Elite Dangerous | System Colonisation Beta Details & Feedback

But more relevant than ever ITS STILL ALL JUST HAULING.
I don't mind this for setting up an initial station, but sooner or later in any system I'm going to end up with a bunch of T3 points, and with all the facilities I'll want to build, crucially not enough T2 points to just put a coriolis in the slot I had pegged as the ideal site for a large orbital, and the only things you can build with T3 points (which you've presumably built up the system to obtain) require north of 200kt of stuff.

The way I see it, there's two broad types of solution for this: passive and active.

Passive: building up your system's economy causes it to slowly contribute to any open construction projects over time, in some way or another. Maybe something like having economic links connect to the building site and supply its commodities or something.

Active: have literally anything other than hauling contribute to the construction sites once your system is established. For instance, if economic activity in the system also contributed to construction progress at a rate of, say, 1t per 100k of base mission reward or trade profit, then a max-reward 50M mission would still contribute less than a single cutter-load, but it would happen in the background while people do other stuff in the system and the cumulative effect of a decent number of players simply passing through the system would chip away at the sites over time.
 
The T2 and T3 points got annoying very quickly. I would much rather one point pool with different constructions granting more points. Or at least let T3 be broke down to T2.

...

The way I see it, there's two broad types of solution for this: passive and active.
...
I like this a lot. "Numbers go up" for hauling is fine, but I've been playing fetch quests for 30 years. I could stand something more engaging.
 
This is wild. I just finished my primary, a coriolis. I found a good system with a starting slot orbiting a rocky world with slots on body and orbit. I thought this would be great for a refinery coriolis to start. Well, I got the refinery and more. The rocky moon has 4 biological signals. The moon and the planet the moon is orbiting are not tidally locked. I'm stating this because of the ag economy the rocky body picked up. The atmosphere (while not mentioned by FDev) is 99% Carbon Dioxide and 1% Sulphur Dioxide (plants love CO2 - maybe this contributed). I have an ELW as the planet next door, and could very well be the reason for this. The HMC planet on the other side of the ELW is also terraformable. Nothing else is built, or started, or even selected to start. Here are the numbers:

Refinery 1.4
Agri 1.4
Terraforming 1.0

I was going to start building some ag stuff on the moon below (outside?), but now I'm going to wait and see what happens after the update this morning. There is no system economy yet.


"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.400000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":1.400000 }, { "Name":"$economy_Terraforming;", "Name_Localised":"Terraforming", "Proportion":1.000000 } ]
1746684205058.png

CommoditySupply
Algae
19411​
Hydrogen Fuel
12694​
Fish
12156​
Water
9032​
Aluminium
4787​
Explosives
4050​
Copper
3830​
Surface Stabilisers
3450​
Cobalt
2674​
Tantalum
2526​
Indium
2064​
Imperial Slaves
1833​
Steel
1585​
Titanium
1503​
Lithium
1304​
Tritium
1101​
Liquid oxygen
875​
Silver
605​
Animal Meat
467​
Tea
466​
Uranium
430​
Leather
413​
Conductive Fabrics
380​
Military Grade Fabrics
248​
Gold
236​
Beryllium
199​
Gallium
199​
Natural Fabrics
149​
Insulating Membrane
34​
 
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As per the update notes, any body with biologicals gives agriculture and terraforming economy influence. But there is a bug there; the refinery and agriculture are being boosted (an extra 0.4 each) despite the notes saying boosts/decreases only apply to strong links between ports/facilities, not planetary influence. All three economy types should be equal amounts of 1.0.
 
As per the update notes, any body with biologicals gives agriculture and terraforming economy influence. But there is a bug there; the refinery and agriculture are being boosted (an extra 0.4 each) despite the notes saying boosts/decreases only apply to strong links between ports/facilities, not planetary influence. All three economy types should be equal amounts of 1.0.
Thank you. After re-reading the Apr 30 update rules, it makes sense. The refinery eco came from the rocky body, the ag and terraforming came from the colony overrides as you pointed out. The .4 boost to the refinery and ag came from the strong boosts 'In a system with major or pristine resources' for the refinery and 'on or orbiting a body with organics' for the agriculture.
 
Question. Sorry if this has been answer already, but I am curious. I have a system with an ELW, but the ELW has no orbital build locations. Does this make it effectively useless so far as it's influence on what I build in the system?
 
Question. Sorry if this has been answer already, but I am curious. I have a system with an ELW, but the ELW has no orbital build locations. Does this make it effectively useless so far as it's influence on what I build in the system?
It's possible that its existence in the system will let you have a higher population despite not having anything built around it directly - the relationship between population and system layout is very unclear at the moment.
 
IS IT A JOKE ?

I spend last 2 weeks delivering PP cargo to a colonized system to implement a power in it. Yesterday, I was just above the 120 000 pts required.
AND NOW AFTER THE MAINTENANCE THE SYSTEM STILL IN ACQUISITION AND SCORE EVEN MOVED BACK TO 0 PTS.
SO FRUSTRATING
 
looks like it's not an isolated case, I found some other colonized systems which were supposed to be acquired by a power and finally aren't and moved back to 0
 
I can see about 90 of them in the current data, so it has worked before

These ones have had an update in the current cycle and are still in a controlled state, but appear to have been acquired in a previous week
Scorpii Sector RO-R b4-1
Col 285 Sector XT-F b12-7
Col 285 Sector SP-K b23-6

It seems like the bug might be a bit different, though - LP 855-34 (the CG system) had Winters exceed the Acquisition threshold last week, but seems to be back to zero now.

So it may be: "no Acquisitions work at the start of week 28" rather than "no Acquisitions work in colonised systems"
 
Hi All :)

Is the station re-naming feature working okay these days?
I just wanted to make sure before I re-name one of my stations, I don't want to spend some of my ARX and find there's problems with this feature! ;)

Jack :)
 
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