We have released a small update for Elite Dangerous to resolve a number of reported issues. No downtime is required but you will need to restart your games for the update and download to commence.
Update Notes
Issue Tracker Fixes:
Fixed Incorrec Manifest Checksum Error triggering from the launcher.
Fixed instances of Orange Sidewinder disconnects when attempting to drop into Fleet Carriers.
Fixed instances of Orange Sidewinder disconnects when attempting to log into the game and the Powerplay digest was timing out.
Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port.
This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.
Bug Fixes:
Fixed multiple images in the Colonisation Market Links help screens.
Elite Dangerous | Trailblazers | Update 3
Greetings Commanders,
We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.
Release Schedule (All times in UTC)
5AM - Servers offline for maintenance
1PM - Servers back
Please be aware these are estimated times and are subject to change.
Features of Note:
Colonisation
The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:
Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
Supporting Facilities includes Settlements, Installations and Hubs
Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
Weak links are created between ports and supporting facilities located on different bodies within the same system
Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
To aid understanding this new system, some examples of this in action are below:
System 1: Body 1 has several facilities on the surface, whilst body 2 and 3 have ports in orbit
Weak links will be created between each body 1 facility and both ports around body 2 and 3
System 2: Body 1 has several facilities and a port on the surface, with another port in orbit
Strong links will be created between each facility and the port on the surface. A further strong link will be created between the planetary and orbiting port
System 3: Body 3 has a port in orbit, with a mix of planetary and orbital facilities located at bodies 1, 2, 3 and 5
Strong links will be created between the body 3 port and all facilities located at body 3
Weak links will be created between the body 3 port and each facility located at bodies 1, 2 and 5
These links will be retrospectively created for all existing colonised systems during the patch downtime
Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
Agriculture economy:
Boosted by:
Orbiting an Earth like world
On or orbiting a terraformable body
On or orbiting a body with organics
Decreased by:
On or orbiting an icy body
On or orbiting a planet that is tidally locked to its star
On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
Extraction Economy:
Boosted by:
In a system with major or pristine resources
On or orbiting a body with volcanism
Decreased by:
In a system with low or depleted resources
High Tech Economy:
Boosted by:
Orbiting an ammonia world
Orbiting an earth like world
On or orbiting a body with geologicals
On or orbiting a body with organics
Decreased by:
Nil
Industrial and Refinery Economies:
Boosted by:
In a system with major or pristine resources
Decreased by:
In a system with low or depleted resources
Tourism Economy:
Boosted by:
Orbiting an ammonia world
In a system with a black hole
Orbiting an earth like world
On or orbiting a body with geologicals
On or orbiting a body with organics
Orbiting a water world
In a system with a white dwarf
In a system with a neutron star
Decreased by:
Nil
As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
These overrides are as follows:
Black holes, Neutron Stars, White Dwarves
HighTech
Tourism
Brown Dwarves and all other star types
Military
Earth like worlds
Agriculture
Hightech
Military
Tourism
Water world
Agriculture
Tourism
Ammonia world
HighTech
Tourism
Gas giant
HighTech
Industrial
High metal content and metal rich world
Extraction
Rocky ice
Industrial
Refinery
Rocky
Refinery
Icy
Industrial
Has rings (includes stars with asteroid belts)
Extraction
Has organics
Agriculture
Terraforming
Has geologicals
Extraction
Industrial
These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:
The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes
Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation
Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
Coriolis Stations
Ocellus Stations
Orbis Stations
Asteroid Bases
Outposts
Powerplay
Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
Defensive actions (Reinforcing) will result in -35% merits gained.
This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
Updated powerplay galaxy map panel to include this multiplier
Re-enabled rare good merit rewards
Replaced Escape Pods as ethos activities for Powers that used them.
