Elite Dangerous | System Colonisation Beta Details & Feedback

Definitely a settlement, it has a landing pad. In fact I was actually able to land and dock once but there was nothing to access on the "docked" panel. Now it won't even give me the option of docking. I also have a medium agricultural settlement with a medium docking pad but that doesn't work either.
Would you happen to be talking about HIP 26468? There appears to be a war in progress there; it is likely the settlements you're talking about are owned by the warring factions but there is a bug that prevents any odyssey settlements in colonized systems turning into ground CZs during wars, instead their facilities just go offline. They should go back to normal when the war finishes.
 
One thing I have learned endless doing what you describe is... planetary ports are not only simpler to construct but also faster to use then orbital. Yes, at specific times orbital are a tick faster,
They are massively faster if you're using supercruise with all the tricks, even compared to getting to OC height. And with a surface port, once you're at OC you've still got all the glide to deal with. There are no circumstances where the surface is faster, none, and it's a big difference.

And you don't always get to choose, if you're after (in the most famous example) CMM Composites.
but you can't predict when. Planetary you can build at exact place you want and it will stay there, so it will have constant predictable hauling time
Are you talking about building Planetary Ports in the polar circles? Or on tidally locked planets? Otherwise this just isn't true. I had lots of problems in my builds with pesky surface refineries being on the night side. (Yes the night side, you're always flying in from the sun...)

(if the target is on the "opposite side", the time increase is just several second in one direction).
Flying around the planet is a massive extra pain but yea I suppose it is only a few seconds if you catch the fact it's the wrong side early enough. Which of course is difficult, because you have to be pretty close to the planet to work that out.
In practice, my current hauling strategy is "use planetary till orbital is in perfect position".
The orbital in the "wrong position" is still something you will have to pass to get to the surface so I'm really struggling with this logic...
But I agree with the rest. Current "colonization" is just endless and not changing hauling without goal (some do this because they like it, other to build something "nice", third in attempt to find a logic in "economy BGS" while in practice it is just random generator).
It's complex, but it ain't random.
With SCO/SCA, the probability NPC pirate interdict you is almost zero (and "consequences" are always zero in any case). So, that is not "Elite" nor "Dangerous" activity...
I agree there are no consequences provided you have a decent build and/or know what you are doing, but I have been interdicted with a hold full of titanium plenty of times these last couple of months.

Edit to add: And getting off the surface again is another pain and the chance your next hyperjump is blocked by the planet is pretty high.
 
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Would you happen to be talking about HIP 26468? There appears to be a war in progress there; it is likely the settlements you're talking about are owned by the warring factions but there is a bug that prevents any odyssey settlements in colonized systems turning into ground CZs during wars, instead their facilities just go offline. They should go back to normal when the war finishes.
That would be it! Thanks for the info.
 
In the area I colonize, it is hard to find not tidally locked planet. Since we are speaking about just one specialized Refinery port, it is just rule of thumb the planet must be: tidally locked, not more then 100ls from the primary star, approximately 0.05 earth in mass, etc.
This just limits your options even more but goes back to why I asked for fewer planetary landings. We're trying to optimise the pain out of them. We can but equally they could open up the material selection a bit and then it wouldn't matter as much if the refinery was on the night side on tuesdays because you could just go visit a farm or industry port. I can find other ports but I'm working with a 30ly jump radius and the night side is superior to a second jump.
 
They are massively faster if you're using supercruise with all the tricks, even compared to getting to OC height. And with a surface port, once you're at OC you've still got all the glide to deal with. There are no circumstances where the surface is faster, none, and it's a big difference.
I also had such feeling. Till I have really measured all these timings (my "ED lonely architect" has corresponding trip computer). Getting from "behind" Coriolis to the entrance side takes approximately the same time as orbiting+gliding (on good planet, with right angle and optimized speed, I can describe the procedure if that is not commonly known).
"From planetary to construction" is always 30-35 seconds faster then "From Coriolis to construction" (assuming construction is in another system). So after summing all pros and cons, planetary is faster in a long term.

Are you talking about building Planetary Ports in the polar circles? Or on tidally locked planets? Otherwise this just isn't true. I had lots of problems in my builds with pesky surface refineries being on the night side. (Yes the night side, you're always flying in from the sun...)
Tidally locked planets. Build "more to the border" when looking from the star.

It's complex, but it ain't random.
It is not complex and absolutely random (independent from anything random "number" in some range get assigned to "word" more or less corresponding to some "category"). Variation from current state/population/etc. are multipliers for these numbers, to make "trading" activity possible. There was no need for "economy", it is simply not there.

I agree there are no consequences provided you have a decent build and/or know what you are doing, but I have been interdicted with a hold full of titanium plenty of times these last couple of months.
You are constructing in "not optimal" disposition. NPCs need time before "I see you" and interdiction, I am never so long in the space, they come when I am in progress of landing (and get killed by station if they attack). Extremely rare (the time is also random, from experience "normal" (not linear) random, and so big diviations are rare) they manage to interdict in time.

