System Architect payment should be 25x if to be meaningful

The effort I have put into expanding systems to date could easily have net me 1-3 billion credits. The payout is 220k per week. This means that my return on investment on the low end will be worth it in 87 years. A) I do not think this game will exist in 87 years. B) I do not think I will be alive in 87 years. C) the game might be around in 3.5 years.

My suggestion is to make the payoff in the sub 5 years range versus other activities.
 
220k a week is fine for doing literally nothing, noting we're already remunerated for goods delivered, so we actually spin a profit building settlements.

If we had to resupply colonies on the regular, sure, should be bigger. But it's a no-effort passive income.

I'm already staring down the barrel of my FC being paid for indefinitely thanks to these payments.
 
I'm not sure, but I think that if you improve the economy of your systems, your payouts will increase.

Of course how the economy of your systems is developed is still largely guesswork and they are still developing it, so it may become clearer in the future.
 
I'm not sure, but I think that if you improve the economy of your systems, your payouts will increase.

Of course how the economy of your systems is developed is still largely guesswork and they are still developing it, so it may become clearer in the future.
The payout is 10k per point of improvement in your system, multiplied by happiness which a scale of
x0 (-100% happiness) ---- x1 (0% happiness) ---- x2 (100% happiness)
... with the multiplier proportional to happiness.
 
Yep. The credits are fine, but I'm mostly working towards some thematic builds more than anything... pure miltary builds... colony/tourism/bar themes... government/administration centers...
This is good, because I have no clue about how to configure a system so that there is a synergy or coordination with the individual constructed items. Ideally the whole system prospers because all the parts are working together, and I don't know how to do that. So I'm waiting and researching, and hoping that soon there will be a FAQ/Guide/"for Dummies" to help folks like me. Until then, my one and only system will wait, with just the starting outpost, until I understand how to do the rest of the development, because there's no "undo" feature.

So, how can I help gather information for you smart folks? and where's the current best/latest information on how to build a coordinated system from scratch?
 
Yep. The credits are fine, but I'm mostly working towards some thematic builds more than anything... pure miltary builds... colony/tourism/bar themes... government/administration centers...

which are valuable and have meaning only in your mind cannon. They dont really mean anything to the game or have value to it over any other setup of system.

getting (even more) rich doing mindless space trucking is not something i would suggest.

But i would suggest that the "reward" for colonization be something else, related to unique impacts colonized systems bring to the game overall, not found in the original fdev systems. These impacts could be in the way of new mechanics only found there, it could be in the way of new methods of influencing the bgs and/or powerplay, it could be in unique functions for players or unique encounters / rules / hazards and thus payouts.
 
which are valuable and have meaning only in your mind cannon. They dont really mean anything to the game or have value to it over any other setup of system.
Of course they're only valuable in my head, since value is subjective.
getting (even more) rich doing mindless space trucking is not something i would suggest.
Sure. Good thing that's not my goal in doing colonisation?
But i would suggest that the "reward" for colonization be something else, related to unique impacts colonized systems bring to the game overall, not found in the original fdev systems.

But what we build isn't unique... they are, for all intents and purposes, identical to any NPC colony.
These impacts could be in the way of new mechanics only found there, it could be in the way of new methods of influencing the bgs and/or powerplay, it could be in unique functions for players or unique encounters / rules / hazards and thus payouts.
None of those are of value to me for the purposes of colonisation. Again, it's subjective... you can't really say I'm "wrong" for valuing a particular thing.

Also, tying "unique" encounters to colonies makes no sense and wouldn't incentivise colonisation.... someone would build a colony and anyone else would just go to that colony and get them... unless they're even more strangely tied to the system architect only? Even then, what would be "unique" if these are simply available at any of the now-more- numerous- than- the- bubble colonies?

Edit: also, this sort of thing goes down the same problematic path of PP2... that is... why do people do PP2... to- date it seems like for the various rewards PP2 offers.

You know what I don't see many people playing PP2 for? Simply to do Powerplay.
 
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I'm all for it, it would also raise prices on the courier service going on atm. More money = more money to spend on getting raw materials transported
 
Source the materials to build at the lowest possible price and then the profit selling to the construction site will increase.

Trade 101.
 
This is good, because I have no clue about how to configure a system so that there is a synergy or coordination with the individual constructed items. Ideally the whole system prospers because all the parts are working together, and I don't know how to do that. So I'm waiting and researching, and hoping that soon there will be a FAQ/Guide/"for Dummies" to help folks like me. Until then, my one and only system will wait, with just the starting outpost, until I understand how to do the rest of the development, because there's no "undo" feature.

