Colonisation
The colonisation core loop and claim rules, primary port options and commodity lists, the tier and construction points game with escalating costs and point-saving tricks, economy design and the 2025 rework, playstyle build chains, system scouting and superpower alignment, hauling logistics and architect payoffs.
**Volatile ⚠️.** Colonisation has been patched many times since February 2025. Claim range, economy math, and the port roster have all changed.
Summary
- Claim an empty system within 15 ly of populated space. Pay about 25M credits. Drop a beacon within 24 hours.
- Haul the commodity list to the Colonisation Ship within about 28 days, or you lose everything you delivered.
- Your first port makes you the System Architect, permanently.
- Then it is a points game. Free Tier 1 builds earn points. Tier 2 and Tier 3 builds spend them.
- The founding faction comes from where you buy the claim. That choice is locked and sets your superpower.
- Do not do this for money. Even a big system pays about 1M credits a week. Do it for the system you build.
- Two tools do the heavy lifting: the Colonization Mega Guide and Raven Colonial.
The Core Loop
- 1Scout an unpopulated system within about 15 ly of populated space. Honk and scan it. The system map shows the flagged primary port location and how many build slots you have.
- 2Buy the claim at a Colonisation Contact, at a station whose controlling minor faction is the one you want to found your colony. This locks your allegiance.
- 3Pick your primary port type and pay about 25M credits. The claim holds for 24 hours.
- 4Fly out and drop the beacon at the flagged spot. A Colonisation Ship arrives.
- 5Haul the commodity list to that ship. You have about 28 days.
- 6Wait for the Thursday tick. The port finishes. The ship leaves. You are now the Architect.
- 7Expand. Place new facilities from the system map or by flying to surface sites.
Claim Rules
About 15 ly from an already populated system. Started at 10 ly in beta, and has been tuned. ⚠️
About 25M credits. Non-refundable. Varies with port type.
24 hours from claim to beacon, or the claim is revoked
About 28 days. Miss it and every delivered commodity is lost.
Every ship carries it automatically. Nothing to buy or fit.
Someone else may claim your target system first
Cancel at any Colonisation Contact and re-claim. You lose the fee and anything delivered.
Primary Port Options
The first facility in a system costs more commodities than the same build placed later: roughly +16% at Tier 1, +32% at Tier 2, and +20% at Tier 3.
| Port | Tier | Max Pad | Commodities | Trips (784 t hauler) |
|---|---|---|---|---|
| Outpost (6 variants) | 1 | Medium | About 19,000 | About 25 |
| Coriolis Starport | 2 | Large | About 54,000 | About 69 |
| Ocellus Starport | 3 | Large | About 209,000 | About 267 |
| Orbis Starport | 3 | Large | About 209,000 | About 267 |
| Dodec Starport | 3 | Large | About 236,000, or about 280,000 as a primary | 300 or more |
Recommended first colony: Coriolis. Large pad, manageable haul. Recommended for a capital system: go straight to Tier 3. The primary port costs no construction points and is exempt from the escalating cost climb.
Sample Coriolis Commodity List
- Biggest line items: about 14,000 Steel, 11,300 CMM Composite, 10,000 Aluminium, 8,200 Titanium, 3,800 Liquid Oxygen, 1,600 Water, 1,200 Ceramic Composites.
- Actual lists vary by system. ⚠️
Tiers and Construction Points
This is what confuses new architects.
| Tier | What It Is | Point Cost | Point Reward |
|---|---|---|---|
| Tier 1 | Outposts, basic installations, small and medium surface settlements | Free | 1 Tier 2 point |
| Tier 2 | Coriolis, Asteroid Bases, hubs, most Station class installations | Spends T2 points | Awards T3 points |
| Tier 3 | Ocellus, Orbis, Dodec, large surface ports | Spends T3 points | Nothing |
The loop: build free T1 facilities, bank T2 points, spend on T2 facilities, bank T3 points, spend on the showpieces.
Escalating Costs
Base cost is 3 points for a T2 port and 6 for a T3 port. The first two of each tier cost base price. The climb starts at the third.
| Port Number | T2 Cost | T3 Cost |
|---|---|---|
| 1st | 3 | 6 |
| 2nd | 3 | 6 |
| 3rd | 5 | 12 |
| 4th | 7 | 18 |
| 5th | 9 | 24 |
Points are charged when construction begins, not when it finishes.
