Elite Dangerous | System Colonisation Beta Details & Feedback

Nothing found in my system is available to buy in the markets

The system I chose for colonisation is rich in many metals and minerals including tritium, alexandrite, bromellite and void opals which each have a hotspot in a pristine ice ring. The planets and moons also have ample supplies of iron, nickel, phosphorous and more.

I have two mining settlements, a mining facility above the icy rings, and both a refinery and an extraction hub.

Unless this is something to change with the next server tick though, NONE of these minerals and metals are available for sale in any of the markets in the system. Instead, what's for sale doesn't reflect the system at all.

The commodities for sale in a system should reflect what's found in that system, as for a mining colony, this is exactly why I chose this system in the first place. If the system doesn't sell the stuff found in it, then frankly we're all just wasting our time.
i've noticed the planetary ports where we buy CMM composites have extraction and industrial settlements
 
i've noticed the planetary ports where we buy CMM composites have extraction and industrial settlements
I've just had a look on Inara are 10 random systems selling tritium, and they all have an industrial settlement. I'll monitor the market for a while as I'm moving on to something else now, but if true this just demonstrates that Frontier really dropped the ball on throwing us all in with zero information beforehand.
 
Some feedback regarding "Emergency Power Cells":

These are prerequisite for every single surface building. They are, however, only available in very few systems in the center of the bubble.

So either they will be possible to produce in colonies. Or they should be dropped from construction all together.

Otherwise they will just add unnecessary grind on top of a grind. Eapecially when it cpmes tp colonies further away from the bubble.

It will Not be fun to transport these to Colonia.
 
Some feedback regarding "Emergency Power Cells":

These are prerequisite for every single surface building. They are, however, only available in very few systems in the center of the bubble.

So either they will be possible to produce in colonies. Or they should be dropped from construction all together.

Otherwise they will just add unnecessary grind on top of a grind. Eapecially when it cpmes tp colonies further away from the bubble.

It will Not be fun to transport these to Colonia.
yeah... people complaining about CMMs and insulating membranes haven't seen anything yet. There's no way to get more anywhere else... no way for player colonies to make them.
i've noticed the planetary ports where we buy CMM composites have extraction and industrial settlements
That might be a hybrid economy?

CMMs come from surface refineries.

They're consumed by industrial, not made there. Did you have any names of the ports/ systems you saw that at?
Screenshot_20250310_183438_Samsung Internet.jpg
 
who knows? maybe they dont produce them unless there is a local market / station that buys them

i saw CMM composites being sold in Apadecavi / Bixby station which had industrial and extraction, also in Kwangwutii / Grassman Holdings and that planet also had industrial and extraction
 
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Not true. I built a Coriolis station as my first station. At first I thought I was cooked, but it gives you like a month to complete. I was able to complete mine in 4 days with heavy hauling and move on to surface builds all on my own. And my Type-9 had a bit less cargo capacity than your ship. So cheer up, it can be done.
Thanks for the encouragement, I'm not giving up unless forced to do so. I've been putting in 12 hour days to get this far, like you, doing some heavy hauling. How did you get the CMM composites in the required amount?..
 
We don't want to insult anyone here or diminish the achievements of CIG employees.
This is just our opinion.

We have completely misunderstood the meaning!?
After an extreme effort with 4 teammates
from our organization, as well as our carrier (one Person, load and unload, the Carrier owner), we built our large station in 11 days.
Only to realize that we are not the owners and that the station is not finished!?!? Construction is still going on everywhere and there are no stores.

Unfortunately, this new direction of construction that we were so looking forward to, again like the carrier management, is not intended and or designed for an organizational structure and way of playing. Why !

We now have an unfinished large station and have no way of doing anything with it. It is completely useless. The players are extremely disappointed!

If we had known that we would only have political and economic influence within one faction with these constructions and that this faction, in this case “Pikum”, owns the station, we would not have gone to all this trouble. We thought we could manage our stations ourselves and have our own station as an organization. We could of course use this to exert influence.
Not a single player from our organization can build a station on a moon in our adopted system!

We had completely misunderstood all that. Please, much more information is needed at this point so that players don't completely waste their valuable time and effort.

