I think I haver a decent system here, what should my next station be and where? My goals are inside. Thank you.

EDITED TO CLARIFY SOMETHING:

I was told below that I have received advice for this system which is untrue, I just finished my outpost for this system before I posted this. I had without realizing it was a dud claimed a basically worthless system (Before this one) and that was the advice I got; "It might be okay to mess around with." or "You could do something with that system, just not refinery." no details or specifics.to go out and brick a few systems

The main reason for the edit; I am disabled from a severe C-spine injury 25 years ago, and although I am always in pain, nerve pain in my arms is crazy, and half the time of the last 25 years I have a migraine. My hands are very uncoordinated and hurt a lot, and try to lock up on my after doing anything for a short time.

The reason I am adding that is to show that I do not want to "Brick a few systems" just to slowly figure it out.

It is very painful for me to just make a single initial outpost for a system.

Therefore, I was asking advice for what would work best in this specific system before spending 3-5-10 times more time on a huge station just to have it be for nothing because it does not work.

Instead of saying "add a Coriolis by the first planet, and a base on the moon below it (I do not know, just using an example) and they will give you a great start." A person said "We have already given you advice for this system (Nope) just go out and brick a few systems and figure it out over time."

That is easy for someone who is not in physical pain every waking hour, and half of those hours also have a bad migraine headache on top of the pain, and also whose hands are not locking up on them after the first ten minutes at the controllers.

I cannot just spend 50-100 hours on a system just guessing and brick it.

Take what it taked the average player to do anything in depth, and multiply it at least by 2 for the most simple of things, or by 3 or more and that is where I am. Everything is a grind to me, everything is a slow and physically painful process.

It took me 20 minutes just to type this edit for goodness sakes!

I have so many hours in ED because I love it, I am glad it is growing again, and each of those hours was spent in a great amount of pain.

That time would be in pain doing anything, but it is much harder to grind through goals while in pain, most folks cannot even imagine that, they log and have a blast, and I can't blame them.

Now back to the OP:

I am not going for the most posts in this particular forum, I am just confused.

I want to make a successful colony but that to me can be just a few stations for a little bit that work together well. I would get burned out and quit colonization for a long time if I try to build a lot of stations one after another, it is crazy grinding out a solo outpost in 1-2 sessions lol.

I have the starting outpost, it is industrial.

There are 2 HMC worlds, a metallic pristine ringed planet, and some with pristine metal, and such. Rocky moons out the wazoo, and an asteroid field.

For more info I am providing a link to the bodies on Inara: https://inara.cz/elite/starsystem-bodies/737010/

I hope the NPCs are better than me at finding good ore in the pristine hotspots than I am and can keep the ball rolling lol.

But anyway, I do not care if it is pure industrial, or if there can be a high-tech station in there somewhere, but I just want to have stations and things that will work together and not cancel something out.

I eventually want a busy thriving colonized system with all the bells and whistles, but I am solo, so I have to go easy, and this system may not even have the potential to be very good, I don't know.

I do not know if I can have one of the nicer stations in this system with the trees and statues and such inside, but if not, I'll worry about one of those much later on.

TLDR; I want to have stations that compliment each other, not work against each other. I am starting small. What should my next station be? Type, economy, and all that business.

I am not going to baby sit the colony, I want to build as I feel up to building (If it becomes a chore or a job I am done) and learn what to build in steps to keep the system going. If I can build something and take a little break and come back to find it doing well that is all I care for.

If left to my own devices as confused as I am I'd likely accidentally add something next that would work against my outpost, then something that works against the first 2 stations, and such lol.

I know how to go back and forth and build, I just do not understand the ins and outs and the why something needs to go with this/that.

Thank you.
 

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You've been given several options for how to build the system. You don't need more advice at this stage. You just need to go build some stuff and experience for yourself how things work out. We can help with specific questions but right now you're aimless. You need to decide what you would like the system to be or just build what you think is cool and see how it works. You've got the information you just need to go and if it doesn't work out you'll know how to do better next time. Bricking a system happens but in the scheme of things theres millions of systems just go brick some.
 
