Colonisation Answers

So I just tested this - The faction that moves in is whatever squad faction you are part of at the time of COMPLETION. So if you start a claim with Squad A, build all the way to 99% with Squad A, but then switch to Squad B - the Squad B faction will be the one that moves in.
 
How do you supply construction materials to your ground settlement site? Where do you hand them in?
first ground.jpg
 
I created a refinery and when it was completed, I visited it and it automatically began to attack me.... BUT how is my own construction going to attack me just for wanting to enter? ahahaha that's really bad.
Because we've fallen for yet another one of FDev's hamster wheel grindfests. You are nothing more than a glorified contractor working for free to flesh out FDev's near-empty galaxy on their behalf. Once done, you're treated the same as you would be in any other generic, cookie-cutter, NPC-populated system.

Likely answer to your specific issue is either you have a bounty from the NPC minor faction that now controls your newly-minted refinery or you crossed into a trespass zone without receiving docking permission.
 
So now that my refinement facility is "done" (have to wait until thursday), I find it has no landing pads.
So ground facility is like a space one. No pads so I assume it won't actually be making anything.
 
Has anyone else noticed that the required amounts listed on the screen you use to select an item to build do not match the amounts on the construction sites? I understand these values may change / have changed, but I selected a settlement to build after recording all the amounts in the planner, then went to the construction site and noticed the required amounts differ. The same is true for outposts. When selecting it to build when starting colonization, the outpost does not list any required Aluminum, but the Construction Ship requests some.
 
You can’t name the colonisation ship. Once your stations are built, select them in the system map and then click the (i) info button top right of the system map ui to find the rename options. You can keep re-rolling for an auto generated name or pay 5000 ARX to give it your own name. The "filthy soulless hole of a station" (Buur's words not mine) featured in their video was mine. I named it "The Happy Bottom Riding Club"by paying ARX.
Paging Tom Wolfe... :)
 
The first faction (The one that owns the station from which you first used the Colonization contact) appears immediately as you make the claim, or soon enough.

The third place faction will be the one that your squadron is currently pledged to. The other two factions, I don't entirely know. These appear after 1 day (I think after the BGS tick) Someone in our group completed his outpost rather quick and it spawned

1st place: Faction that owned the station where he colonized from (The one that appeared immediately)

2nd place: It was the 2nd place faction in influence in the system he colonized from

3rd place: Squadron PMF

4th place: Random anarchy from the original system too

2nd to 4th place appeared within a day

To add on to this, when colonizing from a system controlled by the squadron PMF, 1, 2, and 4 match this list. 3 is replaced with a random faction from any system within 16Ly.
 
I have to say I am already finding named stations a little jarring. I think the issue is I expect to see daft ship names, because the Commander chose the name; same for Fleet Carriers.

However, seeing some of the "witty" names for stations right up against traditional station names celebrating 3000 years of STEM is grinding my gears. Although the obvious response here is for me to build as many as possible continuing the Gravitas joke...
 
Why would you when a T8 does it better?
Of course I always found the surface ports to have more character than the orbital ones.
Winters has a buff which combines nicely with focusing on agricultural trading, and that got me into taking lots of "fetch" missions. If you find a big agricultural system there is still no way to find out which settlement has the fish and which one has the coffee without landing at them both... now multiply by 10. And that is why I have a T-8 and some pretty strong muscle memory around getting the orbital glide right...
 
Had a report in our group of increased number of commodities to be delivered in the laundry list compared to me. They were not yet Elite trade ranked, I am. That could be the reason. Has anyone else noticed that costs differ between one commander and another?
 
I completed my first industrial outpost in the system products they are offering are typically industrial, now how do I can influence economy change, I'd like them to offer refinery goods
 
Has anyone else noticed that the required amounts listed on the screen you use to select an item to build do not match the amounts on the construction sites? I understand these values may change / have changed, but I selected a settlement to build after recording all the amounts in the planner, then went to the construction site and noticed the required amounts differ. The same is true for outposts. When selecting it to build when starting colonization, the outpost does not list any required Aluminum, but the Construction Ship requests some.
Yes, I reckon I've seen at least two other users report this. Probably just one of the many teething problems we can expect with a brand new feature.
Was it a large discrepancy in your case?
 
Seconded. If Fdev is worried that it would enrich architects with passive income then it could be limited to only spend on colonisation development.

For example: if you have a profitable colony, you could spend those profits on the next colony. This reduces the required goods / materials and lowers the grind.



You do buy a claim from a Colonisation Contact to start the colonisation process. Only 1 player becomes the Architect per system. The Architect is essentially the system owner. That's a cool reward. However, what is the incentive for all the other players to grind for weeks, months, years?
this is where Frontier seems to lose the bubble... they put these things out there but then make them unattractive. Like the fleet carriers... the cost can ruin you. I would have liked to have seen a ship that is constructed to fly to a location then land on the surface and either be taken apart and made into a facility using SRVs (great team effort on the surface) and then a group of players can use/fortify/expand it and make a facility of their own.... but the fleet carriers just hang around and clog up systems...IMO
 
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