So, how can I help gather information for you smart folks? and where's the current best/latest information on how to build a coordinated system from scratch?
It's simpler than it might seem - at least at the moment. There are plenty of fine details still to work out, but they don't really seem to "matter" all that much. Everything you can build is in some way positive for the system, so there are limits to how wrong you can go if you don't have very specific plans for your system.

You've got a few different effects from every construction, which are largely documented on the build selection pages (though the landing pad info is messed up there):
1) It may be a dockable base, with potential to have a market with some economy or another
2) It may or may not be dockable (hubs and installations aren't) but it influences the economy of any large dockable to be closer to its own, if they're on or around the same body
3) It gives (usually positive) effects to the various mostly-hidden system variables like security, wealth, etc. which (with the partial exception of security) seem like straightforward "bigger is better"
4) Tier 1 constructions give you Tier 2 build points, which you need for the Tier 2 constructions which give you Tier 3 build points
5) A few things have other requirements (e.g. you can't build much Tourist stuff until you first build a Satellite Installation somewhere in the system)

So:
- for each body (planet or moon), decide if this is going to be a "market" body or a "system quality" body first and foremost (it's not a complete either/or, but having an idea in mind helps)

- for a "market" body, you want to build at least one dockable market base (orbital outposts/Coriolis/Orbis ... or planetary outposts and cities), and then build as many other constructions as that body will support which have a particular "system economy influence". This will turn the dockable market into that economy type. This is generally best done with the "bigger" bodies, with lots of surface slots and/or orbital slots (4 combined surface+orbital slots is generally plenty, though more is even better). Markets are per-body and completely isolated, so you can build one moon as industrial and the next as extraction and so on without penalty for a varied system, or if you want a themed industrial powerhouse you can make them all industrial - all up to you

- for a "system quality" body you're looking at things which give nice boosts to things like "tech level" or "wealth", or things which are dependencies (like the Satellite Installation mentioned above) for other constructions. These tend to be the Odyssey settlements, the orbital installations, and so on. These can be built anywhere you have space - but it's probably best to put them around the smaller bodies, the non-landable ones, etc. which you can't use for "market" purposes so well. (Smaller bodies can also be occasionally useful for things like the Vulcan Industrial Outpost - it comes with a preset economy, so you can just stick that anywhere you like for a bit of medium pad industrial market - once it gets going, that's your entire Industrial commodities requirement for future building covered locally, for example). You need to build up these values from their initial low baseline to get your system behaving properly overall - if you don't, your markets will produce tiny quantities only, your BGS factions will be vulnerable to Lockdown, and so on. There's unfortunately no way to track this stuff other than recording how many chevrons you've added, and exactly what the difference between "wealth" and "development level" and "standard of living" is Frontier has failed to mention; just trying to keep them all moving upwards in rough step (you can get by without "security" being more than just "vaguely positive", if you want the low security look)

- large stations (the T2 and T3 big dockables) are limited and you'll have to build other stuff elsewhere to get the points needed to make them. They're also going to take a lot of hauling to build. So those you generally want to save for your "best" market bodies where they can really pick up the influence from lots of settlements and hubs and installations, and stick to the cheaper stuff elsewhere. Smaller or mid-sized systems might only have room for one or two total, and that's okay.


EDIT: oops, forgot the most important point of system construction! You get to choose exactly where your ground constructions go - with the caveat of a minimum 200km distance between any pair - so it is vitally important that you place them somewhere which looks cool. They'll auto-flatten a small bit of terrain around them as they get placed, so you can use this to do a bit of landscaping and emphasise cliffs, too.
 
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They'll auto-flatten a small bit of terrain around them as they get placed, so you can use this to do a bit of landscaping and emphasise cliffs, too.
yes - and to make settlements a little more difficult to raid, you can place them on hill-tops ;)
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The credit payout is a joke compared to amount of time you have to invest.
They will probably 3x or 5x it in next big beta patch.
 
The payout is 10k per point of improvement in your system, multiplied by happiness which a scale of
x0 (-100% happiness) ---- x1 (0% happiness) ---- x2 (100% happiness)
... with the multiplier proportional to happiness.

Don't like it being linked with happiness. Can't we link it to suffering instead?
 
The payout is 10k per point of improvement in your system, multiplied by happiness which a scale of
x0 (-100% happiness) ---- x1 (0% happiness) ---- x2 (100% happiness)
... with the multiplier proportional to happiness.
Just curious: What item is the "Improvement" of those, available?

Using this system as a reference for example:
screenshot-2025-03-30-180001-png.424015
 
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