Elite Dangerous | Colonisation Facilities & Markets

Thank you so much Xenia - I can now see that my commercial outpost is 1.15 industrial, 1.00 agricultural - the refineries have no impact on it at all.
My primary outpost (industrial) is now marked as 0.90 industrial, 0.45 refinery (influenced by 2 large refinery hubs.)

I can now track my Industrial outpost properly - I can see it started at 1.15 industrial, nothing else.
When I added the first refinery hub (large) it changed to 1.15 industry, 0.45 refinery - I already noted what changes to the market occurred in my above post.
When I added the second refinery hub (large) it changed to 0.90 industry, 0.45 refinery, and again the changes to marketplace are noted in my original post - but highlight was the addition of copper and the return of skimmer components.

This gives me a reason to believe that if the refinery supply element is strong enough then maybe I can overcome the industrial economy needs and actually get some more metals produced. I am interested in whether or not I get back power generator production back also, as the industrial economy demand for power generators is currently 3,142. Unfortunately I did not think to record what the demand for skimmer components was when I first lost the ability to make them but this may give more of an insight into the relationship between economies.

Den86


I understand, this is what I am trying to explore - is it possible to outproduce the supply or do you just lose commodities for no gain. The fact that I can now produce skimmer components again makes me think it might be possible to brute force this with enough planetary/orbital slots. Whether this will be worth doing is another matter, this is just for fun and to try to understand.

Thank you everyone, 07
Experience from my own initial, now 'test' system: 1 T2 industrial settlement eats quite a bit of the refinery commodities. Only when I had 4 refineries did I get polymers, superconductors, steel and titanium. Semiconductors and insulating membranes are still absent, I suspect this is due to the industrial settlement's appetite for refinery commodities. Along with a T1 civilian surface port with a completely empty market, there's no more room to build, and so I have started on another system to build a Coriolis there, with a pure refinery economy on that planet.
 
There does seem to be a lot of people asking for an 'undo' feature.
No surprise really but how ? If I haul 21k items from various places to build my shiny new station, then see that it can only ever produce biowaste then I'd want my money back! but actually it didn't cost money and if you are doing it right you can make a small profit from it - what I'd really want to the 8-10 hours of time wasted back!! or maybe all the items back ( but back to where? I have a fleet carrier so it's possible, assuming I still have the space for the items ).

As always with FDev the 'new feature' is broken and undocumented , maybe in a couple of months they will have finished figuring it all and managed to implement a working stable version with documentation so the community doesn't have to do their job for them and wasted weeks building lots of random stations to gather all the information that FDev could just have released.
This feature is not like the Thargoids or the exo-biology where the fun is in the discovering - this is fundamental game system! - imagine if they removed all the info and images for the ships and just gave you a 'Buy Ship for 1m-100m' button and when you click it you get a random ship and get debited a random amount between 1m-100m - that's what this feels like - instead of a random amount of credits it's a random number items in the thousands that you have to supply, then you get 'something' )


Instead playing roulette with my time, I'm enjoy playing on one of my other accounts, I just reset it and started from scratch again, the early game where you can set goals for yourself is much more fun than that late game where the only things you haven't done are the new features ( which are broken )
By cancellation I mean cancellation of construction BEFORE at least one unit of building materials is delivered to the construction site.
This is in case the architect made a mistake with the placement location or decided to change the type of the object being placed.

You can also implement the function of canceling the started construction.
Without returning the materials.
Well, and the function of self-destruction of an already built object.
Also without returning the funds spent and compensation.

We need to pay for our mistakes.
 
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Anyone who finish a new Port should report back its economy type
Also list what kind of body planet is (icy,rocky,metal,earthlike...)
Also list whats on the surface.