Two Tricks That Save a Lot of Points
- 1Build T3 before T2. T3 escalates at +6 per step. T2 only climbs +2. A T3, T3, T2, T2 order can cost about half of T2, T2, T3, T3.
- 2Large surface settlements are the point engine. A large Tier 2 settlement costs 1 T2 point and pays back 2 T3 points for about 8,530 tons. Stack a few to bankroll an Ocellus.
Settlement Point Math
| Size | Point Cost | Point Reward | Commodities |
|---|---|---|---|
| Small | Free | 1 T2 | About 2,840 |
| Medium | Free | 1 T2 | About 5,680 |
| Large | 1 T2 | 2 T3 | About 8,530 |
Economy Design
- A fresh system shows the Colony economy, which is a placeholder, not a specialisation.
The Nine Specialisations
| Specialisations |
|---|
| Extraction, Industrial, High-Tech, Agriculture, Military, Tourism, Refinery, Terraforming, Service. Plus Contraband as a criminal special case. |
Body Type Sets the Base Economy
Only for Colony type ports. Specialised ports (Industrial, Scientific, Military outposts, Asteroid Bases) set their own.
| Body | Leans Toward |
|---|---|
| High Metal Content, Metal-Rich | Extraction |
| Rocky | Refinery. This is how you make your own CMM Composite. |
| Rocky-Ice | Industrial + Refinery |
| Icy | Industrial |
| Gas Giant | High-Tech + Industrial |
| Earth-Like World | Agriculture + High-Tech + Military + Tourism |
| Water World | Agriculture + Tourism |
| Ammonia World | High-Tech + Tourism |
| Black Hole, Neutron, White Dwarf | High-Tech + Tourism |
| Other stars, Brown Dwarf | Military |
Body features add modifiers on top: rings and belts push Extraction, organics push Agriculture, surface geologicals push Extraction and Industrial. Modifiers overlap rather than stack.
The 2025 Economy Rework ⚠️
- Early on, economies cannibalised each other and a careless mix could wreck your market.
- A 2025 patch fixed that: a market's top two economies are protected. Supply is calculated as if no other economy existed. So Extraction plus Industrial now works fine.
- Design for one or two strong economies and keep any third minimal. Guides written before this rework will steer you wrong.
Economy to Profession
| Economy | Good For |
|---|---|
| Extraction | Mining markets and mineral demand |
| Industrial | Manufacturing, machinery, trade |
| High-Tech | Advanced goods and research missions. Often the best margins. |
| Agriculture | Food supply |
| Military | Security, weapons, combat missions |
| Tourism | Passenger and sightseeing demand |
| Refinery | Refined metals and composites |
| Terraforming | Terraforming supplies |
| Service | Station services goods |
What to Build for Your Playstyle
| Goal | Build Chain | Effect |
|---|---|---|
| Combat and Security | Military Outpost (Nemesis), Military Settlement, Military Installation, Military Hub | Military Hub gives +10 Security |
| Mining | Asteroid Base (adopts the ring type), Mining Outpost, Extraction Settlement, Extraction Hub | Extraction Hub gives +10 Wealth. Needs a ring-bearing body. |
| Trade | Industrial Outpost or Port, High-Tech Hub, Refinery Hub, Agriculture settlements | Refinery Hub gives +5 Wealth and makes CMM |
| Passengers | Satellite first, then Tourism Settlement, Tourist Installation, Exploration Hub | Exploration Hub gives +6 Tech |
| Population | Ocellus, Orbis, Dodec, Large Surface Port | Big population, tech, wealth, and development |
Tier 1 Outpost Variants
| Outpost | Variant | Economy |
|---|---|---|
| Commercial | Plutus | Colony, wealth bump |
| Industrial | Vulcan | Industrial |
| Civilian | Vesta | Colony |
| Pirate | Dysnomia | Colony, Contraband |
| Scientific | Prometheus | High-Tech |
| Military | Nemesis | Military |
Picking a Good System
Scout for all of these:
- At least one ring-bearing planet, ideally metallic. That gives you RES sites and an Asteroid Base spot.
- A landable rocky body, for surface settlements and a Refinery port that makes your own CMM Composite.
- 10 or more orbital and 10 or more surface slots. A 4-slot system may never earn enough points for a T3 station later.
- A short primary port distance from the arrival star. A site hundreds of thousands of light-seconds out makes the build carrier-only.
- Close to a source market of your chosen allegiance.