I just want to have stations and things that will work together and not cancel something out.
I just do not understand the ins and outs and the why something needs to go with this/that.
There's not going to be much substitute for "doing a lot of reading and developing that understanding" if you want to do something complicated. Start with the in-game documentation and official patch notes, which are fairly comprehensive about what happens, then read some of the existing forum threads for more about why that might matter.

If you don't want to do that before starting construction, then you basically have three "simple" options which don't require you to understand things in detail. You'll need to pick one, you can't mix and match these.

1) Build an Industrial-only system (since that's what you've started with). You can build any of the following things:
- structures which have a Facility Economy of Industrial
- structures which have a System Economy Influence of Industrial
- structures which have no System Economy Influence or Facility Economy at all
- structures which have a Facility Economy of "Colony" provided that they're built on or over an icy world (doesn't look like you have any of those) or you're building them for a purpose which isn't their eventual market contents (e.g. you might build a Coriolis station to get shipyard, outfitting, etc. services and not care that its market isn't great in itself)

2) Build a multi-economy system without cross-links. You can get multiple economies this way, but you need to take particular precautions to stop them interacting. You can build any of the following things:
- one "Starport" or "Outpost" in any orbit (you can't build two around the same planet)
- one "Planetary Port" or "Planetary Outpost" on any planet surface (you can't build two on the same planet)
(if you build a planetary and an orbital port on the same planet, then they should usually have identical Facility Economy properties to each other)
- any "Installation" which has no System Economy Influence listed on the build screen

3) Decide you don't care about the markets at all, you just want structures which look good. You can build whatever you like - just do your shopping elsewhere. The system will still be fine for lots of purposes.
 
one "Starport" or "Outpost" in any orbit (you can't build two around the same planet)
.....
I assume that refers to them linking?
Because I in one of my systems build an Orbis around the same planet(moon) my primary refinery(civ) Outpost is orbiting.
And yes, I hope that the Outpost links up to the Orbis (rocky moon btw, no geos/bios/volcanism)
 
Building two surface ports on the same planet usually leads to one getting only the planet's economic influence and nothing else, while the other gets the planet's economic influence as well as weak/strong links that might be present in the system and on the same planet.
 
Yes. If you know what you're doing it can be beneficial to have multiple. But the one protected from weak links will itself start generating them, so if you're trying for a simple "no weak links at all" system design you can't do it.
 
You've been given several options for how to build the system. You don't need more advice at this stage. You just need to go build some stuff and experience for yourself how things work out. We can help with specific questions but right now you're aimless. You need to decide what you would like the system to be or just build what you think is cool and see how it works. You've got the information you just need to go and if it doesn't work out you'll know how to do better next time. Bricking a system happens but in the scheme of things theres millions of systems just go brick some.
I just got this system, there was another system with nothing but a worthless couple of ringed planets and icy worlds and one told me basically it was okay for a novelty, and another said I may can do something with it. This is the first I have posted about this system, and it is only the second system I have considered. It has more than the first system.

Second, I broke my neck in the Army 25 years ago and am in a lot of pain. Just the process of grinding out one little outpost is something that has a high cost in physical pain... everything I do does, but this is why when I do something, especially something requiring sitting and manipulating controls and using my hands a lot it has to be something worthwhile.

It took me about 11 hours to grind out the first and maybe 10 hours to grind out the second small outpost.

I broke them into 2 sessions each, buying the supplies and putting them in my FC and flying it to the system. The next session was spent delivering to the building ship until completion.

So, spending (Guessing here, 3-5 times more time building a big station) just for it to be worthless and hurt the economy of the system is not an option, just for the fact that I not only put in time, but I put in a lot of actual physical pain equity.

I guess I will have to add this to every post from now on so people might understand this, while they may play and it be nothing but pure joy, fun, relaxation, a social time with friends, my neck and back are torturing me (they will be doing anything else anyway, but that is beside the point), I have a migraine most days, my arms hurt from nerve pain, and my hands are uncoordinated and constantly try to lock up on me.

I have thousands of hours in the game enduring that through one goal and then another, and someone tells me they've given me advice for a specific system I have not posted about until right here this morning and to go brick some systems...

Thanks a lot for the help.
 
