Asteroid Base Construction Requirements

12669 ALUMINIUM
1385 CERAMIC COMPOSITES
14483 CMM COMPOSITE
205 COMPUTER COMPONENTS
789 COPPER
236 FOOD CARTRIDGES
148 FRUIT AND VEGETABLES
838 INSULATING MEMBRANE
5036 LIQUID OXYGEN
25 MEDICAL DIAGNOSTIC EQUIPMENT
26 NON-LETHAL WEAPONS
1196 POLYMERS
65 POWER GENERATORS
213 SEMICONDUCTORS
20320 STEEL
355 SUPERCONDUCTORS
11661 TITANIUM
2303 WATER
110 WATER PURIFIERS

72063 total
96.084 amount of trips @ 750 tonnes per trip


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Elite Dangerous Screenshot 2025.02.26 - 23.07.26.45.png
 
So minimal is about 3 trips a day to catch the deadline.
Only the initial starport/outpost has a deadline. Once that is built and the colony is established, you can take as long as you like to build any further starports/outposts/asteroid bases or planetary bases.

Lots of cmdrs seem to have rushed in to colonise with a big starport and are now sweating about the deadline.
The sensible way to do it is initially colonise with an outpost which is easier to complete (less commodities required) and then add bigger star ports and bases later in your own time.
 
Only the initial starport/outpost has a deadline. Once that is built and the colony is established, you can take as long as you like to build any further starports/outposts/asteroid bases or planetary bases.

Lots of cmdrs seem to have rushed in to colonise with a big starport and are now sweating about the deadline.
The sensible way to do it is initially colonise with an outpost which is easier to complete (less commodities required) and then add bigger star ports and bases later in your own time.
Either that or recognize that this is not meant to be a solo activity, and go do it with some friends. It seems to me it would be a whole lot more appealing that way.
 
Only the initial starport/outpost has a deadline. Once that is built and the colony is established, you can take as long as you like to build any further starports/outposts/asteroid bases or planetary bases.

Lots of cmdrs seem to have rushed in to colonise with a big starport and are now sweating about the deadline.
The sensible way to do it is initially colonise with an outpost which is easier to complete (less commodities required) and then add bigger star ports and bases later in your own time.
But then, you can't land a large ship (cutter), so may take just as long or longer at an outpost. Right? I don't know, as I have not tried.

*edit: I think you deliver stuff to a colonization ship, not the small outpost you're trying to build. So, you could use your cutter. Zak's idea seems legit.
 
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But then, you can't land a large ship (cutter), so may take just as long or longer at an outpost. Right? I don't know, as I have not tried.

*edit: I think you deliver stuff to a colonization ship, not the small outpost you're trying to build. So, you could use your cutter. Zak's idea seems legit.
As I understand it, you deliver to the colony ship (L pads) to build the first starport/outpost. But now I think further, I think you will then have to build your next starport (with no deadline) from your initial port/outpost as the colony ship clears off once the first port is built. So if you start with an outpost, then your 2nd starport will have to be built using a medium ship (T8) but at least you won’t have a deadline to hit or lose everything. And then you’re golden as you now have a L pad starport to haul to.

Yes, probably a lot of hauling for a solo cmdr, but the only deadline is for the initial outpost.
 
Yeah, I dunno Zak. Delivering the mats for a large station to medium pads sounds...rough. Maybe biting the bullet and starting with the Large station would be better, you just gotta commit for that first month to get it done.
 
Yeah , you’re gonna have to love hauling! And all I stated above is pure educated guesswork at the moment, Nobody will be building starport 2 for at least a week, so we won’t know the mechanics of it for sure till then.

Personally, I’ve only got 1 system I’d specially like to colonise (for sentimental reasons) and that’s 500ly out, so that ain’t happening yet! So I’m sitting and watching/learning from others experience and letting the dust settle and the numbers be tweaked a bit before I dive in.
 
as the colony ship clears off once the first port is built
Are you sure about that? I think the colony ship might become a permanent fixture of the system to allow you to keep building more space ports. Perhaps it will leave only when every single slot has been filled?
 
Yeah, I dunno Zak. Delivering the mats for a large station to medium pads sounds...rough. Maybe biting the bullet and starting with the Large station would be better, you just gotta commit for that first month to get it done.
I don't follow. Isn't any subsequent station represented by one of those construction yards we saw in earlier reveals (with many landing pads)? Why would you deliver to the outpost when the materials are required at the construction site on the other side of the system?
 
