The Builder
You want to leave a mark — a home system designed exactly how you like it, named, painted, and run on your terms. The deepest motivation, and the one Frontier built this for.
E:D Black Box
System Colonisation lets any Commander claim an unpopulated system and build it into a permanent, inhabited part of the galaxy — first a starport, then a whole network of ports, settlements and installations you design and own. At heart it is a logistics-and-construction loop wrapped around every profession in the game: the hauling builds the bones, your build choices decide what the system becomes. It arrived with the Trailblazers update (26 February 2025) — the first time players could grow the Bubble at all. Go in treating a colony as a multi-week project, not a quick build.
System Colonisation lets you, the Commander, claim an empty star system and build it into a real, permanent, inhabited part of the galaxy — a station, then a whole network of ports, settlements and installations that you designed and own.
For the entire history of Elite Dangerous, the inhabited galaxy — "the Bubble" — was static. Stations existed where Frontier placed them. You could shift faction influence, win wars, and fight Thargoids, but you could not create new infrastructure. That changed with the Trailblazers update (26 February 2025), which introduced colonisation as a player-driven way to make the Bubble grow for the first time.
The core loop is simple to state and large to execute:
Pay a credit fee to claim an unpopulated system near existing space.
Fly there and drop a Colonisation Beacon, which summons a giant Colonisation Ship.
Ferry commodities — steel, composites, machinery, food, the lot — to that ship until a long shopping list is filled.
Your first starport is built; you become the system's Architect.
From there: more ports, planetary settlements, mining outposts, research labs — each one shaping the system's economy, security, wealth and population.
It is, at heart, a logistics and construction activity wrapped around every other profession in the game. The hauling builds the bones; the choices you make about what to build decide what your system becomes — a mining hub, a tourist haven, a fortress, a trade nexus, or all of them at once.
Before your first claim, open the two best-in-class outside resources. The Colonization Mega Guide (CMDR Mechan) is the definitive, authoritative guide on this subject — the deepest single reference there is, covering construction-point maths, the economy and link systems, and body-by-body site selection in full. And Raven Colonial is the standout planning-and-tracking tool: design and simulate a whole system in-browser, then track what each project still needs across your ship and every Fleet Carrier (it pairs with SrvSurvey for auto-tracking, but works manually too). This page is the field-manual distillation — those two go all the way down. Alternatives: DaftMav's construction spreadsheet, EDColony, and Spansh's "bridge"-route plotter. See Sources for links and a video walkthrough.
Be clear-eyed going in: the building phase is trade- and hauling-heavy whatever you normally fly. The win is the finished system — a permanent base tuned to however you play (your own rings, RES sites, markets, missions, or a rearm point out in the black) once the cargo runs are behind you. Section 11 turns this into a concrete build plan.
Colonisation is the single largest piece of player agency Frontier has ever shipped. Your colonised system becomes a genuine, persistent feature of the galaxy: it shows on the in-game galaxy map and is catalogued by third-party services like EDSM and INARA. Other Commanders can fly to it, dock at it, trade and fight in it. Your Commander name is stamped on the system as its Architect, effectively forever — the Architect designation does not change hands even if a rival Power later seizes political control.
You want to leave a mark — a home system designed exactly how you like it, named, painted, and run on your terms. The deepest motivation, and the one Frontier built this for.
You enjoy trade, hauling and route optimisation. Colonisation is the biggest hauling sink in the game and rewards efficient fleets and planning.
A colony seeds a controllable faction into a new system. Useful for Background Simulation play and for pushing a chosen Power's footprint.
Miner, combat pilot, passenger jockey or explorer who wants a system tuned to their profession — your own rings, your own RES, your own tourist beacons, your own rearm point in the black.
Colonisation is optional. Nothing forces you into it, and a single colony can absorb dozens of hours of hauling. It rewards patience and a large-cargo fleet. If you go in expecting a quick build, you'll bounce off it; go in treating it as a multi-week project and it's one of the most satisfying loops in the game.
A real system on the galaxy map, tagged with your name as Architect.
A recurring weekly payment scaled by your system's score and happiness — modest in practice (even a heavily-built system pays on the order of ~1M CR/week). Build for the system, not the salary.
You decide whether the system mines, farms, manufactures, researches or fights.
A home port, rearm/repair point and shipyard exactly where you want it.