You can't keep players in an organization and in the game or bring them back permanently with such game processes.
You can't do that within an organization: Carriers can't be paid, goods can't simply be transported and fetched, and so on.
And now an extreme grind for a system that doesn't belong to you and members of an orga can't build stations on planets? Or can manage the system and the stations as owner. Being able to assign a name is not nearly enough.

Questions over Questions:
Will the system be reconsidered, will our station be completed and what will happen next?
And why isn't something really being done here for real group gameplay? Everyone actually plays and owns alone. :(

Well, that was our idea and we got it completely wrong! Unfortunately.

Or BAM.... anything else coming? :)

Best regards and thank you for your efforts.
 
Thanks for the encouragement, I'm not giving up unless forced to do so. I've been putting in 12 hour days to get this far, like you, doing some heavy hauling. How did you get the CMM composites in the required amount?..

How much do you need?
 
We don't want to insult anyone here or diminish the achievements of CIG employees.
This is just our opinion.

We have completely misunderstood the meaning!?
After an extreme effort with 4 teammates
from our organization, as well as our carrier (one Person, load and unload, the Carrier owner), we built our large station in 11 days.
Only to realize that we are not the owners and that the station is not finished!?!? Construction is still going on everywhere and there are no stores.

Unfortunately, this new direction of construction that we were so looking forward to, again like the carrier management, is not intended and or designed for an organizational structure and way of playing. Why !

We now have an unfinished large station and have no way of doing anything with it. It is completely useless. The players are extremely disappointed!

If we had known that we would only have political and economic influence within one faction with these constructions and that this faction, in this case “Pikum”, owns the station, we would not have gone to all this trouble. We thought we could manage our stations ourselves and have our own station as an organization. We could of course use this to exert influence.
Not a single player from our organization can build a station on a moon in our adopted system!

We had completely misunderstood all that. Please, much more information is needed at this point so that players don't completely waste their valuable time and effort.

You can't keep players in an organization and in the game or bring them back permanently with such game processes.
You can't do that within an organization: Carriers can't be paid, goods can't simply be transported and fetched, and so on.
And now an extreme grind for a system that doesn't belong to you and members of an orga can't build stations on planets? Or can manage the system and the stations as owner. Being able to assign a name is not nearly enough.

Questions over Questions:
Will the system be reconsidered, will our station be completed and what will happen next?
And why isn't something really being done here for real group gameplay? Everyone actually plays and owns alone. :(

Well, that was our idea and we got it completely wrong! Unfortunately.

Or BAM.... anything else coming? :)

Best regards and thank you for your efforts.
in this case it is not an update problem, you just did not know the basic rules of BGS, which have been in the game for many years. If you have completed the station 100 percent, it will be launched on Thursday
 
Dear FDevs and Fellow CMDRs,

Firstly, i think the addition of the colonisation is fantastic and exactly what i have been waiting to be added. Quite literally the exact thing. Therefor i am quite happy with what we've been given now but i do look forward to the progression and tweaks that will come along with it. It's far from flawless, but considering is a BETA, i'm quite happy. For the people that are upset by all the bugs and the features not working fully, i agree it sucks, best way forward in my opinion is to mention it and get as many people to vote on your comments so that FDevs can see it and make a change.

Secondly, when it comes to feedback to the colonisation here are my opinions.
1. Colonisation Commodities Costs - t.l.d.r (A little high considering what's being built, also consider how many will be playing solo)
The costs of some of the settlements or orbitals are a little high for my taste. So far i have built 3 land settlements, 1 orbital station and 1 installation and i'm working on my 2nd installation as we speak. Hauling all of the materials for the 1st orbital station was a pain and took me a good 3 days to grind out (4-5 hours a day). The total commodity cost for a station that can have a max landing pad of M was around 18k. The cost of a station that has a landing pad of L costs around 215k commodities. As someone that plays solo, this task would take "Forever". I understand that this feature is meant to be an investment, both time and money, but i think 215k is just a tad steep no? my max cargo is a T-9 752 T, if we calculated that, 215,000/752 = around 286 trips (trips meaning Take-off and Landing). Additionally, I am using my Carrier to hold the materials as i am colonising away from the central hub, this then also means i can only hold a max of around 25k mats in my carrier. Add all of that together and making the station that will be allowed to hold my L ships is just "impossible". When it comes to the settlements, i would like their costs to come down a little as it is quite a pain to keep having to take-off from planets and get just the right landing speed to be allowed to glide, however the settlements are done quite well. (A small side note when it comes to settlements, it would be nice if there were some visual indicator of where you can next build the next settlement once you have finished one. As of now, all it tell you is that you're too close to another settlement and that's it). As i mention with the orbital station, the settlement Hub also has a 215k material cost which again, way too high IMO. Finally the costs of the installations, i have little experience with these other than a relay station that i have built and i'm in the process of building a Defence station. The costs of these have not been too bad and quite frankly, could stay the way they are. Obviously i wouldn't mind if their price would change a little but overall, quite good.
FYI, Cost of the L pad orbital stations have been told to me are less, i am going off of an excel file containing the costs of stations

