Elite Dangerous | System Colonisation Beta Details & Feedback

As far as we can tell it's currently bugged there's a bug report on the tracker for it so trying to build your way out of won't work. Even if you do what they say should work it doesn't. Until that's addressed you won't know if you're doing it wrong or not because in almost all cases nothing happens no matter what variation you pick.
 
As shown in my previous post, my economies do not work. My surface port is not getting the influence of the local refinery and extraction settlement. It has been like that since it came online 2 weeks ago. And with the recent crap with orbitals and station locations to get influence, my level of frustration with FDev is at an all time high.

We have asked many times to help with how to establish markets and documentation reflecting this. I respect FDev for their decisions in previous features of giving it to the players and letting them figure it out. We did that with pretty much everything from the Guardian Sites to mining, BGS, Powerplay and my favorite AX and the Thargoid War to the defeat of the Titans. But the mechanics of how stations and settlements work as system architects is not only complex, but the price is too much in terms of time and effort for the amount of materials needed to be hauled for Tier 2 and Tier 3 Planetary and Orbital ports. This is exponentially more for the solo architect who wants to work on their own system to call their home.

FDev has to allow us to be able to move existing Orbital Starports to different locations, even if it's a one time thing. If we knew ahead of time about the proper mechanic, no one would have placed Tier 3 stations in orbit of main planetary bodies that we cannot land on.

I have enjoyed Colonization until this point when that information was revealed. It put a sour taste in my mouth I can't get rid of and I do not want anymore part of it until they get their own foot out of their mouth and the thumb out of their behinds. FDev owes all the CMDRs a big favor after that garbage. They shot themselves in the foot with the post on X.
 
As far as we can tell it's currently bugged there's a bug report on the tracker for it so trying to build your way out of won't work. Even if you do what they say should work it doesn't. Until that's addressed you won't know if you're doing it wrong or not because in almost all cases nothing happens no matter what variation you pick.

That's my suggestion too. I think I should wait until FDev have everything actualised and then have a look what is still looking strange.
When I have a look at Inara at my system, I have some Construction Sites, which shouldn't be there anymore. Before Thursday, I had no more C-Sites in my Navigation. After mainenance, I had one back. Inara shows 3.
Maybe some part of the database doesn't know yet, that all my buildings are finished - so the effect in the systems/stations may not be ther though it looks different....
 
That's my suggestion too. I think I should wait until FDev have everything actualised and then have a look what is still looking strange.
When I have a look at Inara at my system, I have some Construction Sites, which shouldn't be there anymore. Before Thursday, I had no more C-Sites in my Navigation. After mainenance, I had one back. Inara shows 3.
Maybe some part of the database doesn't know yet, that all my buildings are finished - so the effect in the systems/stations may not be ther though it looks different....
I had noticed the same thing. So I went around and landed at all my completed places with EDMC running, Inara sorted itself out by the next day.
 
go ahead, find on thats close enough to be useful and is big enough to not suck, then figure out how to make it produce commodities.
its pointless to say theres plenty of hay in the field when the hungry cow is stuck in the barn.
You don't make hotspots produce market goods though?

Tritium is purchasable in refinery economies, regardless of the presence of hotspots.

EDIT: Also, first unclaimed system with Icy rings which i checked:
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Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.
The current market system in Elite Dangerous needs some adjustments, especially with the new colonization features. Right now, the market of a station doesn't always reflect the surrounding production nodes if they aren't in orbit around the same planet. For example, if a station is built at Planet A, but Planet B has all the production installations, the market at Planet A won't reflect the production from Planet B, since the station isn't in orbit around or on the surface of the planet with the production installations. This disconnection creates an unrealistic economic system, as markets should be more interconnected and reflective of the broader supply and demand dynamics in a system.


With the introduction of the colonization update, I think it's important to rework the way markets function in relation to production nodes. Stations farther away from production hubs should experience slower supply buildup due to their distance, while stations in or closer to orbit around production hubs should have quicker resupply times. This would create a more dynamic and realistic supply chain system, where the distance between a station and its production sources directly impacts how quickly and efficiently supplies are replenished.


This system would not only be more realistic, but it would also open up more gameplay opportunities. Players would have more freedom to strategically place stations and manage supply lines based on where they want their trade and industry to be located. This would allow players to experiment with different economic models, optimizing stations near production nodes for fast resupply and using more remote stations as hubs for long-distance trade.


Additionally, this kind of market rework would make the colonization process feel more rewarding, as players could influence the economic dynamics of their colonies by carefully considering the placement of stations relative to production hubs. This would add a deeper layer of strategy to the game, as players would need to manage the logistics of their supply chains while also considering the benefits and drawbacks of their station locations.


Ultimately, this reworked market system would lead to more immersion and give players greater control over the economy and growth of their systems, enhancing the overall gameplay experience in Elite Dangerous.
 