Anything built after last maintaince on thursday.
If you built your stuff more then 3 days ago nothing is changed until you add another settlement.
You can find the economy type in the journal.txt file
Commercial outpost built over HMC
Refinery built on surface
Primary economy listed as 1.0 colony
Secondary economy listed as none. built before maintenance and went live at the tick
 
Hello everyone, I managed to start the refinery, Coriolis was built on Thursday, I built 1 refinery on the planet, and it didn’t work for me, then I built 1-agriculture, and hurray, my refinery started working, but now I only have metals on the market.
 
Hello everyone, I managed to start the refinery, Coriolis was built on Thursday, I built 1 refinery on the planet, and it didn’t work for me, then I built 1-agriculture, and hurray, my refinery started working, but now I only have metals on the market.
thats weird but interesting. i wonder if a second refinery would kickstart the first
 
Hello everyone, I managed to start the refinery, Coriolis was built on Thursday, I built 1 refinery on the planet, and it didn’t work for me, then I built 1-agriculture, and hurray, my refinery started working, but now I only have metals on the market.
most likely nothing to do with the Agri, but FDev might have worked at the back-end function to assign eco.
Small agri gives 0.15 Inf only, Hub between 0.45-0.6 so adding a new facility only triggered the recalc, which now seems working (at least for you)
 
thats weird but interesting. i wonder if a second refinery would kickstart the first
I read here that people were building a second, third refinery and it didn't work, because of that I decided to build something else, that is, it restarted my economy, but it's a mistake, the economy shouldn't work like that. I think they'll fix it soon
 
Sorry for the delay in following up on my refinery experimentation but I need to build some installations just to get some T1 construction points.....

So basically I built the 3rd large refinery on my planet which has both an industrial outpost (Vulcan) in the primary port orbital slot, and a commercial outpost in slot 0.
In my Industrial outpost I have not lost any more commodities, in fact all production is up a further 30% or so, but 3 refineries were not enough to unlock any new commodities - such as the metals - or to bring back the power generators that I lost by adding refineries in the first place. The demand for power generators have gone down from 3142 to 702, and the demand for most metals is very low now which suggests that adding a 4th refinery would probably make these available in at least low quantities. Unfortunately I only have 3 planetary construction spots so I guess I am out of luck there. As Kzak said above, 4 refineries brings back a number of commodities.

Strangely, even though there has been an obvious effect on the economy in the station considering the quantity changes, my journal files still report the same 0.90 industrial, 0.45 refinery proportions that they had with only 2 refineries.

I completely understand that this was a risk playing with these refineries, but I wanted to see how much influence the hubs really made etc, what is more disappointing is that my commercial outpost in slot 0 still shows as industrial /agricultural, and has no refinery element at all. I have no idea where the agricultural economy comes from as there is nothing at all agricultural in the system and it is all built around an icy body.

From what research has been done and according even to Fdev themselves a colony based economy (so my commercial outpost), especially when in slot 0, should be influenced by the local body......I dont know if this is just broken full stop or if I just have the bug that "forgets" which slot was slot 0 and mixes them up. In my system view my industrial outpost (primary port) is now showing closer to the planet, with my commercial outpost to the right of it then my 1 free orbital spot (labelled as spot 1) to the right of that.

Really hoping that Fdev can fix these things to how they claim they should work at some point because I feel that the commercial outpost should now be a 3 refinery powered economy, not agricultural....
 
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Hi I've a 3 week old "dead" coriolis, orbiting a non landable planet. There are two other spaces slots, occupied by an Outpost ( that's working fine) and an installation. I cant change anything.

Do this mean the coriolis will stay Dead until Fedev get "System Wide " influence going? It's very annoying not having a shipyard, outfitting or any commodities market in the coriolis..

I've only got one slot left in my system. That's a solo slot around a non landable planet. What do I build? Try another Coriolis and see if that works?

I've got 3 Outposts in my System, they work fine.
 
No i don't think Arx to buy stations is reasonable. The grind for the build is the price . However, Arx to buy the option to move a station ( just once) to a different slot ( or swap slots with another station or installation- two purchases in that case ) would be great.
 
