Elite Dangerous

Elite Dangerous

spam Feb 26 @ 10:45am
3
Colonization: Primary Port Choices & Costs
Popped in to look at some specifics and thought I would share:

There are four types of primary ports in order of cost: Outpost, Coriolis, Orbis and Ocelleus, some of which have their own variants. Currently the stats for Orbis and OCelleus are identical (AFAIK).

Outpost variants spcialize in Commercial, industrial, criminal, civilan, Scientive, or Military each of which provide different buffs to the system.

Starports (Coriolis, Orbis, and Ocelleus) do not appear to specialize, but the buffs from Orbis and Ocelleus are stronger than those of Coriolis.

WARNINGS
  • This is opening day beta info from one sample system and is subject to change
  • Costs will also vary from system to system so view these numbers as approximations for planning purposes
  • The Coriolis below totals 53,723 commodities, the system I claimed with a Coriolis uses 70,589 commodities. They system I actually claimed was quite nice, the sample system I gathered the data from was just ice balls.
Primary Port Details:
Material
Outpost
Coriolis
Oribs/Ocelleus
Water
621
1609
6436
Copper
218
644
2576
Aluminum
10055
40220
Food Cartridges
94
242
484
Semiconductors
58
161
322
Power Generators
19
65
130
Computer Components
50
145
290
Ceramic Composites
497
1207
4828
Insulating Membrane
311
644
1288
Medical Diagnostic Equipment
13
25
50
Titanium
4843
8205
32820
Fruit and Vegetables
50
145
290
Polymers
497
1046
2092
Superconductors
100
282
561
Water Purifiers
38
105
210
Non-Lethal Weapons
13
25
50
Liquid Oxygen
1553
3781
15124
CMM Composite
3912
11261
45044
Steel
5588
14076
56304
Max Landing Pad
Medium
Large
Large
Initial Pop Increase
varies
1
5
Security Change
varies
-2
-3
Wealth Change
varies
2
7
Develepment Level Change
varies
2
8
Facility Economy
varies
Colony
Colony
Max Population Increase
varies
0
1
Tech Level Change
varies
1
6
Standard of Living Change
varies
3
5

Edit: Clarification, for outposts, the system buff depends upon the outpost type. Starports do not appear to be specialized.

Edit 2: You have 4 weeks to deliver the commodities for your station. Doing the math, if using a T9 or Cutter, it would take at least 24 trips to deliver commodities for an outpost, 69 for a Corriolis , and 185 for an Orbis or Ocellus. No mater how you cut it, that is a lot of space trucking.

Edit 3: WARNING: The starting base location is fixed, so look carefully at the system map of your colonization target to see where it will be placed before committing.
Last edited by spam; Feb 28 @ 12:27am
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Showing 1-15 of 77 comments
What is this:

Max Population Increase
varies
0
1
Tech Level Change
varies
1
6
Standard of Living Change
varies
3
5

Anyone know?
Last edited by Planewalker; Feb 26 @ 11:38am
Agony_Aunt Feb 26 @ 12:03pm 
Originally posted by Planewalker:
What is this:

Max Population Increase
varies
0
1
Tech Level Change
varies
1
6
Standard of Living Change
varies
3
5

Anyone know?

As you add stuff it changes things like population, tech level, security, etc.
funkynutz Feb 26 @ 12:05pm 
Originally posted by Planewalker:
What is this:

Max Population Increase
varies
0
1
Tech Level Change
varies
1
6
Standard of Living Change
varies
3
5

Anyone know?

No...

I'm assuming you get a random number within a specified range for your population once you've set up your first station.

Probably starts with E/D rated gear in outfitting (if available), basic ships like sidewinders and haulers if there's a shipyard and so on.

Basic facilities and loads of mess all over the concourse to start with, gets more services and becomes tidier as the SoL goes up.

But that's all just guesswork.
spam Feb 26 @ 12:46pm 
Originally posted by Planewalker:
What is this:

Max Population Increase
varies
0
1
Tech Level Change
varies
1
6
Standard of Living Change
varies
3
5

Anyone know?
For outposts, the system buff depends upon the type of outpost.
Last edited by spam; Feb 26 @ 12:53pm
"Population increase" is the most interesting one, because that looks like it is dynamic factor based on how many stations and locations players decide to install/build.
(unless it is a singular station-based factor in which case idk)


Interestingly enough, there was talk with fdev years ago about maybe letting the BGS colonise new systems; i specifically remember it because we talked about how to determine population amount, and look where we are now. :D


Originally posted by spam:
The buff depends upon the outpost type.
Buff to what? XD
Last edited by Planewalker; Feb 26 @ 12:49pm
Koopa Feb 26 @ 1:29pm 
Originally posted by Planewalker:
Buff to what? XD

The buff to security/economy/tech level, science outposts raise tech, pirate outpost raises wealth, military raises security.
Last edited by Koopa; Feb 26 @ 1:29pm
frumple Feb 26 @ 1:53pm 
They did add a Colonization guide to the Codex. It's decent though lacking in specifics.

Some developments can lower standards/security.
am too poor to even start this, oh well
How much time do you have to supply the starter port with all the resources needed?
Ralle Feb 26 @ 4:04pm 
where to get 10k+ CMM Composites? Thats nearly impossible even with teamwork.
Originally posted by Ralle:
where to get 10k+ CMM Composites? Thats nearly impossible even with teamwork.

Best I can do is 171 lul
They really need to lower and balance things. Most of us are single players.


CMM required quantities should be at least 40% lower for a balance. The trips, the costs, the distances. The time. I mean ♥♥♥♥.... the supplies are limited and there are so many players.
Last edited by nZ RaifalM3n; Feb 26 @ 4:19pm
Originally posted by EnlightenU:
They require you to complete everything in 4 weeks or you lose it all. I dont play enough to complete that.


Imagine almost finishing in the last day and you can t find 500 or 1000 CMM. You loose it all lol
Ralle Feb 26 @ 4:26pm 
I´m okay with the grind - no problem to deliever 13k alu. But CMM is simply unfair. There is no station within 300LY that has more than 200 in stock. Thats rediculous. The demand has to be lowered segnificant.
Maybe I missed the obvious but what happens to the supplies you gave if you fail to meet the requirement to build? Do you get it back?
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Date Posted: Feb 26 @ 10:45am
Posts: 77