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{{UpdateMe}}[[File:Elite Dangerous Trailblazers Key Art.jpg|thumb|300px|ED Trailblazers]]
[[File:Elite Dangerous Trailblazers Key Art.jpg|thumb|300px|ED Trailblazers]]


'''System Colonisation''' lets players claim and develop uninhabited [[Star system|star systems]] with free-form expansion in the [[galaxy]].<ref name=":1">[https://www.elitedangerous.com/en-US/news/system-colonisation-guide System Colonisation Guide] - Elite Dangerous News - 28 Feburary 2025</ref> The player becomes the [[System Architect]] when the initial colonisation stages are complete. This allows you to manage colonial development. It's an open process that can be performed by a solo [[commander]], [[Squadrons|squadron]] or [[Player Minor Faction|faction]].<ref name=":18">[https://www.facebook.com/photo/?fbid=960279442800789 System Colonisation] - Elite Dangerous, Facebook Page - 30 October 2024</ref>
'''System Colonisation''' lets you claim and develop billions of [[Star system|star systems]] with free-form expansion in the [[galaxy]].<ref name=":1">[https://www.elitedangerous.com/en-US/news/system-colonisation-guide System Colonisation Guide] - Elite Dangerous News - 28 Feburary 2025</ref> You become the [[System Architect]] when the initial colonisation stages are complete. This allows you to manage colonial development. It's an open process that can be performed by a solo [[commander]], [[Squadrons|squadron]] or [[Player Minor Faction|faction]].<ref name=":18">[https://www.facebook.com/photo/?fbid=960279442800789 System Colonisation] - Elite Dangerous, Facebook Page - 30 October 2024</ref>


Colonisation has rapidly increased the number of [[human]] inhabited [[Star Systems|systems]] from the [[Core Systems|The Bubble]] across the [[Inner Orion Spur]].<ref name=":18" /> There is an ongoing effort to colonize the [[Colonia Region]]. The playable beta version launched on 26 February 2025,<ref name=":7" /> and exited beta to full release on 11 November 2025.<ref name=":14" />
Colonisation has rapidly increased the number of [[human]] inhabited [[Star Systems|systems]] from the [[Core Systems|The Bubble]] across the [[Inner Orion Spur]].<ref name=":18" /> There is an ongoing effort to colonize the [[Colonia Region]]. The playable beta version launched on 26 February 2025,<ref name=":7" /> and exited beta to full release on 11 November 2025.<ref name=":14">[https://www.elitedangerous.com/update-notes/4-2-2-0 Elite Dangerous: Dodec Update v4.2.2.0] - Elite: Dangerous website - 11 November 2025</ref> By February 2026: 101,862 systems have been colonized, with 175,973 surface facilities, and 307,014 space facilities.<ref name=":17">[https://www.youtube.com/watch?v=nf2wuh_09eo Elite Dangerous | Developer Log - 16 February 2026] - YouTube</ref>


== Colonisation history ==
== Colonisation history ==
[[File:System Colonisation Map Jan 2026 ED.jpg|thumb|System Colonisation Map Jan 2026 ED]]Technical lead of [[Frontier Developments|Frontier]] Roger Bennett said on 16 Feb 2026: [[Human|Humanity]] survived the devastating [[Second Thargoid War]] that struck the core of [[Core Systems|the Bubble]].<ref name=":17">[https://www.youtube.com/watch?v=nf2wuh_09eo Elite Dangerous | Developer Log - 16 February 2026] - YouTube</ref> The natural narrative consquence of that is that humanity stretches out into the stars and try to gain new footholds and territories to make humanity more robust than ever.<ref name=":17" />


[[Frontier Developments|Fdev]] puts the fate of the galaxy in the hands of the players.<ref name=":17" /> This is a non-authored, non scripted update.<ref name=":17" /> It's all about player agency, giving a certain selection of tools and players go out and make the galaxy their own.<ref name=":17" />
=== Precursor ===
Long before the player-led system colonization was the migration to [[Jaques Station]] in the [[Colonia Region]] in 3302 (2016). This set the precedent for distant hub-building. The [[Colonia Council]] was founded on 9 Sep 3302. It later ran expansion initiatives to settle surrounding systems and establish remote human hubs outside the [[Core Systems]].


After the uninhabited portion of the Bubble got filled in we saw expeditions head out towards the center of the galaxy and along the [[Orion-Cygnus Arm]] as people built galactic highways to their destinations of choice.<ref name=":17" /> The second part of that was small bubbles started to appear where people were building high density systems to create their own little inhabited bubble which is largely for production of resources so that they can continue their journey even further.<ref name=":17" /> On 16 Feb 2026 players made 101,862 colonised systems, 307,014 facilities built in space, and 175,973 facilities built on planet surfaces.<ref name=":17" /> This has changed the galaxy forever and made the galaxy their own.<ref name=":17" />
The [[The Dukes of Mikunn|Mercs of Mikunn]] were the first player group in ED history to have a player-built colony and station. They pioneered how systems change control, expand and collapse. Their relentless BGS manipulation was rewarded by Fdev with a [[Community Goals|Community Goal]]. This enabled them to colonize the Sefrys system and build their own starport headquarters, Mercenary's Respite in 3301 (2015).


=== Statistics ===
In May 3303, [[Canonn Interstellar Research Group|Canonn Interestellar Research Group]] coordinated a major community goal to construct the first player-group [[megaship]]; [[The Gnosis]]. It was completed in under 3 days with rougly 35 million tonnes of goods delivered by over 9,400 commanders.
[[File:ED Trailblazers Colonization Stats 24 March 2025.png|thumb|Trailblazers Colonization stats 24 March 2025]][[File:ED System Colonisation Stats 4 Oct 2025.jpg|thumb|ED System Colonisation Stats 4 Oct 2025]][[Brewer Corporation]] released official figures on the initial colonisation rush on 13 March 3311 (2025):<ref name=":10">[https://community.elitedangerous.com/galnet/uid/67d1cb963e704d1aaa0e2ef9 New Era of System Colonisation Hailed a Success] - Galnet - 13 MAR 3311</ref> 8 months after Trailblazers launched, the [[Core Systems|Bubble]] has expanded exponentially on 4 October 2025.<ref name=":11">[https://www.facebook.com/photo.php?fbid=1229550565873674 Trailblazers Stats Update] - 4 Oct 2025 - Elite Dangerous Facebook Page</ref>
 
{| class="wikitable sortable mw-collapsible" border="1"
=== Player-led colonisation ===
The [[Anti-Xeno Initiative]] held a central role in organizing human resistance, orchestrating system blockades, and coordinating a community-wide defense effort against the [[Thargoid|Thargoids]] during the [[Second Thargoid War]] (3303 - 3310). Technical lead of [[Frontier Developments|Frontier]] Roger Bennett said on 16 Feb 2026: ''"So, humanity had just survived a devastating war that struck to the core of the bubble. And the natural narrative consequence of that is we stretch out into the stars and try to gain new footholds and new territories to make humanity more robust than ever."''<ref name=":172">[https://www.youtube.com/watch?v=nf2wuh_09eo Elite Dangerous | Developer Log - 16 February 2026] - YouTube</ref> ''"we wanted to put the fate of the galaxy back in the hands of the players. This is a non-authored, it's a non-scripted update. It is all about player agency. It's about giving a selection of tools and letting players go out and make the galaxy their own."''<ref name=":172" />
 
[[Frontier Developments|Fdev]] launched a live beta for player-led system colonisation on 26 February 3311 (2025) alongside the Trailblazers update.<ref>[https://x.com/EliteDangerous/status/1894403651596124255 "The System Colonisation Beta begins February 26 with the Trailblazers update!"] - @EliteDangerous - 25 Feb 2025 - X</ref> This formalized system colonization with the ability to deploy a [[Nav Beacon|Colonisation Beacon]] and construct new orbital and planetary facilities.
 
[[Frontier Developments|Fdev]] puts the fate of the galaxy in the hands of the players.<ref name=":173">[https://www.youtube.com/watch?v=nf2wuh_09eo Elite Dangerous | Developer Log - 16 February 2026] - YouTube</ref> This is a non-authored, non scripted update.<ref name=":173" /> It's all about player agency, giving a certain selection of tools and players go out and make the galaxy their own.<ref name=":173" />
 
=== Trailblazer fleet ===
On 19 March 3311 (2025), the [[Brewer Corporation]] deployed the trailblazers fleet to strategic locations on the edge of the [[Core Systems]]. These were 'colonisation support hubs' with a bespoke trade market for colonisation materials and goods.<ref name=":92">[https://www.elitedangerous.com/news/galnet/trailblazer-fleet-deployed-support-colonisation-initiatives Trailblazer Fleet Deployed to Support Colonisation Initiatives] - Galnet - Elite Dangerous - 19 March 2025</ref>
 
On 4 November 3311 the Brewer Corporation announced plans to withdraw the Trailblazer megaship fleet, citing the self-sufficiency of newly established colonies.<ref>[https://community.elitedangerous.com/galnet/uid/6908c55511a8b11bd201a0e3 Trailblazer Fleet To Be Withdrawn - 4 November 3311] - Galnet News - 4 November 2025</ref> The withdrawal was completed on 11 November 3311.<ref>[https://community.elitedangerous.com/galnet/uid/69131dd29d7376a392048981 Trailblazer Fleet Withdrawn, Dodec Starport Revealed - 11 November 3311] - Galnet News - 11 November 2025</ref> The new [[Dodec]] starport and system colonisation launched fully with the v4.2.2.0 Dodec Update of [[Elite Dangerous: Odyssey|''ED: Odyssey'']] on 11 Nov 2025.<ref name=":142">[https://www.elitedangerous.com/update-notes/4-2-2-0 Elite Dangerous: Dodec Update v4.2.2.0] - Elite: Dangerous website - 11 November 2025</ref> Since that update the Trailblazer megaships are no longer present in the game. Their original locations are listed below for historical info.
{| class="wikitable sortable mw-collapsible mw-collapsed" border="1"
|+
|+
!Objective
!Ship Name
!13 March 3311 (2025)<ref name=":10" />
!Star System
!4 October 3311 (2025)<ref name=":11" /><ref name=":15">[https://www.youtube.com/watch?v=e6kQYtfz1sk Elite Dangerous | Developer Log - 4 November 2025] - YouTube</ref>
!16 February 3312 (2026)<ref name=":17" />
|-
|-
|System claims made
|Trailblazer Dream
|26,684
|HIP 90578
|101,531
|
|-
|-
|Systems colonised
|Trailblazer Song
|13,165
|Orgen
|75,984
|101,862<ref name=":17" />
|-
|-
|New starports and outposts built
|Trailblazer Wish
|24,037
|Bletii
|73,825
|
|-
|-
|Surface installations established (facilities built on planet surfaces)
|Trailblazer Star
|14,216
|34 Omicron Cephei
|118,703
|175,973<ref name=":17" />
|-
|-
|Units of cargo delivered to construction sites
|Trailblazer Promise
|983,599,593
|Klikis
| 7,000,000,000+<ref name=":15" />
|
|-
|-
|Space installations completed
|Trailblazer Faith
| -
|Ngobe
|203,813
|
|-
|-
|Most popular construction
|Trailblazer Echo
|Industrial Outpost - Vulcan - 5,970
|Minerva
|
|
|-
|Facilities built in space
| -
|277,638<ref name=":15" />
|307,014<ref name=":17" />
|}
|}


=== Omega Nebula ===
=== Beyond the Bubble ===
The Mercs of Mikunn, allies, and countless individuals have built colonies from the [[Lagoon Nebula]] towards the [[Omega Nebula]] as part of the Grand Tiberian Highway to [[Colonia]]'''.'''<ref name=":16">[https://archive.vn/kZFOi Omega Nebula Now Open to the Community] - Walt Kerman - 6 Jan 2026 - Frontier Forums</ref> They reached the Omega Nebula on 6 Jan 2026.<ref name=":16" /> The area has a unique starfield with:  
[[File:System Colonisation Map Jan 2026 ED.jpg|thumb|System Colonisation Map Jan 3312 (2026)]]After the uninhabited portion of the Bubble got filled in we saw expeditions head out towards the center of the galaxy and along the [[Orion-Cygnus Arm]] as people built galactic highways to their destinations of choice.<ref name=":174">[https://www.youtube.com/watch?v=nf2wuh_09eo Elite Dangerous | Developer Log - 16 February 2026] - YouTube</ref> The second part of that was small bubbles started to appear where people were building high density systems to create their own little inhabited bubble which is largely for production of resources so that they can continue their journey even further.<ref name=":174" /> On 16 Feb 3312 (2026) players made 101,862 colonised systems, 307,014 facilities built in space, and 175,973 facilities built on planet surfaces.<ref name=":174" /> This has changed the galaxy forever and made the galaxy their own.<ref name=":174" />


* 40+ ringed water worlds along the route (many unclaimed).<ref name=":16" />
In the beginning of player-led system colonization, many initial colonization highways went south to the Thargoid, Guardian and permit locked nebulae.<ref name=":02">[https://www.youtube.com/watch?v=G24bBu9JQoI Elite Dangerous Colonisation Update 3312-08-27 - Going North] - CMDR Precambrian Mollusc - YouTube</ref> Others went north. This required inter-faction cooperation, logistics planning and execution on an unprecedented scale.<ref name=":02" />
* Fantastic views in the nebula and stars.<ref name=":16" />
* A massive starfield of O and B stars with a 50 LY radius that contain 31 [[Black Holes|black hole]] systems, and 57 [[Stars|neutron]] star systems.<ref name=":16" />
== Claim ==
[[File:Colonisation Ship ED.jpg|250px|thumb|Colonisation ship]]
System colonisation is a player-driven way to expand the Bubble and colonise new systems<ref name=":0">[https://www.dpss.space/colonisation New Colonisation Mechanic First Look] - DPSS - Elite Dangerous Squadron - 30 October 2024</ref> Claiming a system works on a first come, first served basis.<ref name=":6" /> The player must find an unpopulated system within 15 light years of a previously inhabited system and claim it from a System Colonisation Contact, available at any Star Port.<ref>https://www.elitedangerous.com/news/system-colonisation-guide</ref> Scanning a [[star system]] in advance with an [[Full Spectrum System Scanner|FSS]] reveals the number of slots that are available for construction; larger planets can typically accommodate more surface structures, while a larger number of celestial bodies provides more room for orbital structures.<ref name=":5" /> Some systems are more valuable for construction and different stellar and planetary bodies can boost or negatively impact different kinds of economies.<ref name=":5" /> Showing the System Map in Architect Mode will display the available orbital locations and the number of ground locations available on each body. One of the orbital slot icons will have a flag instead of a "+" sign: this indicates the location where the primary port will be constructed. If that primary port location isn't good, it is not recommended to spend commodities building anything other than a Military outpost. (Why Military? It provides population and security: most other structures subtract security, so it's one of the hardest system statistics to keep up.)


The player must purchase a claim with [[credits]] from a [[Colonisation Contact]] (CC).<ref name=":4">[https://www.dpss.space/colonisation New Colonisation Mechanic First Look] - DPPS - 27 November 3310</ref> The CC is a member of a [[:Category:Factions|faction]] in a populated system in [[Core Systems|The Bubble]], and will become the initial dominant faction in any system that is successfully colonised (allowing existing BGS factions, player minor factions and - through faction proxies - the superpowers to expand their influence).<ref name=":4" /> A [[Nav Beacon|Colonisation Beacon]] must be deployed in that system within 24 hours.<ref name=":4" /> If this is not done within the time limit then the claim is revoked.<ref name=":4" /> If  this process fails twice, there is a 3 day wait until another claim can be made.<ref name=":8">[https://www.youtube.com/watch?v=xAC3rEOuSBU Trailblazers Update Brings NEW Exploration Opportunities] - Ricardos Gaming - 3 Mar 2025</ref> The Beacon costs 25 million [[credits]]. Multiple new systems cannot be colonised at the same time, though once an initial startport is constructed, another system can be claimed.<ref name=":8" />  
[[The Dukes of Mikunn]] became the first minor faction in the galaxy to have 1,000 controlled systems in April 2015.<ref name=":22">[https://www.reddit.com/r/EliteDangerous/comments/1jozofk/the_dukes_of_mikunn_are_first_to_hit_1000/ The Dukes of Mikunn are first to hit 1000 controlled Systems] - WaltKerman - Reddit - 1 April 2025</ref> Thousands of independent pilots assisted their cause.<ref name=":22" />


After the Colonisation Beacon has been placed, a [[Colonisation Ship]] (CS) will arrive in the system at the initial port location.<ref name=":4" /> These ships are among the largest [[Megaship|megaships]] in the game (easily dwarfing a [[Drake-Class Carrier]]) and offer 32 landing pads for cargo deliveries.<ref name=":2">[https://www.twitch.tv/videos/2289337034 Frontier Unlocked #10] - Twitch - 30 October 2024</ref>  The player must deliver a list of items to the CS which depends on the starport type<ref name=":4" /> and acts as an initial hub to work on in the system.<ref name=":2" /> Logistics is key to building a starport by transporting [[materials]] into the system.<ref name=":3">[https://www.polygon.com/pc/473158/elite-dangerous-colonization-expansion-bubble Elite Dangerous will let players colonize the Milky Way in 2025] - Polygon - 31 Oct 2024</ref> One all materials are delivered, the newly made starport will appear in the final stages of construction and will be finished after the weekly server tick.<ref name=":4" /> The primary port must be deployed (built) within 4 weeks; if it is not completed within this time limit then the claim will revoked and any commodities will be lost <ref name=":4" />. The architect will also be unable to make another claim attempt for 3 days.<ref name=":8" /> The station under construction appears as an uninhabited [[starport]] covered in scaffolding, with inactive vendors and services, and notices advising final deployment is underway.<ref name=":12">[https://www.youtube.com/watch?v=SAD2A9ifeYs ELITE DANGEROUS - Colonization In-Depth Look] - Commander Exorcist - YouTube - 27 Nov 2024</ref>
=== Project Galatea Highway ===
Project Galatea crosses the [[Norma Expanse]] and nears the [[Isegrim Nebula]].<ref>[https://www.youtube.com/watch?v=jbvg1iFph2s Elite Dangerous Colonisation Update 3312-09-24 - Where you been?] - CMDR Precambrian Mollusc - 25 Sep 2026</ref>  Numerous Super Supply Hubs have been constructed along the Sgr A* and Galtea highways by 27 August 3312.<ref name=":03">[https://www.youtube.com/watch?v=G24bBu9JQoI Elite Dangerous Colonisation Update 3312-08-27 - Going North] - CMDR Precambrian Mollusc - YouTube</ref> It has a peak build rate of 42 outposts & 480 ly in 24 hours. The high way has extended 14,000 ly from Sol.<ref name=":03" />


Once the primary starport is built, the colonization beacon becomes a [[Nav Beacon|nav beacon]].<ref name=":4" />  
=== Sanguineous Rim Highway ===
The Sanguineous Rim Highway reaches the [[Seagull Nebula]] and establishes a supply hub in Sep 3312.<ref name=":04">[https://www.youtube.com/watch?v=jbvg1iFph2s Elite Dangerous Colonisation Update 3312-09-24 - Where you been?] - CMDR Precambrian Mollusc - 25 Sep 2026</ref> The next destination is The [[Rosette Nebula|Rosetta Nebula]].<ref name=":04" /> As of 24 Sep 3312 the galactic highways extend over 15,000 ly from [[Sol]].<ref name=":04" /> Commanders have visited at least 99 million systems according to galactic data of [https://spansh.co.uk/ Spansh].<ref name=":04" />


