Colonization Mega Guide v1.0b Released

Thanks a lot, Cmdr Mechan, for putting all this information together. It must have taken many, many hours of voluntary work. As an author, it is of course your choice how you publish it. Google Docs works perfectly for me.

Time and again I'm impressed by all the free guides and tools people in this community create. ED would not be the game it is without your dedication.
 
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Does not match

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And you can build six T1 planetary ports for the same tonnage as a single T3 orbital, too (with ports 2-6 immediately benefiting from the earlier ones, while the T3 supplies all have to be brought in from elsewhere)

I’m confused about the “with ports 2-6 immediately benefiting from the earlier ones” part. I thought ports/outposts only benefited from facilities (or whatever we’re calling them) like hubs or settlements. How are the ports benefiting from the previous ones?
 
I’m confused about the “with ports 2-6 immediately benefiting from the earlier ones” part. I thought ports/outposts only benefited from facilities (or whatever we’re calling them) like hubs or settlements. How are the ports benefiting from the previous ones?
In the sense that the commodities produced by the earlier ports (even if they're not even in the same system) provide a local source for building the later ones.
 
@CMDR Mechan. It looks like they revised the majority of the 3.3 requirements list in their post. You might want to go through the doc and update the 3.3 patchnotes section to match the current patchnotes. I'd suggest just crossing out the bits they changed but leaving them visible and adding the new conditions. That helps the people who were working off the old info see they're not going nuts it was just changed.
 
@CMDR Mechan. It looks like they revised the majority of the 3.3 requirements list in their post. You might want to go through the doc and update the 3.3 patchnotes section to match the current patchnotes. I'd suggest just crossing out the bits they changed but leaving them visible and adding the new conditions. That helps the people who were working off the old info see they're not going nuts it was just changed.
Oh wow. Retroactively editing patch notes. That would be a first!

PS
Trying to figure what changed and not sure I've spotted anything yet ...
 
Last edited:
Trying to figure what changed and not sure I've spotted anything yet ...
Commodities Market:
  • All tier 2 and tier 3 Ports
  • All Settlements
  • Commercial, Industrial, Civilian Outposts plus one of the following:
    • Strong link to a Comms Installation or Relay Station
    • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Criminal, Scientific, and Military Outposts plus:
    • Strong link to a Comms Installation or Relay Station
    • Tourist Installation or Bar Installation or Outpost Hub in the same system

Shipyard (Note: always requires a minimum system tech level of 35)
  • Tier 2 or 3 port
    • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
      • Military Installation or Industrial Hub built in system
 
Commodities Market:
  • All tier 2 and tier 3 Ports
  • All Settlements
  • Commercial, Industrial, Civilian Outposts plus one of the following:
    • Strong link to a Comms Installation or Relay Station
    • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Criminal, Scientific, and Military Outposts plus:
    • Strong link to a Comms Installation or Relay Station
    • Tourist Installation or Bar Installation or Outpost Hub in the same system

Shipyard (Note: always requires a minimum system tech level of 35)
  • Tier 2 or 3 port
    • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
      • Military Installation or Industrial Hub built in system
Thank you
 
... unfortunately, the patch notes on this webpage still disagree with the ones listed on the forums, on what has and doesn't have a market by default.

Perhaps someone from Frontier could look at that because this discrepancy will continue to cause confusion and should really be rectified. It shouldn't exist in the first place, but alas...
 
... unfortunately, the patch notes on this webpage still disagree with the ones listed on the forums, on what has and doesn't have a market by default.

Perhaps someone from Frontier could look at that because this discrepancy will continue to cause confusion and should really be rectified. It shouldn't exist in the first place, but alas...
Paul has mentioned some corrections and confirmed that the patch notes on the webpage are as intended, and the forum version is incorrect.

So I think it's reasonable to assume FDev try to keep the webpage accurate and don't bother updating the forum, based on this precedent.

But it's not reasonable to assume FDev try hard to keep the webpage accurate and we know that in-game documentation simply does not get the attention any reasonable customer would expect.

I was wondering about collating a list of things that are outright wrong in-game and in the release notes and putting it all in one bug report on the tracker; it won't help get it fixed whatsoever but at least it would be one place we can keep accurate and also repeatedly point out whenever this topic does come up in future.
 
The web page has very obvious cut/paste errors. You can tell because the categorization is nonsensical, e.g.:
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
    • Criminal, Scientific, and Military Outposts plus:
      • Strong link to a Comms Installation or Relay Station or Tourist Installation or Bar Installation or Outpost Hub in the same system
Note the bold: these are all the same conditions, why are they presented separately? Because somebody messed up, that's why. Here's the same section from the forum post:
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
Note how it doesn't look like a dog's breakfast, and more importantly it matches how the game is behaving.

If Paul has really stated somewhere that the web page is correct and the forum isn't, I'd like to see it.
 
So I think it's reasonable to assume FDev try to keep the webpage accurate and don't bother updating the forum, based on this precedent.
Reading the patch notes in this case. The ones on the forum that were edited are far more likely to be correct.
1. people are reporting that a space bar doesn't enable the shipyard.
2. It makes a lot more sense for a military installation to enable the shipyard instead of a bar

We should not have to haul hundreds of thousands of tons and build test systems to check what version of the notes is correct. I'm going with the forum for now if anyone has a system that confirms it. that solves the debate.
 
Dear All,

Coming in at a whopping 56 pages, the initial release (v1.0 beta, and yes the irony isn't lost on us ;)) of the Elite: Dangerous Colonization Mega Guide has been released. This is intended to be the "game manual" for Colonization which I feel we should have been provided with but never were - so we went and wrote it ourselves.

It is available at this link on Google Docs. Expect high traffic in the next few days, so you may need to make a copy of said document to access it instead, using this alternate copy link instead if the above isn't working.

View attachment 431061

Feedback welcome - it is a beta after all ;).

- CMDR Mechan

OK, we need a Downloadable Version of this, because, people like me can't read it without running into issues.
From 404 Errors to 504 Errors, I know I'm running into Issues, might be something to do with Google specifically.
Sure, this might just be a 'ME' Issue, but, please, does anyone have a PDF Download of this please.

Side Note:
A Couple Of Recommendations For The Developers -
The Random Name Generation - Allowing Players to Select a naming convention or have two Naming Sections.
So, a Player likes the first part of the Name, but because the Site is a Relay Station, wants the Name to reflect this fact.
The other thing, being able to see in the Architect Screen what each Installation is, without needing to go there to double check.
 
Thanks to you Mechan, for compiling this much-needed document! Despite the advice in this document to not mix economies, I'm really curious about the influence of multiple economies in the same system. How to calculate the rate of cannibalization among them? What about boosts among them? There's anecdotal evidence, for instance, that putting an extraction facility on the same Rocky planet w/ a Refinery Hub will actually boost Refinery output. Is that true? How to calculate the effect? Also, if weak links are an order of magnitude weaker than strong links, how badly do economies on other planets in the same system really muck up the output of economies at other planets in the system? Wouldn't those "pollutants" be rather insignificant? This might, for instance, enable a Refinery planet to coexist in a system with a High-Tech planet, assuming each has a Port to soak up its local merchandise. That, in turn, would improve the tech level of the system overall. Much more research needed by the community here, IMHO.
 
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