Arissa Lavingny-Duval
Acquisition: Collect Escape Pods → Sell commodities for large profit
Rebalanced cartographic and exobiology merit rewards
Both have received an increase to merit reward rate
Added Undermining/Reinforcement multipliers to Merit notifications
Added reference to Undermining/Reinforcement multipliers in help screens
Improvements to PowerPlay 2 galaxy data transfer between servers and client
Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:
Fixed instances of stutter during general gameplay
Fixed instances of disconnects when jumping to supercruise or hyperspace
We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
Fixed Crash to Desktop when plotting route near permit locked systems
Fixed issue where the concord cannon could not be reloaded
Fixed the Gamma settings window getting stuck on screen
Adjusted the Corsair heat dissipation
Bug Fixes:
Fixed the hitcheck on the Corsair's side engines
Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
Fixed Corsair engine sounds being too loud when rolling at maximum speed
Fixed instances of colonisation contact missing from list of contacts
Fixed instances of missing construction points
Fixed Alastor Military not counting towards the facility requirement of Military Hubs
Fixed Planet ports not selling more than 3 commodity types
Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
Fixed instances where constructions could not be renamed
Fixed incorrect images being shown in facility construction selector
Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
Elite Dangerous | Corsair Release Trailer
Embrace a new age with the latest in Gutamaya design
The multi-role capable Corsair is now available via ARX early access from the Elite Dangerous Gamestore.
We will be releasing the Corsair Update on Tuesday April 8. This update introduces the brand new ship the Gutamaya Corsair, alongside a range of fixes and improvements.
Release Schedule:
11AM BST- Servers offline
3PM BST - Servers expected back online
Please note these are estimated times and are subject to change.
Update Notes
Features of Note:
Added Gutamaya Corsair
In world holo-screen adverts now present for Gutamaya Corsair
Added pre-built ships:
Gutamaya Corsair Stellar (33,000 Arx)
Gutamaya Corsair Standard (16,520 Arx)
Issue Tracker Fixes:
Mandalay and Type-8 max boost speed is no longer tied to engine pip level - Issue ID: 67198
Fixed construction sites created in languages besides English not being visible in other languages beside English - Issue ID: 72916
Fixed core asteroid mining not allowing extraction with Abrasion Blaster & Subsurface Displacement Missiles - Issue ID: 72134
Fixed the mining tutorial lasers not working - Issue ID: 72203
Fixed a LOD issue with the Krait Mk II Polarity paintjob when a shipkit is applied - Issue ID: 71544
Fixed the colour strip on Rattler Blue paintjob for Cobra Mk III - Issue ID: 71617
Powerplay decal now displays temporary decal on the main menu until in game and Power Rank has been confirmed, then the Powerplay rank decal will display as normal - Issue ID: 70634
Adjustments made to Squadron Paintjobs - Issue ID: 70887
Bug Fixes:
Fixed a crash that could occur when a player abandons a system claim and attempts to start a new one
Fixed instances of a crash that could occur when opening the System Map after placing a planetary settlement hologram
Fixed issues with cargo instancing
Disabled exhaustion when in social spaces & hangars
Adjustments made to auto dock at asteroid bases
Fixed On foot mission givers not correctly becoming active in fully constructed Starports
Fixed instances of two beacons deploying at the Beacon Deployment Site
Fixed instances of Planetary Ports suddenly loading in after construction without a re-instance, resulting in the Port being placed over the top of the construction site
Fixed none of the buttons having a default focus in the System Colonisation panels when using a controller
Fixed UI not correctly highlighting controller focus on View Claim/Abandoning buttons
Added controller functionality to the Colonisation Help Screens
Fixed the Colonisation Ship being deselected in the Nav Panel when entering supercruise
Fixed Construction Sites still being listed in SRV & On foot after being completed
Fixed the Beacon Deployment Site not correctly converting to System Colonisation Beacon after deployment
Fixed instances of using the "Copy Name" button on the System Map on construction slots copying broken text strings
Fixed some minor instances of missing collision and backface culling on under deployment stations
Fixed instances of ambient traffic always being Power aligned at Orbital Construction Facilities
Adjustments made to Construction Sites icons to be more consistent across them all
Adjusted text on Tenuous atmosphere planet construction suitability to highlight Odyssey requirements
Fixed instances of floating settlement defense turrets at planetary facilities
Fixed instances of incorrect images being shown for Outposts in the facility picker
Fixed the search bar in the "My Colonies" panel not working