The Type-11 Prospector Update 2 introduced new functionality to prevent 'claim sniping'. When the primary port is completed in a newly colonised system, an exclusive lock on making claims FROM that system's colonisation contact will be enforced for a short period.<ref name=":13">[https://www.elitedangerous.com/update-notes/4-2-1-2 Type-II Prospector Update 2 - Update Notes] - Elite Dangerous - 16 October 2025</ref>
=== Grand Tiberian Highway ===
The Grand Tiberian Highway is a megaproject to build a highway from The Bubble to the Sagittarius A*.<ref name=":232">[https://forums.frontier.co.uk/threads/the-grand-tiberian-highway-bubble-to-sag-a-official-hub-thread.650498/ The Grand Tiberian Highway – Bubble to Sag A* (Official Hub Thread)] - 24 October 2026 - Elite Dangerous</ref> It is built by the Mercs of Mikunn for the Dukes of Mikunn, with allies, other squadrons and (500+) independent pilots.<ref name=":232" /> It started as the Lagoon Nebula Highway and later split with the SagWay Mega Project.<ref name=":232" /> These are all part of the Grand Tiberian Highway.<ref name=":232" />


* The System Architect may exclusively make claims from the system for 30 minutes<ref name=":13" />
==== Lagoon Nebula Highway ====
* After this 30 minutes expires, anyone within the System Architect's Squadron may make a claim for the next 23.5 hours<ref name=":13" />
The Lagoon Nebula Highway (LNH) was a mega-project that launched around 4 March 2025. The project aimed to build a highway with a colonized chain of systems and outposts from the Bubble to the [[Lagoon Nebula]].<ref>[https://www.reddit.com/r/EliteDangerous/comments/1j3g6ke/the_lagoon_nebula_highway_megaproject/ The Lagoon Nebula Highway MegaProject] - WaltKerman - 4 March 2025 - Reddit</ref> It is primarily lead by the [[The Dukes of Mikunn|Mercs of Mikunn]]. They reached the Lagoon Nebula on 18 October 2025 (4,200 light-years from The Bubble). 
** This will function even if the System Architect is in their own solo Squadron<ref name=":13" />


* After a total of 24 hours, the exclusive claim rights lift and any player may make a claim from the newly constructed system<ref name=":13" />
==== Scope expanded ====
** Note that if the System Architect is not in a squadron, then only the 30 minute lockout applies<ref name=":13" />
After reaching the Lagoon Nebula the scope grew and it was renamed to the Grand Tiberian Highway.<ref name=":233">[https://forums.frontier.co.uk/threads/the-grand-tiberian-highway-bubble-to-sag-a-official-hub-thread.650498/ The Grand Tiberian Highway – Bubble to Sag A* (Official Hub Thread)] - 24 October 2026 - Elite Dangerous</ref> Mikunn collaborates with allies, and countless independent [[Pilot|pilots]] to build colonies.<ref name=":233" /> After 1 year, the [[Trifid Nebula]] and [[Cat's Paw Nebula NGC 6334|Cat Paw Nebula]] were reached in 3312.<ref>[https://www.youtube.com/watch?v=jbvg1iFph2s Elite Dangerous Colonisation Update 3312-09-24 - Where you been?] - CMDR Precambrian Mollusc - 25 Sep 2026</ref> The highway split: one branch through the [[Trifid Nebula]], [[Omega Nebula]] and [[Eagle Nebula]] toward [[Colonia]].<ref name=":162">[https://archive.vn/kZFOi Omega Nebula Now Open to the Community] - Walt Kerman - 6 Jan 2026 - Frontier Forums</ref><ref name=":233" /> The other road through the [[Cat's Paw Nebula NGC 6334|Cat's Paw Nebula]] and [[NGC 6357]] toward the [[Galactic Centre]] and [[Sagittarius A*]].<ref name=":162" /><ref name=":233" />  
* The claim panel via the colonisation contact has been updated to display when a lockout is in effect, and details the remaining duration<ref name=":13" />


A new Colonization Contact will appear in the completed starport; this gives the option to claim and colonize another system within 15ly by contacting the Colonization Contact.<ref name=":5" /><ref name=":4" /> There is no limit for how many systems a commander can claim, assuming the the systems are valid and there are no outstanding primary star ports under construction.<ref name=":6" /> <ref name=":5" /> Given the relatively short distance of 15ly, it is not uncommon for commanders to create a daisy chain of sparsely inhabited systems to create a path towards a more desirable yet distant system.<ref name=":2" />
They reached the [[Omega Nebula]] on 6 Jan 2026.<ref name=":16">[https://archive.vn/kZFOi Omega Nebula Now Open to the Community] - Walt Kerman - 6 Jan 2026 - Frontier Forums</ref> The area has a unique starfield with:  


If the claimed system has planets with rings, there is a chance that [[Resource Extraction Site|Resource Extraction Sites]] will be created in the rings.  
* 40+ ringed water worlds along the route (many unclaimed).<ref name=":16" />
* Fantastic views in the nebula and stars.<ref name=":16" />
* A massive starfield of O and B stars with a 50 LY radius that contain 31 [[Black Holes|black hole]] systems, and 57 [[Stars|neutron]] star systems.<ref name=":16" />


== Icons legend ==
==== SagWay Mega Project ====
{{:Icons_legend/Galaxy_map/System_Colonization}}
SagWay is the core route which crossed the Hollow Veil Nebula in September 2026 and reached the HEN 2-333 lock.<ref name=":234">[https://forums.frontier.co.uk/threads/the-grand-tiberian-highway-bubble-to-sag-a-official-hub-thread.650498/ The Grand Tiberian Highway – Bubble to Sag A* (Official Hub Thread)] - 24 October 2026 - Elite Dangerous</ref><ref name=":05">[https://www.youtube.com/watch?v=jbvg1iFph2s Elite Dangerous Colonisation Update 3312-09-24 - Where you been?] - CMDR Precambrian Mollusc - 25 Sep 2026</ref> The Hollow Veil Nebula has [[Ancient Ruins|Guardian ruins]].<ref name=":05" /> This route is shared with the [https://inara.cz/elite/squadron/1524/ Celestial Light Brigade].<ref name=":234" /> The [https://forums.frontier.co.uk/threads/the-lagoon-nebula-colonization-mega-project.634141/#post-10555854 SagWay Mega Project] is 60% completed towards the [[Galactic Centre]].<ref name=":212">[https://www.reddit.com/r/EliteDangerous/comments/1xeefgl/while_building_a_highway_to_the_core_mikunn/ While building a highway to the core, Mikunn became the first faction to reach 1 Trillion Residents] - WaltKerman - Elite Dangerous - 24 October 2026</ref> This is the first step coreward to Colonia and the rest of the Galaxy. As many nebula as possible are connected along the way.<ref name=":212" /> The highway is for everyone and all groups, to build and install their minor faction.<ref name=":212" /> [[The Dukes of Mikunn]] became the first faction to reach 1 trillion residents (1,003,825,444,053 in 7,665 systems) on 24 October 3312 (2026).<ref name=":212" /><ref>[https://inara.cz/elite/reports-factions/ Factions Report] - INARA - 24 October 2026</ref> They are near the permit locked [[guardian]] region that centers on Hen 2-333.<ref name=":212" />


== Construction ==
<gallery>
[[File:Space Depot ED.jpg|thumb|250px|Space Depot]]
File:Elite Dangerous Colonisation Update 3312-07-23
If all commodities for the primary starport are delivered within the 4-week period, the player who claimed the system becomes the [[System Architect]].<ref name=":4" /><ref name=":2" /> The architect has direct influence in placing existing assets, starports, planet ports, settlements and other facilities.<ref name=":3" /> There's a plethora of tools to work with. The architect has a certain number of actions to deploy construction sites and locations.<ref name=":5" />
File:Galactic Exploration history, Mid-2026 (Elite- Dangerous) w- music
File:Elite Dangerous Colonisation Update 3312-08-27 - Going North
File:Elite Dangerous Colonisation Update 3312-09-24 - Where you been?
</gallery>


Before trying to place the first facility after completing primary starport, you must wait until after the weekly maintenance tick, which occurs on Thursdays at 0700 UTC. E.g., if you finished the primary port at 2100 UTC on Thursday, you'll need to wait almost a whole week before you can try placing a new facility.  If you finished the primary port at 0600 UTC on Thursday, you only need to wait an hour or two. Unfortunately, this has been complicated by the servers not being able to process all new systems during the maintenance tick, so it's possible you need to wait for a second tick before your system responds to attempts to build a new facility.
== Colonisation stats ==
 
[[Brewer Corporation]] released official figures on the initial colonisation rush on 13 March 3311 (2025):<ref name=":10">[https://community.elitedangerous.com/galnet/uid/67d1cb963e704d1aaa0e2ef9 New Era of System Colonisation Hailed a Success] - Galnet - 13 MAR 3311</ref> 8 months after Trailblazers launched, the [[Core Systems|Bubble]] has expanded exponentially on 4 October 2025.<ref name=":11">[https://www.facebook.com/photo.php?fbid=1229550565873674 Trailblazers Stats Update] - 4 Oct 2025 - Elite Dangerous Facebook Page</ref>
Newly placed orbital structures will deploy a Space Depot to handle deliveries and construction, while surface facilities deploy a local construction site. Each facility costs [[commodities]] and [[materials]] to build, with larger facilities requiring more commodities of specific types to complete. There is no time limit for building additional facilities after the initial starport is completed. When construction is finished, the station services will be available after the weekly server tick. After selecting the site for your first facility, verify that the number of concurrent construction sites decreased: this value is found in the Architect View. If it didn't decrease, your system may not have had its first maintenance tick yet. 
{| class="wikitable sortable mw-collapsible" border="1"
 
|+
For new surface facilities, after choosing the site, you must leave the instance for the construction site to appear. The construction site for a surface facility may appear immediately after leaving the instance, or it may take up to 48 hours. If it hasn't appeared after 48 hours, check the Architect View to see how many concurrent constructions you can have. If that number didn't decrease after selecting the site, it's possible your system didn't have its first tick of weekly maintenance yet. If a tick happened during the 48 hours you waited, you may want to try placing the site again. Otherwise, you'll need to wait until the tick to try placing the facility again.
!Objective
 
!13 March 3311 (2025)<ref name=":10" />
The Architect can leave the system in whatever state and return later. Once the system architect moves on, the system development stays as it is with an active [[Background Simulation|BGS]].<ref name=":6" /> You stay the System Architect of all your colonies forever.<ref name=":6" /> You can return to edit, add more to one of your old colonies.<ref name=":6" /> There are no colony upkeep costs<ref name=":6" />
!4 October 3311 (2025)<ref name=":11" /><ref name=":15">[https://www.youtube.com/watch?v=e6kQYtfz1sk Elite Dangerous | Developer Log - 4 November 2025] - YouTube</ref>
 
!16 February 3312 (2026)<ref name=":17" />
=== Facility location ===
|-
Note: When opening a new construction project inside your system, although it should have been patched, the facility may be placed in a different construction slot than the one selected originally, '''''If this happens, don't panic.''''' Read the demolition section further.
|System claims made
 
|26,684
Why is facility location important? - The position of the facility in the system influences the economy of that system. Facilities closer to their orbiting celestial bodies have more influence than the ones orbiting further. Essentially, the further the facility to a starport, the weaker the market connection.
|101,531
 
|
=== Ground Ports ===
|-
Do not build ground ports yet: they don't seem to be affected by economic influences. Orbital ports seem to work, however. (Surface Settlements and Surface Hubs seem to work fine: it's just the four Planetary Port surface installations that never sell more than three commodities.)
|Systems colonised
 
|13,165
===Colony Tech Tree===
|75,984
[[File:Colonization Beta 1 Tech Tree by CMDR VanionBB.png|thumb|250px|A chart illustrating the upgrade paths and building requirements for colony development.]]
|101,862<ref name=":17" />
 
|-
The tech tree image shows the beta 1 version (Feb 2025) of the building requirements for a colony.
|New starports and outposts built
 
|24,037
Each construction adds or substracts the following: Population Increase, Max Population, security, tech level, wealth, standard of living, development level.
|73,825
 
|
=== Orbital Facilities ===
|-
The [[System Map|system map]] shows all potential locations for a orbital facility. You can select the location and choose a facility to be deployed. Deliver goods and once that's finished the facility will be deployed.<ref name=":5" /> There are multiple tiers for orbital facilities.<ref name=":5" /> The big spaceports such as the [[Ocellus]] take a lot of effort.<ref name=":5" /> A supporting economy with small and mid-tier facilities are needed to unlock the large-tier facilities.<ref name=":5" /> The available orbital facilities are from [[Elite Dangerous: Horizons|ED: Horizons]].<ref name=":5" /> Here's a list of facilities that can be built:
|Surface installations established (facilities built on planet surfaces)
 
|14,216
{| class="wikitable sortable mw-collapsible" border="1"
|118,703
|+'''Orbital facilities'''
|175,973<ref name=":17" />
!Facility
!Type
!Economy
!Location
!Tier
!Requires
!Landing pad
!Construction Points Cost
!Construction Points Reward
!Initial Population Increase
!Max Population Increase
!System Economy Influence
!Security
!Tech Level
!Wealth
!Standard of Living
!Development Level
|-
|-
|[[Coriolis]]
|Units of cargo delivered to construction sites
|[[Starport]]
|983,599,593
|Colony
| 7,000,000,000+<ref name=":15" />
|Orbital
|
|2
|-
|First station
|Space installations completed
|Large
| -
|Tier 2: 3
|203,813
|Tier 3: 1
|1
|0
|
|
| -2
|1
|2
|3
|2
|-
|-
|[[Asteroid Base]]
|Most popular construction
|[[Starport]]
|Industrial Outpost - Vulcan - 5,970
|Extraction
|
|Orbital
 
|2
|First station
|Large
|Tier 2: 3
|Tier 3: 1
|1
|0
|
|
| -1
|3
|5
| -4
|7
|-
|-
|[[Ocellus]]
|Facilities built in space
|[[Starport]]
| -
|Colony
|277,638<ref name=":15" />
|Orbital
|307,014<ref name=":17" />
|3
|}
|First station
These are the top economies developed.<ref name=":19">[https://www.instagram.com/elitedangerous/p/DU3okECjZne elitedangerous - Instagram] - 17 Feb 2026</ref>
|Large
{| class="wikitable sortable mw-collapsible" border="1"
|Tier 3: 6
!Economy
|
!Amount, Jan 3312 (2026)<ref name=":19" />
|5
!Percentage, Jan 3312 (2026)<ref name=":19" />
|1
|-
|
|Mining / Refining
| -3
|72,836
|6
|16%
|7
|-
|5
|Communication
|8
|71,247
|15%
|-
|Military / Security
|68,187
|15%
|-
|Industrial
|64,059
|14%
|-
|Scientific
|48,076
|10%
|-
|-
|[[Orbis]]
|Agriculture
|[[Starport]]
|42,630
|Colony
|9%
|Orbital
|-
|3
|Tourism
|First station
|10,970
|Large
|2%
|Tier 3: 6
|
|5
|1
|
| -3
|6
|7
|5
|8
|-
|-
|[[Dodec]]
|Other / Mixed
|[[Starport]]
|89,974
|Colony
|19%
|Orbital
|}
|3
<gallery>
|First station
File:Top Economies ED Jan 2026.png|Top Economies ED Jan 2026
|Large
File:Top Constructions ED Jan 2026.png|Top Constructions in ED Jan 2026
|Tier 3: 6
File:ED Trailblazers Colonization Stats 24 March 2025.png|ED Trailblazers Colonization Stats 24 March 2025
|
</gallery>
|8
 
|4
*
|
 
| -4
== Claim ==
|8
[[File:Colonisation Ship ED.jpg|250px|thumb|Colonisation ship]]
|9
System colonisation is a player-driven way to expand the Bubble and colonise new systems<ref name=":0">[https://www.dpss.space/colonisation New Colonisation Mechanic First Look] - DPSS - Elite Dangerous Squadron - 30 October 2024</ref> Claiming a system works on a first come, first served basis.<ref name=":6" /> The player must find an unpopulated system within 15 light years of a previously inhabited system and claim it from a System Colonisation Contact, available at any Star Port.<ref>https://www.elitedangerous.com/news/system-colonisation-guide</ref> Scanning a [[star system]] in advance with an [[Full Spectrum System Scanner|FSS]] reveals the number of slots that are available for construction; larger planets can typically accommodate more surface structures, while a larger number of celestial bodies provides more room for orbital structures.<ref name=":5" /> Some systems are more valuable for construction and different stellar and planetary bodies can boost or negatively impact different kinds of economies.<ref name=":5" /> Showing the System Map in Architect Mode will display the available orbital locations and the number of ground locations available on each body. One of the orbital slot icons will have a flag instead of a "+" sign: this indicates the location where the primary port will be constructed. If that primary port location isn't good, it is not recommended to spend commodities building anything other than a Military outpost. (Why Military? It provides population and security: most other structures subtract security, so it's one of the hardest system statistics to keep up.)
|7
 
|10
The player must purchase a claim with [[credits]] from a [[Colonisation Contact]] (CC).<ref name=":4">[https://www.dpss.space/colonisation New Colonisation Mechanic First Look] - DPPS - 27 November 3310</ref> The CC is a member of a [[:Category:Factions|faction]] in a populated system in [[Core Systems|The Bubble]], and will become the initial dominant faction in any system that is successfully colonised (allowing existing BGS factions, player minor factions and - through faction proxies - the superpowers to expand their influence).<ref name=":4" /> A [[Nav Beacon|Colonisation Beacon]] must be deployed in that system within 24 hours.<ref name=":4" /> If this is not done within the time limit then the claim is revoked.<ref name=":4" /> If  this process fails twice, there is a 3 day wait until another claim can be made.<ref name=":8">[https://www.youtube.com/watch?v=xAC3rEOuSBU Trailblazers Update Brings NEW Exploration Opportunities] - Ricardos Gaming - 3 Mar 2025</ref> The Beacon costs 25 million [[credits]]. Multiple new systems cannot be colonised at the same time, though once an initial startport is constructed, another system can be claimed.<ref name=":8" />
|-
 
|[[Outpost|Commercial Outpost]]
After the Colonisation Beacon has been placed, a [[Colonisation Ship]] (CS) will arrive in the system at the initial port location.<ref name=":4" /> These ships are among the largest [[Megaship|megaships]] in the game (easily dwarfing a [[Drake-Class Carrier]]) and offer 32 landing pads for cargo deliveries.<ref name=":2">[https://www.twitch.tv/videos/2289337034 Frontier Unlocked #10] - Twitch - 30 October 2024</ref>  The player must deliver a list of items to the CS which depends on the starport type<ref name=":4" /> and acts as an initial hub to work on in the system.<ref name=":2" /> Logistics is key to building a starport by transporting [[materials]] into the system.<ref name=":3">[https://www.polygon.com/pc/473158/elite-dangerous-colonization-expansion-bubble Elite Dangerous will let players colonize the Milky Way in 2025] - Polygon - 31 Oct 2024</ref> Once all materials are delivered, the newly made starport will appear in the final stages of construction and it will be finished after the weekly server tick.<ref name=":4" /> The primary port must be deployed (built) within 4 weeks; if it is not completed within this time limit then the claim will revoked and any commodities will be lost <ref name=":4" />. The architect will also be unable to make another claim attempt for 3 days.<ref name=":8" /> The station under construction appears as an uninhabited [[starport]] covered in scaffolding, with inactive vendors and services, and notices advising final deployment is underway.<ref name=":12">[https://www.youtube.com/watch?v=SAD2A9ifeYs ELITE DANGEROUS - Colonization In-Depth Look] - Commander Exorcist - YouTube - 27 Nov 2024</ref>
|[[Outpost]]
 
