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System Colonisation

From Elite Dangerous Wiki
ED Trailblazers

System Colonisation lets you claim star systems with player-led, free-form expansion in the galaxy.[1] The Bubble is no longer static.[1] The System Architect manages colonial development. Colonization can be done by a solo commander, group or faction.[2] The beta version is currently playable, launched on 26 Feb 2025.[3]

Claim

Colonisation ship

System colonization is a player-driven way to expand the Bubble and colonise new systems[4] Claiming a system is first come, first serve.[5] The player must find an unpopulated system within 16 light years.[6] You can scan a star system in advance to see the number of slots that are available for construction.[7] Some systems are more valuable for construction.[7] The player must purchase a claim with credits from a Colonisation Contact (CC).[6] The CC is a member of a faction in a populated system in The Bubble.[6] A Colonisation Beacon must be deployed in that system within 24 hours.[6] If this is not done within the time limit then the claim is revoked.[6] If you failed twice then you must wait 3 days until you can make another claim.[8] The Beacon costs 25 million credits. You cannot claim multiple systems at the same time.[8] A primary starport can be selected and placed in a pre-determined location.[6]

Then a Colonisation Ship (CS) arrives in the system.[6] It is bigger than a Drake-Class Carrier.[2] The player must deliver a list of items to the CS which depends on the starport type.[6] It is a hub to work on in the system.[2] Logistics is key to build a starport by transporting materials into the system.[9] The starport appears in partial construction and will be finished after the weekly server tick.[6] The primary port must be deployed (built) within 4 weeks. If it's not done within the time limit then all progress is lost.[6] Claim will be revoked and any commodities will be lost. You'll be locked out of making another claim attempt for 3 days.[8] The station under construction appears as an abandoned starport with inactive vendors and services.[10]

Once the primary starport is built, the colonization beacon becomes a nav beacon.[6] A new Colonization Contact will appear in the completed starport.[7] You'll have the option to claim and colonize another system by contacting the Colonization Contact.[6] There is no limit for how many systems you can be the Architect, assuming you met the initial conditions per system.[5] [7] You could build basic systems and daisy chain your way towards your favorite system. You can make it your home as the main system.[2]

Construct

File:Space Depot ED.jpg
Space Depot

The player who completed the primary starport becomes the System Architect.[6][2] The architect has direct influence in placing existing assets, starports, planet ports, settlements and other facilities.[9] There's a plethora of tools to work with. The architect has a certain number of actions to deploy construction sites and locations.[7] Each facility costs commodities and materials to build. There is no time limit for building additional facilities. When construction is finished, the station services will be available after the weekly server tick.

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.[5] You stay the System Architect of all your colonies forever.[5] You can return to edit, add more to one of your old colonies.[5] There are no colony upkeep costs[5]

IMPORTANT NOTE: As of current game version, when selecting a construction slot and after giving confirmation, THE STARPORT/FACILITY WILL ALWAYS BE CONSTRUCTED IN THE LOWEST AVAILABLE SLOT, regardless of the slot it was selected from the player beforehand. Example: if you selected the slot 1 for the construction, but slot 0 is empty, the construction WILL BE PUT IN THE FIRST EMPTY SLOT which is slot 0. No commander, you did not miss click.

Example of slot usage

THERE IS, AS OF NOW, NO UNDO OPTION.

In the image on the right, it was selected the rightmost slot, but the construction began in the leftmost, which was slot 0. The second construction on the right is still placed in slot 0, as vertical slot order for moons is inverted.

Colony Tech Tree

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.

