Elite Dangerous | System Colonisation Beta Details & Feedback

If I understand correctly, then to get refinery in space, we need to build a hub or hubs refinery on the planet near it. Ideally, the planet would correspond to metal status or metal rich..
Good. But how do get refinery on a planet to make composites?
 
And, to a point, here's a neighbour's system

Coriolis Market is Refinery/Colony:
Tritium and almost all other refinery products available on-board. Zero rings in-system.

The specific configuration is a Coriolis in orbit of a planet with two refinery hubs on it's surface. Again, current theory is bigger port = more influences needed. I don't know why they're coloured like Odyssey settlements, because they aren't. I see a lot of label mismatches right now.

This lines up with what I'd expect should work.
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See that doesn't make sense. How are there no rings and yet commodities are available. Not saying this shouldn't completely be the case. But one would think the commodities for sale would match the in system resources.
 
See that doesn't make sense. How are there no rings and yet commodities are available. Not saying this shouldn't completely be the case. But one would think the commodities for sale would match the in system resources.
Have you considered this is actually just the CMDR's fault for not divining this out of eight paragraphs of badly worded vague codex entries and 3 weeks of unguided trial and error?
 
Just as a data point for one moon I built two mining installations in orbit, a refinery hub on the surface, and then a Coriolis in orbit. The Coriolis has an extraction only economy. Not sure in this case the surface hub has any influence. Had I known better I might have used the second slot on the body for a second refinery hub but instead I built a T3 planetary port which now just sells fuel and slaves :s
 
If I understand correctly, then to get refinery in space, we need to build a hub or hubs refinery on the planet near it. Ideally, the planet would correspond to metal status or metal rich..
Good. But how do get refinery on a planet to make composites?
Build a T1 Planetary Port (Colony economy subtype) or a T3 Planetary City
Build as many refinery hubs as possible on the same planet, but at least one.
Avoid building anything else with a "System Economy Influence" property on that planet or in orbit of it.

(It shouldn't matter if the planet is metal rich or not, except that those do tend to be the bigger ones with more build slots so you can fit more hubs on them)

See that doesn't make sense. How are there no rings and yet commodities are available. Not saying this shouldn't completely be the case. But one would think the commodities for sale would match the in system resources.
It's the same as it always has been since 1.0. The various NPC Extraction economies are identical and don't depend on what rings, belts or planet types are in the system. The various NPC Industrial economies work exactly the same whether the nearest refinery is in the same system, the next system over, or thousands of LY away.

NPC Agricultural economies tend to be placed around ELWs and WWs, but that was never an actual requirement either: it's not an actual property of the planet - and of course then the smaller Odyssey ones just got put anywhere.
 
See that doesn't make sense. How are there no rings and yet commodities are available. Not saying this shouldn't completely be the case. But one would think the commodities for sale would match the in system resources.
Because it's not how the rest of the game has worked, ever.

Have you considered this is actually just the CMDR's fault for not divining this out of eight paragraphs of badly worded vague codex entries and 3 weeks of unguided trial and error?
Well, on this occasion, it's certainly a lack of understanding of how the markets have ever worked in the game.

Like, I could go on forever about how things should work in the game based on hopes and dreams, but that's not how it does work.
 
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Build a T1 Planetary Port (Colony economy subtype) or a T3 Planetary City
Build as many refinery hubs as possible on the same planet, but at least one.
Avoid building anything else with a "System Economy Influence" property on that planet or in orbit of it.

(It shouldn't matter if the planet is metal rich or not, except that those do tend to be the bigger ones with more build slots so you can fit more hubs on them)
Stunningly not obvious.
I have a small planet rich in metal there are 2 slots.
And three slots in space.
Apparently it is better to make a space port there with two refinery hubs and then put two neutral installations for safety. Or even leave them empty.
Thank you for the information
 
This has been stated elsewhere, but wanted to add my two cents on taxes we receive from our colonies. I get that the material grind is big, we’re building space stations after all. So that’s fine. But the tax compensation that we’re paid out for developing the system is way, way too low considering the time and effort we put into it.
 
Well, on this occasion, it's certainly a lack of understanding of how the markets have ever worked in the game.

Like, I could go on forever about how things should work in the game based on hopes and dreams, but that's not how it does work.
I know most commodity chains, for the industry, for high technology and for refinery.
My Elite game is built on this understanding of economics and there are people who play PP according to my guide, the basic principles of which I have voiced to my allies in the empire since November 02. While everyone drove with rare goods or rp. I was engaged in checking various methods in economics.
When I evaluate a PP system for economic impact, I look at a lot of factors.
But there are systems in which the market requires everything correctly and approximately in those quantities that correspond to the product produced, and the mission of investing or donating for production requires completely different and from other types of economy.
At the same time, there is not a single option to calculate this in advance, except to fly in and check it on the spot.

In addition, please do not forget that many buildings were introduced into the game much later than the economics of most old systems in the bubble were determined. And it is absolutely not necessary that new buildings in general somehow affect the economy in these systems.
 