|Colony
Once the primary starport is built, the colonization beacon becomes a [[Nav Beacon|nav beacon]].<ref name=":4" /> Then you can build the system at your own leisure (no time limit).
|Orbital
 
|1
The ''Type-11 Prospector Update 2'' added functionality to prevent 'claim sniping'. When the primary port is completed in a newly colonised system, an exclusive lock on making claims FROM that system's colonisation contact will be enforced for a short period.<ref name=":13">[https://www.elitedangerous.com/update-notes/4-2-1-2 Type-II Prospector Update 2 - Update Notes] - Elite Dangerous - 16 October 2025</ref>
|First station
 
|Medium
* The System Architect may exclusively make claims from the system for 30 minutes<ref name=":13" />
|
* After this 30 minutes expires, anyone within the System Architect's Squadron may make a claim for the next 23.5 hours<ref name=":13" />
|Tier 2: 1
** This will function even if the System Architect is in their own solo Squadron<ref name=":13" />
|0
 
|0
* After a total of 24 hours, the exclusive claim rights lift and any player may make a claim from the newly constructed system<ref name=":13" />
|
** Note that if the System Architect is not in a squadron, then only the 30 minute lockout applies<ref name=":13" />
| -1
* The claim panel via the colonisation contact has been updated to display when a lockout is in effect, and details the remaining duration<ref name=":13" />
|
 
|2
A new Colonization Contact will appear in the completed starport; this gives the option to claim and colonize another system within 15ly by contacting the Colonization Contact.<ref name=":5" /><ref name=":4" /> There is no limit for how many systems a commander can claim, assuming the the systems are valid and there are no outstanding primary star ports under construction.<ref name=":6" /> <ref name=":5" /> Given the relatively short distance of 15ly, it is not uncommon for commanders to create a daisy chain of sparsely inhabited systems to create a path towards a more desirable yet distant system.<ref name=":2" />
|5
 
|
If the claimed system has planets with rings, there is a chance that [[Resource Extraction Site|Resource Extraction Sites]] will be created in the rings.
|-
 
|[[Outpost|Industrial Outpost]]
== Icons legend ==
|[[Outpost]]
{{:Icons_legend/Galaxy_map/System_Colonization}}
|Industrial
 
|Orbital
== Construction ==
|1
[[File:Space Depot in Nebula.png|thumb|250px|Space Depot in nebula]]
|First station
If all commodities for the primary starport are delivered within the 4-week period, the player who claimed the system becomes the [[System Architect]].<ref name=":4" /><ref name=":2" /> The architect has direct influence in placing existing assets, starports, planet ports, settlements and other facilities.<ref name=":3" /> There's a plethora of tools to work with. The architect has a certain number of actions to deploy construction sites and locations.<ref name=":5" /> 
|Medium
 
|
Before trying to place the first facility after completing primary starport, you must wait until after the weekly maintenance tick, which occurs on Thursdays at 0700 UTC. E.g., if you finished the primary port at 2100 UTC on Thursday, you'll need to wait almost a whole week before you can try placing a new facility.  If you finished the primary port at 0600 UTC on Thursday, you only need to wait an hour or two. Unfortunately, this has been complicated by the servers not being able to process all new systems during the maintenance tick, so it's possible you need to wait for a second tick before your system responds to attempts to build a new facility.
|Tier 2: 1
 
|0
Newly placed orbital structures will deploy a [[Space Depot]] to handle deliveries and construction, while surface facilities deploy a local construction site. Each facility costs [[commodities]] and [[materials]] to build, with larger facilities requiring more commodities of specific types to complete. There is no time limit for building additional facilities after the initial starport is completed. When construction is finished, the station services will be available after the weekly server tick. After selecting the site for your first facility, verify that the number of concurrent construction sites decreased: this value is found in the Architect View. If it didn't decrease, your system may not have had its first maintenance tick yet. 
|0
 
|
For new surface facilities, after choosing the site, you must leave the instance for the construction site to appear. The construction site for a surface facility may appear immediately after leaving the instance, or it may take up to 48 hours. If it hasn't appeared after 48 hours, check the Architect View to see how many concurrent constructions you can have. If that number didn't decrease after selecting the site, it's possible your system didn't have its first tick of weekly maintenance yet. If a tick happened during the 48 hours you waited, you may want to try placing the site again. Otherwise, you'll need to wait until the tick to try placing the facility again.
|
 
|3
The Architect can leave the system in whatever state and return later. Once the system architect moves on, the system development stays as it is with an active [[Background Simulation|BGS]].<ref name=":6" /> You stay the System Architect of all your colonies forever.<ref name=":6" /> You can return to edit, add more to one of your old colonies.<ref name=":6" /> There are no colony upkeep costs<ref name=":6" />
|
 
|
=== Facility location ===
|2
Note: When opening a new construction project inside your system, although it should have been patched, the facility may be placed in a different construction slot than the one selected originally, '''''If this happens, don't panic.''''' Read the demolition section further.
|-
 
|[[Outpost|Criminal Outpost]]
Why is facility location important? - The position of the facility in the system influences the economy of that system. Facilities closer to their orbiting celestial bodies have more influence than the ones orbiting further. Essentially, the further the facility to a starport, the weaker the market connection.
|[[Outpost]]
 
|Colony
=== Ground Ports ===
|Orbital
Do not build ground ports yet: they don't seem to be affected by economic influences. Orbital ports seem to work, however. (Surface Settlements and Surface Hubs seem to work fine: it's just the four Planetary Port surface installations that never sell more than three commodities.)
| 1
 
|First station
===Colony Tech Tree===
|Medium
[[File:Colonization Beta 1 Tech Tree by CMDR VanionBB.png|thumb|250px|A chart illustrating the upgrade paths and building requirements for colony development.]]
|
 
|Tier 2: 1
The tech tree image shows the beta 1 version (Feb 2025) of the building requirements for a colony.
|0
 
|0
Each construction adds or substracts the following: Population Increase, Max Population, security, tech level, wealth, standard of living, development level.
|Contraband
 
| -2
=== Orbital Facilities ===
|
The [[System Map|system map]] shows all potential locations for a orbital facility. You can select the location and choose a facility to be deployed. Deliver goods and once that's finished the facility will be deployed.<ref name=":5" /> There are multiple tiers for orbital facilities.<ref name=":5" /> The big spaceports such as the [[Ocellus]] take a lot of effort.<ref name=":5" /> A supporting economy with small and mid-tier facilities are needed to unlock the large-tier facilities.<ref name=":5" /> The available orbital facilities are from [[Elite Dangerous: Horizons|ED: Horizons]].<ref name=":5" /> Here's a list of facilities that can be built:
|2
 
|
{| class="wikitable sortable mw-collapsible" border="1"
|
|+'''Orbital facilities'''
|-
!Facility
|[[Outpost|Civilian Outpost]]
!Type
|[[Outpost]]
!Economy
!Location
!Tier
!Requires
!Landing pad
!Construction Points Cost
!Construction Points Reward
!Initial Population Increase
!Max Population Increase
!System Economy Influence
!Security
!Tech Level
!Wealth
!Standard of Living
!Development Level
|-
|[[Coriolis]]
|[[Starport]]
|Colony
|Colony
|Orbital
|Orbital
| 1
|2
|First station
|First station
|Medium
|Large
|
|Tier 2: 3
|Tier 2: 1
|Tier 3: 1
|0
|1
|0
|0
|
|
| -1
| -2
|
|1
|1
|1
|1
|2
|3
|2
|-
|-
|[[Outpost|Scientific Outpost]]
|[[Asteroid Base]]
|[[Outpost]]
|[[Starport]]
|Hightech
|Extraction
|Orbital
|Orbital
|1
 
|2
|First station
|First station
|Medium
|Large
|
|Tier 2: 3
|Tier 2: 1
|Tier 3: 1
|1
|1
|0
|0
|
|
|
| -1
|3
|3
|
|5
|
| -4
|
|7
|-
|-
|[[Outpost|Military Outpost]]
|[[Ocellus]]
|[[Outpost]]
|[[Starport]]
|Military
|Colony
|Orbital
|Orbital
|1
|3
|First station
|First station
|Medium
|Large
|Tier 3: 6
|
|
|Tier 2: 1
|5
|1
|1
|0
|
|2
|
|
|
|
|
| -3
|6
|7
|5
|8
|-
|-
|Satellite
|[[Orbis]]
|Installation
|[[Starport]]
|
|Colony
|Orbital
|Orbital
|1
|3
|First station
|First station
|Medium
|Large
|
|Tier 3: 6
|Tier 2: 1
|
|
|
|
|
|
|5
|1
|1
|1
|1
|-
|Communication station
|Installation
|
|
|Orbital
| -3
|6
|7
|5
|8
|-
|[[Dodec]]
|[[Starport]]
|Colony
|Orbital
|3
|First station
|Large
|Tier 3: 6
|
|8
|4
|
| -4
|8
|9
|7
|10
|-
|[[Outpost|Commercial Outpost]]
|[[Outpost]]
|Colony
|Orbital
|1
|1
|First station
|First station
Line 371: Line 362:
|
|
|Tier 2: 1
|Tier 2: 1
|0
|0
|
|
| -1
|
|
|
|2
|1
|5
|3
|
|
|
|
|-
|-
|Space farm
|[[Outpost|Industrial Outpost]]
|Installation
|[[Outpost]]
|
|Industrial
|Orbital
|Orbital
|1
|1
Line 389: Line 380:
|
|
|Tier 2: 1
|Tier 2: 1
|0
|0
|
|
|
|
|Agricultural
|3
|
|
|
|
|
|2
|5
|1
|-
|-
|Pirate base
|[[Outpost|Criminal Outpost]]
|Installation
|[[Outpost]]
|
|Colony
|Orbital
|Orbital
|1
| 1
|First station
|First station  
|Medium
|Medium
|
|
|Tier 2: 1
|Tier 2: 1
|
|0
|
|0
|Contraband
|Contraband
| -4
| -2
|
|
|3
|2
|
|
|
|
|-
|-
|Mining outpost
|[[Outpost|Civilian Outpost]]
|Installation
|[[Outpost]]
|
|Colony
|Orbital
|Orbital
|1
| 1
|First station
|First station
|Medium
|Medium
|
|
|Tier 2: 1
|Tier 2: 1
|0
|0
|
|
| -1
|
|
|Extraction
|1
|
|1
|
|1
|3
| -2
|
|-
|-
|Relay station
|[[Outpost|Scientific Outpost]]
|Installation
|[[Outpost]]
|
|Hightech
|Orbital
|Orbital
|1
|1
Line 443: Line 434:
|
|
|Tier 2: 1
|Tier 2: 1
|1
|0
|
|
|
|
|Hightech
|3
|1
|
|
|
|
|
|
|1
|-
|-
|[[Outpost|Military Outpost]]
|[[Outpost]]
|Military
|Military
|Installation
|
|Orbital
|Orbital
|2
|1
|Small/Medium/Large Military Settlement
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|1
|0
|
|
|
|2
|Military
|6
|
|
|
|
Line 470: Line 461:
|
|
|-
|-
|Security Station
|Satellite
|Installation
|Installation
|
|
|Orbital
|Orbital
|2
|1
|Relay station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|
|
|
|
|Military
|8
|
|
|
|
|3
|
|2
|1
|-
|1
|Government
|1
|Installation
|-
|Communication station
|Installation
|
|
|Orbital
|Orbital
|2
|1
| First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|
|
|
|
|
|
|2
|1
|3
|
|
|
|
|
|6
|2
|-
|-
|Medical
|Space farm
|Installation
|Installation
|
|
|Orbital
|Orbital
|2
|1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|
|
|
|
|Hightech
|Agricultural
|
|
|
|3
|
|
|5
|5
|
|1
|-
|-
|Research station
|Pirate base
|Installation
|Installation
|
|
|Orbital
|Orbital
|2
|1
|Small/Medium/Large Scientific Settlement
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|
|
|
|
|Hightech
|Contraband
| -4
|
|
|8
|3
|
|
|
|
|2
|-
|-
| Tourist
|Mining outpost
|Installation
|Installation
|
|
|Orbital
|Orbital
|2
|1
|Small/Medium/Large Tourism Settlement
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|
|
|
|
|Tourism
|Extraction
| -3
|
|
|
|6
|3
| -2
|
|
|2
|-
|-
|Bar
|Relay station
|Installation
|Installation
|
|
|Orbital
|Orbital
|2
|1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|
|
|
|
|Tourism
|Hightech
| -2
|1
|
|
|
|2
|3
|
|
|}
|1
 
|-
===Planetary facilities===
|Military
You can fly around on a [[Planets|planet]] and choose a custom location to build a facility.<ref name=":5" /> Rotate and place facilities on a planet with a holographic view.<ref name=":4" /> The available slots for additional development are predetermined by the system.<ref name=":4" /> After choosing a facility there will be a ground-based construction site.<ref name=":4" /> Deliver all the goods then the planetary facility will appear.<ref name=":4" /><ref name=":5" /> The available planetary facilities are from [[Elite Dangerous: Odyssey|Odyssey]] and [[Elite Dangerous: Horizons|Horizons]].<ref name=":5" /> Some facilities give population buffs.<ref name=":5" />
|Installation
 
|
'''Warning:''' In the UI for creating a Settlement, the sizes are shown as "Small" "Medium" and "Large." '''However,''' when complete, these will show as "Tiny" "Small (+)" and "Medium (++)" in the Nav Panel. See [https://issues.frontierstore.net/issue-detail/73899 Issue 73899].
|Orbital
 
|2
{| class="wikitable sortable mw-collapsible" border="1"
|Small/Medium/Large Military Settlement
|+'''Planetary facilities'''
|Medium
!Facility
|Tier 2: 1
!Type
|Tier 3: 1
!Economy
|
!Tier
|
!Requires
|Military
!Landing Pad
|6
!Construction Points Cost
!Construction Points Reward
!Initial Population Increase
!Max Population Increase
!System Economy Influence
!Security
!Tech Level
!Wealth
!Standard of Living
!Development Level
|-
|CIvilian planetary outpost
|Outpost
|Colony
|1
|First station
|Large
|
|
|Tier 2: 1
|2
|0
|
|
| -2
|
|
|
|3
|
|
|-
|-
|Industrial planetary outpost
|Security Station
|Outpost
|Installation
|Industrial
|1
|First station
|Large
|
|
|Orbital
|2
|Relay station
|Medium
|Tier 2: 1
|Tier 2: 1
|1
|Tier 3: 1
|0
|
|
| -1
|
|
|2
|Military
|8
|
|
|
|
|3
|2
|-
|-
|Scientific planetary outpost
|Government
|Outpost
|Installation
|Hightech
|1
|First station
|Large
|
|
|Orbital
|2
| First station
|Medium
|Tier 2: 1
|Tier 2: 1
|1
|Tier 3: 1
|0
|
|
| -1
|5
|
|
|
|
|1
|2
|-
|[[Surface Port|Planetary Port]]
|Port
|Colony
|3
|First station
|Large
|Tier 3: 6
|
|
|10
|10
|
|
| -3
|5
|5
|6
|6
|10
|2
|-
|-
|Small agricultural settlement
|Medical
|Settlement
|Installation
|Agriculture
|
|1
|Orbital
|2
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|0
|Tier 3: 1
|0
|Agricultural
|
|
|
|
|Hightech
|
|
|3
|3
|
|5
|
|
|-
|-
|Medium agricultural settlement
|Research station
|Settlement
|Installation
|Agriculture
|1
|First station
|Medium
|
|
|Orbital
|2
|Small/Medium/Large Scientific Settlement
|Medium
|Tier 2: 1
|Tier 2: 1
|0
|Tier 3: 1
|0
|
|Agricultural
|
|
|Hightech
|
|
|8
|
|
|6
|
|
|2
|-
|-
|Large agricultural settlement
| Tourist
|Settlement
|Installation
|Agriculture
|
|Orbital
|2
|2
|First station
|Small/Medium/Large Tourism Settlement
|Medium
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|Tier 3: 1
|0
|0
|Agricultural
|
|
|
|
|Tourism
| -3
|
|
|10
|6
|
|
|2
|-
|-
|Small Extraction Settlement
|Bar
|Settlement
|Installation
|Extraction
|
|1
|Orbital
|2
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|0
|Tier 3: 1
|0
|Extraction
|
|
|
|Tourism
| -2
|
|
|2
|2
|3
|
|
|
|}
 
===Planetary facilities===
You can fly around on a [[Planets|planet]] and choose a custom location to build a facility.<ref name=":5" /> Rotate and place facilities on a planet with a holographic view.<ref name=":4" /> The available slots for additional development are predetermined by the system.<ref name=":4" /> After choosing a facility there will be a ground-based construction site.<ref name=":4" /> Deliver all the goods then the planetary facility will appear.<ref name=":4" /><ref name=":5" /> The available planetary facilities are from [[Elite Dangerous: Odyssey|Odyssey]] and [[Elite Dangerous: Horizons|Horizons]].<ref name=":5" /> Some facilities give population buffs.<ref name=":5" />
 
'''Warning:''' In the UI for creating a Settlement, the sizes are shown as "Small" "Medium" and "Large." '''However,''' when complete, these will show as "Tiny" "Small (+)" and "Medium (++)" in the Nav Panel. See [https://issues.frontierstore.net/issue-detail/73899 Issue 73899].
 