Spreadsheets & Guides

Recommended spreadsheets:

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.[7] There are multiple tiers for orbital facilities.[7] The big spaceports such as the Ocellus take a lot of effort.[7] A supporting economy with small and mid-tier facilities are needed to unlock the large-tier facilities.[7] The available orbital facilities are from ED: Horizons.[7] 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
Commercial Outpost Colony Orbital 1 First station Medium Tier 2: 1 0 0 -1 2 5
Industrial Outpost Industrial Orbital 1 First station Medium Tier 2: 1 0 0 3 2
Criminal Outpost Colony Orbital 1 First station Medium Tier 2: 1 0 0 Contraband -2 2
Civilian Outpost Colony Orbital 1 First station Medium Tier 2: 1 0 0 -1 1 1 1
Scientific Outpost Hightech Orbital 1 First station Medium Tier 2: 1 1 0 3
Military 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.[7] Rotate and place facilities on a planet with a holographic view.[6] The available slots for additional development are predetermined by the system.[6] After choosing a facility there will be a ground-based construction site.[6] Deliver all the goods then the planetary facility will appear.[6][7] The available planetary facilities are from Odyssey and Horizons.[7] Some facilities give population buffs.[7]

Planetary 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
CIvilian planetary outpost Outpost Colony Surface 1 First station Large Tier 2: 1 2 0 -2 3
Industrial planetary outpost Outpost Industrial Surface 1 First station Large Tier 2: 1 1 0 -1 2
Scientific planetary outpost Outpost Hightech Surface 1 First station Large Tier 2: 1 1 0 -1 5 1
Planetary Port Port Colony Surface 3 First station Large Tier 3: 6 10 10 -3 5 5 6 10
Small agricultural settlement Settlement Agriculture Surface 1 First station Medium Tier 2: 1 0 0 Agricultural 3
Medium agricultural settlement Settlement Agriculture Surface 1 First station Medium Tier 2: 1 0 0 Agricultural 6
Large agricultural settlement Settlement Agriculture Surface 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Agricultural 10
Small Extraction Settlement Settlement Extraction Surface 1 First station Medium Tier 2: 1 0 0 Extraction 2
Medium Extraction Settlement Settlement Extraction Surface 1 First station Medium Tier 2: 1 0 0 Extraction 5
Large Extraction Settlement Settlement Extraction Surface 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Extraction 1 7 -2
Small Industrial Settlement Settlement Industrial Surface 1 First station Medium Tier 2: 1 0 0 Industrial 2
Medium Industrial Settlement Settlement Industrial Surface 1 First station Medium Tier 2: 1 0 0 Industrial 5
Large Industrial Settlement Settlement Industrial Surface 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Industrial 2 8
Small Military Settlement Settlement Military Surface 1 First station Medium Tier 2: 1 0 0 Military 2
Medium Military Settlement Settlement Military Surface 1 First station Medium Tier 2: 1 0 0 Military 4
Large Military Settlement Settlement Military Surface 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Military 6 2
Small scientific settlement Settlement Hightech Surface 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Hightech 3 1
Medium scientific settlement Settlement Hightech Surface 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Hightech 6 1
Large scientific settlement Settlement Hightech Surface 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Hightech 10 2
Small tourism settlement Settlement Tourism Surface 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Tourism -1 1
Medium tourism settlement Settlement Tourism Surface 2 First station Medium Tier 2: 1 Tier 3: 1 0 0 Tourism -1 2
Large tourism settlement Settlement Tourism Surface 2 First station Medium Tier 2: 1 Tier 3: 2 0 0 Tourism -1 5
Extraction hub Hub Surface 2 Small/Medium/Large Mining Settlement X Tier 2: 1 Tier 3: 1 Extraction 10 -4 2
Civilian Hub Hub Surface 2 Small/Medium/Large Agricultural Settlement X Tier 2: 1 Tier 3: 1 -3 3 2
Exploration hub Hub Surface 2 Communication Station X Tier 2: 1 Tier 3: 1 Tourism -1 6 2
Outpost hub Hub Surface 2 Space farm X Tier 2: 1 Tier 3: 1 -2 3 2
Scientific hub Hub Surface 2 First station X Tier 2: 1 Tier 3: 1 Hightech 10
Military hub Hub Surface 2 Military X Tier 2: 1 Tier 3: 1 Military 10
Refinery hub Hub Surface 2 First station X Tier 2: 1 Tier 3: 1 Refinery -1 3 5 -2 7
High tech hub Hub Surface 2 First station X Tier 2: 1 Tier 3: 1 Hightech -2 10 -2
Industrial hub Hub Surface 2 Mining outpost X Tier 2: 1 Tier 3: 1 Industrial 3 5 -4 2