Added codex entry for Refinery Contacts
Added bespoke text for System Colonisation Ships
Fixed Orbital Construction sites not correctly rendering landing pad schematic outlines
Fixed Primary Port Development Level values not matching in-game facility picker UI
Fixed broken text string for Help button in Architect view on the system map in all languages
Fixed broken text string for when viewing the Construction Effort screen at a construction site
Adjusted text from Colonisation Effect to Construction Effort to better reflect construction service UI
Adjusted Planetary Construction icon colours in the System Colonisation section on the right hand side of the system map to better reflect the construction suitability
Fixed incorrect icon in the Construction Effort screen
Fixed the Random Rename panel showing an number of Renames Remaining that doesnt change, after purchasing Custom Rename
Fixed the planetary facility picker UI displaying 0 Construction Points until a category has been selected
Fixed Installations stating "Maximum Landing Pad Size: Medium" in the facility picker UI
Fixed Ra-name Facility showing incorrect messaging for non-architect players
Fixed the Summary & Display Options panels being empty after switching between view modes on the System Map
Fixed the System Information panel being empty after switching between view modes on the System Map
Fixed Architect View's check mark persisting when switching between Powerplay & Architect View on the Galaxy Map
Fixed the System Colonisation Ship incorrectly showing greyed out Carrier Management View button when jumping out of the system
Fixed various entries of Placeholder text in Colonisation Screens
Fixed some typos in the Colonisation Help Screens & Codex
Fixed missing images in Colonisation Help Screens
Fixed the Colonisation Help Screens incorrectly rendering in the Pause menu
Fixed minor typo with High Tech economies in the facility picker UI
Fixed various minor text issues in the System Claim Mode
Fixed minor typo with the Anti-Guardian Zone Resistance engineering effect on modules
Adjusted camera angle for the left cockpit seat in the Cobra Mk V
Audio During Docking - The Blue Danube - will be muted when streaming mode has been enabled.
On some ships the engine attenuated twice, resulting in lowered bass content
Added audio when you change quantities of commodities to transfer at a System Colonisation Ship as interaction sounds were missing
Fixed minor gap in the Type-8 model
Fixed ships not being correctly hostile in Training & Challenge scenarios
Fixed Betelgeuse LODing incorrectly
Language Fixes:
Fixed a mistranslation in Spanish for Power
Fixed a mistranslation in Spanish for System Colonisation Suite
Fixed missing strings for materials in the Refinery Contact when viewed in Russian
Fixed broken translations in Russian when viewing the Colonisation Contact
Fixed broken translations in Russian for Subsurface Displacement UI whilst mining
Fixed broken translations in Russian for onfoot settlement information in the onfoot Navigation panel
Fixed broken translations in Russian for the onfoot System Summary panel
Fixed broken translations in Russian for the Local Authority screen
Fixed minor text issue in Brazilian Portuguese in the Galaxy Map when viewing an already claimed system
Fixed missing translation for Beacon Deployment Site
Fixed truncated translated text strings when looking at primary port stats in facility picker
Fixed truncated translated text strings in facility picker headers
Fixed translations for required commodities in the System Map view
Fixed planetary port type translations across multiple languages in facility picker
Fixed exposed text string in multiple languages when receiving the toast notification for a successful system claim confirmation
Fixed missing translations and broken strings in Station Renaming screen across multiple languages
Fixed broken text strings in the construction fanfare screen across multiple languages
Fixed multiple broken text strings across the "My Colonies" panel in multiple languages
Fixed exposed string for the colonisation countdown timer in multiple languages
Fixed broken string in the Galaxy Map for non-claimable systems icon in multiple languages
Cosmetics:
Fixed LOD issue with Type-9 Hazard Construct paintjob on the ships underside
Adjust wing decal sizing to avoid overlaying vents on the Cobra Mk V wings
Fixed broken mirroring of Onionhead 2 decal
Fixed issues with Thargoid Bleached ship kit pieces causing vanity camera "Signal Lost" to trigger to frequently
Fixed missing onfoot collision on the Mandalay Ace shipkit bumper
Minor adjustment to Vulture's Powerplay banner positioning to avoid clipping with other shipkit pieces
Minor adjustment to Dolphin's Powerplay banner positioning to avoid clipping with other shipkit pieces
Adjustments made to the Mandalay shipkit wing camera positions in Livery & Vehicle Extras to show the shipkit pieces clearer
If you continue to experience and issues please be sure to report them on our Issue Tracker.