I am giving up on experimenting for now, going to go do something more productive because this is too haphazard and frustrating right now.

To be clear I really like this game. I had original Elite on my C64 and loved Elite 2, Frontier etc and spent way too many hours on Elite Dangerous, which I think is awesome, but I think there are too many things with colonisation that are plain broken. This moving target, change-everything but don't tell anyone environment along with the lack of any specific feedback from Fdev means that I don't know if I have done something wrong, if the system will at some point update and make things work as intended, if what is done is now permanent and only newer builds will have recent changes implemented.....it is becoming not worth the time now frankly for me.

I have started colonising a few systems only to hit the first wave of only producing biowaste because of rules we were never told at first about the economy system. I then built a few things to test the economy relationships out but nothing really seems to be working the way Fdev have said it would.

I have a system now with 3 refinery hubs on a planet orbited by an industrial outpost in the primary slot and a commercial outpost in slot 0.
The refineries definitely made changes to the economy on the primary port (Industrial outpost), but not enough to produce any metal apart from copper. It seems likely that a 4th refinery would actually start producing some metals but the base setting of an industrial outpost seems too high to overcome with just 3 refineries.
The commercial outpost in slot 0 has industrial/agricultural economy despite the fact there are no farms, settlements or ANYTHING agriculture related in the entire system. It is not influenced at all by the refineries despite the fact that a commercial outpost should start off as a colony economy which is what Fdev says is the "base" economy which should then be influenced by other local hubs and outposts. I appreciate that the industrial outpost eats most of the refinery output but my commercial outpost should be supplying tons of metals that I need to build other things in the system.

My last build (and it really will be the last for now) was a very simple trial. An icy planet with 1 orbital spot and 2 planetary spots. In the orbital I put a commercial outpost - so technically colony economy from the start, and on the planet I put a single refinery hub. Nothing else in the system is touched. I really thought this would be the most simple, basic test of all, 1 "blank" outpost, 1 hub to define the economy. The refinery shows as complete, listed as surface settlement, economy = refinery, the outpost is still listed as economy = colony, and sells only hydrogen and biowaste. I checked in the journal files and the economy is listed there also as colony proportion 1.00, the refinery is ignored.

Maybe, just maybe, another refinery is needed to push the economy to change but basically I am not willing to spend more time on this for now, especially when even this most basic setup does not work. Really hoping that Fdev address this, maybe even pop onto some of the forums like this to offer some advice, say if this is intended to work this way.....anything really, just to know that they are actually listening and aware of this would be great at this point, but as a solo player I cannot justify spending hours of hauling and hoping just to build yet another station that produces er biowaste, literally.

There are many great elements of ED, and it is a great game, and I understand that colonisation is a massive task, but the fact that even the most basic things that were established over a month ago still don't work as intended is starting to leave a sour taste, and I feel that if something doesn't happen soon then this is more likely to drive people away than to attract new adventurers.
 
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Hi :)

I am giving up on experimenting for now, going to go do something more productive because this is too haphazard and frustrating right now.


There are many great elements of ED, and it is a great game, and I understand that colonisation is a massive task, but the fact that even the most basic things that were established over a month ago still don't work as intended is starting to leave a sour taste, and I feel that if something doesn't happen soon then this is more likely to drive people away than to attract new adventurers.

STOP PRESS! :D

The Federation, Empire, Alliance and Independent Factions today held an emergency meeting in Cambridge City on the planet Earth.
The current expansion into deep space with the intention of opening up new systems to Colonisation and the prospect of new wealth opportunities for all factions was severely curtailed by incompetent administration it was revealed in a scathing document issued by the DSCGC (Department of System Claims and General Construction).
Representatives from all factions stated that due to recent revelations of administrative blunders and poorly thought out colonisation infrastructure planning has led to an immediate plea for cessation to all system claims and space station erection work should be strongly considered.
All commanders are urged to refrain from Colonisation claims and new station construction until the factions representatives can investigate further and extract some sort of logical solution to this dilemma.

