Elite Dangerous | System Colonisation Beta Details & Feedback

This is wild. I just finished my primary, a coriolis. I found a good system with a starting slot orbiting a rocky world with slots on body and orbit. I thought this would be great for a refinery coriolis to start. Well, I got the refinery and more. The rocky moon has 4 biological signals. The moon and the planet the moon is orbiting are not tidally locked. I'm stating this because of the ag economy the rocky body picked up. The atmosphere (while not mentioned by FDev) is 99% Carbon Dioxide and 1% Sulphur Dioxide (plants love CO2 - maybe this contributed). I have an ELW as the planet next door, and could very well be the reason for this. The HMC planet on the other side of the ELW is also terraformable. Nothing else is built, or started, or even selected to start. Here are the numbers:

Refinery 1.4
Agri 1.4
Terraforming 1.0

I was going to start building some ag stuff on the moon below (outside?), but now I'm going to wait and see what happens after the update this morning. There is no system economy yet.


"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.400000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":1.400000 }, { "Name":"$economy_Terraforming;", "Name_Localised":"Terraforming", "Proportion":1.000000 } ]
1746684205058.png

CommoditySupply
Algae
19411​
Hydrogen Fuel
12694​
Fish
12156​
Water
9032​
Aluminium
4787​
Explosives
4050​
Copper
3830​
Surface Stabilisers
3450​
Cobalt
2674​
Tantalum
2526​
Indium
2064​
Imperial Slaves
1833​
Steel
1585​
Titanium
1503​
Lithium
1304​
Tritium
1101​
Liquid oxygen
875​
Silver
605​
Animal Meat
467​
Tea
466​
Uranium
430​
Leather
413​
Conductive Fabrics
380​
Military Grade Fabrics
248​
Gold
236​
Beryllium
199​
Gallium
199​
Natural Fabrics
149​
Insulating Membrane
34​
 
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As per the update notes, any body with biologicals gives agriculture and terraforming economy influence. But there is a bug there; the refinery and agriculture are being boosted (an extra 0.4 each) despite the notes saying boosts/decreases only apply to strong links between ports/facilities, not planetary influence. All three economy types should be equal amounts of 1.0.
 
As per the update notes, any body with biologicals gives agriculture and terraforming economy influence. But there is a bug there; the refinery and agriculture are being boosted (an extra 0.4 each) despite the notes saying boosts/decreases only apply to strong links between ports/facilities, not planetary influence. All three economy types should be equal amounts of 1.0.
Thank you. After re-reading the Apr 30 update rules, it makes sense. The refinery eco came from the rocky body, the ag and terraforming came from the colony overrides as you pointed out. The .4 boost to the refinery and ag came from the strong boosts 'In a system with major or pristine resources' for the refinery and 'on or orbiting a body with organics' for the agriculture.
 
Question. Sorry if this has been answer already, but I am curious. I have a system with an ELW, but the ELW has no orbital build locations. Does this make it effectively useless so far as it's influence on what I build in the system?
 
Question. Sorry if this has been answer already, but I am curious. I have a system with an ELW, but the ELW has no orbital build locations. Does this make it effectively useless so far as it's influence on what I build in the system?
It's possible that its existence in the system will let you have a higher population despite not having anything built around it directly - the relationship between population and system layout is very unclear at the moment.
 
IS IT A JOKE ?

I spend last 2 weeks delivering PP cargo to a colonized system to implement a power in it. Yesterday, I was just above the 120 000 pts required.
AND NOW AFTER THE MAINTENANCE THE SYSTEM STILL IN ACQUISITION AND SCORE EVEN MOVED BACK TO 0 PTS.
SO FRUSTRATING
 
looks like it's not an isolated case, I found some other colonized systems which were supposed to be acquired by a power and finally aren't and moved back to 0
 
I can see about 90 of them in the current data, so it has worked before

These ones have had an update in the current cycle and are still in a controlled state, but appear to have been acquired in a previous week
Scorpii Sector RO-R b4-1
Col 285 Sector XT-F b12-7
Col 285 Sector SP-K b23-6

It seems like the bug might be a bit different, though - LP 855-34 (the CG system) had Winters exceed the Acquisition threshold last week, but seems to be back to zero now.