There's not going to be much substitute for "doing a lot of reading and developing that understanding" if you want to do something complicated. Start with the in-game documentation and official patch notes, which are fairly comprehensive about what happens, then read some of the existing forum threads for more about why that might matter.

If you don't want to do that before starting construction, then you basically have three "simple" options which don't require you to understand things in detail. You'll need to pick one, you can't mix and match these.

1) Build an Industrial-only system (since that's what you've started with). You can build any of the following things:
- structures which have a Facility Economy of Industrial
- structures which have a System Economy Influence of Industrial
- structures which have no System Economy Influence or Facility Economy at all
- structures which have a Facility Economy of "Colony" provided that they're built on or over an icy world (doesn't look like you have any of those) or you're building them for a purpose which isn't their eventual market contents (e.g. you might build a Coriolis station to get shipyard, outfitting, etc. services and not care that its market isn't great in itself)

2) Build a multi-economy system without cross-links. You can get multiple economies this way, but you need to take particular precautions to stop them interacting. You can build any of the following things:
- one "Starport" or "Outpost" in any orbit (you can't build two around the same planet)
- one "Planetary Port" or "Planetary Outpost" on any planet surface (you can't build two on the same planet)
(if you build a planetary and an orbital port on the same planet, then they should usually have identical Facility Economy properties to each other)
- any "Installation" which has no System Economy Influence listed on the build screen

3) Decide you don't care about the markets at all, you just want structures which look good. You can build whatever you like - just do your shopping elsewhere. The system will still be fine for lots of purposes.
I have read and read and read, and what I see is one saying do this, immediately followed by another saying that will throw what you really want to do off, followed by someone else saying it might but it would be okay...

In every colonization thread there are contradicting opinions , and even in guides some saying that something they put is invalid now, or is about to be, maybe...

I did not ask for a detailed entire system layout. I asked where to go next, one station idea.

Should I just build a main station to begin with, what kind, tier, and type.

One station that will not throw off the whole system and be a waste of time.

Thank you.
 
There's not going to be much substitute for "doing a lot of reading and developing that understanding" if you want to do something complicated. Start with the in-game documentation and official patch notes, which are fairly comprehensive about what happens, then read some of the existing forum threads for more about why that might matter.

If you don't want to do that before starting construction, then you basically have three "simple" options which don't require you to understand things in detail. You'll need to pick one, you can't mix and match these.

1) Build an Industrial-only system (since that's what you've started with). You can build any of the following things:
- structures which have a Facility Economy of Industrial
- structures which have a System Economy Influence of Industrial
- structures which have no System Economy Influence or Facility Economy at all
- structures which have a Facility Economy of "Colony" provided that they're built on or over an icy world (doesn't look like you have any of those) or you're building them for a purpose which isn't their eventual market contents (e.g. you might build a Coriolis station to get shipyard, outfitting, etc. services and not care that its market isn't great in itself)

2) Build a multi-economy system without cross-links. You can get multiple economies this way, but you need to take particular precautions to stop them interacting. You can build any of the following things:
- one "Starport" or "Outpost" in any orbit (you can't build two around the same planet)
- one "Planetary Port" or "Planetary Outpost" on any planet surface (you can't build two on the same planet)
(if you build a planetary and an orbital port on the same planet, then they should usually have identical Facility Economy properties to each other)
- any "Installation" which has no System Economy Influence listed on the build screen

3) Decide you don't care about the markets at all, you just want structures which look good. You can build whatever you like - just do your shopping elsewhere. The system will still be fine for lots of purposes.
Thank you so much, that gives me an idea where to go next. I do not care about having my own system with great prices for me, I just care that it works as a system and that I can memorialize a few friends and loved ones by naming a station or base after them.

As long as it does not implode it will be fine with me.

The in-depth stuff matters somewhat, but in another system later on.
 
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and even in guides some saying that something they put is invalid now, or is about to be, maybe...
Yes, this is the key risk. In Update 3, Frontier made several major changes to how colonisation economies worked. These were not backward compatible with systems developed previously.

Frontier have not said that they will not do this again. Frontier have said that the Trailblazers Beta period is not over.