"We have seen countless commanders literally physically exhausted to the point of collapse and near mental instability" said Joseph Oliver Bloggs, the head of the system claims and work department at Cambridge city. "The System claims procedure has seen to be not the main problem here" he stated, "It's rather a lack of construction infrastructure documentation and clarification of how this whole business should work"..."On top of this is the new found knowledge that commodities needed to build these new space stations in claimed systems has been wide open to abuse generally by the station construction contractors"..."We've seen many traders hauling countless commodities many light years of travel and the added expense incurred, with the understanding that all of these commodities will be used in the construction of the space stations in the stipulated build areas"
"Hired contractors at a number of stations have just recently been found to be selling some of these commodities on to local pirates on the black market" said another DSCGC representative. "It beggars belief that contractors have got away with this practice right from the beginning of this noble crusade into colonising new Frontiers".
"There is even rumours that some of these hard earned materials are being laundered and supplied to the Thargoids, though no such evidence to support this claim has been revealed at this moment in time".

"Our members of the confederation of the Pilots Union seem to be the unfortunate losers in this whole campaign here!" exclaimed Artimus Scargillus deputy head representing the Federation's arm of the CPU. "We call upon All Pilots whether they be Federation, Empire or any of the other Factions to prepare to strike immediately!"..."Honest Traders, Architects and even veteran combat pilots have been the scapegoats leading up to this whole sorry state of affairs".

It's not clear at this stage if Artimus will get the support he's asking for as each individual pilot would need to consider the repercussions of this action, but as the confusion and anger mount it might seem he will get his wish sooner than later, and the process of colonisation as we know it will ultimately fail in it's concept ;)

Jack :)
 
Hi :)



STOP PRESS! :D

The Federation, Empire, Alliance and Independent Factions today held an emergency meeting in Cambridge City on the planet Earth.
The current expansion into deep space with the intention of opening up new systems to Colonisation and the prospect of new wealth opportunities for all factions was severely curtailed by incompetent administration it was revealed in a scathing document issued by the DSCGC (Department of System Claims and General Construction).
Representatives from all factions stated that due to recent revelations of administrative blunders and poorly thought out colonisation infrastructure planning has led to an immediate plea for cessation to all system claims and space station erection work should be strongly considered.
All commanders are urged to refrain from Colonisation claims and new station construction until the factions representatives can investigate further and extract some sort of logical solution to this dilemma.

"We have seen countless commanders literally physically exhausted to the point of collapse and near mental instability" said Joseph Oliver Bloggs, the head of the system claims and work department at Cambridge city. "The System claims procedure has seen to be not the main problem here" he stated, "It's rather a lack of construction infrastructure documentation and clarification of how this whole business should work"..."On top of this is the new found knowledge that commodities needed to build these new space stations in claimed systems has been wide open to abuse generally by the station construction contractors"..."We've seen many traders hauling countless commodities many light years of travel and the added expense incurred, with the understanding that all of these commodities will be used in the construction of the space stations in the stipulated build areas"
"Hired contractors at a number of stations have just recently been found to be selling some of these commodities on to local pirates on the black market" said another DSCGC representative. "It beggars belief that contractors have got away with this practice right from the beginning of this noble crusade into colonising new Frontiers".
"There is even rumours that some of these hard earned materials are being laundered and supplied to the Thargoids, though no such evidence to support this claim has been revealed at this moment in time".

"Our members of the confederation of the Pilots Union seem to be the unfortunate losers in this whole campaign here!" exclaimed Artimus Scargillus deputy head representing the Federation's arm of the CPU. "We call upon All Pilots whether they be Federation, Empire or any of the other Factions to prepare to strike immediately!"..."Honest Traders, Architects and even veteran combat pilots have been the scapegoats leading up to this whole sorry state of affairs".