So it may be: "no Acquisitions work at the start of week 28" rather than "no Acquisitions work in colonised systems"
 
Hi All :)

Is the station re-naming feature working okay these days?
I just wanted to make sure before I re-name one of my stations, I don't want to spend some of my ARX and find there's problems with this feature! ;)

Jack :)
 
The .4 boost to the refinery and ag came from the strong boosts 'In a system with major or pristine resources' for the refinery and 'on or orbiting a body with organics' for the agriculture.
This shouldn't be the case though. The boosts and decreases are only meant to apply to strong links between ports/facilities. Your example only has a single station without any strong links. Either the documentation is incorrect, or the implementation is.
 
This shouldn't be the case though. The boosts and decreases are only meant to apply to strong links between ports/facilities. Your example only has a single station without any strong links. Either the documentation is incorrect, or the implementation is.
Maybe the body itself is considered a strong link. I agree that it reads 'strong links are subject to boosts or decreases in economic supply performance', but the categories of what was raised by .4 correspond with the boost/decrease list.

I will look at my other heavily populated system and see if it took on any of these increases or decreases.
 
Overview of Trailblazers Experience
(Week 9)

Current Progress and Objectives
To better contextualize where I am.

Work has begun on an outpost to help bridge out of the pocket of other colonization I got caught up in. Work makes this slow. Haven't been feeling well lately, but I'm hoping to be able to pick up the pace again next week, especially since I'll have infrastructure to build.

Business Plan - Updated

Though I'm tempted to stop expanding there and push further out generally. The changes to economies will take some time to get a good understanding of so I can anticipate what will happen, but this level of complexity is what I had expected out of the launch. I will be filling out the systems I built before looking at trying to make a self-sufficient cluster somewhere, assuming I don't end up having to fight people for that space. (It's likely I would...) but I hope I can build enough facilities somewhere to act as a depot for other construction further away from the bubble.

A Coat of Paint, Almost Perfect
I picked up liveries for my stations. The Clinical Yellow is a nice touch. I don't like the Copper/Grey since it seems far too imperial-like, but the matte/sterility of the Clinical Yellow is nice.

Only problem is, it is incredibly difficult to read the station name since the text markings are not inverted (set to black) for readability. Hopefully this is something we will be able to fix later. This is less of a problem on the Coriolis, but a major problem on Orbis.

View attachment 428178


Statistics
System #1 - Orbis Port (Tier 3); 5 Infrastructure
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2);
System #5 - Outpost - Industrial under construction.

Overview of Trailblazers Experience
(Week 10)

Current Progress and Objectives
To better contextualize where I am.

With the small outpost completed, and a major redesign of the economies of existing systems, my attention has turned towards my first settled system. New projects are getting spun up to support not only the materials the system is generating, but also the quantity. The process has been smooth sailing so far, just another 210,000 tons to move.

The Tier 3 Planetary Port is currently sitting at about 20% complete with 174k tons remaining. This project has been ongoing for about four days.

The Everlasting "Is It Worth It" Debate

I've been trying to quantify and track my expenses, including weekly carrier upkeep, tritium fuel, commodity purchases, jump costs, and any financial impact having other commanders involved. Unfortunately LLMs can't hold that much data, resulting in hallucinations and I will have to resort to manually tracking in Excel-likes (LibreOffice in this case, I'm done paying more Microsoft tax) for transactions. Maybe I can build some level of automation there.

Tools feel fairly limited so far, with basic counts for project demands, how much as been delivered and how much remains. I appreciate these tools, but so far they don't account for things like cost, carrier capacities, and other commanders (without requiring those other commanders to log in to a service they aren't primary for.) I appreciate the work people are doing to build the various tools around colonization, however they just aren't fitting into my workflow yet.

While make Wallet-Go-Up™ is my gameplay objective, I'm not too worried about earning a lot from these projects right away, I just want to be sure that any losses I can see are reduced so that the overall work results in a net0 or better. This exercise in tracking the new port has shown me just how legitimately expensive Tritium fuel is.

Further out from established ports and when the Trailblazer Megaships get re-tasked, costs and ease of availability will likely take a hit. I would love to be able to build a reliable cluster of systems that can help furnish the materials we need for building outside the bubble.


Statistics
System #1 - Orbis Port (Tier 3); 5 Infrastructure; Tier 3 Planetary Port Under Construction
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2);
System #5 - Industrial Outpost (Tier 1);
 

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What would happen if I placed a Coriolis over a terraformable HMC? Difficulty: I have a science outpost over a WW in the same system, and there is another orbital slot over the WW... :oops:
 
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