System Colonisation
Work in progress This page is about an unreleased or work-in-progress item. All information is subject to change. |
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

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 15 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] 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, don't 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).[8] 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).[8] A Colonisation Beacon must be deployed in that system within 24 hours.[8] If this is not done within the time limit then the claim is revoked.[8] If you failed twice then you must wait 3 days until you can make another claim.[9] The Beacon costs 25 million credits. You cannot claim multiple systems at the same time.[9] A primary starport can be selected and placed in a pre-determined location.[8]
Then a Colonisation Ship (CS) arrives in the system.[8] 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.[8] It is a hub to work on in the system.[2] Logistics is key to build a starport by transporting materials into the system.[10] The starport appears in partial construction and will be finished after the weekly server tick.[8] The primary port must be deployed (built) within 4 weeks. If it's not done within the time limit then all progress is lost.[8] Claim will be revoked and any commodities will be lost. You'll be locked out of making another claim attempt for 3 days.[9] The station under construction appears as an abandoned starport with inactive vendors and services.[11]
Once the primary starport is built, the colonization beacon becomes a nav beacon.[8] 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.[8] 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]
If the claimed system has planets with rings, there is a chance that Resource Extraction Sites will be created in the rings.
Construct
If all commodities for the primary starport are delivered within the 4-week period, the player who claimed the system becomes the System Architect.[8][2] The architect has direct influence in placing existing assets, starports, planet ports, settlements and other facilities.[10] There's a plethora of tools to work with. The architect has a certain number of actions to deploy construction sites and locations.[7]
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 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.[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]
Facility location

Important note: As of current game version, when selecting a construction slot and after giving confirmation, there is no guarantee that the starport/facility will be constructed in the selected slot. There seem to be bug that, regardless of the slot that was selected by the player beforehand, the facility may be placed in a completely random slot. Even ignoring this bug, from testing, it seems that no matter the slot selected, there is no insurance of where the station will be placed. You did not miss click.
Example: if you selected slot 1 for construction, but slot 0 is empty, the construction will be put in the first empty slot which is slot 0 (result from testing, see "Example of slot usage" image on the right). This is especially important due to reports that only a commodity market in slot 0 will be affected by economic influences from facilities at that body.
There is currently no undo option. Every construction project, when confirmed, (except for the primary) are permanent. There is currently no way to remove/move or otherwise modify the construction project.
In the image on the right, the rightmost slot was selected, but the construction began in the leftmost slot, which was slot 0. The second construction on the right is still placed in slot 0, as vertical slot order for moons is inverted.
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

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:
- Colonization Construction Details (By DaftMav). (reddit post).
- Colonization construction dependencies
- Colonization Build Tree by CMDR VanionBB
- System Colonisation Guide (official)
- The Pilot's Handbook in the Codex has tutorial information about colonization.
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:
| 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 | 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.[7] Rotate and place facilities on a planet with a holographic view.[8] The available slots for additional development are predetermined by the system.[8] After choosing a facility there will be a ground-based construction site.[8] Deliver all the goods then the planetary facility will appear.[8][7] The available planetary facilities are from Odyssey and Horizons.[7] Some facilities give population buffs.[7]
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.
| 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