We are continuing to review the facilities and economic process of System Colonisation, as well the amount of information and documentation provided. We are considering potential improvements for future updates.
Elite Dangerous | Trailblazers Update 2 - Wednesday March 19
Greetings Commanders,
We will be releasing a new update for Elite Dangerous on Wednesday March 19.
Release Schedule (All times in UTC)
9AM - Servers offline for maintenance
11AM - Servers back
Please be aware these are estimated times and are subject to change.
Update Notes
Features of Note/Journal Additions A temporary system has been introduced relating to "System Claim Unsuccessful" errors - after one such unsuccessful claim, the system will be marked as invalid and no further claim attempts will be permitted.
This is a known issue which is caused by the game being unable to locate a suitable position for the initial starport, which can occur for many different reasons. Repeated claim attempts by any player on an affected system will never result in success.
As these positional issues are resolved, affected systems will be removed from the invalid list and will once again be claimable.
The following Journal entries are now actually logged:
The powerplay data in the event "Location" and "FSDJump" supplied regardless of if the players is pledged to a power or not.
"PowerplayCollect"
"PowerplayDeliver"
"PowerplayMerits"
"PowerplayRank"
"CarrierLocation"
Added a new status flag for the npc crew to indicate if they're active or not.
Added a new status flag SupercruiseOvercharge for overcharge status.
Added a new status flag SupercruiseAssist for whether assist is active.
Ensured that the lightsOn status flag is active when the flashlight is active.
Bug Fixes:
Fixed a crash when switching views in the System Map
Fixed an instance of a mission interaction crash
Fixed instances of crashes when scanning a megaship or installation
Server side improvements:
Renaming of facilities should be now be consistently permitted for the system architect
Planetary ports can now be renamed by the system architect
Inactive system colonisation ships will now be marked as they jump back to the registration origin system
Star system information will now be updated correctly when completing facilities with differing game language settings
Improved stability of game client during system colonisation ship jumps
Significantly improved capacity for server-client information transfer relating to player colonised systems
This is intended to prevent any further instances of temporarily deactivating the colonisation contact. The team will continue to monitor the situation closely as humanity expands.
If you encounter any further issues please be sure to report them on our Issue Tracker.
Elite Dangerous | System Colonisation Claim unpaused
Greetings Commanders,
Thank you for your patience following our pause of the Colonisation Contact to allow us time to investigate the issues being reported. We have made some adjustments and are preparing to turn this Colonisation Contact back on.
Please be advised this is part of a load test of the live Beta, and we intend to monitor how the system behaves. We will keep you informed if the situation changes again.
Thank you for your continued feedback, reports and support.
Elite Dangerous | Trailblazers Update 1
Greetings Commanders,
We are releasing Trailblazers Update 1 on Thursday March 6th. This update will address a number of reported issues.
Release Schedule (All times in UTC)
07:00 - Servers offline for maintenance
11:00 - Servers back online and update available
These times are estimates and are subject to change.
Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved.
Update Notes
Features of Note
Journal Additions: The following Journal entries are now logged:
The powerplay data in the event "Location" and "FSDJump" supplied regardlesss of if the Commander is pledged to a power or not.
"PowerplayCollect"
"PowerplayDeliver"
"PowerplayMerits"
"PowerplayRank"
"CarrierLocation"
Added a new status flag for the npc crew to indicate if they're active or not.
Added a new status flag SupercruiseOvercharge for overcharge status.
Added a new status flag SupercruiseAssist for whether assist is active.
Ensured that the lightsOn status flag is active when the flashlight is active.