Economy

All facilities are interlinked with the system economy.[7] The facility types that you place dictate the economy in that system.[2] Mining facilities means the local economy will be a mining economy.[7] Same for agriculture etc.[7] This determines the goods for construction and economic output such as high-tech or agribusiness.[9][6] The economic progression requires smaller locations first to support large locations.[6] The ports bring in population and economic drive.[7] An anarchy system has reduced security.[7]

Factions

SC is seamlessly connected with Powerplay and the Background Simulation.[6] Unpopulated systems are unaligned. A newly colonized system only has the faction from which the colonisation claim was purchased.[6] So if you buy a claim from a preferred faction then it will be brought over to your system.[7] If a different Powerplay faction conquers the system then the architect remains in control of the system development and resources.[6] The architect stays the same forever.[5] Your faction would lose influence in the system. Anyone can enter the system.[7]

While colonising a system you can push your chosen Power into that system. Expand your Power's influence and create a new civilization. Each system has an associated value. Every system is unique to some extend which is represented in system colonisation. This can influence your system of choice.[2] Built-up systems can influence the political state of the game based on the facilities.[9]

System colonization is primarily PVE (player versus environment). Players cannot blockade, attack or destroy a colonized system.[5]

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.[2] By having mini-Bubbles with various economies you can haul goods faster to build new colonies.[6] Long-range colonization in deep space means going back to the Core Systems for goods is a long trip.[7]

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. A new name can be generated up to 5 times. 5000 ARX can be spent for a custom name of a facility with infinite renames.[8] Commander name is displayed in the system.[5]

Rewards

The Architect amasses rewards via a regular credit payment from each system under your direction derive from the number and scale of facilities in the system. These payments are issues weekly and can be redeemed by visiting an Administration contact. The weekly payment value increases when you accumulate more star systems. A galactic levy is placed on your earnings if you earn more than 5 million credits.[8] Players also receive a small discount on ships and outfitting when purchased in a system with 10 or more facilities.[8]

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.[4][2] Frontier's Arthur Tolmie said in Frontier Unlocked #1 (January 2024) that this new feature will be released "this year".[11] It was delayed to early 2025.[7]

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.[5] Frontier will check that it works correctly, including the tools, make adjustments while gathering data and feedback from players.[7] During the beta, you can only start from the Bubble and expand from the systems.[5]

Videos

References

  1. 1 2 System Colonisation - Elite Dangerous, Facebook Page - 30 October 2024
  2. 1 2 3 4 5 6 7 8 9 Frontier Unlocked #10 - Twitch - 30 October 2024
  3. 1 2 Elite Dangerous | Trailblazers - ED website - 26 Feb 2025
  4. 1 2 New Colonisation Mechanic First Look - DPSS - Elite Dangerous Squadron - 30 October 2024
  5. 1 2 3 4 5 6 7 8 9 10 11 Frontier Unwrapped 🎄 | Planet Coaster 2, Elite Dangerous news and more from Planet Zoo! - 19 Dec 2024 - YouTube
  6. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 New Colonisation Mechanic First Look - DPPS - 27 November 3310
  7. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 Elite Dangerous | Frontier Unlocked Highlight | System Colonisation - YouTube - 27 Nov 2024
  8. 1 2 3 4 5 6 Trailblazers Update Brings NEW Exploration Opportunities - Ricardos Gaming - 3 Mar 2025
  9. 1 2 3 4 Elite Dangerous will let players colonize the Milky Way in 2025 - Polygon - 31 Oct 2024
  10. ↑ ELITE DANGEROUS - Colonization In-Depth Look - Commander Exorcist - YouTube - 27 Nov 2024
  11. ↑ Frontier Unlocked #1 - 31 Jan 2024 - Twitch

ru:Колонизация систем