Edit to add: And getting off the surface again is another pain and the chance your next hyperjump is blocked by the planet is pretty high.
SCO to get out of planet, then jump. Charging is possible after SCO without cooling and you can start charging without pointing to right direction (you have plenty to time to turn during it), so that takes just several seconds more.

This just limits your options even more but goes back to why I asked for fewer planetary landings. We're trying to optimise the pain out of them. We can but equally they could open up the material selection a bit and then it wouldn't matter as much if the refinery was on the night side on tuesdays because you could just go visit a farm or industry port. I can find other ports but I'm working with a 30ly jump radius and the night side is superior to a second jump.
What I have tried to say, planetary is not pain once you understand how to deal with that fast. But I construct in "own colony" (a set of self constructed systems, 150+ly from nearest Trailblazer), so I can select myself where all things are and at which distances. I am not "searching" ports, they are where I want them.
 

I also had such feeling. Till I have really measured all these timings (my "ED lonely architect" has corresponding trip computer).
Interesting - I think I'm going to try timing a few things because I do see the logic you've talked through below.
Getting from "behind" Coriolis to the entrance side takes approximately the same time as orbiting+gliding (on good planet, with right angle and optimized speed, I can describe the procedure if that is not commonly known).
I see the logic here, but you're comparing a good planetary situation with a bad Coriolis situation. I guess once you are through the letterbox, though, you still have to find the pad, just like when you come out of glide you still have to find the pad. But the Coriolis pads are aligned to help you and the settlement pads are almost never convenient. I suppose in your scenario you're doing repeat visits to one settlement so you'd know where to aim for to get the correct end of the pad?

Now I think about it, my super-quick Orbital Refinery runs are all to Outposts and those are definitely faster than Coriolis provided you've remembered where the correct pad is and you've learned which stupid solar panels are in the way.

You mentioned using the Docking Computer and that is just slow in every scenario. I find the pad and get the right approach myself and then I'll just time a throttle-down so it's right over the pad, and the Computer will do the last nudge-and-drop.
"From planetary to construction" is always 30-35 seconds faster then "From Coriolis to construction" (assuming construction is in another system). So after summing all pros and cons, planetary is faster in a long term.
I've now realised I was thinking about Outposts... yes it takes ages to get out of a Coriolis, I see that.
Tidally locked planets. Build "more to the border" when looking from the star.
Makes sense, I like it. That's using a feature of a given planet, smart.
You are constructing in "not optimal" disposition.
I'm dropping out of high-wake with the compass already set up, I'm turning immediately in a T-8, I'm not using supercruise until right at the end. You're right they don't usually interdict until I have a couple of ls to go, but it happens.
What I have tried to say, planetary is not pain once you understand how to deal with that fast. But I construct in "own colony" (a set of self constructed systems, 150+ly from nearest Trailblazer), so I can select myself where all things are and at which distances. I am not "searching" ports, they are where I want them.
Yep I see that now, thanks.

So the top tip for Trailblazers here is if you can't find CMM Composites locally, then build a refinery on the day side of a tidally locked planet, and then it's not any worse than docking with anything in orbit.
 
So the top tip for Trailblazers here is if you can't find CMM Composites locally, then build a refinery on the day side of a tidally locked planet, and then it's not any worse than docking with anything in orbit.
I make sure to build the planetary port on refinery worlds at the polar regions of a planet, for easier access and avoiding having to travel 'around' the planet depending on which angle you approach it from. The poles are constant.
 
Now I think about it, my super-quick Orbital Refinery runs are all to Outposts and those are definitely faster than Coriolis provided you've remembered where the correct pad is and you've learned which stupid solar panels are in the way.

You mentioned using the Docking Computer and that is just slow in every scenario. I find the pad and get the right approach myself and then I'll just time a throttle-down so it's right over the pad, and the Computer will do the last nudge-and-drop.
Sorry, all comparisons and conclusions was about Cutter/T9, heavy "drifting instead of flying" ships and stations with L pads.

With T8, whole hauling approach is different. And I agree with most your conclusions for T8: orbital outposts are top second (after carrier) for docking / leaving, T8 is super agile and so manual steering almost till docking make sense and pirates want you more often (but NCPs can't successfully interdict T8, unlike Cutter...). Sure, planetary ports are painful in comparison with orbital outposts.

But hauling with T8 double the number of trips. Fly time is not one half and the time for the rest is the same. I have not done real tests (I don't have refinery orbital outpost, I just had to deliver 2k water from outpost once), but i guess it takes almost double time to construct anything. Fine to try colonization, not good in long term.