2. Amount of Time/Distance take to complete tasks - t.l.d.r (when it comes to in the Bubble, it's quite easy i imagine. When you're not, it's a hassle and would like some change)
For those that didn't read the previous paragraph, i'm building away from the Bubble atm and it takes quite a bit of time to complete my tasks. Every time i want to complete a build, i send my carrier into a system in the bubble, load it up with commodities that i need, send my carrier back to my system, send over all my materials, complete the task. All of this takes quite a bit of time. Since i don't live in the Bubble i cannot really have a say on if the amount of time is too much but considering this is Elite and things are meant to take time, this is probably just as intended. As for things outside the bubble, it definitely takes time and dedication to build your settlement. I wouldn't mind having something that would boost and cut the time when you're building outside the bubble, but i have a feeling it is intended.

I will now talk about extra things that i have seen over the past couple of days from other users as well as my own.

3. Transportation of goods to complete tasks - t.l.d.r (Something to assist of transporting goods from carrier to task)
This is a complete personal take, i would love if there were a feature to transport goods from your carrier to a settlement. I know just the feature itself is quite an ask, it is, however there could be a cost added onto it to balance it out a little. I was thinking why not add a time cost onto the transfer that would take as long or longer than if you did it yourself. Another cost would be that for ever T you transport you pay a fee to have it transported from your carrier to the construction side. If the construction is on a planet the fee is double or something like that. Having a feature like this could really benefit those especially that are building away from the bubble and using their carriers as their storage system. I dunno how others would feel about a system like this but personally i would love it.

4. Colonisation Claiming Distance - t.l.d.r (Boosted a little, but not too far, maybe 20-25, maybe more, dunno)
I agree with many CMDRs that the current distance is too low, every system is a competition to claim and if you're a little late or have work and only have time in the evening, it really is hard to currently to find a place and claim it. I do think that having it set too high would start to negatively affect the game as it might lead to too fast expansion of the human bubble. Something to consider for those saying that the distance should be around 50ish ly are potentially not considering how far you can get within a week. If the distance were set to 50ly, and we consider it takes about 2-3 days to build a basic station so you can colonise the next system. Within 2 weeks you could already be 250ly further into the black, which is not a small distance to cover. I feel like having too high of a distance will just lead into overpowered and rampant expansion which i think could just damage the game and also take away from what Elite has been and what it is.

5. Colonisation Score Information - t.l.d.r (More information about what bonus' and benefits your score brings)
I know this is still to come probably but i would still like to mention this. I would love to know more about how depending on what i build and what bonus' the building provides, how it affects my system. As of right now, my system has a lvl 10 development and lvl 10 living standard but i have 0 clue about what that does to my system. Does it influence my income? does it influence how fast stations and settlements produce? I would love to have some sort of feature that allows us CMDRs to have some breakdown of where we can see the stats of our systems and what benefits/costs it brings to our colonies.

6. Commodity & Resource Generation - t.l.d.r (More information on how Commodities get produced depending on what you build)
With the ability to choose what kind of a building you're tasking yourself to build, it would be nice to know more about what your system/colony gets from building a specific building. For example, i have noticed a lot of people mentioning that they don't a lot of access to CMM components. It would be nice to see that when you build a Industrial Settlement, that it would tell you;
a.) What it produces
b.) How long does it take to produce 1T or 10T of said commodity
c.) What the settlement will not produce (if it doesn't produce something)

7.) Building a System with a Friend/Squadron Member - t.l.d.r (Please allow the ability of Co-owning a system by allowing access to other members and specifying that access)
I just read a post that had someone build a large station and them and their teammates didn't have any access to the structure or the system.
We don't want to insult anyone here or diminish the achievements of CIG employees.
This is just our opinion.

