So, some time has passed since the introduction of the colonization feature, and it’s now possible to provide feedback.
1.
Resource requirements for colonization. In my opinion, the amount of resources required is quite reasonable. If you’re a solo player, building an outpost or a Coriolis station isn’t a problem. If you have a stable wing to play with, you can even construct more advanced stations. Colonization is meant to be a challenge and shouldn’t be something you can complete in just 20 minutes.
2.
Building additional stations after the main one. Once the primary station is built, constructing others isn’t too difficult. Tier 1 installations can be built in an evening. As you develop the system, goods will start appearing on your stations, reducing the need to import them from other systems.
3.
The requirement to build Tier 1 installations before more advanced structures. I like this mechanic—it adds a sense of progression.
What could be improved:
1.
Adding colony missions:
- Missions to transport people for station development (e.g., picking up a specialist from another system and bringing them to your colony, which could provide bonuses to station activities).
- Missions to steal/find specific resources for your ground settlement (e.g., plant samples from a designated system).
- Settlement defense missions against marauders (similar to conflict zones).
2.
Hiring options:
- Mercenaries for system defense (e.g., paying 10 million credits per week to increase system security by 2 points).
- Freight carriers to deliver resources to your station.
- A bulletin board for pilots where you can post delivery orders (similar to station quests or community goals). The reward would be paid from the pilot’s funds who placed the order. The minimum price would depend on the delivery volume and distance, with a minimum order size of 500 tons to avoid cluttering the board with small orders (e.g., a delivery of 10,000 tons of steel for 50 million credits). This would be a great way for billionaires to spend their wealth.
3.
Resource storage: A storage system similar to a fleet carrier’s cargo hold, but for the main station in your system, with the option to expand it.
4.
Station upgrades: Improvements that can be purchased with resources/credits to increase available goods, production rates, or system defense stats.
5.
Interface improvements:
- Currently, I often forget which installations are located where. Adding descriptions alongside the names would help.
- A “shopping list” feature to pin a list of required goods for delivery to stations in quick access. Right now, I have to open the galaxy map, then the system map, and search for the specific station to see what’s left to deliver.
Further development ideas for colonization:
A very interesting idea would be to separate roles into
architect and
system owner. For the system owner, I would remove the distance restriction but add a mandatory mission to transport a faction to a remote system and deliver a platform for construction (the owner would start with only an outpost, from which they could develop their colony in deep space). Alternatively, the delivery of a large platform could be done using a fleet carrier (a separate option for deep-space colonization).
- Finally make a button to fill the hold completely with the selected goods (double arrow). Already tired of sitting holding the button until 700 tons of goods accumulate.
It would be better to add a field for specifying the exact number. Delivering 367 tons is more challenging than simply waiting until 750 tons are accumulated.