownership. It was emphasized by the order of the wording and the use of 'very'.

What it does not say is:
"the power to own a claim to expand Star Systems"
This phrasing denotes that you do not have the ownership.

Then there is this later on in the page.
Screenshot_20250313-000321.png

Once again denotes ownership by stating "your first station" and "your new station".

What it does not state is it saying "constructing your faction's station". Which would indicate that it is not your's or your squadron's.


There's this that's pretty much self-explanatory.
Screenshot_20250313-000952.png

No other way to explain "YOUR NEW EMPIRE" in bold letters followed by "your first station" again.


I sound like a broken record now...
Screenshot_20250313-001317.png

"Your system " again... I won't get into advertising the 'home base' thing that we have not gotten in the update because no station we built is treated like 'our base'. Just like every other one. But that's for a different discussion.


The word 'you' happens 45 times, 26 of them 'your', twice with 'own' after them.
Faction shows up 2 times in one short paragraph. No sight of 'own' with them.


On a different page. The System Colonization Guide
Screenshot_20250313-002430.png

Once again states "your own new colony" and no mention of factions.


This is why people are saying that they own the systems. It was unclear from the very start. Read the notes and guide. Both telling us that we own the system and not the other way around. So yes @Jmanis. It actually did state on the website in very certain terms that we are the owners. In not one of the images you shared did it say the faction we bought the claim from is the owner. Just the controling faction.

Now if FDev came in here and said that we don't own it. Which I don't remember if they did or not. Then they need to reword their entire website and promotions about it.


Sources:
https://www.elitedangerous.com/update-notes/4-1-0-0
https://www.elitedangerous.com/news/system-colonisation-guide

Edited for formatting.
 
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Screenshot_20250312-234816.png


It's literally right there in the front. First paragraph.

"the power to claim and expand your very own Star Systems in your hands"
This phrasing denotes that you have the ownership. It was emphasized by the order of the wording and the use of 'very'.

What it does not say is:
"the power to own a claim to expand Star Systems"
This phrasing denotes that you do not have the ownership.

Then there is this later on in the page.
Screenshot_20250313-000321.png

Once again denotes ownership by stating "your first station" and "your new station".

What it does not state is it saying "constructing your faction's station". Which would indicate that it is not your's or your squadron's.


There's this that's pretty much self-explanatory.
Screenshot_20250313-000952.png

No other way to explain "YOUR NEW EMPIRE" in bold letters followed by "your first station" again.


I sound like a broken record now...
Screenshot_20250313-001317.png

"Your system " again... I won't get into advertising the 'home base' thing that we have not gotten in the update because no station we built is treated like 'our base'. But that's for a different discussion.


The word you happens 45 times, 26 of them your, twice with 'own' after them.
Faction shows up 2 times in one short paragraph. No sight of 'own' with them.


On a different page. The System Colonization Guide
Screenshot_20250313-002430.png

Once again states "your own new colony" and no mention of factions.


This is why people are saying that they own the systems. It was unclear from the very start. Read the notes and guide. Both telling us that we own the system and not the other way around. So yes @Jmanis. It actually did state on the website in very certain terms that we are the owners. In not one of the images you shared did it say the faction we bought the claim from is the owner. Just the controling faction.

Now if FDev came in here and said that we don't own it. Which I don't remember if they did or not. Then they need to reword their entire website and promotions about it.

Sources: https://www.elitedangerous.com/update-notes/4-1-0-0
Trying to figure out why anyone cares about the semantics over a meaningless difference. It sounds like y'all are looking for something to complain and argue about.
 
Trying to figure out why anyone cares about the semantics over a meaningless difference. It sounds like y'all are looking for something to complain and argue about.
Semantics are important in clear and precise communication. Especially in marketing/advertising It's being marketed that we are the owners and able to make home bases. If this is not the case, it can result in losses to the company. Therefore the differences do matter and aren't meaningless. If communication is so brokendown that it's misleading. People will see it as malice. Just like the point cost increase discovery. It's a prime example of lack of communication, maybe to us, maybe between different departments. It's to protect the company. There is also a reason false advertisement claims laws are in place. Some countries more strict about it than others. Someone with big enough wallets can hurt a company just as bad as word of mouth.

Then they need to
A) They will need to revise the marketing
B) Rethink the owner explanation in the product
C) Give out a module roadmap, for example the own base thing
D) there's more but lack of thought due to lack of sleep from space trucking
 
Hey folks,

Just to assure you, your feedback is being gathered and shared. It would make our lives a lot easier if you are able to keep that feedback clear and concise, just so we can better get your message across.

Obligatory reminder that this is a Beta, which means things may not always work as intended. We do intensive testing in house but our teams are bound by the mortal constraints of individuality and have not yet harnessed the power to create multiple clones across the multiverse. There are some things that only testing on a large scale can bring to light and that's what the Beta is helping us with. We've already had some great reports and feedback so thank you to everyone so far.

When we have updates to share we will let you know.

On another note, if you encounter what you believe is a bug or issue please immediately report it on our Issue Tracker as this will help investigations proceed more quickly. Likewise if you encounter any account issues please speak to our Support Team so they can help you out.

Honestly, the biggest feedback I have is that the documentation - both the brief tutorial and the codex, along with what's in the patchnotes, are very barebones and vague, with comments alluding to points costs going up as you develop your system but not actually mentioning at what point they go up or by how much, and that building facilities on a body will affect the economies around that body, but without explaining how - does a starport around an unlandable planet inherit economic effects from elsewhere in the system? Is it a waste to build, say, a refinery hub somewhere if it doesn't have a port around that specific planet to be affected by it? What do these chevron sliders actually do are they related to the way security and economy sliders in my system are absolutely bananas with virtually no boom/bust zones and going straight from "none" into investment/famine?

The fact that everything is blackboxed away from us and left for us to figure out by experimentation also means it's impossible for us to tell what's "working as intended" and what's not.

The part that some of the details were put in patch notes - such as "where to find a refinery contact" is also going to be a problem down the line and this is something elite dangerous has been historically very bad at: for instance, back when I first started, I got my first engineer contact asking for a meta alloy, and this was before the codex was a thing so there was no actual in-game information as to what a meta-alloy actually was or where they could be found. I found out later that there had been a whole story arc involving their discovery that had been all over galnet so of course when engineers first launched everyone knew what a meta-alloy was, but that information had disappeared by the time I started playing. Players shouldn't have to dig through historic patch notes to find essential information like that.
 
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