Elite Dangerous | System Colonisation Beta Details & Feedback

This happened to me after I placed a Tier 2 (Coriolis) station, while having two other unfinished Tier 3 ports (Orbis station and Planetary Port - Hera) in the system. Though I cannot tell you for certain if that's the actual reason. It is possible however, as you might have already seen or attempted, to get back to positive values by constructing and completing relevant facilities that award those points.

Before:

View attachment 432976

After:

View attachment 432977

What I'm thinking is: the point doubling (which I initially thought as x2, not +2, the latter being what I've seen in-game) is recalculated erroneously for one or both Tier 3 ports. From what I can tell it took 3 of the Tier 2 points, (when it should've taken the entire 5) and 6 Tier 3 points. (5 - 3 = 2) and (1 - 6 = -5) respectively.

Hope this helps.
It's curious that you're having problems right after finishing building the Coriolis. I just finished my Coriolis, and my system's population plummeted. It went from 11 million to 2.8 million. The system's production was halved. This is the second time this has happened to me. And for my first system, the population has barely increased since then, compared to my other systems. Both of my systems were healthy before (no famine, no war, high standard of living, very high security, good development, wealth).
Your problem is different.
But it seems like the Coriolis has a strong negative value somewhere, for example -10. That's just the impression I get. I built a government on each one to try to restore it, but it didn't change anything. Others have reported this problem after building a Coriolis.
I've created a ticket for this issue, but no follow-up has been received so far.
 
It's curious that you're having problems right after finishing building the Coriolis.

A small correction here, I encountered that problem when I placed it, before adding any materials towards or finalizing its construction.

If you find a spare 5 minutes at some point and can add your screenshots / info from your previous post to the Issue Tracker report that would be appreciated.
Thanks again
o7

On a related note: It's done, and I wish we could edit issue tracker contribution posts. I will have to update my calendar for May 4nd.

I just finished my Coriolis, and my system's population plummeted. It went from 11 million to 2.8 million. The system's production was halved. This is the second time this has happened to me. And for my first system, the population has barely increased since then, compared to my other systems.

Documented information on this subject:

Population Growth Changes:
  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.

If you're willing, the next time you are about to finish a Coriolis, provided that's what's causing this, can you take screenshots of the system information summary tab before and after completion.

Do you think it's possible that the new "maximum" population it can reach when completed is causing a problem where it could be that:
  • It acts like it's the only item in the system for population growth purposes?
  • It sets the new individual, not collective, 'standard' from which to increase?
These assumptions are, of course, pure conjecture on my part. If it never recovers or goes higher than the values you had prior, I have no doubts that this is a bug or, at the very least, a quirk of Colonization.
 
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A small correction here, I encountered that problem when I placed it, before adding any materials towards or finalizing its construction.



If you're willing, the next time you are about to finish a Coriolis, provided that's what's causing this, can you take screenshots of the system information summary tab before and after completion.

Do you think it's possible that the new "maximum" population it can reach when completed is causing a problem where it could be that:
  • It acts like it's the only item in the system for population growth purposes?
  • It sets the new individual, not collective, 'standard' from which to increase from?
These assumptions are, of course, pure conjecture on my part. If it never recovers or goes higher than the values you had prior, I have no doubts that this is a bug or, at the very least, a quirk of Colonization.
Sorry for my misunderstanding.
I have photos of the system summary before and of the market before and after. Obviously, I can take today's system summary.
I can't find a logical mechanism for this population decline. Maybe you're right.
 
This has most probably been already commented on, but it's difficult to find if it has from 349 pages of conversation. Anyway:

Currently when you are trying to start a new facility construction, it looks for example like this:

ed_facility_construction_screen_1.jpg


ed_facility_construction_screen_2.jpg


ed_facility_construction_screen_3.jpg


I can't see anywhere how many points (and of which type) are needed to construct this facility. It would be a nice QoL improvement if this requirement was explicitly shown in that third view, perhaps even in the second one.

Perhaps the required points could be displayed in the facility selection button itself, on its right edge. Perhaps something like this (but with the correct numbers, of course):

ed_facility_construction_screen_suggestion.jpg
 
I have been lately dedicated my time to building my own system.

While building, solo, a Coriolis or bigger starport is quite an endeavour, building surface facilities is a lot easier. Each can be built in one play session of a few hours, so I think they are pretty balanced and very approachable even for solo players.

One great thing I noticed that if you build the economy of your system properly (particularly, add extraction and refinery economies, and perhaps industrial), rather than having to fetch the bulk of the construction materials from the closest nearby system that offers them, which may be like 80 Ly away, requiring several jumps back and forth, with the proper economy your own port will start producing all the materials you need, so it becomes that much easier. That plus the upcoming Panther Clipper is certainly going to help.
 