Superpower Alignment
Your founding faction comes from the station where you buy the claim. It stays forever, even if a Power takes over politically.
| Allegiance | What You Get |
|---|---|
| Federation | Federal missions. The Federal ship line at your shipyard once your ports support it. |
| Empire | Imperial missions and the Imperial ship line. |
| Alliance | Alliance missions. No rank ladder, but no rank gates either. |
Important: owning a colony does not grant you navy rank. Rank locked ships still need the rank. But a healthy founding faction is a mission source you control, which helps the grind (Module 6). Also important: minor faction allegiance and Powerplay are separate systems. Colonising does not move your Powerplay standing.
Hauling
This is most of the work. A Coriolis primary is about 69 trips. A T3 station is over 270.
Panther Clipper Mk II, then Imperial Cutter, then Type-9 Heavy (Module 5)
The real multiplier. Park it by the source market or the build site and shuttle short hops. Stripped to Rearm, Refuel, and Repair only, it frees about 24,070 tons.
CMM Composite. Note the split: CMM and Ceramic Composites come only from a planetary refinery port. Insulating Membranes come only from an orbital refinery. A self-sufficient system needs both.
Trailblazer megaships stock most colonisation commodities, including the planetary-only ones
Any commander can deliver to your site. Split commodity types across your squad and the haul collapses.
Payoffs
| Reward | Reality |
|---|---|
| Permanence | A real system on the galaxy map with your name as Architect, forever |
| Architect income | Weekly, scaled to your system's score. About 1M credits a week even for a big system. |
| Architect discount | 3% off ships and outfitting once your system has 10 or more installations. Architect only. Stacks with Powerplay discounts. |
| A base tuned to you | Your own rings, RES sites, markets, missions, and rearm point |
| A mission farm | Your founding faction generates missions you can farm |
| Customisation | Rename facilities (free rerolls, or 5,000 ARX for a custom name). Starport paint jobs. |
Gotchas
- The 28 day clock is real. Do not claim until you can commit.
- Primary ports cannot be demolished, ever.
- Demolishing anything else refunds nothing. Not commodities, not ARX spent on personalisation.
- The founding faction is locked at claim.
- You can get sniped. A new construction site is yours alone for about 30 minutes, then your squadron's for the rest of 24 hours, then anyone's. Solo builders should create a one-person squadron first.
- Up to 5 facilities can be under construction at once, with 200 m minimum spacing.
- Orbital ports have their own 28 day timers. Many surface settlements have no timer, which makes them good slow projects.
- Some facility variants are bugged. Advertised landing pad sizes do not always match what you get.
- Old guides predate the 2025 economy rework. Weight them accordingly.
Tools
| Tool | Where | Use |
|---|---|---|
| Colonization Mega Guide (CMDR Mechan) | Google Docs | The deepest reference. Point math, economy and link systems, body-by-body site selection. |
| Raven Colonial | ravencolonial.com | Design and simulate a whole system, then track what each project still needs across your ships and carriers |
| EDColony | edcolony.com | Real time construction logistics. Tracks the depot and trips per ship. |
| Spansh | spansh.co.uk | Bridge route plotter |
| Inara | inara.cz | Market finder for bulk commodities, plus hauling contracts |
Needs Checking ⚠️
| Item | Why | Where to Check |
|---|---|---|
| Claim range | Started at 10 ly, tuned upward. 15 to 16 ly reported. | In game |
| Commodity lists | Vary by system. Figures here are planning baselines. | Raven Colonial |
| Economy math | Reworked in 2025 and could change again | Mega Guide |
| Port roster | The Dodec was added after launch. More may come. | Fandom, patch notes |
| Architect income | Reported as modest, around 1M a week | Weekly game mail |
| Bugged variants | Known issues with some satellites and relays | Raven Colonial |
Sources
| Source | Used For |
|---|---|
| E:D Black Box: System Colonisation (July 2026) | Nearly every figure here: tiers, point math, port costs, economy tables, build chains, logistics, gotchas |
| Frontier: System Colonisation Guide | Official claim procedure and Colonisation Ship behavior |
| Elite Dangerous Wiki (Fandom): System Colonisation | Claim mechanics, demolition rules, architect view, Dodec |
| HerzbubeWiki: EDColonisation | 25M fee, 24 hour beacon window, 4 week deadline, exclusivity rules, primary port surcharge |
| AetherWave: Colonisation Basic Setup and Building | 28 day deadline, tier bypass, installation list |
| Colonization Mega Guide (CMDR Mechan) | Architect discount, hauling contracts, mission target range |
| Steam discussions (Feb 2025) | Sample Coriolis commodity list |