{| class="wikitable sortable mw-collapsible" border="1"
|+'''Planetary facilities'''
!Facility
!Type
!Economy
!Tier
!Requires
!Landing Pad
!Construction Points Cost
!Construction Points Reward
!Initial Population Increase
!Max Population Increase
!System Economy Influence
!Security
!Tech Level
!Wealth
!Standard of Living
!Development Level
|-
|-
|Medium Extraction Settlement
|CIvilian planetary outpost
|Settlement
|Outpost
|Extraction
|Colony
|1
|1
|First station
|First station
|Medium
|Large
|
|
|Tier 2: 1
|Tier 2: 1
|2
|0
|0
|0
|Extraction
|
|
| -2
|
|
|5
|
|
|3
|
|
|-
|-
|Large Extraction Settlement
|Industrial planetary outpost
|Settlement
|Outpost
|Extraction
|Industrial
|2
|1
| First station
|First station
|Medium
|Large
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|1
|0
|0
|0
|Extraction
|
|
|1
| -1
|7
|
| -2
|2
|
|
|
|-
|-
|Small Industrial Settlement
|Scientific planetary outpost
|Settlement
|Outpost
|Industrial
|Hightech
|1
|1
| First station
|First station
|Medium
|Large
|
|
|Tier 2: 1
|Tier 2: 1
|1
|0
|0
|0
|Industrial
|
|
| -1
|5
|
|
|
|
|
|1
|2
|-
|[[Surface Port|Planetary Port]]
|Port
|Colony
|3
|First station
|Large
|Tier 3: 6
|
|10
|10
|
| -3
|5
|5
|6
|10
|-
|-
|Medium Industrial Settlement
|Small agricultural settlement
|Settlement
|Settlement
|Industrial
|Agriculture
|1
|1
|First station
|First station
Line 800: Line 798:
|0
|0
|0
|0
|Industrial
|Agricultural
|
|
|
|
|
|
|3
|
|
|5
|-
|-
|Large Industrial Settlement
|Medium agricultural settlement
|Settlement
|Settlement
|Industrial
|Agriculture
|2
|1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|0
|0
|0
|0
|Industrial
|Agricultural
|
|
|
|
|
|2
|6
|
|
|8
|-
|-
|Small Military Settlement
|Large agricultural settlement
|Settlement
|Settlement
|Military
|Agriculture
|1
|2
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|0
|0
|0
|0
|Military
|Agricultural
|2
|
|
|
|
|
|
|10
|
|
|-
|-
|Medium Military Settlement
|Small Extraction Settlement
|Settlement
|Settlement
|Military
|Extraction
| 1
|1
|First station
|First station
|Medium
|Medium
Line 851: Line 849:
|0
|0
|0
|0
|Military
|Extraction
|4
|
|
|
|
|2
|
|
|
|
|-
|-
|Large Military Settlement  
|Medium Extraction Settlement
|Settlement
|Settlement
|Military
|Extraction
|2
|1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|0
|0
|0
|0
|Military
|Extraction
|6
|
|
|
|5
|
|
|
|
|2
|-
|-
|Small scientific settlement
|Large Extraction Settlement
|Settlement
|Settlement
|Hightech
|Extraction
|2
|2
|First station
| First station
|Medium
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 2
|0
|0
|0
|0
|Hightech
|Extraction
|
|3
|
|
|1
|7
| -2
|
|
|1
|-
|-
|Medium scientific settlement
|Small Industrial Settlement
|Settlement
|Settlement
|Hightech
|Industrial
|2
|1
|First station
| First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|0
|0
|0
|0
|Hightech
|Industrial
|
|
|
|6
|
|
|
|
|1
|2
|-
|-
|Large scientific settlement
|Medium Industrial Settlement
|Settlement
|Settlement
|Hightech
|Industrial
|2
|1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|0
|0
|0
|0
|Hightech
|Industrial
|
|
|
|10
|
|
|
|
|2
|5
|-
|-
|Small tourism settlement
|Large Industrial Settlement
|Settlement
|Settlement
|Tourism
|Industrial
|2
|2
|First station
|First station
|Medium
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 2
|0
|0
|0
|0
|Tourism
|Industrial
| -1
|
|
|1
|
|
|2
|
|
|8
|-
|-
|Medium tourism settlement
|Small Military Settlement
|Settlement
|Settlement
|Tourism
|Military
|2
|1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|0
|0
|0
|0
|Tourism
|Military
| -1
|2
|
|
|
|2
|
|
|
|
|-
|-
|Large tourism settlement
|Medium Military Settlement
|Settlement
|Settlement
|Tourism
|Military
| 2
| 1
|First station
|First station
|Medium
|Medium
|
|Tier 2: 1
|Tier 2: 1
|Tier 3: 2
|0
|0
|0
|0
|Tourism
|Military
| -1
|4
|
|
|
|5
|
|
|
|
|-
|-
|Extraction hub
|Large Military Settlement
|Hub
|Settlement
|
|Military
|2
|2
|Small/Medium/Large Mining Settlement
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 2
|
|0
|0
|Military
|6
|
|
|Extraction
|
|
|
|
|10
| -4
|2
|2
|-
|-
|Civilian Hub
|Small scientific settlement
|Hub
|Settlement
|
|Hightech
|2
|2
|Small/Medium/Large Agricultural Settlement
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 1
|0
|0
|Hightech
|
|
|3
|
|
|
|
| -3
|1
|
|
|3
|2
|-
|-
| Exploration hub
|Medium scientific settlement
|Hub
|Settlement
|
|Hightech
|2
|2
|Communication Station
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 1
|0
|0
|Hightech
|
|
|
|Tourism
| -1
|6
|6
|
|
|
|
|2
|1
|-
|-
|Outpost hub
|Large scientific settlement
|Hub
|Settlement
|
|Hightech
|2
|2
|Space farm
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 2
|
|0
|0
|Hightech
|
|
|10
|
|
| -2
|
|
|
|3
|2
|2
|-
|-
|Scientific hub
|Small tourism settlement
|Hub
|Settlement
|
|Tourism
|2
|2
|First station
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 1
|0
|0
|Tourism
| -1
|
|
|
|1
|Hightech
|
|10
|
|
|
|
|
|-
|-
|Military hub
|Medium tourism settlement
|Hub
|Settlement
|
|Tourism
|2
|2
|Military
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 1
|0
|0
|Tourism
| -1
|
|
|
|2
|Military
|10
|
|
|
|
|
|
|-
|-
|Refinery hub
|Large tourism settlement
|Hub
|Settlement
|
|Tourism
|2
| 2
|First station  
|First station
|X
|Medium
|Tier 2: 1
|Tier 2: 1
|Tier 3: 1
|Tier 3: 2
|0
|0
|Tourism
| -1
|
|5
|
|
|
|
|Refinery
| -1
|3
|5
| -2
|7
|-
|-
|High tech hub
|Extraction hub
|Hub
|Hub
|
|
|2
|2
|First station
|Small/Medium/Large Mining Settlement
|X
|X
|Tier 2: 1
|Tier 2: 1
Line 1,106: Line 1,104:
|
|
|
|
|Hightech
|Extraction
| -2
|
|
|10
|10
| -2
| -4
|
|2
|
|-
|-
|Industrial hub
|Civilian Hub
|Hub
|Hub
|
|
|2
|2
|Mining outpost
|Small/Medium/Large Agricultural Settlement
|X
|X
|Tier 2: 1
|Tier 2: 1
Line 1,123: Line 1,121:
|
|
|
|
|Industrial
|
| -3
|
|
|
|3
|3
|5
| -4
|2
|2
|}
==Economy==
[[File:Colonisation Linking Infographic 1 ED.jpg|thumb|Colonisation Linking Infographic]]
Frontier is patching the economy system on April 30, 2025.  [https://forums.frontier.co.uk/threads/elite-dangerous-trailblazers-update-3-wednesday-april-30.636973/ They have posted the new economy rules in the patch notes].
On August 21, 2025, [https://forums.frontier.co.uk/threads/elite-dangerous-vanguards-server-maintenance-22-august-2025.640458/ Frontier greatly simplified the Economy mechanics]: in a given commodity market, the top two economies will not be cannibalized by any economy in that market.  The strongest economy will be treated as if no other economies are in the market.  The second strongest economy will also be treated as if no other economies are in the market.
Commander Wartface has [https://forums.frontier.co.uk/threads/constructing-a-specific-economy.637363 posted research in the forums that looks useful], but this is from before the August 21, 2025 update.
=== How To Get CMM Composite ===
If you want your system to generate [[CMM Composite]], you'll need to set up one of the following: 
# Rocky body'''.'''  This gives a base economy of Refinery + 1.0.  Building a Surface - Planetary Port - Outpost Civilian or Surface - Planetary Port - Port will produce [[CMM Composite]].  There's a bonus if the system's reserves level is Major or Pristine, and a penalty for Low or Depleted reserves.  If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.
# High Metal Content body.  This gives a base economy of Extraction + 1.0.  You will need to build one of the Planetary Ports with Colony economy (Outpost Civilian or Port) and then build one or more Refinery Hubs.  If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.
As long as the Refinery Economy stays in one of the top two spots of the market, you can build whatever else you want in the system (or even on that body).
For a long discussion on this, see [https://forums.frontier.co.uk/threads/requirements-to-produce-cmm-composites.637152/ this post in the forums], but this is from before the August 21, 2025 update.
=== Commodities Restricted to Surface or Orbital Markets ===
Some commodities are limited to either surface or orbital markets.  The table below describes which commodities are affected by orbital or surface markets.
{| class="fandom-table"
|+Orbital- and Surface-Restricted Commodities
!Commodity
!Location
!Economy
|-
|-
|Ceramic Composite
| Exploration hub
|Surface
|Hub
|Refinery
|
|2
|Communication Station
|X
|Tier 2: 1
|Tier 3: 1
|
|
|Tourism
| -1
|6
|
|
|2
|-
|Outpost hub
|Hub
|
|2
|Space farm
|X
|Tier 2: 1
|Tier 3: 1
|
|
|
| -2
|
|
|3
|2
|-
|Scientific hub
|Hub
|
|2
|First station
|X
|Tier 2: 1
|Tier 3: 1
|
|
|Hightech
|
|10
|
|
|
|-
|-
|CMM Composite
|Military hub
|Surface
|Hub
|Refinery
|
|-
|2
| rowspan="2" |[[Emergency Power Cells]]
|Military
| Surface
|X
|Industrial
|Tier 2: 1
|Tier 3: 1
|
|
|Military
|10
|
|
|
|
|-
|-
|Orbital
|Refinery hub
|High Tech/Refinery within 30 ly of Akhenaten
|Hub
|-
|
| rowspan="2" |Explosives
|2
|Surface
|First station
|High Tech or Refinery
|X
|-
|Tier 2: 1
|Orbital
|Tier 3: 1
|
|
|Refinery
|Refinery
| -1
|3
|5
| -2
|7
|-
|-
|Insulating Membrane
|High tech hub
|Orbital
|Hub
|Refinery
|
|-
|2
|Muon Imager
|First station
|Surface
|X
|High Tech or Industrial
|Tier 2: 1
|Tier 3: 1
|
|
|Hightech
| -2
|10
| -2
|
|
|-
|-
| rowspan="2" |Water
|Industrial hub
|Orbital
|Hub
|Agriculture
|
|-
|2
|Surface
|Mining outpost
|Agriculture or Extraction
|X
|}
|Tier 2: 1
 
|Tier 3: 1
=== Estimate Market Production ===
|
If you calculate the weights of the various economies (including weak links) for a port, you can [https://cdb.sotl.org.uk/specialisation/hybrid use this tool to get an estimate] of the supply & demand ratios between commodities.  Positive values indicate the market should sell the commodity, and negative values indicate market imports.  For instance, my featureless Rocky body with a Planetary Civilian Outpost has economies of Refinery + 1.4, Agriculture + 0.25, Military + 0.25, High Tech + 0.1, and Industry + 0.05.  Entering those numbers into the tool, it tells me the "normal" ratio of CMM Composite at the Civilian Outpost is 27.9.  This means I should have plenty of CMM Composite available for other facility construction.  (Note: Every time you recalculate the economy, you'll need to reselect the number of items to show.) 
|
|Industrial
|
|3
|5
| -4
|2
|}


=== Government Type ===
==Economy==
In that same [https://www.youtube.com/watch?v=Ptbm36DMl9Y video], [https://www.youtube.com/@Astyrrean Mechan] suggests the government type of the faction that controls the port also affects the market: if a government type lists a commodity as illegal, it won't be available in the market.
[[File:Colonisation Linking Infographic 1 ED.jpg|thumb|Colonisation Linking Infographic]]
Frontier is patching the economy system on April 30, 2025.  [https://forums.frontier.co.uk/threads/elite-dangerous-trailblazers-update-3-wednesday-april-30.636973/ They have posted the new economy rules in the patch notes].


=== Further official information ===
On August 21, 2025, [https://forums.frontier.co.uk/threads/elite-dangerous-vanguards-server-maintenance-22-august-2025.640458/ Frontier greatly simplified the Economy mechanics]: in a given commodity market, the top two economies will not be cannibalized by any economy in that market.  The strongest economy will be treated as if no other economies are in the market.  The second strongest economy will also be treated as if no other economies are in the market.
An anarchy system has reduced security.<ref name=":5" />


According to an official announcement<ref>https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/</ref> on the forum, the economy from a construction specifically affects the markets of starports on or orbiting the same body.
Commander Wartface has [https://forums.frontier.co.uk/threads/constructing-a-specific-economy.637363 posted research in the forums that looks useful], but this is from before the August 21, 2025 update.


There are also reports that only a commodity market in orbital slot 0 will be affected by economic influences of facilities at that body.
=== How To Get CMM Composite ===
If you want your system to generate [[CMM Composite]], you'll need to set up one of the following: 


== '''Demolition''' ==
# Rocky body'''.''' This gives a base economy of Refinery + 1.0.  Building a Surface - Planetary Port - Outpost Civilian or Surface - Planetary Port - Port will produce [[CMM Composite]].  There's a bonus if the system's reserves level is Major or Pristine, and a penalty for Low or Depleted reserves.  If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.
[[File:Demolition UI.png|thumb|275x275px|Facility demolition]]
# High Metal Content body.  This gives a base economy of Extraction + 1.0.  You will need to build one of the Planetary Ports with Colony economy (Outpost Civilian or Port) and then build one or more Refinery Hubs.  If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.
A recent update made it possible to dismantle unwanted or wrongly placed facilities.


=== Cancel construction ===
As long as the Refinery Economy stays in one of the top two spots of the market, you can build whatever else you want in the system (or even on that body).
How to cancel facility construction in an already claimed system:


# Open the galaxy map, find the target system the facility is located in
For a long discussion on this, see [https://forums.frontier.co.uk/threads/requirements-to-produce-cmm-composites.637152/ this post in the forums], but this is from before the August 21, 2025 update.
# Open the system map and go into architect view mode
# Select the facility you want to demolish/cancel construction
# Press the demolish/cancel button at the bottom of the construction site required commodities list
# Confirm


The demolition process will be completed after server tick/maintenance, a count down timer will be shown in the UI.
=== Commodities Restricted to Surface or Orbital Markets ===
 
Some commodities are limited to either surface or orbital markets. The table below describes which commodities are affected by orbital or surface markets.
=== Important notes ===
{| class="fandom-table"
These are important notes when canceling/demolishing a facility:
|+Orbital- and Surface-Restricted Commodities
 
!Commodity
# '''Primary ports may not be demolished.'''
!Location
# Already delivered commodities '''will not be refunded.'''
!Economy
# If you '''spent ARX''' '''to personalize a starport/outpost, it will''' '''not be refunded.''' (This may need confirmation, but assume as such)
|-
## Starport/outpost paint jobs should still be in your account inventory and it should be possible to apply them to any other starport you constructed, like ship paint jobs.
|Ceramic Composite
# '''Construction points''' that were used to build that facility '''will be refunded.'''
|Surface
# There is '''no limit''' to how many demolition/canceling requests can be made at the same time.
|Refinery
# '''You can change your mind''' at any time '''before the demolition timer runs out'''. Select the facility and pressing the "''cancel demolition"'' button, if you decide to keep the facility. Construction progress will be kept.
|-
## (This needs confirmation) Already completed facilities commodities will not be refunded, and any income that such facility contributed to the weekly System architect payment will be lost.
|CMM Composite
# Any benefits that the facility contributed to the system will also be lost.
|Surface
 
|Refinery
More investigation is required on the subject.
|-
 
| rowspan="2" |[[Emergency Power Cells]]
==Factions==
| Surface
SC is seamlessly connected with the [[Background Simulation]] and [[Powerplay]].<ref name=":4" />  Colonized systems can influence the political state of the game based on the facilities and Market Economies just like the established Bubble BGS.<ref name=":3" />
|Industrial
 
|-
During the first build in a Colonized system, the system has only the [[:Category:Factions|faction]] from which the colonisation claim was purchased;<ref name=":4" /> this allows the Commander to claim from a preferred faction so that it will be brought over to your system.<ref name=":5" /> The player will also automatically bring in their [[Squadrons|Squadron]]'s faction, so in this way the player can control two choices of the four initial factions (see below). If a different [[Powerplay|Background Simulation]] faction conquers the system later, the [[System Architect]] remains in control of the system development and resources.<ref name=":4" /> The Architect stays the same forever.<ref name=":6">[https://www.youtube.com/watch?v=8XopKY1VWyA Frontier Unwrapped 🎄 | Planet Coaster 2, Elite Dangerous news and more from Planet Zoo!] - 19 Dec 2024 - YouTube</ref>
|Orbital
|High Tech/Refinery within 30 ly of Akhenaten
|-
| rowspan="2" |Explosives
|Surface
|High Tech or Refinery
|-
|Orbital
|Refinery
|-
|Insulating Membrane
|Orbital
|Refinery
|-
|Muon Imager
|Surface
|High Tech or Industrial
|-
| rowspan="2" |Water
|Orbital
|Agriculture
|-
|Surface
|Agriculture or Extraction
|}


The factions that appear when the system is first established are:
=== Estimate Market Production ===
If you calculate the weights of the various economies (including weak links) for a port, you can [https://cdb.sotl.org.uk/specialisation/hybrid use this tool to get an estimate] of the supply & demand ratios between commodities.  Positive values indicate the market should sell the commodity, and negative values indicate market imports.  For instance, my featureless Rocky body with a Planetary Civilian Outpost has economies of Refinery + 1.4, Agriculture + 0.25, Military + 0.25, High Tech + 0.1, and Industry + 0.05.  Entering those numbers into the tool, it tells me the "normal" ratio of CMM Composite at the Civilian Outpost is 27.9.  This means I should have plenty of CMM Composite available for other facility construction.  (Note: Every time you recalculate the economy, you'll need to reselect the number of items to show.) 


* The controlling faction in the system where the architect placed the claim using a Contact
=== Government Type ===
* The second-placed faction in that system
In that same [https://www.youtube.com/watch?v=Ptbm36DMl9Y video], [https://www.youtube.com/@Astyrrean Mechan] suggests the government type of the faction that controls the port also affects the market: if a government type lists a commodity as illegal, it won't be available in the market.
* The faction associated with the architect's Squadron
* A random [[Anarchy]] faction from the claiming system 


The founding faction can lose influence in the system, because anyone can enter the system and participate in both BGS and Powerplay gameplay.<ref name=":5" />  
=== Further official information ===
An anarchy system has reduced security.<ref name=":5" />


In [[Powerplay]], Unpopulated systems are initially unaligned; a newly colonized system will enter the "Unoccupied" Powerplay state once it is fully established. As with any other Unoccupied system, you can then expand your Power's influence using the Acquisition mechanic. Each system has an associated value. Every system is unique to some extent which is represented in system colonisation. This can influence your system of choice.<ref name=":2" />  
According to an official announcement<ref>https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/</ref> on the forum, the economy from a construction specifically affects the markets of starports on or orbiting the same body.


System colonization is primarily PVE (player versus environment). Players cannot blockade, attack or destroy a colonized system.<ref name=":6" />
There are also reports that only a commodity market in orbital slot 0 will be affected by economic influences of facilities at that body.


=== Ownership ===
== Population ==
The controlling [[Player Minor Faction|minor faction]] owns the facilities. Some minor factions are allied with a major faction ([[Alliance]], [[Empire]], [[Federation]]). The [[:Category:Power|Powers]] influence and exploit the systems, but don't actually own them. Many ships in a system are owned by a minor faction. Attacking them decreases your reputation with the minor faction. The architect places and manages the facilities in a system. The architect can technically be the owner by allying with a controlling minor faction.
Different facilities influence the population in a system.<ref name=":1" /> The baseline population scales significantly by [[station]] type, orbital facilities and local planetary body multipliers. These are estimates, because there are no official stats:


==Expansion==
* [[Outpost|Outposts]] have around 10 to 5,000+ people
Expanding [[Core Systems|The Bubble]] with colonies can have a galaxy wide effect. For example new trade routes for [[Trader|traders]], new hubs for [[Explorer|explorers]] that you can use as a home base before going into deep space.<ref name=":2" /> By having mini-Bubbles with various economies you can haul goods faster to build new colonies.<ref name=":4" /> Long-range colonization in deep space means going back to the [[Core Systems]] for [[goods]] is a long trip.<ref name=":5" />
* [[Coriolis]] has a mid-tier population 10,000 to 10s of millions
* [[Orbis]] has 10s of millions to over a billion people near [[Earth-like World|Earth-like Worlds]] and [[Water World|Water Worlds]].


== Naming facilities ==
Placing a station near rich bodies like Water Worlds (30x multiplier) or Earth-Like Worlds (40x multiplier).
Primary ports must be completed before they can be renamed via the system map. Facilities are named by the existing ED naming system. Without spending Arx, a facility can be renamed using the random-name generator up to 5 times.  When renaming with the random-name generator, the architect can generate unlimited random names before clicking Apply or Cancel.  The new name is only applied (and counted towards the limit of 5 renames) when the architect clicks Apply. 5000 [[ARX]] can be spent for a custom name of a facility with infinite renames.<ref name=":8" /> Commander name is displayed in the system.<ref name=":6" />


== Rewards ==
== '''Demolition''' ==
The Architect amasses rewards via a regular [[Credits|credit]] payment from each system under your control. This is derived from the number and scale of facilities in the [[star system]]. These payments are issues weekly and can be redeemed by visiting an Administration contact. The weekly payment value increases when you accumulate more systems. A galactic tax is placed on your earnings if you earn more than 5 million credits.<ref name=":1" /> Players also receive a small discount on [[ships]] and [[outfitting]] when purchased in a system with 10 or more facilities.<ref name=":1" />
[[File:Demolition UI.png|thumb|275x275px|Facility demolition]]
A recent update made it possible to dismantle unwanted or wrongly placed facilities.