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.[10][8]
A system needs one construction with an initial population in order for markets to populate; this does not require a weekly tick. However, a beta issue has been acknowledged where sometimes a construction does not go live correctly.
Further ports and installations bring in population and economic drive.[7] This economic progression requires smaller locations first to support large locations.[8] Warning: A beta issue has been acknowledged where a "Colony" type market remains as Colony even when the documented conditions to tip that economy into a different type have been met.[12]
Economy Interactions
There is still a lot of disagreement as to how to get an Economy to produce more output. It may be that an economy needs to be "leveled up" by constructing facilities with the same economic influence, or it may be that Mechan's theory below is the way to build up an economy. Change that occurred on or around April 2: new markets that don't have an economy may start with a default economy based on the type of body. (E.g., Rocky bodies give one type of economy, icy bodies give a different type, etc.) This is not retroactive. Choose a path and construct at your own risk.
Mechan released a video describing how two economies can interact at one body. Basically, the input to an economy also matters. Industrial economies consume a lot of metal. If you have a body with Refinery and Industrial economies, much of the output from the Refinery will be consumed by Industry. To get a lot of output from a Refinery, it should be paired with an Extraction economy.
Mechan has two example markets in the video. His station with a Refinery/Industrial market is in Pleiades Sector IX-T b3-2. It still imports most metals. Commander Matt Sweeny Tony demonstrated a station with an Extraction/Refinery market that produces kilotons of metals. That station is in Col 285 Sector XA-D c13-20. If you want to see what facilities are generating that market, sort the stations by distance and look at the facilities that are 118 Ls from the star. (Apologies if I have "Matt Sweeny Tony" wrong: Mechan said it once, quickly, and the name isn't written in the video's notes.)
There are probably other synergies as well. For instance, an economy that produces chemicals might boost production from Agriculture. Folks will need to test these out to see what economies boost other economies. Folks will also need to test to see which economy pairs don't interact.
If you want to see Mechan's rules for building up an economy, seek to 8:25 in that video. He has a full video on those rules, but that was made before this interaction was discovered.
Government Type
Further official information
An anarchy system has reduced security.[7]
According to an official announcement[13] 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.
Suspected issues
It appears likely, given the wording in the announcement about starport economies, a Refinery (for example) on moon B would not affect starports on moon A or any other body in the system.
There are also reports that only a commodity market in orbital slot 0 will be affected by economic influences of facilities at that body.
Factions
SC is seamlessly connected with the Background Simulation and with Powerplay.[8] Colonized systems can influence the political state of the game based on the facilities and Market Economies just like the established Bubble BGS.[10]
During the first build in a Colonized system, the system only has the faction from which the colonisation claim was purchased;[8] this allows the Commander to claim from a preferred faction so that it will be brought over to your system.[7] 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 Colonization Architect remains in control of the system development and resources.[8] The Architect stays the same forever.[5]
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.[7]
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.[2]
System colonization is primarily PVE (player versus environment). Players cannot blockade, attack or destroy a colonized system.[5]
Ownership
The controlling minor faction owns the facilities. 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 architect places and manages the facilities in a system. The architect can technically be the owner by allying with a controlling minor faction.
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.[8] 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. 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.[9] Commander name is displayed in the system.[5]
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 issues weekly and can be redeemed by visiting an Administration contact. The weekly payment value increases when you accumulate more systems. A galactic levy is placed on your earnings if you earn more than 5 million credits.[9] Players also receive a small discount on ships and outfitting when purchased in a system with 10 or more facilities.[9]
Trailblazer fleet
On 19 March 3311, the Brewer Corporation deployed the trailblazers fleet to strategic locations on the edge of the Core Systems. These are 'colonisation support hubs' with a bespoke trade market for colonisation materials and goods.[14]
Brewer COO Mark Rennik said in an interview that the first wave of independent colonisation efforts was ‘overwhelmingly popular’. “The speed at which new systems have been settled and expanded is frankly astonishing,” “and I'm delighted that so many pioneers have taken full advantage of this opportunity.”[14]
| Ship Name | Star System | Notes |
|---|---|---|
| Trailblazer Dream | HIP 90578 | |
| Trailblazer Song | Orgen | |
| Trailblazer Wish | Bletii | |
| Trailblazer Star | 34 Omicron Cephei | |
| Trailblazer Promise | Klikis | |
| Trailblazer Faith | Ngobe | |
| Trailblazer Echo | Minerva |
Statistics

Brewer Corporation released official figures on the initial colonisation rush on 13 March 3311 (2025):[15]
- 26,684 - Claims have been made
- 13,165 - Systems have been colonised
- 24,037 - New starports and outposts have been built
- 14,216 - Surface installations have been established
- 983,599,593 - Units of cargo have been delivered to construction sites
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".[16] 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.[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
Gallery
- Space Depot
- Space Depot closeup
- Colonisation Ship
- Trailblazers key art
- ED Trailblazers Colonization Stats 24 March 2025
- Colonisation Linking Infographic 1
References
- 1 2 System Colonisation - Elite Dangerous, Facebook Page - 30 October 2024
- 1 2 3 4 5 6 7 8 9 Frontier Unlocked #10 - Twitch - 30 October 2024
- 1 2 Elite Dangerous | Trailblazers - ED website - 26 Feb 2025
- 1 2 New Colonisation Mechanic First Look - DPSS - Elite Dangerous Squadron - 30 October 2024
- 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
- ↑ https://www.elitedangerous.com/news/system-colonisation-guide
- 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
- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 New Colonisation Mechanic First Look - DPPS - 27 November 3310
- 1 2 3 4 5 6 Trailblazers Update Brings NEW Exploration Opportunities - Ricardos Gaming - 3 Mar 2025
- 1 2 3 4 Elite Dangerous will let players colonize the Milky Way in 2025 - Polygon - 31 Oct 2024
- ↑ ELITE DANGEROUS - Colonization In-Depth Look - Commander Exorcist - YouTube - 27 Nov 2024
- ↑ https://issues.frontierstore.net/issue-detail/73332
- ↑ https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/
- 1 2 Trailblazer Fleet Deployed to Support Colonisation Initiatives - Galnet - Elite Dangerous - 19 March 2025
- ↑ New Era of System Colonisation Hailed a Success - Galnet - 13 MAR 3311
- ↑ Frontier Unlocked #1 - 31 Jan 2024 - Twitch