Are earthlikes/terraformables worthless for colonisation?

Considering now people are starting to get their colonisation dividend checks in, and starting to rip apart the underlying system, it is time to think about what affects the colony system, and just as importantly, what doesn't, people report not getting terraforming economies on stations over terraformables.

Ive made my opinion abundantly clear on the colonisation feedback thread, so im not going to get into that. I just want to confirm or set to rest my fears that they truly went for the laziest of systems in regards to colonisation

So i wish to just ask for data, those of you that have managed to snag the coveted earthlikes in the mad rush for colonisation, what was your weekly dividends like? System populations? Facilties?

As for me ive got 3 terraformables in a system with just an outpost and an unfinished hub:
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This dividend seems pretty on par with the rest of 1 outpost system dividends.
I do understand if terraformables as such dont directly help pop or any factor that affects the system's value,as they may still have to be terraformed, but with no hint that terraformation is posible, and no further data from earthlikes its difficult to confirm anything.

Did fdev truly implement a system, that is not only composed of "gameplay" that is pure, unchanging, boring hauling, but also considers a worthless iceball more valuable than the rare planet capable of holding life due to the fact that it has ground "slots" for settlements?

Do please share any data if you have it!
 
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Can you imagine the size of the grind - building a city on an Earth like?
Build it in orbit then add airbags, heatshield, parachutes and a deorbit engine to deploy it to the planet. The colonists could ride it down or be paradropped later.
Of course we couldn't visit it until full atmospheric landings were implemented.
 
People scorned icy bodies, but I have suspected from the beginning that the number of build locations will be the most important factor (or only factor) in a system's commercial potential.

...and the Survey CG did emphasize the importance of rocky and/or icy bodies didn't it? I have two such bodies in my small system that are landable and the two combined have 7 possible construction sites.
 
I'm stunned and disheartened that, after all this time, there still isn't any 'use' for Earth-likes in the game, beyond exploration scanning value. I want to fly through clouds, over cities darn it!
 
I am hoping to get a agriculture/tourism combo. I managed to get a system with a ELW

For now I am stuck as the satellite installation I build does not unlock the tourism settlement as indicated
 
I am hoping to get a agriculture/tourism combo. I managed to get a system with a ELW

For now I am stuck as the satellite installation I build does not unlock the tourism settlement as indicated
Which one did you build? I built the middle one, angelia, and am on the same boat. Still can't build tourism sites.
 
Which one did you build? I built the middle one, angelia, and am on the same boat. Still can't build tourism sites.
I found out what is happening

 
I'm stunned and disheartened that, after all this time, there still isn't any 'use' for Earth-likes in the game, beyond exploration scanning value. I want to fly through clouds, over cities darn it!

I feel you, NPC systems have terraformation economies over terraformables. Completed terraformations, seem to push the system population into the billions.And such planets seem to be the capitals of highly developed economies. Even if there is no system for going down into thick atmospheres, they should definitely affect the local economy, common sense and universal cartographics certainly indicate that they should be valuable targets for colonisation.

Yet, for being a "system architect" my only task is to haul material for hours on end, even in the middle of civilised space, with refineries from the same faction next door.
Colonisation refinery economies, despite being one of the most desirable due to 95% of materials being from them, has just 1 building to push refinery economy in the system.
The community effort designed into colonisation brings absolutely no features to engage the community or interact with each other, hell even FCs had a market forced in as a default feature, despite there barely having a use case for them then, and now that there is a perfect ocasion to have players able to incentivise their own constructions with credits, theres nothing.
System sniping, endless bugs and servers seizing up....
Of course the exceptional planets capable of holding life are worthless for colonisation.

I do fear for the future of ED if they put this little effort into content that is not highly monetisable, like ships or cosmetics. Last year gave me hope with things like the engineering rework and powerplay 2.... but i guess rares trading for merits is still disabled, and the system was "left in a good place"... so maybe they really were just done with silly things like game design.

Id love to be proven wrong, to see data that earthlikes do actually help colonisation or influence a player system, that there is more depth to the colonisation system, but at this point iam truly dismayed and demoralised that such a bare-bones, untested and thoughtless system was pushed as "feature complete" beta.
Feels like content development is being driven by a skeleton team, hoping to flip whatever assets they have in the easiest way into life-support time for ship sales.
 
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I feel you, NPC systems have terraformation economies over terraformables. Completed terraformations, seem to push the system population into the billions.And such planets seem to be the capitals of highly developed economies. Even if there is no system for going down into thick atmospheres, they should definitely affect the local economy, common sense and universal cartographics certainly indicate that they should be valuable targets for colonisation.

Yet, for being a "system architect" my only task is to haul material for hours on end, even in the middle of civilised space, with refineries from the same faction next door.
Colonisation refinery economies, despite being one of the most desirable due to 95% of materials being from them, has just 1 building to push refinery economy in the system.
The community effort designed into colonisation brings absolutely no features to engage the community or interact with each other, hell even FCs had a market forced in as a default feature, despite there barely having a use case for them then, and now that there is a perfect ocasion to have players able to incentivise their own constructions with credits, theres nothing.
System sniping, endless bugs and servers seizing up....
Of course the exceptional planets capable of holding life are worthless for colonisation.

I do fear for the future of ED if they put this little effort into content that is not highly monetisable, like ships or cosmetics. Last year gave me hope with things like the engineering rework and powerplay 2.... but i guess rares trading for merits is still disabled, and the system was "left in a good place"... so maybe they really were just done with silly things like game design.

Id love to be proven wrong, to see data that earthlikes do actually help colonisation or influence a player system, that there is more depth to the colonisation system, but at this point iam truly dismayed and demoralised that such a bare-bones, untested and thoughtless system was pushed as "feature complete" beta.
Feels like content development is being driven by a skeleton team, hoping to flip whatever assets they have in the easiest way into life-support time for ship sales.
It does certainly seem like a system's earning potential should have been tied to its exploration value. Why is Universal Cartographics paying more for bodies that are worth less?
 
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