We have completely misunderstood the meaning!?
After an extreme effort with 4 teammates
from our organization, as well as our carrier (one Person, load and unload, the Carrier owner), we built our large station in 11 days.
Only to realize that we are not the owners and that the station is not finished!?!? Construction is still going on everywhere and there are no stores.

Unfortunately, this new direction of construction that we were so looking forward to, again like the carrier management, is not intended and or designed for an organizational structure and way of playing. Why !

We now have an unfinished large station and have no way of doing anything with it. It is completely useless. The players are extremely disappointed!

If we had known that we would only have political and economic influence within one faction with these constructions and that this faction, in this case “Pikum”, owns the station, we would not have gone to all this trouble. We thought we could manage our stations ourselves and have our own station as an organization. We could of course use this to exert influence.
Not a single player from our organization can build a station on a moon in our adopted system!

We had completely misunderstood all that. Please, much more information is needed at this point so that players don't completely waste their valuable time and effort.

You can't keep players in an organization and in the game or bring them back permanently with such game processes.
You can't do that within an organization: Carriers can't be paid, goods can't simply be transported and fetched, and so on.
And now an extreme grind for a system that doesn't belong to you and members of an orga can't build stations on planets? Or can manage the system and the stations as owner. Being able to assign a name is not nearly enough.

Questions over Questions:
Will the system be reconsidered, will our station be completed and what will happen next?
And why isn't something really being done here for real group gameplay? Everyone actually plays and owns alone. :(

Well, that was our idea and we got it completely wrong! Unfortunately.

Or BAM.... anything else coming? :)

Best regards and thank you for your efforts.
It would be a huge benefit to those who are playing in groups or even those that normally play solo and some times play with friends, to have the ability to share the access of a system and to be able to specify that access. For example, being able to specify either through ranking in your squadron or just specifing the player, that they can start a construction, that they can add resources to a construction, etc. Having such a feature i feel like will bring more people together as well as drive more people into the colonisation feature.

8.) Upgrading/Modifing Established Buildings - t.l.d.r (Please give the ability to upgrade a previously built building)
As of right now, one of my settlement buildings is a T1 Extraction settlement and i would love to get it to a T2 but can't without using my last settlement slot to build a T2 Excavation Settlement. Same situation would be my current Orbital Station, maybe one day i will want to have a L landing pad in my system and would like the ability to upgrade my current station than building a completely new one. Overall, if an upgrading feature would become available, please also make the cost to upgrade cheaper than building a completely new station. It would also be a nice feature to get rid of built settlement to make space for other buildings. I havent checked in full detail if it is possible to get rid of things you've already built, but regardless, i would like this to be a standard feature.

I hope fellow CMDRs will agree with what i have posted and my opinions. I am really excited with the future of ED and hope to see more amazing feature like this come to the game (like walking around your ships ;)). Like the game itself, it is a time dedication and investment, and to me, this game is worth it.

Please like this so that there's a chance the FDev's can see this, i would also love to hear some feedback from fellow CMDR's about my opinions and your takes on things.
All the best and good luck in the black CMDRs o7
 
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alexandrite, bromellite and void opals which each have a hotspot in a pristine ice ring. The planets and moons also have ample supplies of iron, nickel, phosphorous and more.

I have two mining settlements, a mining facility above the icy rings, and both a refinery and an extraction hub.

Unless this is something to change with the next server tick though, NONE of these minerals and metals are available for sale in any of the markets in the system. Instead, what's for sale doesn't reflect the system at all.
Most of these are
- mining exclusive commodities not available through any normal market (Alexandrite, Bromellite, Void Opals)
- raw materials, which aren't a market commodity at all (iron, nickel, etc.)

Frontier never stated "your stations in colony systems will have exciting new capabilities unavailable to the existing NPC stations - have fun finding out what!" or similar, so to me the assumption in the absence of anything to the contrary should be that if you build a station of type X it will act pretty much like the existing stations of that type do.