== Guides ==
=== Cancel construction ===
Recommended spreadsheets and guides:
How to cancel facility construction in an already claimed system:


* [https://docs.google.com/document/d/1toXyDQglwVACFKx8umXhP8QcMSAUYPcP6k3STIV2-hE Elite Dangerous Colonization Mega Guide] - Version 2.0 (by CMDR Mechan and others)
# Open the galaxy map, find the target system the facility is located in
* [https://www.reddit.com/r/EliteDangerous/comments/1j15dsm/colonization_construction_dependencies/ Colonization construction dependencies]
# Open the system map and go into architect view mode
* [https://www.reddit.com/r/EliteDangerous/comments/1j0kp86/colonization_build_tree_by_cmdr_vanionbb/ Colonization Build Tree by CMDR VanionBB]
# Select the facility you want to demolish/cancel construction
* [https://www.elitedangerous.com/news/system-colonisation-guide System Colonisation Guide] (official)
# Press the demolish/cancel button at the bottom of the construction site required commodities list
* The [[Pilot's Handbook]] in the [[Codex]] has tutorial information about colonization.
# Confirm


<gallery>
The demolition process will be completed after server tick/maintenance, a count down timer will be shown in the UI.
File:Elite Dangerous Colonization Mega Guide Released
File:-Audiobook- Colonization Mega Guide
File:Colonization Guide - Trailblazers Update - Elite Dangerous
File:Elite Dangerous Colonization Tutorial- Refineries
File:A Beginner's Guide to COLONISATION! - Elite Dangerous Colonization Guide 2025
</gallery>


== Tools ==
=== Important notes ===
These are important notes when canceling/demolishing a facility:


* [Https://ravencolonial.com Colony building, economy, and logistics planning.] (by [[Raven colonial corporation|Raven Colonial Corporation]]) - Good for planning a build in a new system.  Once you specify a system, it will display the features of each body. Once you've selected the facilities you want to build, it will also show the projected economies at each port and total system statistics for Tech Level, Wealth, Security, and etc.  Requires you to give an account name in order to save your work.  No password or email address is needed.  If you care about security, you might want to use something other than your commander's name.
# '''Primary ports may not be demolished.'''
* [https://docs.google.com/spreadsheets/d/1jsZOzNJSnPIWlU88puOc9gQXvsw-MGp8meoQ6k-Yj-Y Colonization Construction Details (By DaftMav)]. [https://www.reddit.com/r/EliteDangerous/comments/1jkjl25/v3_of_the_colonization_construction_spreadsheet/ reddit post] - announcing version 3.  This is a spreadsheet with multiple tabs:  the most useful tab is probably the Stats tab that shows the economies, points, and statistics for each type of facility. Having all of that info on one screen makes it easy to find which facility fills your next need, e.g. "I want a facility that gives High Tech economy and gives me a T2 point."
# Already delivered commodities '''will not be refunded.'''
* [https://edtrailblazer.com/ ED Colonization Helper] by CMDR Mr.Smile - an ED construction tool with carrier and multi-CMDR support.
# If you '''spent ARX''' '''to personalize a starport/outpost, it will''' '''not be refunded.''' (This may need confirmation, but assume as such)
* [https://edcolony.com/ EDColony] - a real‑time logistics companion for Elite Dangerous colony construction. It tracks your active depots, totals what’s still needed, and shows exactly how many trips remain based on your ship’s loadout. This tool was created to provide useful real-time information without the need for manual data input.  
## Starport/outpost paint jobs should still be in your account inventory and it should be possible to apply them to any other starport you constructed, like ship paint jobs.
# '''Construction points''' that were used to build that facility '''will be refunded.'''
# There is '''no limit''' to how many demolition/canceling requests can be made at the same time.
# '''You can change your mind''' at any time '''before the demolition timer runs out'''. Select the facility and pressing the "''cancel demolition"'' button, if you decide to keep the facility. Construction progress will be kept.
## (This needs confirmation) Already completed facilities commodities will not be refunded, and any income that such facility contributed to the weekly System architect payment will be lost.
# Any benefits that the facility contributed to the system will also be lost.
 
More investigation is required on the subject.


== Trailblazer fleet ==
==Factions==
On 19 March 3311, the [[Brewer Corporation]] deployed the trailblazers fleet to strategic locations on the edge of the [[Core Systems]]. These were 'colonisation support hubs' with a bespoke trade market for colonisation materials and goods.<ref name=":9">[https://www.elitedangerous.com/news/galnet/trailblazer-fleet-deployed-support-colonisation-initiatives Trailblazer Fleet Deployed to Support Colonisation Initiatives] - Galnet - Elite Dangerous - 19 March 2025</ref>
SC is seamlessly connected with the [[Background Simulation]] and [[Powerplay]].<ref name=":4" /> Colonized systems can influence the political state of the game based on the facilities and Market Economies just like the established Bubble BGS.<ref name=":3" />


On 4 November 3311 the Brewer Corporation announced plans to withdraw the Trailblazer megaship fleet, citing the self-sufficiency of newly established colonies.<ref>[https://community.elitedangerous.com/galnet/uid/6908c55511a8b11bd201a0e3 Trailblazer Fleet To Be Withdrawn - 4 November 3311] - Galnet News - 4 November 2025</ref> The withdrawal was completed on 11 November 3311.<ref>[https://community.elitedangerous.com/galnet/uid/69131dd29d7376a392048981 Trailblazer Fleet Withdrawn, Dodec Starport Revealed - 11 November 3311] - Galnet News - 11 November 2025</ref> This coincided with the release of the new [[Dodec]] starport in the v4.2.2.0 Dodec Update of [[Elite Dangerous: Odyssey|''Elite Dangerous: Odyssey'']], released on 11 November 2025.<ref name=":14">[https://www.elitedangerous.com/update-notes/4-2-2-0 Elite Dangerous: Dodec Update v4.2.2.0] - Elite: Dangerous website - 11 November 2025</ref>  
During the first build in a Colonized system, the system has only the [[:Category:Factions|faction]] from which the colonisation claim was purchased;<ref name=":4" /> this allows the Commander to claim from a preferred faction so that it will be brought over to your system.<ref name=":5" /> The player will also automatically bring in their [[Squadrons|Squadron]]'s faction, so in this way the player can control two choices of the four initial factions (see below). If a different [[Powerplay|Background Simulation]] faction conquers the system later, the [[System Architect]] remains in control of the system development and resources.<ref name=":4" /> The Architect stays the same forever.<ref name=":6">[https://www.youtube.com/watch?v=8XopKY1VWyA Frontier Unwrapped 🎄 | Planet Coaster 2, Elite Dangerous news and more from Planet Zoo!] - 19 Dec 2024 - YouTube</ref>  


As of that update the Trailblazer megaships are no longer present in the game. Their original locations are listed below for historical info.
The factions that appear when the system is first established are:


{| class="wikitable sortable mw-collapsible mw-collapsed" border="1"
* The controlling faction in the system where the architect placed the claim using a Contact
|+
* The second-placed faction in that system
!Ship Name
* The faction associated with the architect's Squadron
!Star System
* A random [[Anarchy]] faction from the claiming system 
|-
|Trailblazer Dream
|HIP 90578
|-
|Trailblazer Song
|Orgen
|-
|Trailblazer Wish
|Bletii
|-
|Trailblazer Star
|34 Omicron Cephei
|-
|Trailblazer Promise
|Klikis
|-
|Trailblazer Faith
|Ngobe
|-
|Trailblazer Echo
|Minerva
|}


*
The founding faction can lose influence in the system, because anyone can enter the system and participate in both BGS and Powerplay gameplay.<ref name=":5" />


== Ships ==
In [[Powerplay]], Unpopulated systems are initially unaligned; a newly colonized system will enter the "Unoccupied" Powerplay state once it is fully established.  As with any other Unoccupied system, you can then expand your Power's influence using the Acquisition mechanic. Each system has an associated value. Every system is unique to some extent which is represented in system colonisation. This can influence your system of choice.<ref name=":2" />
The recommended ships for colonization have large [[Cargo Rack|cargo]] capacities. This enables hauling vast quantities of [[commodities]] and [[materials]] to complete [[Outpost|facilities]].


{| class="wikitable sortable mw-collapsible" border="1"
System colonization is primarily PVE (player versus environment). Players cannot blockade, attack or destroy a colonized system.<ref name=":6" />
!Ship Name
 
!Landing pad size
=== Ownership ===
!Cargo capacity
The controlling [[Player Minor Faction|minor faction]] owns the facilities. These are usually NPC-governed populations except if a [[Player Minor Faction]] controls it. Some minor factions are allied with a major faction ([[Alliance]], [[Empire]], [[Federation]]). The [[:Category:Power|Powers]] influence and exploit the systems, but don't actually own them. Many ships in a system are owned by a minor faction. Attacking them decreases your reputation with the minor faction. The [[System Architect]] places and manages the facilities in a system. The Architect can technically be the owner by allying with a controlling minor faction. The Architect is permanently credited on the [[System Map]].
!Jump range
 
!Top speed
==Expansion==
!Boost speed
Expanding [[Core Systems|The Bubble]] with colonies can have a galaxy wide effect. For example new trade routes for [[Trader|traders]], new hubs for [[Explorer|explorers]] that you can use as a home base before going into deep space.<ref name=":2" /> By having mini-Bubbles with various economies you can haul goods faster to build new colonies.<ref name=":4" /> Long-range colonization in deep space means going back to the [[Core Systems]] for [[goods]] is a long trip.<ref name=":5" />
![[Frame Shift Drive (SCO)|SCO-optimized]]  
 
!Cost
== Naming facilities ==
Primary ports must be completed before they can be renamed via the system map. Facilities are named by the existing ED naming system. Without spending Arx, a facility can be renamed using the random-name generator up to 5 times.  When renaming with the random-name generator, the architect can generate unlimited random names before clicking Apply or Cancel.  The new name is only applied (and counted towards the limit of 5 renames) when the architect clicks Apply. 5000 [[ARX]] can be spent for a custom name of a facility with infinite renames.<ref name=":8" /> Commander name is displayed in the system.<ref name=":6" />
 
== Rewards ==
The Architect amasses rewards via a regular [[Credits|credit]] payment from each system under your control. This is derived from the number and scale of facilities in the [[star system]]. These payments are issued weekly and can be redeemed by visiting an Administration contact. The weekly payment value increases when you accumulate more systems. A galactic tax is placed on your earnings if you earn more than 5 million credits.<ref name=":1" /> Players also receive a small discount on [[ships]] and [[outfitting]] when purchased in a system with 10 or more facilities.<ref name=":1" />
 
== Guides ==
Recommended spreadsheets and guides: 
 
* [https://docs.google.com/document/d/1toXyDQglwVACFKx8umXhP8QcMSAUYPcP6k3STIV2-hE Elite Dangerous Colonization Mega Guide] - Version 2.0 (by CMDR Mechan and others)
* [https://docs.google.com/document/d/1XI4z6Q9wFjBFk0mH3bdl33nw3df18pvUYXXGtVfSXbI CMDR Dubior’s Advanced Elite Dangerous Colonization Guide] - by CMDR Dubior
* [https://www.reddit.com/r/EliteDangerous/comments/1j15dsm/colonization_construction_dependencies/ Colonization construction dependencies]
* [https://www.reddit.com/r/EliteDangerous/comments/1j0kp86/colonization_build_tree_by_cmdr_vanionbb/ Colonization Build Tree by CMDR VanionBB]
* [https://www.elitedangerous.com/news/system-colonisation-guide System Colonisation Guide] (official)
* The [[Pilot's Handbook]] in the [[Codex]] has tutorial information about colonization.
* [https://forums.frontier.co.uk/threads/alecs-guide-to-interesting-colonisation-systems-and-stations.638893/ Alec's guide to "interesting" colonisation systems and stations.]
 
<gallery>
File:Elite Dangerous Colonization Mega Guide Released
File:-Audiobook- Colonization Mega Guide
File:Colonization Guide - Trailblazers Update - Elite Dangerous
File:Elite Dangerous Colonization Tutorial- Refineries
File:A Beginner's Guide to COLONISATION! - Elite Dangerous Colonization Guide 2025
</gallery>
 
== Tools ==
 
* [Https://ravencolonial.com Colony building, economy, and logistics planning.] (by [[Raven colonial corporation|Raven Colonial Corporation]]) - Good for planning a build in a new system.  Once you specify a system, it will display the features of each body.  Once you've selected the facilities you want to build, it will also show the projected economies at each port and total system statistics for Tech Level, Wealth, Security, and etc.  Requires you to give an account name in order to save your work.  No password or email address is needed.  If you care about security, you might want to use something other than your commander's name.
* [https://docs.google.com/spreadsheets/d/1jsZOzNJSnPIWlU88puOc9gQXvsw-MGp8meoQ6k-Yj-Y Colonization Construction Details (By DaftMav)]. [https://www.reddit.com/r/EliteDangerous/comments/1jkjl25/v3_of_the_colonization_construction_spreadsheet/ reddit post] - announcing version 3.  This is a spreadsheet with multiple tabs:  the most useful tab is probably the Stats tab that shows the economies, points, and statistics for each type of facility.  Having all of that info on one screen makes it easy to find which facility fills your next need, e.g. "I want a facility that gives High Tech economy and gives me a T2 point."
* [https://gaborauth.github.io/ed-colonisation-planner/ ED Colonisation Planner] - "This is a planner for colonising a system in Elite Dangerous: tell it what you can build (or upload a Journal file and let it estimate that from your scans), pick a goal, and it works out which facilities to build — and in what order — to get there, taking construction points, dependencies, and the escalating cost of building multiple ports into account."
* [https://edtrailblazer.com/ ED Colonization Helper] by CMDR Mr.Smile - an ED construction tool with carrier and multi-CMDR support.
* [https://edcolony.com/ EDColony] - a real‑time logistics companion for Elite Dangerous colony construction. It tracks your active depots, totals what’s still needed, and shows exactly how many trips remain based on your ship’s loadout. This tool was created to provide useful real-time information without the need for manual data input.
* [https://map.canonn.tech/ The Canonn Tech Faction Mapping Tool] - Search, highlight, explore the size of a faction, overlaid in a 3D moveable map.<ref name=":20">[https://www.youtube.com/watch?v=ZgkihfRWoB4 NEWS Elite Dangerous: View Your Faction in 3D Space, Fed NPC Kestrels & More!] - The Buurpit - Youtube -  13 Mar 2026</ref> It shows systems that the faction owns or is merely present.<ref name=":20" /> It also shows [[Permits|permit locked zones]] that are inaccessible for players.<ref name=":20" />
 
== Ships ==
The recommended ships for colonization have large [[Cargo Rack|cargo]] capacities. This enables hauling vast quantities of [[commodities]] and [[materials]] to complete [[Outpost|facilities]].
 
{| class="wikitable sortable mw-collapsible" border="1"
!Ship Name
!Landing pad size
!Cargo capacity
!Jump range
!Top speed
!Boost speed
![[Frame Shift Drive (SCO)|SCO-optimized]]  
!Cost
|-
|[[Anaconda]]
|Large
|114 t <abbr>(''default'')</abbr>
470 t <abbr>(''max'')</abbr>
|9.66 ly <abbr>(''default'')</abbr>
41.45 ly <abbr>(''upgraded'')</abbr>
|183 m/s <abbr>(''default'')</abbr>
209 m/s <abbr>(''upgraded'')</abbr>
|244 m/s <abbr>(''default'')</abbr>
279 m/s <abbr>(''upgraded'')</abbr>
|No
|146,969,450 CR
|-
|[[Beluga Liner]]
|Large
|44 t <abbr>(''default'')</abbr>
370 t <abbr>(''max'')</abbr>
|10.62 ly <abbr>(''default'')</abbr>
30.09 ly <abbr>(''upgraded'')</abbr>
|197 m/s <abbr>(''default'')</abbr>
230 m/s <abbr>(''upgraded'')</abbr>
|276 m/s <abbr>(''default'')</abbr>
322 m/s <abbr>(''upgraded'')</abbr>
|No
|84,532,780 CR
|-
|[[Corsair]]
|Medium
|48 t <abbr>(''default'')</abbr>
318 t <abbr>(''max'')</abbr>
|12.96 ly <abbr>(''default'')</abbr>
39.58 ly <abbr>(''upgraded'')</abbr>
|288 m/s <abbr>(''default'')</abbr>
325 m/s <abbr>(''upgraded'')</abbr>
|366 m/s <abbr>(''default'')</abbr>
412 m/s <abbr>(''upgraded'')</abbr>
|Yes
|79,304,750 CR
|-
|-
|[[Anaconda]]
|[[Federal Corvette]]
|Large
|Large
|114 t <abbr>(''default'')</abbr>
|76 t <abbr>(''default'')</abbr>
470 t <abbr>(''max'')</abbr>
618 t <abbr>(''max'')</abbr>
|9.66 ly <abbr>(''default'')</abbr>
|6.31 ly <abbr>(''default'')</abbr>
41.45 ly <abbr>(''upgraded'')</abbr>
21.15 ly <abbr>(''upgraded'')</abbr>
|183 m/s <abbr>(''default'')</abbr>
|198 m/s <abbr>(''default'')</abbr>
209 m/s <abbr>(''upgraded'')</abbr>
232 m/s <abbr>(''upgraded'')</abbr>
|244 m/s <abbr>(''default'')</abbr>
|257 m/s <abbr>(''default'')</abbr>
279 m/s <abbr>(''upgraded'')</abbr>
302 m/s <abbr>(''upgraded'')</abbr>
|No
|No
|146,969,450 CR
|187,969,450 CR
|-
|-
|[[Beluga Liner]]
|[[Imperial Cutter]]
|Large
|Large
|44 t <abbr>(''default'')</abbr>
|164 t <abbr>(''default'')</abbr>
370 t <abbr>(''max'')</abbr>
794 t <abbr>(''max'')</abbr>
|10.62 ly <abbr>(''default'')</abbr>
|8.21 ly <abbr>(''default'')</abbr>
30.09 ly <abbr>(''upgraded'')</abbr>
25.70 ly <abbr>(''upgraded'')</abbr>
|197 m/s <abbr>(''default'')</abbr>
|202 m/s <abbr>(''default'')</abbr>
230 m/s <abbr>(''upgraded'')</abbr>
232 m/s <abbr>(''upgraded'')</abbr>
|276 m/s <abbr>(''default'')</abbr>
|323 m/s <abbr>(''default'')</abbr>
322 m/s <abbr>(''upgraded'')</abbr>
372 m/s <abbr>(''upgraded'')</abbr>
|No
|No
|84,532,780 CR
|208,969,451 CR
|-
|-
|[[Corsair]]
|[[Panther Clipper Mk II]]  
|Medium
|Large
|48 t <abbr>(''default'')</abbr>
|192 t <abbr>(''default'')</abbr>
318 t <abbr>(''max'')</abbr>
1238 t <abbr>(''max'')</abbr>
|12.96 ly <abbr>(''default'')</abbr>
|12.52 ly <abbr>(''default'')</abbr>
39.58 ly <abbr>(''upgraded'')</abbr>
25.71 ly <abbr>(''upgraded'')</abbr>
|288 m/s <abbr>(''default'')</abbr>
|182 m/s <abbr>(''default'')</abbr>
325 m/s <abbr>(''upgraded'')</abbr>
206 m/s <abbr>(''upgraded'')</abbr>
|366 m/s <abbr>(''default'')</abbr>
|252 m/s <abbr>(''default'')</abbr>
412 m/s <abbr>(''upgraded'')</abbr>
286 m/s <abbr>(''upgraded'')</abbr>
|Yes
|Yes
|79,304,750 CR
|301,388,902 CR
|-
|-
|[[Federal Corvette]]
|[[Type-8 Transporter]]
|Large
|Medium
|76 t <abbr>(''default'')</abbr>
|176 t <abbr>(''default'')</abbr>
618 t <abbr>(''max'')</abbr>
406 t <abbr>(''max'')</abbr>
|6.31 ly <abbr>(''default'')</abbr>
|23.42 ly <abbr>(''default'')</abbr>
21.15 ly <abbr>(''upgraded'')</abbr>
29.37 ly <abbr>(''upgraded'')</abbr>
|198 m/s <abbr>(''default'')</abbr>
|201 m/s <abbr>(''default'')</abbr>
232 m/s <abbr>(''upgraded'')</abbr>
228 m/s <abbr>(''upgraded'')</abbr>
|257 m/s <abbr>(''default'')</abbr>
|342 m/s <abbr>(''default'')</abbr>
302 m/s <abbr>(''upgraded'')</abbr>
387 m/s <abbr>(''upgraded'')</abbr>
|No
|Yes
|187,969,450 CR
|38,453,970 CR
|-
|-
|[[Imperial Cutter]]
|[[Type-9 Heavy]]
|Large
|Large
|164 t <abbr>(''default'')</abbr>
|348 t <abbr>(''default'')</abbr>
794 t <abbr>(''max'')</abbr>
790 t <abbr>(''max'')</abbr>
|8.21 ly <abbr>(''default'')</abbr>
|9.15 ly <abbr>(''default'')</abbr>
25.70 ly <abbr>(''upgraded'')</abbr>
22.12 ly <abbr>(''upgraded'')</abbr>
|132 m/s <abbr>(''default'')</abbr>
151 m/s <abbr>(''upgraded'')</abbr>
|202 m/s <abbr>(''default'')</abbr>
|202 m/s <abbr>(''default'')</abbr>
232 m/s <abbr>(''upgraded'')</abbr>
232 m/s <abbr>(''upgraded'')</abbr>
|323 m/s <abbr>(''default'')</abbr>
372 m/s <abbr>(''upgraded'')</abbr>
|No
|No
|208,969,451 CR
|76,555,842 CR
|-
|-
|[[Panther Clipper Mk II]]  
|[[Type-10 Defender]]
|Large
|Large
|192 t <abbr>(''default'')</abbr>
|220 t <abbr>(''default'')</abbr>
1238 t <abbr>(''max'')</abbr>
534 t <abbr>(''max'')</abbr>
|12.52 ly <abbr>(''default'')</abbr>
|6.98 ly <abbr>(''default'')</abbr>
25.71 ly <abbr>(''upgraded'')</abbr>
25.75 ly <abbr>(''upgraded'')</abbr>
|182 m/s <abbr>(''default'')</abbr>
|179 m/s <abbr>(''default'')</abbr>
206 m/s <abbr>(''upgraded'')</abbr>
200 m/s <abbr>(''upgraded'')</abbr>
|252 m/s <abbr>(''default'')</abbr>
|219 m/s <abbr>(''default'')</abbr>
286 m/s <abbr>(''upgraded'')</abbr>
245 m/s <abbr>(''upgraded'')</abbr>
|Yes
|No
|301,388,902 CR
|124,755,342 CR
|}
 
