Elite Dangerous | System Colonisation Beta Details & Feedback

Has anyone been successful in getting a war to start in their colonized system? I tried by bumping up the influence of a PMF. The rise in influence was successfully but it just took 2nd position when it should have started a war (influence lines crossed with no conflict started). My primary port has been completed since March 3rd so I've seen a couple of weekly ticks.View attachment 421598
Got loads in our colonies.
 
Thanks, @Xenia_K - I'm not going mad then. One of the issues noted in the thread is people forgetting what they built. I can't even recall selecting it! :) Have no idea what these do or why we can even create them if there is no interaction, but I guess they contribute to the system somehow. I appreciate you taking the time to answer.
well, I currently keep track of my claims and their developement via a multi-page Excel (if you want to use - download - self-extracting Winrar) - later will be replaced by a Filemaker-Database.
Regarding how System Economics works - I (most likely) tomorrow will post a theory in this Thread.

What a specific Installation/Station does, Cdr Nowski managed to build a nice tool - I use it all the time for my plans

edit: the spreadsheet is not up to date but usable
 
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I would use common sense when planning colonies. The economy engine of the game surely takes under consideration all the surrounding systems as well, so building say a high tech system in a backwards far away bubble area might take years and colonizing a number of other systems around to get off! I would start with extraction, farming, industrial etc.
 
I would use common sense when planning colonies. The economy engine of the game surely takes under consideration all the surrounding systems as well, so building say a high tech system in a backwards far away bubble area might take years and colonizing a number of other systems around to get off! I would start with extraction, farming, industrial etc.
finally someone looks beyond the plates rim
 
i think its a fair point, the reality is building any settlement, even a small one would likely need a bit of everything from the markets.

however i guess FD were trying to find a balance between adding in a few different goods vs having player complain that it is too bitty . i just headcanon it that a lot of the low numbers bits and pieces just come with the payment for the claim and are included inside the colonisation ship.

that said, that argument would make more sense if the initial cost was significantly higher (but maybe countered with the monthly profits of functioning systems being a little higher)
I dunno... I actually find it a bit too bitty... oftentimes a run to an economy for a particular item has me needing no more than 50-100t of goods from that sort (E.g Agriculture, with it's awkward ~700t of water and ~100t of fruit and veg needing two runs).

Maybe it's an argument to have multiple construction projects running at a time 🤷‍♀️ 5 systems being 25 projects, and so that turns into 2500 fruit and veg and 21000 water.

Edit: Now with 100% more crosspost:
 
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finally someone looks beyond the plates rim
yeah... it's a shameless cross-post, but I just wrote here that I suspect people are trying too much to go a "G5 engineered anaconda 1 week into playing the game" approach by going knee-deep with coriolis and orbis, without really putting together a sane infrastructure (noting; I think people are also going with "This is how I think it should work" rather than understanding how the economies actually work in-game)

Insulating Membranes are a great indicator of how much people ignore medium docks. Years of missions have taught me you ignore outposts at your own risk.
 
can tell you tomorrow, just finalizing my primary port i a system with EL

Is there any bonus of having an Earth-like-World into a new colonized system?
Like population bonus, or agriculture production, etc?
Already explored this a few weeks ago, but with no new data to contradict it: https://forums.frontier.co.uk/threa...aformables-worthless-for-colonisation.634695/

It sure does seem like earthlikes/terraformables are worthless for colonisation.

All that matters is ground/orbital slots.


Earthlikes might actually be a liability, since theyre not landable and have no ground slots, there would be no way of influencing orbital facilities to have an actual good economy type.
 
Already explored this a few weeks ago, but with no new data to contradict it: https://forums.frontier.co.uk/threa...aformables-worthless-for-colonisation.634695/

It sure does seem like earthlikes/terraformables are worthless for colonisation.

All that matters is ground/orbital slots.


Earthlikes might actually be a liability, since theyre not landable and have no ground slots, there would be no way of influencing orbital facilities to have an actual good economy type.
In the current game world, earthlikes aren't worth much. But that might change in the future. I have a terraformable landable world that I'm saving one building slot on in case we get terraforming-buildings at a later time.
 