Beyond the headline rewards, a finished colony pays off in ways tuned to how you play:
Learn these terms and the rest of the manual reads easily.
| Term | What It Means |
|---|---|
| Colonisation Contact | An NPC service found in the Contacts panel of station services in populated space. Where you buy (and can cancel) a claim, and learn the basics. |
| Colonisation Suite | A module every ship now carries automatically (like the Discovery Scanner). It's what launches your beacon — you don't need to buy or fit it. |
| Colonisation Beacon | The object you drop at a preset spot (a flag icon on the system map) in your claimed system. Dropping it commits the claim and calls in the Colonisation Ship. |
| Colonisation Ship (CS) | A capital-class vessel — bigger than a Fleet Carrier — that parks at your primary build site. You deliver the primary port's commodities to it. It leaves once the port is finished. |
| Primary Port | The first station in the system. Building it is what turns the system "live" and makes you the Architect. Cannot be demolished later. |
| System Architect | You, after the primary port completes. You place all future construction, collect weekly income, and keep the title permanently. |
| Construction Points | The "currency" of expansion. Tier-1 builds generate points; Tier-2 and Tier-3 builds spend them. See Section 06. |
| Economy Influence | Each facility nudges the system toward one of nine specialisations — Extraction, Industrial, High-Tech, Agriculture, Military, Tourism, Refinery, Terraforming, Service (plus Contraband as a special case). The mix sets what the markets sell and buy. Colony is not a specialisation — it's the generic port class / "no specialism yet" starter state. |
| Exclusivity Period | The anti-sniping window when you place a new facility: yours alone for ~30 minutes, then your squadron's for the rest of ~24 hours, then open to any Commander. Solo builders should form a one-person squadron to claim the full day. |
The end-to-end procedure for your first colony. Read it all once before you claim anything — the early choices (which faction you buy from, which system you pick) are locked in and shape everything after.
Open the Galaxy Map and look for an unpopulated system within roughly 15 light-years of existing populated space. (This range started at 10 ly in early beta and has been tuned upward; treat 15 ly as the working figure and confirm in-game.) Visit it and honk/scan it. In the system map you can see the preset primary-port location (a circled flag) and the count of available orbital and surface build slots before committing.
Buy the claim at a Colonisation Contact in a station whose controlling minor faction is the one you want to found your colony. That faction is carried into your new system as its native, permanent controlling faction — and it sets your colony's superpower allegiance: Federation, Empire or Alliance (see Superpower Alignment).
You select the initial port: an Outpost (cheapest, medium pad, ~19k commodities), a Coriolis (large pad, ~54k), or a large Orbis/Ocellus (~209k). The registration fee is paid in credits — budget on the order of ~25 million CR; it varies with the port chosen. The claim then locks the system to you for 24 hours.
Travel to the claimed system, fly to the flagged location, and launch the Colonisation Beacon via the Colonisation Suite. Miss the 24-hour window and the claim is revoked. Once dropped, the Colonisation Ship arrives — note the primary site can be hundreds of light-seconds from the arrival star, so factor in supercruise time per round trip.
Dock with the CS and open its construction panel to see the required commodities and live progress. Buy these from nearby populated markets and ferry them in. You have a hard deadline — about 28 days (≈4 weeks) — to deliver the entire primary-port list, or all progress is lost. Plan to begin only when you have the full window available.
When the last commodity is delivered, the port appears in a partially-built, services-offline state. It finalises at the next server maintenance tick (Thursday ~07:00 UTC). The Colonisation Ship departs, the beacon becomes a permanent nav beacon, and you are now the System Architect.
A Colonisation Contact now lives in your finished port. From the system map (orbital) or by flying to a surface site (planetary), you place new construction. Orbital ports carry their own ~28-day build timers; many surface settlements have no timer — handy for slow, chill building between other activities.
When you place a construction site, an exclusivity period protects it: it's yours alone for the first ~30 minutes, then open to your squadron for the rest of ~24 hours, then any Commander can deliver to it. If you build solo, create a one-person squadron before you start — otherwise strangers can contribute (or interfere with) your site after just 30 minutes. Up to 5 facilities can be under construction at once, with a 200 m minimum spacing between sites.
You can cancel a claim from any Colonisation Contact and re-claim — even from a different faction's station — if you picked the wrong founding faction or system. You forfeit the original ~25M fee and any commodities already delivered, and you may have to wait for the old Colonisation Ship to leave before re-deploying. Cheaper to get it right the first time.