Are you sure about that? I think the colony ship might become a permanent fixture of the system to allow you to keep building more space ports. Perhaps it will leave only when every single slot has been filled?
Pretty sure I heard Fdev mention it on this or the previous livestream, but I could be wrong.
There’s no requirement to fill all the starport slots in a system, so if the colony ship waits for all slots to be filled then it could stay in system indefinitely (eg, the system just has a minimum outpost in as it is being used as a link in a chain of systems to a destination).

Guess we’ll find out next Thursday when the tick happens and the 1st round of starports get changed to operational.

EDIT: maybe the colony ship is summoned each time a starport build is started, and is positioned at the starport location, and then goes when that starport is completed. So it is only in system if hauling for a starport build is actually ongoing.
 
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Either that or recognize that this is not meant to be a solo activity, and go do it with some friends. It seems to me it would be a whole lot more appealing that way.
The narrative that this "isn't meant to be a solo activity" is just false

Fact is that:

  • System Claiming is a Solo Activity (you're competing against ALL other players)
  • System Architect is a Solo Role per system as it cannot be shared with friends
  • System Passive Income is a Solo benefit

If this was supposed to be a group activity they would've locked it behind squadrons/waited for vanguards and lock it behind that.

CMDR's need to recognise that this feature has been implemented with the intention of Solo colonisation, but with the hauling numbers of a group activity (hence the beta to hopefully balance this grind)
 
The narrative that this "isn't meant to be a solo activity" is just false

Fact is that:

  • System Claiming is a Solo Activity (you're competing against ALL other players)
  • System Architect is a Solo Role per system as it cannot be shared with friends
  • System Passive Income is a Solo benefit

If this was supposed to be a group activity they would've locked it behind squadrons/waited for vanguards and lock it behind that.

CMDR's need to recognise that this feature has been implemented with the intention of Solo colonisation, but with the hauling numbers of a group activity (hence the beta to hopefully balance this grind)
I don't buy it. It seems to me to be balanced around Powerplay, ergo competitive yet team focused.

It's pretty clearly meant to keep the powerplay game board fresh, otherwise colonization range would be much longer.
 
It's pretty clearly meant to keep the powerplay game board fresh, otherwise colonization range would be much longer.
That might not be the case. In the last livestream, one of the devs (can't remember who) indicated that the new systems would be part of the BGS, meaning that they would have to be in expansion range of another system. That's 20LY max from a populated system. 15LY means that you can expand one of multiple factions in and flip a system if it's going to cause problems.

Of course, this is all academic until we actually see colonised systems and how they behave in the BGS.
 
Either that or recognize that this is not meant to be a solo activity, and go do it with some friends. It seems to me it would be a whole lot more appealing that way.

Except that it was specifically mentioned in a past stream that it was designed completely with solo play in mind and the material requirements and time constraints do seem to reflect that.
 
I don't buy it. It seems to me to be balanced around Powerplay, ergo competitive yet team focused.

It's pretty clearly meant to keep the powerplay game board fresh, otherwise colonization range would be much longer.
Powerplay is loose group play. Your power isn't really going to help you colonise your star system. Your squadron/vanguard/friends would, especially if they had the incentive (i.e locking it behind squardrons/vanguards and sharing the passive income/Architects rewarding commanders for building stuff).

Its been implemented as a solo feature as the only time anyone would ever help you shift materials to colonise your system would be:
  • If they were feeling particularly charitable.
  • Or if you set competitive prices (even then that would only work for station -> carrier. You don't have enough price delta to get people to dump it from carrier to colonisation ship .. so ... Solo Task!).

I calculated to fully colonise a star system solo (10 installations) would take 600-700 hours of PURE hauling/carrier jumping. That is entirely unrealistic.
If you're a solo player that touches grass - there's no chance that you're comfortably colonising your system. That luxury is only for those within established groups.

There's a contradiction in how this has been implemented. It has been implemented as a solo feature, but has group level hauling requirements. Something will have to give as leaving it like this would be a disaster for the feature. I think a change will be either:

  • A reduction in material cost/offer alternatives to hauling grind to meet the solo expectation
  • An actual multiplayer framework around the feature to allow for shared passive income, multiple system architects, sqn/vanguard based colonies, community goal like rewards for players helping build, etc
Not doing this will kill the feature imo with a graveyard of unfinished, underdeveloped, forgotten systems.
 
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