It's not clear at this stage if Artimus will get the support he's asking for as each individual pilot would need to consider the repercussions of this action, but as the confusion and anger mount it might seem he will get his wish sooner than later, and the process of colonisation as we know it will ultimately fail in it's concept ;)

Jack :)
is this a joke?
 
Hi :)
is this a joke?

Yes, a joke or Satire or a Humorous Observation...call it what you will. Some truths in there, as well as a light-hearted look at my current (personal) observations of the colonisation features and structure, mixed in with some fictitious content, though I must admit it could possibly have had a bit more of a 'tidy up' generally in word content. :)

The general theme though is based on my (again personal) current take on colonisation generally. There's a lot of information needed, but as yet not forthcoming surrounding this new feature in certain areas, as voiced by Dekim (which I generally agree with btw.) as well as a few other posters on here voicing the same type of opinion and observations.

I've played this game for thousands of hours now, I've enjoyed playing it for the most part (and still do), it's had it's up's and downs over the years but there are still thousands of players still supporting it, me included. Colonisation is a bold move to try and put a 'build' feature into a game that historically hadn't included that. At the moment I personally think that Frontier isn't doing itself any favours by withholding critical documentation and instructions that might possibly help the very players who are also helping to test this Beta feature. 🤷‍♂️

I hope my explanation to your question makes the reason for my previous post a bit clearer to you now. :)

Jack :)
 
Hi :)


Yes, a joke or Satire or a Humorous Observation...call it what you will. Some truths in there, as well as a light-hearted look at my current (personal) observations of the colonisation features and structure, mixed in with some fictitious content, though I must admit it could possibly have had a bit more of a 'tidy up' generally in word content. :)

The general theme though is based on my (again personal) current take on colonisation generally. There's a lot of information needed, but as yet not forthcoming surrounding this new feature in certain areas, as voiced by Dekim (which I generally agree with btw.) as well as a few other posters on here voicing the same type of opinion and observations.

I've played this game for thousands of hours now, I've enjoyed playing it for the most part (and still do), it's had it's up's and downs over the years but there are still thousands of players still supporting it, me included. Colonisation is a bold move to try and put a 'build' feature into a game that historically hadn't included that. At the moment I personally think that Frontier isn't doing itself any favours by withholding critical documentation and instructions that might possibly help the very players who are also helping to test this Beta feature. 🤷‍♂️

I hope my explanation to your question makes the reason for my previous post a bit clearer to you now. :)

Jack :)
(y) I liked the post, it was nicely done! (y)

We need to keep this light sometimes, and remember that it is a damn good game, and WHEN colonisation works properly it will elevate this game so much and add an element that will appeal to many new players who love the building/supporting genre. I apologise that some of my posts have sounded a bit defeatist and grim (as well as being far too long!), I think that posting after an extended hauling session only to make another poop station may be a bad idea for me.....:unsure:
 
It seems likely that a 4th refinery would actually start producing some metals but the base setting of an industrial outpost seems too high to overcome with just 3 refineries.
No, it doesn't. If only because economy does not work right now and economy buildings do not give economy influence. 3 Refineries should be 1.35 economy influence. Mixing economies does not offer benefits.

The colony probably has industrial / agri because this is an icy moon with some kind of atmosphere. This is the planetary economy influence that is supposed to be rolled back.

Wait with the finishing until economy actually works again. Then build that 4th Refinery hub, and your colony should be a very respectable Refinery outpost. (Edit: Even 3 is already respectable. Nevertheless question is whether the rolled back / fixed economy will trigger automatically, or whether you need to trigger it by building something. If you need to trigger it, the only reasonable choice for a Refinery economy will be a Refinery hub.)
 
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I have constructed a small agricultural settlement on a planet surface but there are no ware produced there, I found a chart from reddit showing what must be constructed to provide support to a facility so it can start production and in my case that would be a civilian hub. Question is - does the hub must be placed on the same planet? Will the hub provide support for other argiculture settlements?
 
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