Elite Dangerous | System Colonisation Claims Unpaused

I'm still trying to claim my first system. In the initial days, RL kept me from accessing ED, and then the pause happened. On Friday, access was restored, but every system I've attempted to claim has failed. I found a link discussing numerous service ticket complaints related to this issue. It was already frustrating that the entire weekend felt like a waste, but now the Devs have been back for a full day, and as far as I know, no updates have been provided. I understand that for those who already have a system or multiple systems, it's easier to continue building and simply say, 'It's beta, don't worry, it’ll get fixed.' But for me, it’s just not that simple.
if you are so eager PM me, you can join my team :) its on the rim of the bubble

edit: you can actually start in an hour if you wish so - have a system which needs to be colonized and developed into a Refinery/Industrial type
edit2: only condition - you do NOT bring a PP Faction with you - we are building a mini Bubble to test macro-economy - its difficult enough already, we don´t need that PP nonsense here ;)

edit: would be this one
Col 285 Sector VF-D c13-19 Refinery.png
 
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Since Colonisation is back, how do i make a refinery ground station? i want to be able to locally produce CMMs and other materials, but i cant see a refinery station be buildable, i tried making an industrial station and then build a refinery installation but that didnt do anything and now im stuck with a ground station that is useless
 
Since Colonisation is back, how do i make a refinery ground station? i want to be able to locally produce CMMs and other materials, but i cant see a refinery station be buildable, i tried making an industrial station and then build a refinery installation but that didnt do anything and now im stuck with a ground station that is useless
build enough mining and industrial installations and then a Tier 3 Surface Port I guess?
Also Tec-Level might be in Play - until now nobody knows, we all are experimenting
 
The colonisation contact is back but fails to register claims for me even if it does give me the system colonisation suite. 4 issue tracker issues and a support ticket but no action and another cmdr taking the system. And I started at a quiet time when the server was giving me 15 minute jump times... very dissapointing use of 7(!) hours of relogging and restarting the game.
 
Since Colonisation is back, how do i make a refinery ground station? i want to be able to locally produce CMMs and other materials, but i cant see a refinery station be buildable, i tried making an industrial station and then build a refinery installation but that didnt do anything and now im stuck with a ground station that is useless
I suspect you'll have to build refinery hubs that will influence nearby surface/orbitals with Colony economy to change towards refinery economy instead. My Coriolis did get a refinery primary economy when I had built 3 refinery hubs on the planet it orbits.
 
I suspect you'll have to build refinery hubs that will influence nearby surface/orbitals with Colony economy to change towards refinery economy instead. My Coriolis did get a refinery primary economy when I had built 3 refinery hubs on the planet it orbits.
did you get steel and titanium from the Coriolis market?
 
I saw one fleet carrier asking over a million credits a ton, for insulating membrane. Sabine Terminal in Vanaharan had eight fleet carriers hovering next to it, grabbing 36 tons at a time...
 
Since Colonisation is back, how do i make a refinery ground station? i want to be able to locally produce CMMs and other materials, but i cant see a refinery station be buildable, i tried making an industrial station and then build a refinery installation but that didnt do anything and now im stuck with a ground station that is useless
Build a Colony economy ground station, then build a Refinery hub on the same planet.

If you make a non-Colony station, that comes with a fixed economy:
- advantage: you don't need to build other things to turn into something productive
- disadvantage: you can't change it into something else


(For what it's worth, your current constructions aren't useless - the Industrial port will be supplying other things you need, and you only need a small one to cover a lot of those requirements locally, and the Refinery hub will probably be boosting general production levels of all markets across your system, including non-Refinery ones)
 
Build a Colony economy ground station, then build a Refinery hub on the same planet.