This has been stated elsewhere, but wanted to add my two cents on taxes we receive from our colonies. I get that the material grind is big, we’re building space stations after all. So that’s fine. But the tax compensation that we’re paid out for developing the system is way, way too low considering the time and effort we put into it.
well. on the other hand - you get that money for the rest of (game)life - that sums up as well ;)
 
there is a thread on Reddit that goes: your primary (first) starport should inherit the system wide economy. especially since we have zero choice in where the Primary starport is placed. (eg if you build a bunch of tech bases, your Primary Starport becomes High Tech. wherever it is)

If your Primary port gets placed around a star, it will forever be a colony port, and any further development you make in the system (turning it High Tech or Industrial) will have zero affect on it. If this is by design, it is a faulty design, putting it politely.

Anyway, just bumping that thread here in case Fdevs haven't seen it. Needs fixing. Everything in our system should be linked, or at least ports not connected to worlds or bases should get inherit the system economy, by default.

Source: https://www.reddit.com/r/EliteDangerous/comments/1jgd6s9/suggestion_in_the_absence_of_samebody_structures/
 
Overview of Trailblazers Experience

Current Progress and Objectives
To better contextualize where I am.

I have completed a Tier 3 Orbis in a system and have three constructions completed with a fourth to be completed this evening. I am working on flipping the "owning" PMF to mine since the originating beacon was from someone else. This is to be completed prior to constructing another orbital or surface port.

Primary Port Construction
  • It was not readily obvious where the originating port was going to be.
    • Recommendation: A different highlighting or contrasting color in the architect view should be used to indicate starting port.
  • Because of the first point, it was not readily obvious that you needed to supercruise to the System Colonisation Ship (SCS)'s location to see it jump in. I missed its arrival.
  • The construction interface does not show a tally of original amount needed and delivered, just the remaining amount. This meant I had to build my own tracking documentation in Excel/Google Sheets.
  • While I appreciate being able to check in on the status via the system view for my colony, it takes a lot of steps to get there, which meant I had to rely on my spreadsheets far more than in-game data for progress.
  • Resolved: CMM Composites were an awful experience to get originally but the increases for stockpiling and production helped a lot.
    • Recommendation: If you want a material shortage to add hauling/sourcing challenge, please consider orbital materials rather than planetary. That said, we are seeing shortages of Emergency Power Cells and some other materials lately, so we will see how it goes with time.
  • Docking at the SCS was frustrating as it often did not offer a pad on the side I arrived on.
  • With the completion of the port, the SCS disappeared when jumping out rather than properly jumping out. (So I missed the arrival and departure.)
  • I really like the musical stings for completions.
Supporting Infrastructure and Planning
  • Since it appears we cannot change/remove/upgrade planned construction, it is important that we are able to plan.
  • The increase in construction point costs were not obvious.
    • Recommendation: Items that can cause construction point cost increases should have a contrasting text warning architects in each construction description.
  • The statistics for various infrastructure do not readily define themselves, but this may be an intentional vagueness to let people figure it out.
  • I am terrified that putting down a construction plan will either give me the wrong construction, or be placed elsewhere.
  • Docking at an installation construction site will occasionally cause the Autopilot to try and merge with the central pillar leading up to the habitation ring.

I eagerly await being able to claim another system.
While the moment-to-moment hauling isn't exactly "fun" since it's repetitive, I am having a blast working on planning and building my current system.


Overview of Trailblazers Experience


Current Progress and Objectives

To better contextualize where I am.


After deploying my first beacon within 30 minutes of the release of this feature, I have completed two primary ports, a number of ground settlements to help support the first system I have claimed and am currently building a third primary port. My objectives have shifted to claiming as much space as possible and trying to figure out how to make the economies work in the absence of any reasonable documentation.


Ground and Orbital Support Settlements, Infrastructure and Economies

The cost of these infrastructure pieces are inexpensive enough to be able to get these done at about one-a-day as a solo player. Not bad. I am in love with the settlements and desperately wanted to start engaging in Frontline combat on them, but unfortunately the conflict that is pending for my first system is an Election instead.

I find myself slowing down on infrastructure because there's just not enough information on how these systems are going to work, and I am afraid that my first primary port has been rendered unusable. Recently there was a Twitter post that indicated how starport economies are impacted by the ground facilities they orbit. This is both different from what the in-game documentation said and not fully true.

Right now, my first primary port is an Orbis station. This station has an economy type of Colony. It is in orbit around a body with two surface slots, one of which is taken up by a military settlement. The tweet from Frontier indicates this should be enough to change the economy of this station to Military and have it start producing more than just hydrogen and biowaste. This isn't true, which means there's more to it than what was shared.

I'm finding my honeymoon period starting to end with this feature. I'm still having fun trying to build things as this scratches an itch I haven't had scratched in a long time, I am becoming much more frustrated with these missteps on my part that could have been resolved simply by doing business due diligence before using ink, time, money, and people for these projects.