The economy engine of the game surely takes under consideration all the surrounding systems as well
It doesn't for the pre-existing systems. It's certainly possible that they've added something like that for colonisation, but e.g. all the Colonia Bridge megaships are able to provide perfectly working Refinery economies despite being in most cases the only inhabited system for 300+ LY

I'm skeptical that it makes much if any difference in colonisation either. This Industrial Outpost towards the end of Canonn's chain (with few systems nearby at all, and not many which provide industrial imports) https://spansh.co.uk/station/4210538499#station-market has better production levels than this one in the heart of the bubble where it must be surrounded by other suitable (and very large) economies https://spansh.co.uk/station/4208714243#station-market
 
In the current game world, earthlikes aren't worth much. But that might change in the future. I have a terraformable landable world that I'm saving one building slot on in case we get terraforming-buildings at a later time.
Powerplay was first released in June 5, 2015.
Powerplay 2.0 which actually made it passable was released in 31 Oct 2024.

Thats almost 9 and a half years to get a system overhauled into something that has a minimum amount of effort into it.

Im not holding my breath for colonisation, but id love to be proven wrong, it has squandered so much potential as a new core system to ED.
 
i am regretting not standing strong on my colonisation system. Thanks to the awful way the colonisation claiming came back online i bailed on my 1st choice system and went for my backup... but now i have looked at bit more into it, I am getting a bit of buyers remorse as its not really the system i 1st thought.. it has a tritium hot spot in an ice ring gas giant but other than that not much going for it. it has a water world with carbon based life which i thought should be really useful for aggriculture - just because we cant land on them i assumed the BGS would produce from it) but it would appear not, and other than that not a lot else. oh well!.

my primary system that i bailed on because the colonisation guy was offline for so long was a lot better.... but after 12 hrs of relogging i had to give up. .

Going forward i really hope FD think about how the servers come back online. imo it would have been better if the colonisation "network" had come back online at the same time, even if it had meant it taking longer........ so in the background they slowly came back online and only then once the whole system was back online, then the game could have given a countdown or something before it all turned on.
 
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RE: Colonization Points Inflation with Building.
This is THE MOST ANTI-REALITY mechanic I have ever seen in ED. It is not how economics works. The level of anti-reality of an escalating points system for building in a given system is comparable to making gravity increase with distance from a mass, or prices go down when supply goes down. If this was a thing, there would be no cities. The reasons that costs go down as you build more, not the other way around, are multitudinous. Shared infrastructure. Increased information, increased local know-how, increased available manpower and resources, increasing attraction to entrepreneurs/builders, etc, etc, etc. The fact FDev states this is intentional and keeps it is the worst thing I have seen them do in a long time. Cities do stop growing when they reach a constraint. Run out of land in a mountain valley or trapped between an ocean and mountain. Run out of water. Run out of resources in a given region, driving prices too high for profitability. None of these exits in ED world with interstellar travel and wide open space. Our constraints are building sites, which are already controlled by the map. Until that map is full prices should drop or at worst stay the same if FDev doesn't want to make it complicated. Who asked for a mechanic that changes costs with building anyway? 0 value added, only cost/hassle. (edited)
 
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It sure does seem like earthlikes/terraformables are worthless for colonisation.

All that matters is ground/orbital slots.
In the current game world, earthlikes aren't worth much. But that might change in the future. I have a terraformable landable world that I'm saving one building slot on in case we get terraforming-buildings at a later time.

I'm beginning to wonder about the super secret new feature scheduled for Q4. It's so sensitive that they don't even want to give hints about it. My personal bet is either a) ship interiors or b) atmospheric planets. But the way colonization is going the betting is beginning to skew towards b) (and I was so hoping for a) alas).
 
I'm beginning to wonder about the super secret new feature scheduled for Q4. It's so sensitive that they don't even want to give hints about it. My personal bet is either a) ship interiors or b) atmospheric planets. But the way colonization is going the betting is beginning to skew towards b) (and I was so hoping for a) alas).
or the (with specialized ships/suits) explorable Water-Worlds - which would be much easier for FD to do.
Game-mechanics like Exo-bio, some 20-30 spiecies in different shades....
Instead of a fighter bay you have to load a submersible/dinghy-bay and a new scuba-suit for the pilot.....
Including heavy grind-engineering for a noise-supressed harpoon ;)
 
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or the (with specialized ships/suits) explorable Water-Worlds - which would be much easier for FD ro do.
Game-mechanics like Exo-bio, some 20-30 spiecies in different shades....
Instead of a fighter bay you have to load a submersible/dinghy-bay and a new scuba-suit for the pilot.....
Including heavy grind-engineering for a noise-supressed harpoon ;)
And would be a great opportunity to introduce the Moray Starboat Mk II. :)
 
Game-mechanics like Exo-bio, some 20-30 spiecies in different shades....
Instead of a fighter bay you have to load a submersible/dinghy-bay and a new scuba-suit for the pilot.....

I would dearly love to see this in the game. You're right, it would give all those water worlds a reason for being.
 
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