If you make a non-Colony station, that comes with a fixed economy:
- advantage: you don't need to build other things to turn into something productive
- disadvantage: you can't change it into something else


(For what it's worth, your current constructions aren't useless - the Industrial port will be supplying other things you need, and you only need a small one to cover a lot of those requirements locally, and the Refinery hub will probably be boosting general production levels of all markets across your system, including non-Refinery ones)
This may not be the thread for this (if not is there one somewhere? i did have a look)

but are you saying then that if i know i want a station to have a certain economy i should definitely build it out to support that?
right now i think my coriolis is colony... i didnt notice an option to change it.

also..... i guess that means if a planet is not landable it is vital you build the correct orbital base economy for the get go? so if i build a station and it is a colony.... i am SOOL if i want to change it to something else if i cant build anything on the ground of the planet it orbits?

i must admit, it all seems so un nessesarily complex. if i build a base why cant i just choose to add hydroponics to it to make it make food, if i build a base orbiting a WW with carbon based life it should surely just auto sell fresh food and then fish as well as a specialist..

if i build a base with a refinery in a ring which has a metallic and an an ice ring with tritium hot spot it should sell everything found in those rings and give a very good price for tritium.

i dont understand why things which i could fathom in real life needs to be convoluted in a game.
 
Hi :)

This may not be the thread for this (if not is there one somewhere? i did have a look)

but are you saying then that if i know i want a station to have a certain economy i should definitely build it out to support that?
right now i think my coriolis is colony... i didnt notice an option to change it.

also..... i guess that means if a planet is not landable it is vital you build the correct orbital base economy for the get go? so if i build a station and it is a colony.... i am SOOL if i want to change it to something else if i cant build anything on the ground of the planet it orbits?

i must admit, it all seems so un nessesarily complex. if i build a base why cant i just choose to add hydroponics to it to make it make food, if i build a base orbiting a WW with carbon based life it should surely just auto sell fresh food and then fish as well as a specialist..

if i build a base with a refinery in a ring which has a metallic and an an ice ring with tritium hot spot it should sell everything found in those rings and give a very good price for tritium.

i dont understand why things which i could fathom in real life needs to be convoluted in a game.

I'm kinda in the same boat, I've built a Coriolis which is showing up as as colony, but what can I add to the system (in the form of planet ports or the present orbital station) to get my Coriolis to produce something. Do I have a direct choice of what that systems economy produces by building more orbitals or planet based ports perhaps.
Also the station facility's as regards shipyards and other 'constructions' . I have provision in the colonisation menus for roughly several planet installations and several more orbitals

Jack :)
 
I am just ready to place my first large starport (Coriolis) and want to make sure that it gets placed right so that it becomes something really useful. From what I read above, I should park it orbiting a body with lots of surface slots available, build a ground colony and then say 3 refinerys?
 
but are you saying then that if i know i want a station to have a certain economy i should definitely build it out to support that?
Your options are:
- build a station which has that economy intrinsically (advantage: only requires a single slot, so great for non-landable planets with a single orbital slot, or similar ; disadvantage: not every economy is available this way, only generally available on the smaller port types)
- build a Colony station, and then build "System Economy Influence" buildings on/around the same body to turn it into that economy or combination of economies (advantage: you can get any economy except Terraforming this way, and even combination economies ; disadvantage: you need a decent amount of space on/around a single body to build all the infrastructure)

i must admit, it all seems so un nessesarily complex. if i build a base why cant i just choose to add hydroponics to it to make it make food, if i build a base orbiting a WW with carbon based life it should surely just auto sell fresh food and then fish as well as a specialist..
Broadly, because the NPC water world stations are assumed to have surface bases (which we can't see or reach) which actually do the fishing - but we can't land there to build our own. When they bring out the water world expansion in 20 years, then maybe you can add those. Until then there's no-one actually providing the fish, and a space-elevator-sized fishing line from the station was ruled out as impractical.

It'll stop seeming so complex once we've figured out the details and produced an actual guide to it. Maybe in a few more weeks to pin down some of the remaining bits.

if i build a base with a refinery in a ring which has a metallic and an an ice ring with tritium hot spot it should sell everything found in those rings and give a very good price for tritium.
You can build asteroid bases (instant orbital extraction economy) in rings. I don't know if they tune their production towards the ring type they're in or not - that'd be an interesting experiment.