So if you don't want to potentially waste time building something which turns out to retrospectively be wrong when/if Frontier make a further change ... you should probably build nothing and wait until things are less at risk of completely unpredictable changes. This could take months, unfortunately.
 
Yes, this is the key risk. In Update 3, Frontier made several major changes to how colonisation economies worked. These were not backward compatible with systems developed previously.

Frontier have not said that they will not do this again. Frontier have said that the Trailblazers Beta period is not over.

So if you don't want to potentially waste time building something which turns out to retrospectively be wrong when/if Frontier make a further change ... you should probably build nothing and wait until things are less at risk of completely unpredictable changes. This could take months, unfortunately.
Thank you.

To build or not to build, that is the question.LOL

I may as well wait then, I do not want to pour many hours into something to just have it be fruitless.

Many years ago I grinded to Admiral and King in case years down the road (I was thinking fleet carriers before there was ever any real talk of them) something huge was added and one needed to be a king or admiral to unlock something newly added.

I did not need either rank to unlock a carrier, but I was ready if it was a requirement.
 
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I am glad that FD is adding new features, 4 years ago I was bored to tears with ED and would have never thought it would get exciting again, I thought it was basically dying.
 
It is starting to click, I was hung up on Coriolis vs Orbis vs Ocellus, but it is the selection of commercial and such, and planet/moon traits that affect what happens.
 
I am putting two commercial outposts in to give me my 3 construction points to put a Coriolis in. Once I get that done I'll work on further developing it.

A nice Orbis in the future out by planet 6 may be nice if I can have it without conflicting with anything else. Just for some class, like a system arts and tourism center.
 
It took me about 11 hours to grind out the first and maybe 10 hours to grind out the second small outpost.

I broke them into 2 sessions each, buying the supplies and putting them in my FC and flying it to the system. The next session was spent delivering to the building ship until completion.
That is a fairly normal amount of time for an outpost you have 4 weeks build at whatever speed you like and if hauling causes you pain. Just don't do it. The advice between your last system and this one remain the same and useful depends on what you want from it. They're all useless really because everything you can get is available from NPC stations pre built and requires 0 hauling to access. This feature isn't worth any real world pain. I build an outpost over 7-15 sessions rarely more than an hour or two per day. Even then a coriolis is an achievable target it just takes longer but there are 0 time limits once you own the system. Do not feel pressed to rush this. It's not worth it.
 
Thank you. I do enjoy it.
This is absolutely wonderful: https://forums.frontier.co.uk/threads/raven-colonial.639577/

Use it - it soon becomes very intuitive to use. I am turning my population 26 million system from Tourism / Agriculture into High Tech using it, despite not having many slots to build in. This tool is online. It is invaluable. It lets you play with station types in different slots, and surface settlements, to see what economies they create, before you build.


Oh and don't forget there is an assistance thread, so people can help with the hauling: https://forums.frontier.co.uk/threa...tance-megathread.634106/page-43#post-10677867
 
This is absolutely wonderful: https://forums.frontier.co.uk/threads/raven-colonial.639577/

Use it - it soon becomes very intuitive to use. I am turning my population 26 million system from Tourism / Agriculture into High Tech using it, despite not having many slots to build in. This tool is online. It is invaluable. It lets you play with station types in different slots, and surface settlements, to see what economies they create, before you build.


Oh and don't forget there is an assistance thread, so people can help with the hauling: https://forums.frontier.co.uk/threa...tance-megathread.634106/page-43#post-10677867
Thank you.
 
This is absolutely wonderful: https://forums.frontier.co.uk/threads/raven-colonial.639577/

Use it - it soon becomes very intuitive to use. I am turning my population 26 million system from Tourism / Agriculture into High Tech using it, despite not having many slots to build in. This tool is online. It is invaluable. It lets you play with station types in different slots, and surface settlements, to see what economies they create, before you build.


Oh and don't forget there is an assistance thread, so people can help with the hauling: https://forums.frontier.co.uk/threa...tance-megathread.634106/page-43#post-10677867
I pout in my existing outpost at planet 4, the 2 planned communication stations at 4b and 4c, and the planned Coriolis at 3a and everything is green.
 

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