Elite Dangerous | System Colonisation Beta Details & Feedback

Meh. And where do I see my Bob sign?
Here...
construction1.jpg
 
So I get a footprint? Like the one we "left" on the moon? Ok in that case color me impressed. Anyways, how come VistaGenomics and Poineer supplies are all boarded up. Will these open up eventually or do I have to mule some more? At least Apex Shuttle is open for business but the bar needs to hire a bartender. Hopefully a hot gal of Central Europe decsent.
The services open up after each thursdays tick or at least they should, the stations are in an unfinished state till then.
 
After colonizing a system, I found that my own faction is available. I think there is a way that your own faction takes over the newly colonized system. After the construction of two settlements and a planetary outpost, these belong to my faction represented in the system. The reputation of my faction continuously increases. If I do not build any further settlements and space stations now, war or elections with the other factions in the system will inevitably come. This could take over the system in a short time.
 
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Sorry. Such a guide would interest me too, but couldn't find it too. Well instead, here is some info Grok 3 Deep Search came up with, if that helps:

You're referring to the new System Colonisation feature introduced in Elite Dangerous with the Trailblazers update, which launched its beta phase on February 26, 2025. There’s indeed a detailed guide available, and I can walk you through the mechanics, including the 3-day cooldown you mentioned, based on the latest information.
The System Colonisation feature allows players to claim and develop unpopulated star systems, expanding the human "Bubble" in the galaxy. Here’s how it works, step-by-step:
  1. Claiming a System:
    • You start by visiting a Colonisation Contact at a starport in an already populated system within the Bubble. From there, you use the Galaxy Map to select an unpopulated system within 16 light-years (this range was increased from an initial 10 LY after player feedback during the beta).
    • Claiming is first-come, first-serve. You purchase a claim with credits, and the cost depends on the type of starport or outpost you plan to build (e.g., a basic outpost is cheaper than a Coriolis station). Once purchased, you have 24 hours to deploy a Colonisation Beacon in the target system using the System Colonisation Suite (a default module on all ships).
  2. Deploying the Beacon:
    • After traveling to your chosen system, you deploy the beacon at a pre-set location. If you fail to do so within 24 hours, the claim is revoked. If you fail this step twice, you’re locked out of making another claim for 3 days—this is likely the cooldown you’re recalling. This cooldown is a penalty to discourage repeated failed attempts and ensure players are prepared.
  3. Building the Starport:
    • Once the beacon is deployed, a massive Colonisation Ship arrives, acting as a temporary hub. You, as the System Architect, must then supply it with a specific list of commodities (both mined and purchased) to construct the primary starport. The exact materials depend on the starport type and its specialization (e.g., Commercial for a Colony economy or Industrial for tech upgrades).
    • You have 4 weeks to complete this construction. If you don’t deliver the required resources in time, the claim is revoked, all progress is lost, and you face another 3-day cooldown before you can attempt a new claim. During construction, the starport appears as an abandoned structure until finished.
  4. Post-Construction:
    • After the primary starport is built (finalized at the weekly server tick), the Colonisation Ship departs, and the beacon becomes a nav beacon. A new Colonisation Contact appears at the starport, allowing you to claim another system or expand the current one with additional facilities.
    • There’s no limit to how many systems you can be the Architect for, as long as you meet the initial conditions each time. You can "daisy chain" systems to reach distant areas, though the 16 LY range limits how far you can jump per step.
  5. Cooldown Specifics:
    • The 3-day cooldown applies in two key scenarios: failing to deploy the beacon twice in a row (after two 24-hour windows) or failing to complete the starport construction within the 4-week limit. This mechanic ensures players plan carefully, as resources and logistics are critical. For example, the Colonisation Beacon itself costs 25 million credits, and gathering materials can be a massive undertaking, especially solo.
This feature is still in beta as of today, March 6, 2025, meaning Frontier Developments is tweaking it based on player feedback. For instance, early complaints about scarce commodities like CMM Composites led to increased restock rates, and the range bumped from 10 LY to 15 LY (and later 16 LY) after players found the original limit too restrictive. The official Elite Dangerous System Colonisation Guide, published on February 28, 2025, covers these mechanics in detail, and community discussions on platforms like Reddit and the Frontier Forums have fleshed out practical insights.

If you’re looking for the exact guide you remember, it’s likely the one on the Elite Dangerous website or a community-made version referencing the same mechanics. Does this match what you had in mind, or were you thinking of something more specific?

I wonder where it got this from, but well, it just doesn't want to tell 🤷‍♂️

O7,
🙃
Well done. Para 5 was the info I was looking for. Searched the forum and trawled the FB page to no avail. Thanks very much.
 
This is the local news section, right? I was wondering how long that message will last, I assume it will fade from the local news eventually? I thought it might be also nice to have some other place somewhere that denotes which CMDRs helped building a station.
I may be entirely wrong, but I was under the impression it would be there as a permanent tribute to the 'builders'.

Perhaps a plaque will appear today (post tick), that would be fun, particularly as we have no doubt our efforts will be absorbed by the Anarchy hating locals.
 
Help, looking for info on Colonisation. I saw an article that described, among other things, the process and penalties for abandoning a colonisation attempt and O can't find it. Anyone able to help?

This, from the fandom wiki, maybe?

A Colonisation Beacon must be deployed in that system within 24 hours.[6] If this is not done within the time limit then the claim is revoked.[6] If you failed twice then you must wait 3 days until you can make another claim.[8]
 
They stated that the station is not "ours". It belongs to whatever the faction. We are only mules with degrees in architecture. It is still not clear to me how these things can profit ME the player. Stations are everywhere.
I am a dog with an AE and EE...
 
well, nice that the update is live -BUT
in Galmap the (before server-tick) colonized and finished primary-port systems are still shown as un-inhabited, have no economy and do not even show as human systems.....guess there is still some work to do on the BGS-Tick routine. Even got my first payments from the colony (34+KCr - so not a lot, but that part seems to work)
 
I have my architect status back but a pre-update bug is still present. I've built an Angelia Satellite Installation in my system but I'm unable to build a tourism settlement as it says I require a satellite installation. I don't see anyway to 100% confirm what I build is a satellite installation except it 100% looks like the Angelia. When approached the hud shows "Scientific Installation".

Any help / ideas would be appreciated.

System: Pleiades Sector EH-L b8-0

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