Bug Fixes:
Fixed claimed systems showing as unclaimed for players
Fixed instances of colonisation ships not arriving in claimed systems
Fixed a crash when scanning megaships
Fixed a crash when viewing system maps with fleet carrier stacks
Fixed a crash related to Powerplay ranks
Fixed instances of crashes when completing another Commanders construction effort in a multiplayer instance
Fixed hardlock when navigating through the "Financial Support" screen during the death flow when having a large number of ships
Fixed softlock when navigating facility selection screens
Fixed instances Colonisation ships transfer UI becoming unresponsive with keyboard & mouse
Fixed instances of exposed text strings in purchase flows
Fixed Architect view persisting when switching between Powerplay mode & Architect mode on the Galaxy Map
Fixed Galaxy Map filters resetting
Fixed System Information from going blank when switching between map modes when viewing on the System Map
Fixed instance of Facility Details being blank when navigating the facility selection screens
Fixed issues with backing out of My Colonies screen on controller
Fixed lack of controller functionality on Colonisation tutorial screens
Improved autodock in asteroid bases
Fixed Powerplay helpscreen images being missing
Fixed various typos in Colonisation text
Adjusted flickering landing pad light on newly constructed outposts
Fixed Thargoid Titan debris being misplaced/clumped together
Server side fixes:
Improving colonisation information digest for client refresh rate and stability;
Allowing players to login if they can't be moved to finished markets by our code;
Ensuring systems can't be claimed by two commanders at once;
Improving failed claim cleanup flow to ensure faster unblocking of colonisable systems;
Elite Dangerous | System Colonisation Claim Pause
Greetings Commanders,
Thank you so much for your feedback and participation in the live Beta for System Colonisation. The response and engagement we have had has been phenomenal and you have progressed in colonising the galaxy at an incredible rate.
So far you have colonised over 8000 systems and completed over 13,000 facilities! In just a few days that is an astounding achievement!
One of the reasons we launched System Colonisation as a live beta was to test this at scale, which is something very hard to do for us internally. Thanks to your astounding efforts we have received lots of incredibly helpful data and feedback and it has also identified an important issue that needs to be addressed. This issue greatly impacts the ability to claim systems and needs more thorough investigation.
To that end we have made the decision to temporarily disable the Colonisation contact and pause the ability to claim new systems. This will prevent further expansion for the time being but does not impact any of the progress already made. Players that have already claimed systems will still be able to colonise within them.
The development team are working on this as a matter of urgency. As soon as we have more to share we will let you know.
FAQ
Will there be any more changes following this investigation? During this live Beta we will be continuing to review data and feedback and make changes where necessary. The live Beta is designed to gather data on scale to ensure we can offer the best outcome.
Will my progress be lost? No! Any efforts made to colonise the galaxy so far will continue to remain in place and you can continue to focus on building and upgrading your systems. This only affects the ability to claim new areas.
I made a claim but it reset when I logged in, what happens now? Any progress which was made before the pause will have taken effect but may not have been shown on the UI. This is a visual issue and progress will be correctly displayed once our investigations are complete. No progress has been lost.
Will you be rolling back? There are no current plans for a roll back.
What about the CG Megaships coming to support System Colonisation? We have temporarily delayed these until next week.
Will my progress be lost? No! Any efforts made to colonise the galaxy so far, including any System Architect status', will continue to remain in place and you can continue to focus on building and upgrading your systems. This only affects the ability to claim new areas.
My system architect status is missing/I can't continue to work on my systems This issue is currently being investigated and a solution will be available very soon. Once this solution is in place your system architect status and progress will be displayed correctly.
System Colonisation guide
Elite Dangerous’ new Trailblazers update offers Commanders a whole new way to leave their footprints across one of the 400 billion stars in the galaxy, as System Colonisation puts you at the helm of universal expansion for the very first time.
In this guide we’ll cover everything you need to know about how to build your own new colony and establish your place in Elite Dangerous’ galactic legacy.
Did You Know?
You can also learn about System Colonisation by speaking to the new System Colonisation Contact, who can be found in the contact section of station services.
How to Create a New Colony
Select a Star System
To start your journey to expand the bubble of human civilisation, begin by accessing the new System Colonisation Contact starport service. You will then be presented with a version of the Galaxy Map to select a nearby unpopulated star system (within a max distance of 16ly) and register your desire to claim it.
After selecting the star system you wish to claim, you must then select the type of initial starport or orbital outpost you would like to build in the system. Available types include:
Outposts
Coriolis Stations
Ocellus Stations
Orbis Stations
The choice of starport and outpost can be further refined with specialisations, such as a Commercial focus which will result in a Colony economy and increased wealth or an Industrial focus which will result in an Industrial economy and an increased tech level.
The cost to successfully register a star system for colonisation requires spending credits, with the specific cost varying depending on the type of station or outpost you have selected. Once you have successfully registered for a System Colonisation attempt, your claim will last for 24 hours, preventing other players from submitting claims.