== Squadrons ==
These are notable [[squadrons]] that coordinate system colonization and large-scale infrastructure projects. In alphabetic order:
 
{| class="wikitable sortable mw-collapsible" border="1"
!Squadron name
!Description
|-
|[https://antixenoinitiative.com/ Anti-Xeno Initiative]
|AXI completed the construction of its headquarters system via colonization in Pleiades Sector MI-S b4-0. Anyone can support general BGS and system colonization efforts, though specialized operations are coordinated directly through the Anti-Xeno Initiative Squadron.
|-
|[https://canonn.science/ Canonn Research Group]
|CRG helps players expand human presence by establishing and colonizing new star systems from existing Canonn-controlled faction bases. Detailed guides and land-grab tracking are coordinated via the Canonn Colonisation Resources page and community channels.
|-
|[https://inara.cz/elite/squadron/2894/ Mercs of Mikuun]
|The first player group in Elite Dangerous to successfully colonize a system and receive a station through a historic Community Goal in 2015. They proved that player actions within the Background Simulation (BGS) could permanently alter the galaxy map. Their massive BGS effort convinced the developers to reward them with an official player-backed faction system and station.  They help chart and support accessible systems along deep-space colony bridges.
|-
|[https://www.operationida.com/ Operation Ida]
|Operation Ida has expanded its heavy hauling and logistics coordination services to support player system colonization. Operation Ida acts as an independent player-run logistics faction that helps coordinate mass commodity and material transport. System architects can request assistance for building their new systems through a dedicated submission form found on the official Operation Ida website.
|-
|[https://forums.frontier.co.uk/threads/project-akivili-a-group-for-collaborative-system-colonization.633919/ Project Akivili]
|They are dedicated to helping commanders with system colonization such as material deliveries. freight coordination, and community support. This reduces the heavy grind of solo players.
|-
|[https://projectgaltea.org/ Project Galtea]
|Project Galtea is an ambitious, player-driven long-distance system colonization initiative designed to build deep-space infrastructure and expand humanity's reach far beyond the bubble. Project Galtea launched the "Ridorana" Super Hub in the Norma Expanse and later brought the "Balfonheim" Super Hub online to support heavy colonization efforts.
|-
|[https://pilotstradenetwork.com/ Pilots Trade Network (PTN)]
|PTN is a major organization that coordinates haulers, resource supply runs, logistics, and helps players fund or build out new colonies. They help organize fleet carriers and supply chains to move goods efficiently.
|-
|[https://ravencolonial.com/ Raven Colonial Corporation]
|A prominent community tool and resource platform for system colonization. They provide build planning, haul tracking, and live overlays. Their player squadron, the Raven Colonial Corporation Navy, uses fleet carriers to transport cargo, supplies, and security for new colonizations.
|-
|-
|[[Type-8 Transporter]]
|[https://inara.cz/elite/squadron/15872/ Stellar Exobiologists' Guild]
|Medium
|The Stellar Exobiologists' Guild runs the OASIS Initiative (Orion Alliance of Settlers & Independent Systems) to provide permanent, fully serviced fleet carriers ("oases") in deep space to help commanders explore, survey, and colonize distant regions without constantly returning to the bubble.
|176 t <abbr>(''default'')</abbr>
406 t <abbr>(''max'')</abbr>
|23.42 ly <abbr>(''default'')</abbr>
29.37 ly <abbr>(''upgraded'')</abbr>
|201 m/s <abbr>(''default'')</abbr>
228 m/s <abbr>(''upgraded'')</abbr>
|342 m/s <abbr>(''default'')</abbr>
387 m/s <abbr>(''upgraded'')</abbr>
|Yes
|38,453,970 CR
|-
|-
|[[Type-9 Heavy]]
|[https://sccn.space/ System Colonisation Contractors (SCCN)]
|Large
|SCCN connects system owners with fleet carrier operators and haulers to assist with colony expansion and station building. End-to-End Hauling. They provide logistics and space trucking outsourcing for heavy resource grinding. The group features a Rapid Response Corps that helps commanders get their initial primary ports or outposts started.
|348 t <abbr>(''default'')</abbr>
790 t <abbr>(''max'')</abbr>
|9.15 ly <abbr>(''default'')</abbr>
22.12 ly <abbr>(''upgraded'')</abbr>
|132 m/s <abbr>(''default'')</abbr>
151 m/s <abbr>(''upgraded'')</abbr>
|202 m/s <abbr>(''default'')</abbr>
232 m/s <abbr>(''upgraded'')</abbr>
|No
|76,555,842 CR
|-
|-
|[[Type-10 Defender]]
|[https://inara.cz/elite/squadron-about/17639/ The Water Bubble]
|Large
|This squadron builds The Water Bubble, a 24 ly cluster spinward of Sol, to create a dense constellation on the frontier rivaling the population of any core system. They coordinate hauling, scouting, defense, and BGS in a transparent, inclusive way. They welcome veterans and new players alike to create a thriving and influential player-built region that will outlive its founders and serve the wider galaxy.
|220 t <abbr>(''default'')</abbr>
534 t <abbr>(''max'')</abbr>
|6.98 ly <abbr>(''default'')</abbr>
25.75 ly <abbr>(''upgraded'')</abbr>
|179 m/s <abbr>(''default'')</abbr>
200 m/s <abbr>(''upgraded'')</abbr>
|219 m/s <abbr>(''default'')</abbr>
245 m/s <abbr>(''upgraded'')</abbr>
|No
|124,755,342 CR
|}
|}
==Development ==
==Development ==
Since 2019, there was speculation about a new feature such as [[Base Building]]. System Colonisation was unveiled during the [[Frontier Unlocked|Frontier Unlocked #10]] livestream on 30 October 2024.<ref name=":0" /><ref name=":2" /> Frontier's Arthur Tolmie said in Frontier Unlocked #1 (January 2024) that this new feature will be released "this year".<ref>[https://www.youtube.com/watch?v=uLKOxF7FuIk Frontier Unlocked #1] - 31 Jan 2024 - Twitch</ref> While revealed as a colonisation feature late in the year, the update was ultimately delayed until early 2025 after the Cobra Mk V update and the conclusion of the Thargoid war.<ref name=":5">[https://www.youtube.com/watch?v=YicQ2CkwIOQ Elite Dangerous | Frontier Unlocked Highlight | System Colonisation] - YouTube - 27 Nov 2024</ref>  
Since 2019, there was speculation about a new feature such as [[Base Building]]. System Colonisation was unveiled during the [[Frontier Unlocked|Frontier Unlocked #10]] livestream on 30 October 2024.<ref name=":0" /><ref name=":2" /> Frontier's Arthur Tolmie said in Frontier Unlocked #1 (January 2024) that this new feature will be released "this year".<ref>[https://www.youtube.com/watch?v=uLKOxF7FuIk Frontier Unlocked #1] - 31 Jan 2024 - Twitch</ref> While revealed as a colonisation feature late in the year, the update was ultimately delayed until early 2025 after the Cobra Mk V update and the conclusion of the Thargoid war.<ref name=":5">[https://www.youtube.com/watch?v=YicQ2CkwIOQ Elite Dangerous | Frontier Unlocked Highlight | System Colonisation] - YouTube - 27 Nov 2024</ref>  
Line 1,465: Line 1,601:


=== Release ===
=== Release ===
On 4 November 2025 Frontier announced the exit of the System Colonisation mechanic from beta status.<ref>[https://www.youtube.com/watch?v=e6kQYtfz1sk Elite Dangerous | Developer Log -  4 November 2025] - YouTube - 4 November 2025</ref> This occurred on 11 November 2025 with the release of the v4.2.2.0 Dodec Update of [[Elite Dangerous: Odyssey|''Elite Dangerous: Odyssey'']].<ref name=":14" />
On 4 November 2025 Frontier announced the exit of the System Colonisation mechanic from beta status.<ref>[https://www.youtube.com/watch?v=e6kQYtfz1sk Elite Dangerous | Developer Log -  4 November 2025] - YouTube - 4 November 2025</ref> This occurred on 11 November 2025 with the release of the v4.2.2.0 Dodec Update of [[Elite Dangerous: Odyssey|''ED: Odyssey'']].<ref name=":14" />


==Videos==
==Videos==
Line 1,478: Line 1,614:
==Gallery==
==Gallery==
<gallery>
<gallery>
File:Space Depot ED.jpg|Space Depot
File:Space Depot in Nebula.png|Space Depot in nebula
File:Space Depot closeup ED.jpg|Space Depot closeup
File:Colonisation Ship ED.jpg|Colonisation Ship
File:Colonisation Ship ED.jpg|Colonisation Ship
File:Elite Dangerous Trailblazers Key Art.jpg|Trailblazers key art
File:Elite Dangerous Trailblazers Key Art.jpg|Trailblazers key art
File:ED System Colonisation Key Art No Logo.png|ED System Colonisation Key Art No Logo
File:ED Trailblazers Colonization Stats 24 March 2025.png|ED Trailblazers Colonization Stats 24 March 2025
File:ED Trailblazers Colonization Stats 24 March 2025.png|ED Trailblazers Colonization Stats 24 March 2025
File:Colonisation Linking Infographic 1 ED.jpg|Colonisation Linking Infographic
File:Colonisation Linking Infographic 1 ED.jpg|Colonisation Linking Infographic

Latest revision as of 16:23, 26 October 2026

File:Elite Dangerous Trailblazers Key Art.jpg
ED Trailblazers

System Colonisation lets you claim and develop billions of star systems with free-form expansion in the galaxy.[1] You become the System Architect when the initial colonisation stages are complete. This allows you to manage colonial development. It's an open process that can be performed by a solo commander, squadron or faction.[2]

Colonisation has rapidly increased the number of human inhabited systems from the The Bubble across the Inner Orion Spur.[2] There is an ongoing effort to colonize the Colonia Region. The playable beta version launched on 26 February 2025,[3] and exited beta to full release on 11 November 2025.[4] By February 2026: 101,862 systems have been colonized, with 175,973 surface facilities, and 307,014 space facilities.[5]

Colonisation history

Precursor

Long before the player-led system colonization was the migration to Jaques Station in the Colonia Region in 3302 (2016). This set the precedent for distant hub-building. The Colonia Council was founded on 9 Sep 3302. It later ran expansion initiatives to settle surrounding systems and establish remote human hubs outside the Core Systems.

The Mercs of Mikunn were the first player group in ED history to have a player-built colony and station. They pioneered how systems change control, expand and collapse. Their relentless BGS manipulation was rewarded by Fdev with a Community Goal. This enabled them to colonize the Sefrys system and build their own starport headquarters, Mercenary's Respite in 3301 (2015).

In May 3303, Canonn Interestellar Research Group coordinated a major community goal to construct the first player-group megaship; The Gnosis. It was completed in under 3 days with rougly 35 million tonnes of goods delivered by over 9,400 commanders.

Player-led colonisation

The Anti-Xeno Initiative held a central role in organizing human resistance, orchestrating system blockades, and coordinating a community-wide defense effort against the Thargoids during the Second Thargoid War (3303 - 3310). Technical lead of Frontier Roger Bennett said on 16 Feb 2026: "So, humanity had just survived a devastating war that struck to the core of the bubble. And the natural narrative consequence of that is we stretch out into the stars and try to gain new footholds and new territories to make humanity more robust than ever."[6] "we wanted to put the fate of the galaxy back in the hands of the players. This is a non-authored, it's a non-scripted update. It is all about player agency. It's about giving a selection of tools and letting players go out and make the galaxy their own."[6]

Fdev launched a live beta for player-led system colonisation on 26 February 3311 (2025) alongside the Trailblazers update.[7] This formalized system colonization with the ability to deploy a Colonisation Beacon and construct new orbital and planetary facilities.

Fdev puts the fate of the galaxy in the hands of the players.[8] This is a non-authored, non scripted update.[8] It's all about player agency, giving a certain selection of tools and players go out and make the galaxy their own.[8]

Trailblazer fleet

On 19 March 3311 (2025), the Brewer Corporation deployed the trailblazers fleet to strategic locations on the edge of the Core Systems. These were 'colonisation support hubs' with a bespoke trade market for colonisation materials and goods.[9]

On 4 November 3311 the Brewer Corporation announced plans to withdraw the Trailblazer megaship fleet, citing the self-sufficiency of newly established colonies.[10] The withdrawal was completed on 11 November 3311.[11] The new Dodec starport and system colonisation launched fully with the v4.2.2.0 Dodec Update of ED: Odyssey on 11 Nov 2025.[12] Since that update the Trailblazer megaships are no longer present in the game. Their original locations are listed below for historical info.

Ship Name Star System
Trailblazer Dream HIP 90578
Trailblazer Song Orgen
Trailblazer Wish Bletii
Trailblazer Star 34 Omicron Cephei
Trailblazer Promise Klikis
Trailblazer Faith Ngobe
Trailblazer Echo Minerva

Beyond the Bubble

File:System Colonisation Map Jan 2026 ED.jpg
System Colonisation Map Jan 3312 (2026)

After the uninhabited portion of the Bubble got filled in we saw expeditions head out towards the center of the galaxy and along the Orion-Cygnus Arm as people built galactic highways to their destinations of choice.[13] The second part of that was small bubbles started to appear where people were building high density systems to create their own little inhabited bubble which is largely for production of resources so that they can continue their journey even further.[13] On 16 Feb 3312 (2026) players made 101,862 colonised systems, 307,014 facilities built in space, and 175,973 facilities built on planet surfaces.[13] This has changed the galaxy forever and made the galaxy their own.[13]

In the beginning of player-led system colonization, many initial colonization highways went south to the Thargoid, Guardian and permit locked nebulae.[14] Others went north. This required inter-faction cooperation, logistics planning and execution on an unprecedented scale.[14]

The Dukes of Mikunn became the first minor faction in the galaxy to have 1,000 controlled systems in April 2015.[15] Thousands of independent pilots assisted their cause.[15]

Project Galatea Highway

Project Galatea crosses the Norma Expanse and nears the Isegrim Nebula.[16] Numerous Super Supply Hubs have been constructed along the Sgr A* and Galtea highways by 27 August 3312.[17] It has a peak build rate of 42 outposts & 480 ly in 24 hours. The high way has extended 14,000 ly from Sol.[17]

Sanguineous Rim Highway

The Sanguineous Rim Highway reaches the Seagull Nebula and establishes a supply hub in Sep 3312.[18] The next destination is The Rosetta Nebula.[18] As of 24 Sep 3312 the galactic highways extend over 15,000 ly from Sol.[18] Commanders have visited at least 99 million systems according to galactic data of Spansh.[18]

Grand Tiberian Highway

The Grand Tiberian Highway is a megaproject to build a highway from The Bubble to the Sagittarius A*.[19] It is built by the Mercs of Mikunn for the Dukes of Mikunn, with allies, other squadrons and (500+) independent pilots.[19] It started as the Lagoon Nebula Highway and later split with the SagWay Mega Project.[19] These are all part of the Grand Tiberian Highway.[19]

Lagoon Nebula Highway

The Lagoon Nebula Highway (LNH) was a mega-project that launched around 4 March 2025. The project aimed to build a highway with a colonized chain of systems and outposts from the Bubble to the Lagoon Nebula.[20] It is primarily lead by the Mercs of Mikunn. They reached the Lagoon Nebula on 18 October 2025 (4,200 light-years from The Bubble).