...so, on to Tritium, the one of those which is sold through existing markets.

I've just had a look on Inara are 10 random systems selling tritium, and they all have an industrial settlement. I'll monitor the market for a while as I'm moving on to something else now, but if true this just demonstrates that Frontier really dropped the ball on throwing us all in with zero information beforehand.
Tritium is sold by orbital refinery stations, and nowhere else. (This is shown on the in-game market screen)

So if you want your system to sell Tritium, you need to construct an orbital refinery. This isn't possible directly, so you'll need to:
- construct an orbital station of type Colony (Tritium is fairly low supply, so if you can build a Coriolis, that's probably better than using a Commercial Outpost)
- construct some Refinery Hub surface installations (same planet/moon seems to give them greater influence) to switch that orbital to being a Refinery
- (avoid construction of installations with a non-Refinery "System Economy Influence" as far as possible, or at least try to make the Refinery ones outnumber them)

This is all either documented or implied by the in-game content, and was confirmed to work about as soon as someone had managed to build enough bits to test it.

An Industrial Settlement will give you System Economy Influence: Industrial which you don't want in this case (though you may be able to get away with it depending on what the rest of your system has) - though of course that doesn't apply to the pre-existing NPC systems, where the orbital refinery was built directly in 2014, and the Industrial Settlement not added until Odyssey's release in 2021.

How did you get the CMM composites in the required amount?..
CMM Composites are produced by Surface Refinery stations - and since some earlier changes, in very large amounts: it's the Steel and Titanium which are running out faster than CMM in my bit of the bubble. So you just need to find a nearby Surface Refinery or two. If you're using third-party tools, they probably aren't all that updated with availability of CMMs - but do know a lot about where Surface Refineries are if you use the station search rather than the commodity search.
 
who knows? maybe they dont produce them unless there is a local market / station that buys them

i saw CMM composites being sold in Apadecavi / Bixby station which had industrial and extraction, also in Kwangwutii / Grassman Holdings and that planet also had industrial and extraction
Both of those are surface Refinery economies, not industrial/extraction, so that's nothing unusual.

I think you're getting confused with the economy of the capital which, for Kwangwutii, is industrial/ extraction, which only applies to that station.

The capital's economy is what displays as the "system" economy, but again, it's only for the capital... everything else in the system will have their own economies.
 
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The total commodity cost for a station that can have a max landing pad of M was around 18k. The cost of a station that has a landing pad of L costs around 215k commodities.
This is wrong. A Coriolis or asteroid base takes around 100k. Effort, but doable.
 
Nothing found in my system is available to buy in the markets

The system I chose for colonisation is rich in many metals and minerals including tritium, alexandrite, bromellite and void opals which each have a hotspot in a pristine ice ring. The planets and moons also have ample supplies of iron, nickel, phosphorous and more.

I have two mining settlements, a mining facility above the icy rings, and both a refinery and an extraction hub.

Unless this is something to change with the next server tick though, NONE of these minerals and metals are available for sale in any of the markets in the system. Instead, what's for sale doesn't reflect the system at all.

The commodities for sale in a system should reflect what's found in that system as, for a mining colony, this is exactly why I chose this system in the first place. If the system doesn't sell the stuff found in it, then frankly we're all just wasting our time.
That's not the case with any markets in the game though?
 
from our organization, as well as our carrier (one Person, load and unload, the Carrier owner), we built our large station in 11 days.
Only to realize that we are not the owners and that the station is not finished!?!? Construction is still going on everywhere and there are no stores.
Congratulations!

Stations become operational on Thursdays weekly tick. The building will finish then, the services will become operational. Shipyard and market already work beforehand.

I do not understand, however, what you mean by "we are not the owners". The station is a "normal" station that can be influenced by other buildings in the system. Don't know what you mean by "we". In case you mean a faction, then your squadron faction will be inserted as the third faction into your colonized system. Or you colonized from a faction contact, then your faction will own the first station in the system, which is the controlling station. Rest needs to be done via BGS.

In case you mean "owning the station" as in "owning a fleet carrier", and being able to set market prices etc.... No, it does not work that way and was also never advertised to work this way.
 
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