I am just ready to place my first large starport (Coriolis) and want to make sure that it gets placed right so that it becomes something really useful. From what ~I read above, I should park it orbiting a body with lots of surface slots available, build a ground colony and then say 3 refinerys?
That should get you a nice pair of Refineries - orbital and surface - with decent production.

It will also mess up your system Security level quite badly, so to avoid the facilities being very prone to lockdowns [1], you'll probably also want to stick some +security constructions elsewhere in the system (you don't need to go all the way to high security or anything, just try to keep it above zero). Good things to place on out-of-the-way gas giant orbits, small moons, etc as you don't need them to be directly influencing economies.

[1] If you're going to put an Anarchy faction in charge you can ignore all of this and save some build space. But then you have to support and maintain an Anarchy faction, which is harder in itself.
 
You can build asteroid bases (instant orbital extraction economy) in rings. I don't know if they tune their production towards the ring type they're in or not - that'd be an interesting experiment.
I recently docked at a freshly built Icy Asteroid base to claim a new system that was producing metallic goods (and in unexpectedly large amounts too for being the only thing in the system).

Screenshot from 2025-03-17 21-57-28.png
 
I have seen it somewhere, but am lousy at finding stuff, but aluminium and steel can be produced by exchanging 2 bauxite/Haematite for one, but what do I need to get titanium?

This ties into the question of starports and their economies. If I build an asteroid base it gets an extraction economy, which can produce some of the stuff in high usage (steel, aluminium and titanium) for building.

Thanks in advance (chomping at the bit to get a new construction started!)
 
Your options are:
- build a station which has that economy intrinsically (advantage: only requires a single slot, so great for non-landable planets with a single orbital slot, or similar ; disadvantage: not every economy is available this way, only generally available on the smaller port types)
- build a Colony station, and then build "System Economy Influence" buildings on/around the same body to turn it into that economy or combination of economies (advantage: you can get any economy except Terraforming this way, and even combination economies ; disadvantage: you need a decent amount of space on/around a single body to build all the infrastructure)
ok so for the dense kids at the back of the class (aka me!) you are saying ground installations will influence the star ports which are orbiting that planet IF they started as a colony, but wont influence other installations orbitting other planets and wont influence orbital platforms with an inherent built in role?

and bonus point if you clarify...... so if there are half dozen small planets orbitting a large gas giant, will any installations built on any of those influence a station orbitting the gas giant as well, or does the base only get influence from the planet it is directly above?

thanks and sorry if its an obvious question.
 
but what do I need to get titanium?
Rutile is the Titanium ore in-game.

The Refinery Contact shows you all possible actions, including the ones you aren't carrying cargo for.

ok so for the dense kids at the back of the class (aka me!) ground installations will influence the star ports which are orbiting that planet, but wont influence other installations orbitting other planets?
That seems to be the case, yes.
(And also, the space installations will influence ground installations on the planet they orbit, and similarly for ground-ground and space-space)

and bonus point if you clarify...... so if there are half dozen small planets orbitting a large gas giant, will any installations built on any of those influence a station orbitting the gas giant as well, or does the base only get influence from the planet it is directly above?
Whether things in a planet's influence affect or are affected by things in the moon's influence hasn't been fully tested yet.

The likelier answer seems to be "no", though.
 
Rutile is the Titanium ore in-game.

The Refinery Contact shows you all possible actions, including the ones you aren't carrying cargo for.


That seems to be the case, yes.
(And also, the space installations will influence ground installations on the planet they orbit, and similarly for ground-ground and space-space)


Whether things in a planet's influence affect or are affected by things in the moon's influence hasn't been fully tested yet.

The likelier answer seems to be "no", though.
Thanks Ian.

Looked for and cannot find a refinery contact. If present, should it be in the "Contacts" part of "Starport Serevices"?
 
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