Scope expanded

After reaching the Lagoon Nebula the scope grew and it was renamed to the Grand Tiberian Highway.[21] Mikunn collaborates with allies, and countless independent pilots to build colonies.[21] After 1 year, the Trifid Nebula and Cat Paw Nebula were reached in 3312.[22] The highway split: one branch through the Trifid Nebula, Omega Nebula and Eagle Nebula toward Colonia.[23][21] The other road through the Cat's Paw Nebula and NGC 6357 toward the Galactic Centre and Sagittarius A*.[23][21]

They reached the Omega Nebula on 6 Jan 2026.[24] The area has a unique starfield with:

  • 40+ ringed water worlds along the route (many unclaimed).[24]
  • Fantastic views in the nebula and stars.[24]
  • A massive starfield of O and B stars with a 50 LY radius that contain 31 black hole systems, and 57 neutron star systems.[24]

SagWay Mega Project

SagWay is the core route which crossed the Hollow Veil Nebula in September 2026 and reached the HEN 2-333 lock.[25][26] The Hollow Veil Nebula has Guardian ruins.[26] This route is shared with the Celestial Light Brigade.[25] The SagWay Mega Project is 60% completed towards the Galactic Centre.[27] This is the first step coreward to Colonia and the rest of the Galaxy. As many nebula as possible are connected along the way.[27] The highway is for everyone and all groups, to build and install their minor faction.[27] The Dukes of Mikunn became the first faction to reach 1 trillion residents (1,003,825,444,053 in 7,665 systems) on 24 October 3312 (2026).[27][28] They are near the permit locked guardian region that centers on Hen 2-333.[27]

Colonisation stats

Brewer Corporation released official figures on the initial colonisation rush on 13 March 3311 (2025):[29] 8 months after Trailblazers launched, the Bubble has expanded exponentially on 4 October 2025.[30]

Objective 13 March 3311 (2025)[29] 4 October 3311 (2025)[30][31] 16 February 3312 (2026)[5]
System claims made 26,684 101,531
Systems colonised 13,165 75,984 101,862[5]
New starports and outposts built 24,037 73,825
Surface installations established (facilities built on planet surfaces) 14,216 118,703 175,973[5]
Units of cargo delivered to construction sites 983,599,593 7,000,000,000+[31]
Space installations completed - 203,813
Most popular construction Industrial Outpost - Vulcan - 5,970
Facilities built in space - 277,638[31] 307,014[5]

These are the top economies developed.[32]

Economy Amount, Jan 3312 (2026)[32] Percentage, Jan 3312 (2026)[32]
Mining / Refining 72,836 16%
Communication 71,247 15%
Military / Security 68,187 15%
Industrial 64,059 14%
Scientific 48,076 10%
Agriculture 42,630 9%
Tourism 10,970 2%
Other / Mixed 89,974 19%

Claim

File:Colonisation Ship ED.jpg
Colonisation ship

System colonisation is a player-driven way to expand the Bubble and colonise new systems[33] Claiming a system works on a first come, first served basis.[34] The player must find an unpopulated system within 15 light years of a previously inhabited system and claim it from a System Colonisation Contact, available at any Star Port.[35] Scanning a star system in advance with an FSS reveals the number of slots that are available for construction; larger planets can typically accommodate more surface structures, while a larger number of celestial bodies provides more room for orbital structures.[36] Some systems are more valuable for construction and different stellar and planetary bodies can boost or negatively impact different kinds of economies.[36] Showing the System Map in Architect Mode will display the available orbital locations and the number of ground locations available on each body. One of the orbital slot icons will have a flag instead of a "+" sign: this indicates the location where the primary port will be constructed. If that primary port location isn't good, it is not recommended to spend commodities building anything other than a Military outpost. (Why Military? It provides population and security: most other structures subtract security, so it's one of the hardest system statistics to keep up.)

The player must purchase a claim with credits from a Colonisation Contact (CC).[37] The CC is a member of a faction in a populated system in The Bubble, and will become the initial dominant faction in any system that is successfully colonised (allowing existing BGS factions, player minor factions and - through faction proxies - the superpowers to expand their influence).[37] A Colonisation Beacon must be deployed in that system within 24 hours.[37] If this is not done within the time limit then the claim is revoked.[37] If this process fails twice, there is a 3 day wait until another claim can be made.[38] The Beacon costs 25 million credits. Multiple new systems cannot be colonised at the same time, though once an initial startport is constructed, another system can be claimed.[38]

After the Colonisation Beacon has been placed, a Colonisation Ship (CS) will arrive in the system at the initial port location.[37] These ships are among the largest megaships in the game (easily dwarfing a Drake-Class Carrier) and offer 32 landing pads for cargo deliveries.[39] The player must deliver a list of items to the CS which depends on the starport type[37] and acts as an initial hub to work on in the system.[39] Logistics is key to building a starport by transporting materials into the system.[40] Once all materials are delivered, the newly made starport will appear in the final stages of construction and it will be finished after the weekly server tick.[37] The primary port must be deployed (built) within 4 weeks; if it is not completed within this time limit then the claim will revoked and any commodities will be lost [37]. The architect will also be unable to make another claim attempt for 3 days.[38] The station under construction appears as an uninhabited starport covered in scaffolding, with inactive vendors and services, and notices advising final deployment is underway.[41]

Once the primary starport is built, the colonization beacon becomes a nav beacon.[37] Then you can build the system at your own leisure (no time limit).

The Type-11 Prospector Update 2 added functionality to prevent 'claim sniping'. When the primary port is completed in a newly colonised system, an exclusive lock on making claims FROM that system's colonisation contact will be enforced for a short period.[42]

  • The System Architect may exclusively make claims from the system for 30 minutes[42]
  • After this 30 minutes expires, anyone within the System Architect's Squadron may make a claim for the next 23.5 hours[42]
    • This will function even if the System Architect is in their own solo Squadron[42]
  • After a total of 24 hours, the exclusive claim rights lift and any player may make a claim from the newly constructed system[42]
    • Note that if the System Architect is not in a squadron, then only the 30 minute lockout applies[42]
  • The claim panel via the colonisation contact has been updated to display when a lockout is in effect, and details the remaining duration[42]

A new Colonization Contact will appear in the completed starport; this gives the option to claim and colonize another system within 15ly by contacting the Colonization Contact.[36][37] There is no limit for how many systems a commander can claim, assuming the the systems are valid and there are no outstanding primary star ports under construction.[34] [36] Given the relatively short distance of 15ly, it is not uncommon for commanders to create a daisy chain of sparsely inhabited systems to create a path towards a more desirable yet distant system.[39]

If the claimed system has planets with rings, there is a chance that Resource Extraction Sites will be created in the rings.

Icons legend

Icons displayed on Galaxy map in System colonisation view mode.

Icon Description Notes     
File:GalMap--Colonisation--System invalid.svg
System invalid for colonisation Establishing a colony in this system is not allowed
File:Unclaimed system.svg
Unclaimed system System is available for colonisation
File:Claimed system.webp
Claimed system 4 weeks timer is running for completion of the primary port
File:Inhabited system.svg
Inhabited system System is already colonised. Not available for colonisation.
Primary port construction has been completed.
File:Inhabited system-facility under construction 2.svg
Inhabited system. Facility under construction System is already colonised.
Some facility (base) is under construction inside the system.
File:Your colony.svg
Your colony This system is claimed? / colonised? by you
File:GalMap--Colonisation--Your colony-Construction possible.svg
Your colony. Additional constructions are possible
From base's colonisation UI
File:System out of range.svg
System unclaimed but out of range System is available, but too far from current base for colonisation
File:Valid target system.svg
Valid target system System can be claimed for colonisation from current base

Construction

File:Space Depot in Nebula.png
Space Depot in nebula

If all commodities for the primary starport are delivered within the 4-week period, the player who claimed the system becomes the System Architect.[37][39] The architect has direct influence in placing existing assets, starports, planet ports, settlements and other facilities.[40] There's a plethora of tools to work with. The architect has a certain number of actions to deploy construction sites and locations.[36]

Before trying to place the first facility after completing primary starport, you must wait until after the weekly maintenance tick, which occurs on Thursdays at 0700 UTC. E.g., if you finished the primary port at 2100 UTC on Thursday, you'll need to wait almost a whole week before you can try placing a new facility. If you finished the primary port at 0600 UTC on Thursday, you only need to wait an hour or two. Unfortunately, this has been complicated by the servers not being able to process all new systems during the maintenance tick, so it's possible you need to wait for a second tick before your system responds to attempts to build a new facility.

Newly placed orbital structures will deploy a Space Depot to handle deliveries and construction, while surface facilities deploy a local construction site. Each facility costs commodities and materials to build, with larger facilities requiring more commodities of specific types to complete. There is no time limit for building additional facilities after the initial starport is completed. When construction is finished, the station services will be available after the weekly server tick. After selecting the site for your first facility, verify that the number of concurrent construction sites decreased: this value is found in the Architect View. If it didn't decrease, your system may not have had its first maintenance tick yet.

For new surface facilities, after choosing the site, you must leave the instance for the construction site to appear. The construction site for a surface facility may appear immediately after leaving the instance, or it may take up to 48 hours. If it hasn't appeared after 48 hours, check the Architect View to see how many concurrent constructions you can have. If that number didn't decrease after selecting the site, it's possible your system didn't have its first tick of weekly maintenance yet. If a tick happened during the 48 hours you waited, you may want to try placing the site again. Otherwise, you'll need to wait until the tick to try placing the facility again.

The Architect can leave the system in whatever state and return later. Once the system architect moves on, the system development stays as it is with an active BGS.[34] You stay the System Architect of all your colonies forever.[34] You can return to edit, add more to one of your old colonies.[34] There are no colony upkeep costs[34]

Facility location

Note: When opening a new construction project inside your system, although it should have been patched, the facility may be placed in a different construction slot than the one selected originally, If this happens, don't panic. Read the demolition section further.

Why is facility location important? - The position of the facility in the system influences the economy of that system. Facilities closer to their orbiting celestial bodies have more influence than the ones orbiting further. Essentially, the further the facility to a starport, the weaker the market connection.

Ground Ports

Do not build ground ports yet: they don't seem to be affected by economic influences. Orbital ports seem to work, however. (Surface Settlements and Surface Hubs seem to work fine: it's just the four Planetary Port surface installations that never sell more than three commodities.)

Colony Tech Tree

File:Colonization Beta 1 Tech Tree by CMDR VanionBB.png
A chart illustrating the upgrade paths and building requirements for colony development.

The tech tree image shows the beta 1 version (Feb 2025) of the building requirements for a colony.

Each construction adds or substracts the following: Population Increase, Max Population, security, tech level, wealth, standard of living, development level.

Orbital Facilities

The system map shows all potential locations for a orbital facility. You can select the location and choose a facility to be deployed. Deliver goods and once that's finished the facility will be deployed.[36] There are multiple tiers for orbital facilities.[36] The big spaceports such as the Ocellus take a lot of effort.[36] A supporting economy with small and mid-tier facilities are needed to unlock the large-tier facilities.[36] The available orbital facilities are from ED: Horizons.[36] Here's a list of facilities that can be built:

Orbital facilities
Facility Type Economy Location Tier Requires Landing pad Construction Points Cost Construction Points Reward Initial Population Increase Max Population Increase System Economy Influence Security Tech Level Wealth Standard of Living Development Level
Coriolis Starport Colony Orbital 2 First station Large Tier 2: 3 Tier 3: 1 1 0 -2 1 2 3 2
Asteroid Base Starport Extraction Orbital 2 First station Large Tier 2: 3 Tier 3: 1 1 0 -1 3 5 -4 7
Ocellus Starport Colony Orbital 3 First station Large Tier 3: 6 5 1 -3 6 7 5 8
Orbis Starport Colony Orbital 3 First station Large Tier 3: 6 5 1 -3 6 7 5 8
Dodec Starport Colony Orbital 3 First station Large Tier 3: 6 8 4 -4 8 9 7 10
Commercial Outpost Outpost Colony Orbital 1 First station Medium Tier 2: 1 0 0 -1 2 5
Industrial Outpost Outpost Industrial Orbital 1 First station Medium Tier 2: 1 0 0 3 2
Criminal Outpost Outpost Colony Orbital 1 First station Medium Tier 2: 1 0 0 Contraband -2 2
Civilian Outpost Outpost Colony Orbital 1 First station Medium Tier 2: 1 0 0 -1 1 1 1
Scientific Outpost Outpost Hightech Orbital 1 First station Medium Tier 2: 1 1 0 3
Military Outpost Outpost Military Orbital 1 First station Medium Tier 2: 1 1 0 2
Satellite Installation Orbital 1 First station Medium Tier 2: 1 1 1 1
Communication station Installation Orbital 1 First station Medium Tier 2: 1 1 3
Space farm Installation Orbital 1 First station Medium Tier 2: 1 Agricultural 5 1
Pirate base Installation Orbital 1 First station Medium Tier 2: 1 Contraband -4 3
Mining outpost Installation Orbital 1 First station Medium Tier 2: 1 Extraction 3 -2
Relay station Installation Orbital 1 First station Medium Tier 2: 1 Hightech 1 1
Military Installation Orbital 2 Small/Medium/Large Military Settlement Medium Tier 2: 1 Tier 3: 1 Military 6
Security Station Installation Orbital 2 Relay station Medium Tier 2: 1 Tier 3: 1 Military 8 3 2
Government Installation Orbital 2 First station Medium Tier 2: 1 Tier 3: 1 2 6 2
Medical Installation Orbital 2 First station Medium Tier 2: 1 Tier 3: 1 Hightech 3 5
Research station Installation Orbital 2 Small/Medium/Large Scientific Settlement Medium Tier 2: 1 Tier 3: 1 Hightech 8 2
Tourist Installation Orbital 2 Small/Medium/Large Tourism Settlement Medium Tier 2: 1 Tier 3: 1 Tourism -3 6 2
Bar Installation Orbital 2 First station Medium Tier 2: 1 Tier 3: 1 Tourism -2 2 3

Planetary facilities

You can fly around on a planet and choose a custom location to build a facility.[36] Rotate and place facilities on a planet with a holographic view.[37] The available slots for additional development are predetermined by the system.[37] After choosing a facility there will be a ground-based construction site.[37] Deliver all the goods then the planetary facility will appear.[37][36] The available planetary facilities are from Odyssey and Horizons.[36] Some facilities give population buffs.[36]

Warning: In the UI for creating a Settlement, the sizes are shown as "Small" "Medium" and "Large." However, when complete, these will show as "Tiny" "Small (+)" and "Medium (++)" in the Nav Panel. See Issue 73899.

Planetary facilities
Facility Type Economy Tier Requires Landing Pad Construction Points Cost Construction Points Reward Initial Population Increase Max Population Increase System Economy Influence Security Tech Level Wealth Standard of Living Development Level
CIvilian planetary outpost Outpost Colony 1 First station Large Tier 2: 1 2 0 -2 3
Industrial planetary outpost Outpost Industrial 1 First station Large Tier 2: 1 1 0 -1 2
Scientific planetary outpost Outpost Hightech 1 First station Large Tier 2: 1 1 0 -1 5 1
Planetary Port Port Colony 3 First station Large Tier 3: 6 10 10 -3 5 5 6 10
Small agricultural settlement Settlement Agriculture 1 First station Medium Tier 2: 1 0 0 Agricultural 3
Medium agricultural settlement Settlement Agriculture 1 First station Medium Tier 2: 1 0 0 Agricultural 6
Large agricultural settlement Settlement Agriculture 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Agricultural 10
Small Extraction Settlement Settlement Extraction 1 First station Medium Tier 2: 1 0 0 Extraction 2
Medium Extraction Settlement Settlement Extraction 1 First station Medium Tier 2: 1 0 0 Extraction 5
Large Extraction Settlement Settlement Extraction 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Extraction 1 7 -2
Small Industrial Settlement Settlement Industrial 1 First station Medium Tier 2: 1 0 0 Industrial 2
Medium Industrial Settlement Settlement Industrial 1 First station Medium Tier 2: 1 0 0 Industrial 5
Large Industrial Settlement Settlement Industrial 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Industrial 2 8
Small Military Settlement Settlement Military 1 First station Medium Tier 2: 1 0 0 Military 2
Medium Military Settlement Settlement Military 1 First station Medium Tier 2: 1 0 0 Military 4
Large Military Settlement Settlement Military 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Military 6 2
Small scientific settlement Settlement Hightech 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Hightech 3 1
Medium scientific settlement Settlement Hightech 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Hightech 6 1
Large scientific settlement Settlement Hightech 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Hightech 10 2
Small tourism settlement Settlement Tourism 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Tourism -1 1
Medium tourism settlement Settlement Tourism 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Tourism -1 2
Large tourism settlement Settlement Tourism 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Tourism -1 5
Extraction hub Hub 2 Small/Medium/Large Mining Settlement X Tier 2: 1 Tier 3: 1 Extraction 10 -4 2
Civilian Hub Hub 2 Small/Medium/Large Agricultural Settlement X Tier 2: 1 Tier 3: 1 -3 3 2
Exploration hub Hub 2 Communication Station X Tier 2: 1 Tier 3: 1 Tourism -1 6 2
Outpost hub Hub 2 Space farm X Tier 2: 1 Tier 3: 1 -2 3 2
Scientific hub Hub 2 First station X Tier 2: 1 Tier 3: 1 Hightech 10
Military hub Hub 2 Military X Tier 2: 1 Tier 3: 1 Military 10
Refinery hub Hub 2 First station X Tier 2: 1 Tier 3: 1 Refinery -1 3 5 -2 7
High tech hub Hub 2 First station X Tier 2: 1 Tier 3: 1 Hightech -2 10 -2
Industrial hub Hub 2 Mining outpost X Tier 2: 1 Tier 3: 1 Industrial 3 5 -4 2

Economy

File:Colonisation Linking Infographic 1 ED.jpg
Colonisation Linking Infographic

Frontier is patching the economy system on April 30, 2025. They have posted the new economy rules in the patch notes.

On August 21, 2025, Frontier greatly simplified the Economy mechanics: in a given commodity market, the top two economies will not be cannibalized by any economy in that market. The strongest economy will be treated as if no other economies are in the market. The second strongest economy will also be treated as if no other economies are in the market.

Commander Wartface has posted research in the forums that looks useful, but this is from before the August 21, 2025 update.

How To Get CMM Composite

If you want your system to generate CMM Composite, you'll need to set up one of the following:

  1. Rocky body. This gives a base economy of Refinery + 1.0. Building a Surface - Planetary Port - Outpost Civilian or Surface - Planetary Port - Port will produce CMM Composite. There's a bonus if the system's reserves level is Major or Pristine, and a penalty for Low or Depleted reserves. If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.
  2. High Metal Content body. This gives a base economy of Extraction + 1.0. You will need to build one of the Planetary Ports with Colony economy (Outpost Civilian or Port) and then build one or more Refinery Hubs. If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.

As long as the Refinery Economy stays in one of the top two spots of the market, you can build whatever else you want in the system (or even on that body).

For a long discussion on this, see this post in the forums, but this is from before the August 21, 2025 update.

Commodities Restricted to Surface or Orbital Markets

Some commodities are limited to either surface or orbital markets. The table below describes which commodities are affected by orbital or surface markets.

Orbital- and Surface-Restricted Commodities
Commodity Location Economy
Ceramic Composite Surface Refinery
CMM Composite Surface Refinery
Emergency Power Cells Surface Industrial
Orbital High Tech/Refinery within 30 ly of Akhenaten
Explosives Surface High Tech or Refinery
Orbital Refinery
Insulating Membrane Orbital Refinery
Muon Imager Surface High Tech or Industrial
Water Orbital Agriculture
Surface Agriculture or Extraction

Estimate Market Production

If you calculate the weights of the various economies (including weak links) for a port, you can use this tool to get an estimate of the supply & demand ratios between commodities. Positive values indicate the market should sell the commodity, and negative values indicate market imports. For instance, my featureless Rocky body with a Planetary Civilian Outpost has economies of Refinery + 1.4, Agriculture + 0.25, Military + 0.25, High Tech + 0.1, and Industry + 0.05. Entering those numbers into the tool, it tells me the "normal" ratio of CMM Composite at the Civilian Outpost is 27.9. This means I should have plenty of CMM Composite available for other facility construction. (Note: Every time you recalculate the economy, you'll need to reselect the number of items to show.)

