Well, this is definitely a thread I wish I'd read before experimenting with Colonisation.
Having come back from the deep for the recent CG I thought I'd finally dip my toes into this new feature, so I found an unclaimed system close to one of my regular haunts; very basic, just two stars, no planets, and four slots for orbitals.
The first problem was that either the Tier system is broken, or my understanding of it is. I have no Construction Points that I'm aware of (where do I even find them listed?) yet the game seemed happy for me to pick a Tier 2 Coriolis as my Primary Port. Perhaps I should have erred on the side of caution since this is technically a beta, but the commodity requirements for the Coriolis didn't seem much higher than those for a basic Military Outpost, and just about within my means if I dedicated a few hours a week for the next month to solo trucking in the T9. So I pulled the trigger on the Coriolis, deployed the beacon and watched the megaship arrive, which revealed...
The second problem, which is that all of the commodity requirements are significantly higher than those "advertised" on the pick-a-Port screen. In some cases, such as Steel and CMM Composites, the requirements are more than 4x the original quote. There's no way I'm going to be able to pull off those sorts of logistics in four weeks on my tod, so I guess that's a few million credits up the Swanee. Annoying but hey, it's a beta.
Still, I'm kinda hoping these are bugs of some sort rather badly-documented design choices (or poor comprehension on my part). Because if the numbers I've seen are representative then it looks as though Colonisation, like Fleet Carrier ownership before it, is another feature that I'll be priced out of by virtue of not having multiple hours per week to dedicate to the game. I understand the need to appeal to group play and to reward cooperation, but it does feel as though solo players forced into the "involuntary casual" category* through lack of free time are being dealt a poor hand again.
* "incas?" 