So the top tip for Trailblazers here is if you can't find CMM Composites locally, then build a refinery on the day side of a tidally locked planet, and then it's not any worse than docking with anything in orbit.
Less then 100ls from the star, tidally locked (or build on poles), 3 slots planet (~0.05 earth), without Bio/Geo. Planetary port can be HT, some commodities will be "consumed", but what you need for construction should be there (in this case the planet type is not important). That is always good in case of Cutter/T9, I think not bad with T8 as well (even so constructing planetary port itself is 100 trips with T8... not sure starting from which distance to existing supply that make sense, especially when you don't plan constructing a lot in this and/or nearest systems).
So, colonization in "new" region (far from supply): Outpost (type depends from many factors) -> Refinery (on planet for planetary port, 0.05 influence will give some mats for it) -> Planetary port. 94 deliveries with Cutter/T9 (80 if by luck the planet is rocky and you don't need initial refinery). After that, (almost) everything is "local" (Ind/Agri/HT can be taken from own facilities or nearest outposts, that can be planned when selecting the type of primary outpost and planetary port).
That is the reason I don't recommend start with Coriolis in such case: after 90 deliveries you still have... nothing (except when primary is around rocky body), you can't even begin with refinery (need at least 4 delivery village) and at some point you need planetary in any case (for CMM, etc.)
 
So my whole week building 5 refinery to flip the port from industrial to refinery result in such disappointment. Only got aluminum beside steel & titanium , no ceramic, cmm or polymer. If only Fdev turn off that loathsome planetary influence
1748880868983.png

1748880824557.png

1748880908114.jpeg
 
So my whole week building 5 refinery to flip the port from industrial to refinery result in such disappointment. Only got aluminum beside steel & titanium , no ceramic, cmm or polymer. If only Fdev turn off that loathsome planetary influence
View attachment 431149
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Looks similar to my mistakes in my first Trailblazers system. The strong Industry influence and the High-Tech eats up most of the useful output from the refineries, unfortunately. Ice planets are not at all suited for building refineries upon. My second system has the refineries on a HMC world, with no industrial ports/installations in the system at all, and turned out a lot better. A costly experience.
 
This is the base(i've changed its name after making the screenshots) i've on the planet which has the T3(Work in Progress) in orbit(4.30Mm):
D2722E08B91703383ECA5E932D20624997882C1D


F6DD9D19738A3C03FE162984625A4BD723CDDD3D
264BC92CEC665A625C9EF98E4C7599435B02EDA2

These are the influences:
A1C7BF5F16B936B65341CA531D94993EA1B8C847


I hope this may help ^^ considering that now the numbers are higher than what displayed on the screnshoots x)
 
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If you build "all structures" in a "big system", just enjoy the view ;)

Seriously, build one planetary, one coriolis and one refinery in a system: you have refinery with all needed construction mats. Build one industrial planetary in a system: you have all needed industrial materials. If you have "multi" system and you have planetary/orbit refineries there (should be... for local constructing), adding HT to them can do the trick. Or separate system, as for other.

The only really tricky problem is Agri. You can't predict will it "work" or not. WW/ELW is not a warranty (and they don't have planetary slots). Everything consumes Agri.
I try to make Agri system at the moment: 2x coriolis (one WW, one HMC) and 7 Agri structures, no Fruits. 8th (this time large) Agri in progress, on (not locked) HMC, and there are 2 another planetary and one space slots there. So there is some hope :)
 
Would you happen to be talking about HIP 26468? There appears to be a war in progress there; it is likely the settlements you're talking about are owned by the warring factions but there is a bug that prevents any odyssey settlements in colonized systems turning into ground CZs during wars, instead their facilities just go offline. They should go back to normal when the war finishes.
Do you know the bug id of this? I have the same problem in my system where I want to move settlements between factions but I can't die to this bug.

CMDR Prins Hugo
 
The only really tricky problem is Agri.
The trick for Agri is to use the Contraband station.

- build a Criminal Outpost
- stick some Agri facilities where they'll strong link to it
- don't generate any weak links anywhere else in the system

Contraband has no imports, so won't damage Agri exports (you'll end up with a few extra exports and a few missing imports compared with a "real" Agricultural economy, but nothing too important)

Needs its own system, but is really not picky at all about what sort of system - a single star with no planets and two build slots is all you strictly need, though a bit of extra space to build a few +security facilities (without economic influence) is nice.
 
Does anyone know when strong hold carriers are meant to take up position in a system. My system has been in stronghold for several weeks now, but still no carriers.
 
In my refinery system, I have built up on a neighbouring HMC with one biological life form type the following: 1x T1 surface Colony port, 1x T2 High-Tech settlement, 3x T1 Small Agriculture settlements. This gave me a decent and varied output as seen in the screenshot below. I have also filled every free surface slot in the system with similar T1 small agri settlements, giving the resulting economy:
"StationEconomies":[
{ "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":2.800000 },
{ "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":1.400000 },
{ "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":1.300000 },
{ "Name":"$economy_Terraforming;", "Name_Localised":"Terraforming", "Proportion":1.000000 },
{ "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.200000 },
{ "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.050000 } ],
"DistFromStarLS":45.152748, "LandingPads":{ "Small":4, "Medium":2, "Large":2 } }

Market readout:
1748945365450.jpeg
 
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Does anyone know when strong hold carriers are meant to take up position in a system. My system has been in stronghold for several weeks now, but still no carriers.
There are two rules which affect this
1) Stronghold Carriers don't appear at all if another Stronghold Carrier of the same power already exists <30 LY away
2) if a Power has multiple eligible Strongholds, only one of them can get a new carrier in any week (order undocumented)
 
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