I think FDEV needs to sit back a second and really think on the approach here. Why would a HUGE business undertaking be done with so little pre-planning? Without the idea of a return (and in this specific case, the return is a functioning economy in a system I built, not credits sent by the System Architect Payment) and how to get to it, no business would spend their time on it.


Bugs, But Not The Flower Kind

The bugs are being worked on, but I'd be lying if I didn't say they're dragging down this whole system. Between the issues with buying and selling cargo on carriers, the disconnects (which have improved, so thank you), the temporary unannounced plug from the Architect database causing a game-wide heart attack from everyone (and your support staff), I'm finding this also to be very frustrating.

  • Ports and Infrastructure not getting placed in the selected slot. (Much more important given the notice via Twitter earlier.)
  • BGS States are getting stuck. Election has been pending for 3 days now.
  • Buying cargo from carriers results in the cargo status not updating. (Not an issue if the SCS's had a commodity market to force the game to recheck.)

Despite All That, Thank You

I do want to offer words of encouragement here. If I were apathetic to this update, I'd not care about what's happening, but that I'm frustrated is a good sign in a roundabout way. I want Trailblazers to work and I want future colonies to be a good addition to the bubble. I like the audio that has been created for this, I like the presentation for the SCS, I like being able to see my ground settlements appearing and being able to rename them. I stand in them and can't help but think "I made this" which is 100% a feeling I want to hold on to.

Suggestions

FDEV has to really get some proper documentation out here. You're asking a "business venture" (in-universe) to build up colonies for a return, and the due diligence of how shouldn't be a mystery because no business would do that. From a player's perspective, it feels like our time isn't being valued and for a system that permanently changes the game, these kinds of scenarios are terrible and will leave a scar on the bubble in perpetuity as well as turn people off to the colonization system (I see a lot of posts from people saying "I'll just wait" or are exiting the gameplay loop.)

Do not change haulage amounts. I've heard rumblings from some people that it's just "too much hauling". But that's.. kind of the point?

A way to effect payments to the public from wealthy commanders would be great, but that is an additional feature.

Keep chipping away at the bugs and performance issues. The less uncertainty for players with this system, the better.
 
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Right now, my first primary port is an Orbis station. This station has an economy type of Colony. It is in orbit around a body with two surface slots, one of which is taken up by a military settlement. The tweet from Frontier indicates this should be enough to change the economy of this station to Military and have it start producing more than just hydrogen and biowaste. This isn't true, which means there's more to it than what was shared
There is an easy explanation for this.You don't have any buildings planet-side that influence the economy of the system. Only hubs can do that. So if you were to build a military hub and not a settlement, then your Orbis would have had his economy changed.
 
There is an easy explanation for this.You don't have any buildings planet-side that influence the economy of the system. Only hubs can do that. So if you were to build a military hub and not a settlement, then your Orbis would have had his economy changed.
Settlements have same-planet economic influence - and a stronger one than hubs appear to, at that.

I have a Colony port on a planet, I added an Agricultural settlement (which lists Agricultural influence in its properties), the port turned into an Agricultural one.
 
There is an easy explanation for this.You don't have any buildings planet-side that influence the economy of the system. Only hubs can do that. So if you were to build a military hub and not a settlement, then your Orbis would have had his economy changed.
Therein lies the problem with their lack of documentation. I don't know that, and if I build a hub, I've got no further slots to develop the body anymore. Additionally, I only know of a facility economy stat and a system economy stat. Since neither of these seem to really be self-evident on what they are, it's difficult to believe a hub is required to change the orbiting port, especially when there's no way to correct it if that is not the case.

This problem could be solved simply by documenting how this stuff works or is supposed to work. I don't know what's a bug and what's intentional.
 
There is an easy explanation for this.You don't have any buildings planet-side that influence the economy of the system. Only hubs can do that.

Settlements have same-planet economic influence - and a stronger one than hubs appear to, at that.

Backing up what Ian said, my system started out with a science outpost which turned the system economy to High Tech/Colony.

Then I built a medium agricultural settlement on another moon and the system economy shifted again to High Tech/Agricultural.

Nearly done with an industrial outpost so we'll see which is more potent (system influence wise) - the outpost or the settlement.
 
Backing up what Ian said, my system started out with a science outpost which turned the system economy to High Tech/Colony.

Then I built a medium agricultural settlement on another moon and the system economy shifted again to High Tech/Agricultural.

Nearly done with an industrial outpost so we'll see which is more potent (system influence wise) - the outpost or the settlement.
The outpost, certainly. Contribution to the stated system economy is a different matter to influence over other local station economies.

(A hub may well contribute more to the system economy figure than a settlement does, but that's not the same as its contribution to converting a local station)
 
You're right, my fault. The settlements do have influence over the economy. Maybe the size matter, if the port is Tier 2, maybe the settlement influencing the economy should be at least Tier 2 as well.
 
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