Government Type

In that same video, Mechan suggests the government type of the faction that controls the port also affects the market: if a government type lists a commodity as illegal, it won't be available in the market.

Further official information

An anarchy system has reduced security.[36]

According to an official announcement[43] on the forum, the economy from a construction specifically affects the markets of starports on or orbiting the same body.

There are also reports that only a commodity market in orbital slot 0 will be affected by economic influences of facilities at that body.

Population

Different facilities influence the population in a system.[1] The baseline population scales significantly by station type, orbital facilities and local planetary body multipliers. These are estimates, because there are no official stats:

Placing a station near rich bodies like Water Worlds (30x multiplier) or Earth-Like Worlds (40x multiplier).

Demolition

File:Demolition UI.png
Facility demolition

A recent update made it possible to dismantle unwanted or wrongly placed facilities.

Cancel construction

How to cancel facility construction in an already claimed system:

  1. Open the galaxy map, find the target system the facility is located in
  2. Open the system map and go into architect view mode
  3. Select the facility you want to demolish/cancel construction
  4. Press the demolish/cancel button at the bottom of the construction site required commodities list
  5. Confirm

The demolition process will be completed after server tick/maintenance, a count down timer will be shown in the UI.

Important notes

These are important notes when canceling/demolishing a facility:

  1. Primary ports may not be demolished.
  2. Already delivered commodities will not be refunded.
  3. If you spent ARX to personalize a starport/outpost, it will not be refunded. (This may need confirmation, but assume as such)
    1. Starport/outpost paint jobs should still be in your account inventory and it should be possible to apply them to any other starport you constructed, like ship paint jobs.
  4. Construction points that were used to build that facility will be refunded.
  5. There is no limit to how many demolition/canceling requests can be made at the same time.
  6. You can change your mind at any time before the demolition timer runs out. Select the facility and pressing the "cancel demolition" button, if you decide to keep the facility. Construction progress will be kept.
    1. (This needs confirmation) Already completed facilities commodities will not be refunded, and any income that such facility contributed to the weekly System architect payment will be lost.
  7. Any benefits that the facility contributed to the system will also be lost.

More investigation is required on the subject.

Factions

SC is seamlessly connected with the Background Simulation and Powerplay.[37] Colonized systems can influence the political state of the game based on the facilities and Market Economies just like the established Bubble BGS.[40]

During the first build in a Colonized system, the system has only the faction from which the colonisation claim was purchased;[37] this allows the Commander to claim from a preferred faction so that it will be brought over to your system.[36] The player will also automatically bring in their Squadron's faction, so in this way the player can control two choices of the four initial factions (see below). If a different Background Simulation faction conquers the system later, the System Architect remains in control of the system development and resources.[37] The Architect stays the same forever.[34]

The factions that appear when the system is first established are:

  • The controlling faction in the system where the architect placed the claim using a Contact
  • The second-placed faction in that system
  • The faction associated with the architect's Squadron
  • A random Anarchy faction from the claiming system

The founding faction can lose influence in the system, because anyone can enter the system and participate in both BGS and Powerplay gameplay.[36]

In Powerplay, Unpopulated systems are initially unaligned; a newly colonized system will enter the "Unoccupied" Powerplay state once it is fully established. As with any other Unoccupied system, you can then expand your Power's influence using the Acquisition mechanic. Each system has an associated value. Every system is unique to some extent which is represented in system colonisation. This can influence your system of choice.[39]

System colonization is primarily PVE (player versus environment). Players cannot blockade, attack or destroy a colonized system.[34]

Ownership

The controlling minor faction owns the facilities. These are usually NPC-governed populations except if a Player Minor Faction controls it. Some minor factions are allied with a major faction (Alliance, Empire, Federation). The Powers influence and exploit the systems, but don't actually own them. Many ships in a system are owned by a minor faction. Attacking them decreases your reputation with the minor faction. The System Architect places and manages the facilities in a system. The Architect can technically be the owner by allying with a controlling minor faction. The Architect is permanently credited on the System Map.

Expansion

Expanding The Bubble with colonies can have a galaxy wide effect. For example new trade routes for traders, new hubs for explorers that you can use as a home base before going into deep space.[39] By having mini-Bubbles with various economies you can haul goods faster to build new colonies.[37] Long-range colonization in deep space means going back to the Core Systems for goods is a long trip.[36]

Naming facilities

Primary ports must be completed before they can be renamed via the system map. Facilities are named by the existing ED naming system. Without spending Arx, a facility can be renamed using the random-name generator up to 5 times. When renaming with the random-name generator, the architect can generate unlimited random names before clicking Apply or Cancel. The new name is only applied (and counted towards the limit of 5 renames) when the architect clicks Apply. 5000 ARX can be spent for a custom name of a facility with infinite renames.[38] Commander name is displayed in the system.[34]

Rewards

The Architect amasses rewards via a regular credit payment from each system under your control. This is derived from the number and scale of facilities in the star system. These payments are issued weekly and can be redeemed by visiting an Administration contact. The weekly payment value increases when you accumulate more systems. A galactic tax is placed on your earnings if you earn more than 5 million credits.[1] Players also receive a small discount on ships and outfitting when purchased in a system with 10 or more facilities.[1]

Guides

Recommended spreadsheets and guides:

Tools

  • Colony building, economy, and logistics planning. (by Raven Colonial Corporation) - Good for planning a build in a new system. Once you specify a system, it will display the features of each body. Once you've selected the facilities you want to build, it will also show the projected economies at each port and total system statistics for Tech Level, Wealth, Security, and etc. Requires you to give an account name in order to save your work. No password or email address is needed. If you care about security, you might want to use something other than your commander's name.
  • Colonization Construction Details (By DaftMav). reddit post - announcing version 3. This is a spreadsheet with multiple tabs: the most useful tab is probably the Stats tab that shows the economies, points, and statistics for each type of facility. Having all of that info on one screen makes it easy to find which facility fills your next need, e.g. "I want a facility that gives High Tech economy and gives me a T2 point."
  • ED Colonisation Planner - "This is a planner for colonising a system in Elite Dangerous: tell it what you can build (or upload a Journal file and let it estimate that from your scans), pick a goal, and it works out which facilities to build — and in what order — to get there, taking construction points, dependencies, and the escalating cost of building multiple ports into account."
  • ED Colonization Helper by CMDR Mr.Smile - an ED construction tool with carrier and multi-CMDR support.
  • EDColony - a real‑time logistics companion for Elite Dangerous colony construction. It tracks your active depots, totals what’s still needed, and shows exactly how many trips remain based on your ship’s loadout. This tool was created to provide useful real-time information without the need for manual data input.
  • The Canonn Tech Faction Mapping Tool - Search, highlight, explore the size of a faction, overlaid in a 3D moveable map.[44] It shows systems that the faction owns or is merely present.[44] It also shows permit locked zones that are inaccessible for players.[44]

Ships

The recommended ships for colonization have large cargo capacities. This enables hauling vast quantities of commodities and materials to complete facilities.

Ship Name Landing pad size Cargo capacity Jump range Top speed Boost speed SCO-optimized Cost
Anaconda Large 114 t (default)

470 t (max)

9.66 ly (default)

41.45 ly (upgraded)

183 m/s (default)

209 m/s (upgraded)

244 m/s (default)

279 m/s (upgraded)

No 146,969,450 CR
Beluga Liner Large 44 t (default)

370 t (max)

10.62 ly (default)

30.09 ly (upgraded)

197 m/s (default)

230 m/s (upgraded)

276 m/s (default)

322 m/s (upgraded)

No 84,532,780 CR
Corsair Medium 48 t (default)

318 t (max)

12.96 ly (default)

39.58 ly (upgraded)

288 m/s (default)

325 m/s (upgraded)

366 m/s (default)

412 m/s (upgraded)

Yes 79,304,750 CR
Federal Corvette Large 76 t (default)

618 t (max)

6.31 ly (default)

21.15 ly (upgraded)

198 m/s (default)

232 m/s (upgraded)

257 m/s (default)

302 m/s (upgraded)

No 187,969,450 CR
Imperial Cutter Large 164 t (default)

794 t (max)

8.21 ly (default)

25.70 ly (upgraded)

202 m/s (default)

232 m/s (upgraded)

323 m/s (default)

372 m/s (upgraded)

No 208,969,451 CR
Panther Clipper Mk II Large 192 t (default)

1238 t (max)

12.52 ly (default)

25.71 ly (upgraded)

182 m/s (default)

206 m/s (upgraded)

252 m/s (default)

286 m/s (upgraded)

Yes 301,388,902 CR
Type-8 Transporter Medium 176 t (default)

406 t (max)

23.42 ly (default)

29.37 ly (upgraded)

201 m/s (default)

228 m/s (upgraded)

342 m/s (default)

387 m/s (upgraded)

Yes 38,453,970 CR
Type-9 Heavy Large 348 t (default)

790 t (max)

9.15 ly (default)

22.12 ly (upgraded)

132 m/s (default)

151 m/s (upgraded)

202 m/s (default)

232 m/s (upgraded)

No 76,555,842 CR
Type-10 Defender Large 220 t (default)

534 t (max)

6.98 ly (default)

25.75 ly (upgraded)

179 m/s (default)

200 m/s (upgraded)

219 m/s (default)

245 m/s (upgraded)

No 124,755,342 CR

Squadrons

These are notable squadrons that coordinate system colonization and large-scale infrastructure projects. In alphabetic order:

Squadron name Description
Anti-Xeno Initiative AXI completed the construction of its headquarters system via colonization in Pleiades Sector MI-S b4-0. Anyone can support general BGS and system colonization efforts, though specialized operations are coordinated directly through the Anti-Xeno Initiative Squadron.
Canonn Research Group CRG helps players expand human presence by establishing and colonizing new star systems from existing Canonn-controlled faction bases. Detailed guides and land-grab tracking are coordinated via the Canonn Colonisation Resources page and community channels.
Mercs of Mikuun The first player group in Elite Dangerous to successfully colonize a system and receive a station through a historic Community Goal in 2015. They proved that player actions within the Background Simulation (BGS) could permanently alter the galaxy map. Their massive BGS effort convinced the developers to reward them with an official player-backed faction system and station. They help chart and support accessible systems along deep-space colony bridges.
Operation Ida Operation Ida has expanded its heavy hauling and logistics coordination services to support player system colonization. Operation Ida acts as an independent player-run logistics faction that helps coordinate mass commodity and material transport. System architects can request assistance for building their new systems through a dedicated submission form found on the official Operation Ida website.
Project Akivili They are dedicated to helping commanders with system colonization such as material deliveries. freight coordination, and community support. This reduces the heavy grind of solo players.
Project Galtea Project Galtea is an ambitious, player-driven long-distance system colonization initiative designed to build deep-space infrastructure and expand humanity's reach far beyond the bubble. Project Galtea launched the "Ridorana" Super Hub in the Norma Expanse and later brought the "Balfonheim" Super Hub online to support heavy colonization efforts.
Pilots Trade Network (PTN) PTN is a major organization that coordinates haulers, resource supply runs, logistics, and helps players fund or build out new colonies. They help organize fleet carriers and supply chains to move goods efficiently.
Raven Colonial Corporation A prominent community tool and resource platform for system colonization. They provide build planning, haul tracking, and live overlays. Their player squadron, the Raven Colonial Corporation Navy, uses fleet carriers to transport cargo, supplies, and security for new colonizations.
Stellar Exobiologists' Guild The Stellar Exobiologists' Guild runs the OASIS Initiative (Orion Alliance of Settlers & Independent Systems) to provide permanent, fully serviced fleet carriers ("oases") in deep space to help commanders explore, survey, and colonize distant regions without constantly returning to the bubble.
System Colonisation Contractors (SCCN) SCCN connects system owners with fleet carrier operators and haulers to assist with colony expansion and station building. End-to-End Hauling. They provide logistics and space trucking outsourcing for heavy resource grinding. The group features a Rapid Response Corps that helps commanders get their initial primary ports or outposts started.
The Water Bubble This squadron builds The Water Bubble, a 24 ly cluster spinward of Sol, to create a dense constellation on the frontier rivaling the population of any core system. They coordinate hauling, scouting, defense, and BGS in a transparent, inclusive way. They welcome veterans and new players alike to create a thriving and influential player-built region that will outlive its founders and serve the wider galaxy.

Development

Since 2019, there was speculation about a new feature such as Base Building. System Colonisation was unveiled during the Frontier Unlocked #10 livestream on 30 October 2024.[33][39] Frontier's Arthur Tolmie said in Frontier Unlocked #1 (January 2024) that this new feature will be released "this year".[45] While revealed as a colonisation feature late in the year, the update was ultimately delayed until early 2025 after the Cobra Mk V update and the conclusion of the Thargoid war.[36]

Beta

The Trailblazers update featuring the System Colonisation beta was released on 26 February 2025.[3] What you do during the beta stays in-game.[34] Frontier will check that it works correctly, including the tools, make adjustments while gathering data and feedback from players.[36] During the beta, you can only start from the Bubble and expand from the systems.[34]

Release

On 4 November 2025 Frontier announced the exit of the System Colonisation mechanic from beta status.[46] This occurred on 11 November 2025 with the release of the v4.2.2.0 Dodec Update of ED: Odyssey.[4]

Videos

References

  1. ↑ 1.0 1.1 1.2 1.3 System Colonisation Guide - Elite Dangerous News - 28 Feburary 2025
  2. ↑ 2.0 2.1 System Colonisation - Elite Dangerous, Facebook Page - 30 October 2024
  3. ↑ 3.0 3.1 Elite Dangerous | Trailblazers - ED website - 26 Feb 2025
  4. ↑ 4.0 4.1 Elite Dangerous: Dodec Update v4.2.2.0 - Elite: Dangerous website - 11 November 2025
  5. ↑ 5.0 5.1 5.2 5.3 5.4 Elite Dangerous | Developer Log - 16 February 2026 - YouTube
  6. ↑ 6.0 6.1 Elite Dangerous | Developer Log - 16 February 2026 - YouTube
  7. ↑ "The System Colonisation Beta begins February 26 with the Trailblazers update!" - @EliteDangerous - 25 Feb 2025 - X
  8. ↑ 8.0 8.1 8.2 Elite Dangerous | Developer Log - 16 February 2026 - YouTube
  9. ↑ Trailblazer Fleet Deployed to Support Colonisation Initiatives - Galnet - Elite Dangerous - 19 March 2025
  10. ↑ Trailblazer Fleet To Be Withdrawn - 4 November 3311 - Galnet News - 4 November 2025
  11. ↑ Trailblazer Fleet Withdrawn, Dodec Starport Revealed - 11 November 3311 - Galnet News - 11 November 2025
  12. ↑ Elite Dangerous: Dodec Update v4.2.2.0 - Elite: Dangerous website - 11 November 2025
  13. ↑ 13.0 13.1 13.2 13.3 Elite Dangerous | Developer Log - 16 February 2026 - YouTube
  14. ↑ 14.0 14.1 Elite Dangerous Colonisation Update 3312-08-27 - Going North - CMDR Precambrian Mollusc - YouTube
  15. ↑ 15.0 15.1 The Dukes of Mikunn are first to hit 1000 controlled Systems - WaltKerman - Reddit - 1 April 2025
  16. ↑ Elite Dangerous Colonisation Update 3312-09-24 - Where you been? - CMDR Precambrian Mollusc - 25 Sep 2026
  17. ↑ 17.0 17.1 Elite Dangerous Colonisation Update 3312-08-27 - Going North - CMDR Precambrian Mollusc - YouTube
  18. ↑ 18.0 18.1 18.2 18.3 Elite Dangerous Colonisation Update 3312-09-24 - Where you been? - CMDR Precambrian Mollusc - 25 Sep 2026
  19. ↑ 19.0 19.1 19.2 19.3 The Grand Tiberian Highway – Bubble to Sag A* (Official Hub Thread) - 24 October 2026 - Elite Dangerous
  20. ↑ The Lagoon Nebula Highway MegaProject - WaltKerman - 4 March 2025 - Reddit
  21. ↑ 21.0 21.1 21.2 21.3 The Grand Tiberian Highway – Bubble to Sag A* (Official Hub Thread) - 24 October 2026 - Elite Dangerous
  22. ↑ Elite Dangerous Colonisation Update 3312-09-24 - Where you been? - CMDR Precambrian Mollusc - 25 Sep 2026
  23. ↑ 23.0 23.1 Omega Nebula Now Open to the Community - Walt Kerman - 6 Jan 2026 - Frontier Forums
  24. ↑ 24.0 24.1 24.2 24.3 Omega Nebula Now Open to the Community - Walt Kerman - 6 Jan 2026 - Frontier Forums
  25. ↑ 25.0 25.1 The Grand Tiberian Highway – Bubble to Sag A* (Official Hub Thread) - 24 October 2026 - Elite Dangerous
  26. ↑ 26.0 26.1 Elite Dangerous Colonisation Update 3312-09-24 - Where you been? - CMDR Precambrian Mollusc - 25 Sep 2026
  27. ↑ 27.0 27.1 27.2 27.3 27.4 While building a highway to the core, Mikunn became the first faction to reach 1 Trillion Residents - WaltKerman - Elite Dangerous - 24 October 2026
  28. ↑ Factions Report - INARA - 24 October 2026
  29. ↑ 29.0 29.1 New Era of System Colonisation Hailed a Success - Galnet - 13 MAR 3311
  30. ↑ 30.0 30.1 Trailblazers Stats Update - 4 Oct 2025 - Elite Dangerous Facebook Page
  31. ↑ 31.0 31.1 31.2 Elite Dangerous | Developer Log - 4 November 2025 - YouTube
  32. ↑ 32.0 32.1 32.2 elitedangerous - Instagram - 17 Feb 2026
  33. ↑ 33.0 33.1 New Colonisation Mechanic First Look - DPSS - Elite Dangerous Squadron - 30 October 2024
  34. ↑ 34.00 34.01 34.02 34.03 34.04 34.05 34.06 34.07 34.08 34.09 34.10 Frontier Unwrapped 🎄 | Planet Coaster 2, Elite Dangerous news and more from Planet Zoo! - 19 Dec 2024 - YouTube
  35. ↑ https://www.elitedangerous.com/news/system-colonisation-guide
  36. ↑ 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 36.12 36.13 36.14 36.15 36.16 36.17 36.18 36.19 Elite Dangerous | Frontier Unlocked Highlight | System Colonisation - YouTube - 27 Nov 2024
  37. ↑ 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 37.12 37.13 37.14 37.15 37.16 37.17 37.18 New Colonisation Mechanic First Look - DPPS - 27 November 3310
  38. ↑ 38.0 38.1 38.2 38.3 Trailblazers Update Brings NEW Exploration Opportunities - Ricardos Gaming - 3 Mar 2025
  39. ↑ 39.0 39.1 39.2 39.3 39.4 39.5 39.6 Frontier Unlocked #10 - Twitch - 30 October 2024
  40. ↑ 40.0 40.1 40.2 Elite Dangerous will let players colonize the Milky Way in 2025 - Polygon - 31 Oct 2024
  41. ↑ ELITE DANGEROUS - Colonization In-Depth Look - Commander Exorcist - YouTube - 27 Nov 2024
  42. ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 Type-II Prospector Update 2 - Update Notes - Elite Dangerous - 16 October 2025
  43. ↑ https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/
  44. ↑ 44.0 44.1 44.2 NEWS Elite Dangerous: View Your Faction in 3D Space, Fed NPC Kestrels & More! - The Buurpit - Youtube - 13 Mar 2026
  45. ↑ Frontier Unlocked #1 - 31 Jan 2024 - Twitch
  46. ↑ Elite Dangerous | Developer Log - 4 November 2025 - YouTube - 4 November 2025

ru:Колонизация систем