Create a System Colony
After traveling to your selected star system, you will then deploy a System Colonisation Beacon at a pre-determined location. Once launched via the System Colonisation Suite (a new module which all ships will now contain, similar to the Discovery Scanner), the System Colonisation process initiates and establishes you as the System Architect.
The beacon now transmits a star-system-wide countdown, signalling the arrival of a colossal System Colonisation Ship, which provides a temporary hub for the overview and contribution of construction efforts.
As System Architect you will then have a fixed period of time to supply a combination of mined and purchased commodities in order to ensure completion of the colony.
Did You Know?
If you don’t have the required mined or purchased commodities to complete your colony, a prompt will provide information on how to source them.
When the System Colonisation Effort is successfully completed, the System Colonisation Ship will leave and the completed primary starport will appear nearby.
The newly established colony is now an Uncontrolled Populated star system and is eligible to be expanded into and controlled via Powerplay.
Build up the System Colony
Once a primary starport has been established, it can be improved and upgraded via the continued supply of resources.
As System Architect you can place build instructions for a variety of facilities, located either in orbit of a planet via the system map or on the planet itself by travelling to the surface and identifying the perfect deployment site.
Available facilities include:
Satellites
Communication Stations
Pirate Bases
Mining Outposts
Planet Ports
Horizon or Odyssey Settlements
Once a new facility has been selected a Construction Effort will begin for that facility. Any Commander can now fly to this location, dock with the temporary structure, and use System Colonisation services.
The dashboard will allow any visiting player to see what facility is going to be built at this Construction Effort and the current progress, with larger constructions requiring larger amounts of resources (commodities) to complete.
Once a facility is constructed, you will see the economy of the star system change, with different facilities influencing the population, standard of living, tech level and more. As more construction efforts are completed in the system, you will gain access to larger and more complex structures to construct.
Rewards of System Colonisation
System Architects will receive a tax payment from each system under their direction, which is derived by the number and scale of facilities constructed. Taxes will be issued each week and can be redeemed by vising an administration contact.
As you grow your network of accumulated system colonies and the weekly tax values increase, a galactic tax will be placed upon any credits earned over 5,000,000 in order to support mass infrastructure maintenance throughout the galaxy.
In addition to tax rewards, System Architects will also receive a small discount to ships and outfitting when purchased in one of your systems with 10 or more facilities.
Trailblazers Update Available Now
With System Colonisation, the Trailblazers update for Elite Dangerous introduces a brand-new way to play, interact with other players and leave your mark on the galaxy. For the first time in the game’s history the Bubble is set to grow and it’s you, Commander, that’s in control of the path the galaxy takes.
Trailblazers is just the first step of a packed year for Elite Dangerous, with more new gameplay experiences, ships and refinements to come. We’ll see you on the frontier.
Elite Dangerous | Trailblazers out now!
Greetings Commanders!
The time has come to become the galactic pioneers you were born to be! The epic Trailblazers update is now here, bringing with it the chance for you to truly make your mark on the milky way with System Colonisation! The Trailblazers update includes many awesome features which you can learn about on our Trailblazers page!
System Colonisation will initially be available in a Beta format. Whilst features and progress will remain permanent we will be reviewing and adjust balancing and numbers for resources and distances as the Beta progresses. We're proud and excited for you to start making the Milky Way your own with Trailblazers and we can't wait to see you place your flags in the history of Elite Dangerous' world!
Update Notes
Features of Note:
New System Colonisation feature
The Mandalay ship is now purchasable for Odyssey players via the shipyard for Credits
Issue Tracker Fixes:
Fixed no loot spawning in settlements outside of Powerplay systems. - Issue ID: 67130
Adjustments made to the behaviour for limpets. - Issue ID: 67049
Fixed Powerplay Assignments sending players to hack holoscreens that were not in the specified system. - Issue ID: 68199
Fixed nameplates of Fleet Carriers not correctly displaying in the hangar. - Issue ID: 67340
Fixed a crash when viewing Powerplay Strategic view on the Galaxy Map in VR. - Issue ID: 67146
Fixed orbit lines displaying in only one eye in VR. - Issue ID: 66591