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I have been lately dedicated my time to building my own system.

While building, solo, a Coriolis or bigger starport is quite an endeavour, building surface facilities is a lot easier. Each can be built in one play session of a few hours, so I think they are pretty balanced and very approachable even for solo players.

One great thing I noticed that if you build the economy of your system properly (particularly, add extraction and refinery economies, and perhaps high-tech), rather than having to fetch the bulk of the construction materials from the closest nearby system that offers them, which may be like 80 Ly away, requiring several jumps back and forth, with the proper economy your own port will start producing all the materials you need, so it becomes that much easier. That plus the upcoming Panther Clipper is certainly going to help.
Welcome to my trailer parks. :)
 
Anybody who may have encountered this issue of systems not having a primary port location, in a system which claims to be a valid colonization location, please do be so kind to throw some support at this issue tracker (providing its creation worked properly). I wasn't able to find one like it anyway.


(Can't think of a better thread to post this in except for the general one for tracker report help)
 
(Can't think of a better thread to post this in except for the general one for tracker report help)
Reporting an already publicly acknowledged bug to the bug tracker system for verification is screaming into the void. They already know. They've improved the situation.

Current workaround is to try claim it. That'll flag it to them when it fails and they'll go along and manually fix it eventually but you'll just have to keep an eye on it.
 
Current workaround is to try claim it
Have you actually looked at the report? You can’t claim it. The primary port slot is not there and trying to make a claim merely presents a blank window in “Configure Primary Port”.

… and allow for me to prefer in having a little accountability to this particular issue, instead of the chance that it just gets shuffled under the rug quietly over time.
 
I just started doing some colonisation in earnest, and It's hard to get my head around the pityful 15Ly limit, and I am not talking about a huge increase, 20Lys does not sound like much of a increase to me, but would give so much more to basic plotting.

Why you guy's n Gal's go out of your way to introduce something great and make it a nightmare to use, is beyond me, hardly seems worth the effort anymore.

07
 
Have you actually looked at the report? You can’t claim it. The primary port slot is not there and trying to make a claim merely presents a blank window in “Configure Primary Port”.

… and allow for me to prefer in having a little accountability to this particular issue, instead of the chance that it just gets shuffled under the rug quietly over time.

This also implies that the temporary system they introduced is still in-game, supposedly cataloging all those failed claim attempts.

For your issue tracker post, I presume these screenshots are what you're talking about? I'd like to make sure before adding my contribution, if that's understandable.

20250630030212_1.jpg


20250630030235_1.jpg


20250630030247_1.jpg


Several hours later and it's remained as valid despite the inverse being true at present.
 
For your issue tracker post, I presume these screenshots are what you're talking about? I'd like to make sure before adding my contribution, if that's understandable.
Yep, this is exactly what I'm talking about. These may well be locations previously tagged as invalid by that temporary solution but the fix implemented then (was it update 3 launch?) have done a grand total of nothing to make them accessible. It doesn't hurt to keep some awareness on it even if Frontier may say they're aware, at least if you're to ask me.
 
I have major issues with the current body influences and links system. The system actively discourages development as the more you build the more you lose. You can build a cool thematic system that's self contained has a little military industrial complex, some farming and a little extraction. You just don't get that you end up getting less for more work. You can work around this by doing even more work to setup underdeveloped systems around your developed system to supply it. It's just not really worth doing. If you simply don't build the extra stuff you aren't forced to find more claims to recover what you're losing in your main colony. The more I build the fewer critical resources I have available to build with the more systems I need to take to rebuild supply of those resources.

The whole thing is backwards. The more I do the worse things get. I can do some stuff to work around it to a degree but it feels like you're playing with a shotgun on a leaking canoe. Everytime you do something you're rushing to try patch up the hole you made and it never really recovers.

TLDR Colonisation hamster wheel feels bad because it's currently a negative feedback loop.
 
The system actively discourages development as the more you build the more you lose.
I was actually looking forward to filling every single slot in the system I recently claimed, and have my space ports produce most of the commodities needed to build more facilities (which would not only help me build my system but possibly other commanders building nearby systems).

But if more facilities = less commodities in the station's market, that would be absolutely detrimental to that vision and goal.

It doesn't make logically sense. The bigger the system, the more facilities and industries it has, the more it should produce, not the less. If I keep filling up every slot in the system with more facilities, does that mean the marketplace will become almost empty?
 
It doesn't make logically sense. The bigger the system, the more facilities and industries it has, the more it should produce, not the less. If I keep filling up every slot in the system with more facilities, does that mean the marketplace will become almost empty?
It depends on how and what you build. Thanks to weak links being, basically, almost useless by only bringing in unwanted demand and often supply you don’t care about [or in such negligible quantities to be worthless], it may end up wreaking havoc on your system horribly. Especially when coupled with forced planetary influences for the economy types that don’t have their own stations or worlds where they can be isolated.