Because everyone is pounding out small outposts in systems they dont actually plan to manage to get further out of the bubble. There are going to be so many gas station systems it'll be like having gas stations on "every corner". Its quick colonization, but pretty messy too. Maybe the cost to claim a system could increase the further the distance you planned to go, limited to the same jump range as a FC... Let us really get out there a ways - and then we can fill in the gaps.
imo FD should add a maintanence cost to poorly specced out systems BUT increase the profitability of well built ones (not meta just ones that have had a bit of time spent on)

but OTOH add in the ability to drop in something similar to a nav beacon which is only deployable in systems without any planets only a star which can link the economy of 1 system to another (within the 15LY rule) which does not have maintanence fee but also does not count as a colony..
that way people can still build out as now to get to their dream system, but OTOH choice systems are not gobbled up as stepping stones and also the place isn't littered with rubbish colonies.
 
i understand that this is Beta.
now that the information is out on how to actually supply your new big stations, i would like a refund on all the things that i've built that are useless now.
since claiming was on hold for a while, i figured i go work on my best system. alot of installations, 1 coreolis, all the hubs, all the outposts for those hubs, all the settlements for those outposts. but it seems i wasted my time.
i'd have to build a station around every single body i've built on, some dont even match up if it works the way you say it does.
a military settlement, industrial outpost and agri settlement have no influence on market? yet, i've build it with in mind that its the whole system that supplies the market, not just 1 body.
did you know how this worked beforehand? could this information be given sooner?
i basicly built infrastructre on 5 different planets and the coreolis is just on the one. so i would have to build 4 more coreolis(no thanks).
i would really like a refund on more than a few things i've built. they are useless. i wasted my time.
 
No offense, but I half guessed this is the way it works from the very beginning. So, because my planets were too small (max 2 landing spots) I decided to go look for a bigger system with high-g planets.
On the other hand, won't that be fun, hundreds and hundreds of landings on high-g planets with unshielded ships full of cargo? :sneaky:
 
The fact that it was a casual tweet reply to a random CMDR when we've been begging for this kind of information nonstop in the area meant for it is very frustrating. Imagine if that CMDR hadn't thought to tweet and we just never found out this critical mechanic?
thing is... this* is documented ingame. one word; Codex.
..and before the choir starts, yes, FD is their own worst enemy when it comes to transparency and information about features.


*if we are talking about the station with no real economy
 
yeah me and my mates been there, no result out, do you have any output after you build em out? especially the refinery. even at 1:1 why it didnt do anything at all?
I'm still doing some tests, tbh.

The reason a 1:1 wouldn't work is why hybrid economies can be a bad idea. There's people who know the details way more than me, but hybrids consume their own supply to demand of the other part (s) of the economy. There's a guy with 5 economies influencing their station... almost nothing is in supply, but nearly everything is in demand.

Since we're creating a hybrid with Colony, which has its own demands and no supply... likely the supply can't outstrip local demand.

Alternately, maybe there's just a hard threshold as part of colonisation.
 
You agree that the lack of documentation is a problem then spend the rest of your post describing exactly why the lack of documentation is the problem but trying to convince me that it's actually my fault instead for not understanding what the game doesn't tell you in the first place. This is an all-time banger of a post, even for here.
Except for the part where he points out the documentation DOES make it clear that facilities and settlements influence one another. So it does tell you.

The documentation is lacking generally but it DOES cover what you said it doesn't cover.

Documentation or not, a complete failure to read across from how a massive already established economy worked in-game seems like a bit of an oversight from any Cmdr, to be honest.
 
I'm still doing some tests, tbh.

The reason a 1:1 wouldn't work is why hybrid economies can be a bad idea. There's people who know the details way more than me, but hybrids consume their own supply to demand of the other part (s) of the economy. There's a guy with 5 economies influencing their station... almost nothing is in supply, but nearly everything is in demand.

Since we're creating a hybrid with Colony, which has its own demands and no supply... likely the supply can't outstrip local demand.

Alternately, maybe there's just a hard threshold as part of colonisation.
yeah i could agree with the hybrid economy is bad, but then again how do we rack out refinery economy now?

i dont mean no harm but all you said above is speculations that most of us here painstakingly going thru, we aware of the high market demand for each stations but we dont really record them, would be great if you or anyone have this documentation 🙏

also is not im being pesimistic or what, but doing this for 3 week is fun and tiresome and that twitter comment was just pull something out of my mind :LOL: i took a good nap so personally my rant is solved 💀

and definitelly, if the market work as intended or we wish it is, this discussion wont be here at the 1st place.

07
 
yeah i could agree with the hybrid economy is bad, but then again how do we rack out refinery economy now?

i dont mean no harm but all you said above is speculations that most of us here painstakingly going thru, we aware of the high market demand for each stations but we dont really record them, would be great if you or anyone have this documentation 🙏

also is not im being pesimistic or what, but doing this for 3 week is fun and tiresome and that twitter comment was just pull something out of my mind :LOL: i took a good nap so personally my rant is solved 💀

and definitelly, if the market work as intended or we wish it is, this discussion wont be here at the 1st place.

07
Is semi- speculation... but i get what you mean.

I have an experiment in progress atm, based off other people's comments and experiences. Suffice to say a coriolis/ orbis and a bunch of refinery hubs on the surface possibly isn't enough... but it's more a case of insufficient stats like development level, Wealth, std of living, security.

There's a bunch of people getting into it in another thread... there's a focus on what specific numbers are affected by specific stats... my own experiments (as usual) a bit more generalised. But yeah, my observations of others so far is that a sufficiently developed system gets the desired effect. There's a lot of noise to filter though.

EDIT: like, yeah. port + hub didnt change anything... so maybe the other stats have an effect too (of which there's evidence of that... not on the economy type, but rather it's presence e.g like how tech level affects shipyard availability)
 
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