In terms of colonization produce this does mostly affect agriculture, to be sure. Because planets always will have something else attached to them to mess with it. It’s for this reason and to a lesser extent the weak links I’ve refrained from building out my planned large agri/hi-tech system despite the plans existing for months, because while I’m relatively confident the weak links wouldn’t destroy it (or at least cancel each other out, if lucky), having forced Extraction economy just by the planets being high metal content is just nah.

Don’t make me mention the water world’s tourism that I have no intention to specialize into.
 
It doesn't make logically sense. The bigger the system, the more facilities and industries it has, the more it should produce, not the less. If I keep filling up every slot in the system with more facilities, does that mean the marketplace will become almost empty?
It can if you're not careful since usually only a couple of market types produce things but several consume them. In most cases you won't lose everything but you will lose out on the low production goods and even many medium production goods. You can offset somewhat by stacking influences but the more you stack to offset at one market the more you have to stack to try offset at another market. It's very much a negative feedback loop and makes large systems questionable. You don't need 70 slots to place a couple of ports. It's not all doom and gloom. You can make things work but it's a struggle not one that I'm finding a rewarding problem to solve. Build less is currently less hauling more stuff.
 
But if more facilities = less commodities in the station's market, that would be absolutely detrimental to that vision and goal.

It doesn't make logically sense. The bigger the system, the more facilities and industries it has, the more it should produce, not the less. If I keep filling up every slot in the system with more facilities, does that mean the marketplace will become almost empty?
It's a lot more complicated than that. Think of it a bit like outfitting a ship: more SCBs equals more shields, but doesn't necessarily equal more combat performance because you might overstretch your power plant, or not have enough heatsinks to safely use them all, etc. It's not a simple more=better. And similarly, the Type-8 isn't a better warship than the Vulture just because it's bigger - you'll get better results working with the system's inherent advantages and disadvantages rather than against them.

"More facilities" will always either not affect general market sizes, or will increase general market sizes in the system - either by adding a new market, or by improving development level to boost the size of a market, or by adding strong or weak links which increase the sizes of specific markets. So if your goal is more cargo in total - especially if what you want is Hydrogen Fuel - there's nothing you can add which will decrease that in a general sense.

The problem is - just as by analogy a dedicated combat boat will flatten a multirole, but the multirole also doesn't carry as much cargo as a dedicated freighter - that if you start mixing economy types on an individual station, you can end up making it worse at its primary economy type. If you have a working Industrial economy turning out (say) Computer Components, that's great. If you start adding high-tech links to it, then the High-Tech economy consumes Computer Components, so even though you're improving the size of the economy overall, you might lose specifically Computer Components exports.

That leads on to the bigger problem with Colonisation in general:
- hybrid economies where a station has multiple economy types are somewhat unpredictable in outcome and can often lose output of certain key goods (even though they're better at some things) as well as having possibly unwanted effects on mission generation
- "weak links" are very easy to generate, very difficult to avoid the effects of, and will turn your economies into hybrid economies
- a lot of planet types (the more "interesting" the worse!) generate hybrid economies and rarely well-paired hybrid economies to begin with
(These are the equivalents of System Focused Power Distributors and Shielded Fuel Scoops in ship builds - sure, they make some numbers go up, but they're not the numbers you want to go up and the numbers they make go down are more important)

This is mitigated somewhat by the default populations and productivities on colonisation ports (especially T2s and bigger, and the surface T1 ports) being really large since Update 3, so you don't actually need very many constructions to already have more cargo than you can personally use (and indeed more cargo than a medium-sized squadron can use), and with careful choice of constructions (and the right base planets to build on) you can get a good spread of economies and services with relatively low amounts of construction and no interference.


Unlike ship outfitting, however, you can't "try it and if it doesn't work, try something else" without starting over in a new system. And while the community has documented various "recipes" to achieve various effects, there's nothing like the decades of accumulated experience, documentation, Coriolis/EDSY-equivalents, etc. that means "oh, obviously you don't use System Engineered on your Distributor" is common knowledge. (This may change somewhat when/if Colonisation leaves 'Beta' - a lot of people may be holding off on doing documentation work until they're sure it won't need throwing out to start over).

So it's important to understand:
a) what you're trying to achieve
b) how to achieve that
before you start building a system, if the outcome of building that system is important to you.

(Also, given that Frontier have shown willingness to make major backward-incompatible changes to how system assets function during Beta, if the outcome is important to you then you shouldn't be constructing anything right now)
 
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