After the primary port, every build is gated by a points economy. This is the part new architects find confusing, so here it is plainly.
Outposts, basic installations, small/medium surface ports and settlements. They cost no construction points and each one awards a Tier-2 point.
Coriolis starports, Asteroid Bases, hubs, and most "Station"-class installations. They spend T2 points and award T3 points.
The big stuff — Ocellus, Orbis, large surface ports, and the Dodec. They spend T3 points and award nothing further.
Build free T1 facilities → bank T2 points → spend them on T2 facilities → bank T3 points → spend them on the T3 showpieces. Each tier funds the next.
Base costs are 3 points for a T2 port (Coriolis, Asteroid Base) and 6 points for a T3 port (Ocellus, Orbis, Dodec, large planetary port). The first two large ports of each tier are charged at base cost; escalation begins at the third. From there T2 climbs 3 → 3 → 5 → 7 → 9 (3 + (n−2)×2) and T3 climbs 6 → 6 → 12 → 18 → 24 ((n−1)×6) for each subsequent port. The cost is charged when construction begins, not when it finishes. The climb is intentional — it pushes you to build out a supporting economy rather than spam mega-stations. Your primary port is exempt: it costs no points and doesn't count toward the climb.
Because T3 escalates far faster than T2 (+6 per step vs +2), the cheapest order in a capital system is to build your T3 ports before your T2 ports, and to make the primary port itself a T3 (it's free of point cost and exempt from the climb — effectively a bonus showpiece). A T3, T3, T2, T2 order can cost roughly half the points of T2, T2, T3, T3 for the same four big ports.
Large surface settlements are the best point source. A large Tier-2 settlement awards 2× Tier-3 points for a modest commodity cost (~8,500 t). Stacking a few of these is the standard way to bankroll an Ocellus, Orbis or Dodec.
The first facility you place in a brand-new system never costs points — so you can make a Tier-3 station your primary port and skip the entire points climb. It's wildly resource-intensive (200k+ tonnes) and usually needs a squadron, but it's the move for a system you intend as a true capital with few build slots.
Every system has a fixed number of orbital and surface slots, shown in the architect view. A system with only ~4 slots may never generate enough points to add a T3 station later — so if you want a large station there, build it primary, or pick a richer system. Check slot counts before you claim.
This is where colonisation becomes design. The facilities you place determine the system's economy, which determines what its markets trade, what missions appear, and what the system is good for.
| Body the port sits on / orbits | Base economy it leans toward |
|---|---|
| High Metal Content · Metal-Rich | Extraction |
| Rocky | Refinery |
| 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 |
Specialised ports (Industrial/Scientific/Military outposts, Asteroid Bases) ignore the body's base economy and set their own — only Colony-type ports inherit it.
Early colonisation economy maths was brutal — economies "cannibalised" each other and a careless mix could ruin a market. A 2025 patch (tied to the update 4.2 cycle) greatly simplified it: a market's top two economies are protected — their supply is calculated as if no other economy were present (ignoring demand from any third-or-lower economy), while only their demand is still netted normally. In plain terms — you can now run one or two strong economies side by side without them dragging each other down, so a mixed Extraction + Industrial system works. Design for one or two primary economies and keep any third minimal. (Community guides written before this rework can mislead you on mixing economies — weight older advice accordingly, and confirm the current behaviour in-game.)
| Economy | What it's good for |
|---|---|
| Extraction | Mining markets & mineral demand. |
| Industrial | Manufacturing & machinery; good for trade. |
| High-Tech | Advanced goods & research missions; often the best credit margins. |
| Agriculture | Food supply; feeds other economies. |
| Military | Security, weapons & combat-flavoured missions. |
| Tourism | Passenger & sightseeing demand. |
| Refinery | Refined metals & composites (CMM/Ceramic on the ground, Insulating Membranes in orbit). |
| Terraforming | Terraforming supplies & survey demand. |
| Service | Station-services goods. |
| Contraband | Black-market flavour, low security. |
| Colony | The generic starter state, not a specialisation. |
Working figures for planning. Commodity totals are approximate and vary system-to-system; "trips" assume a ~784 t hauler (large engineered cargo ship). Treat these as planning baselines, not contracts.
| Port | Tier | Max Pad | Base Economy | ~Commodities | ~Trips (784t) |
|---|---|---|---|---|---|
| Outpost (Plutus/Vulcan/Vesta/Dysnomia/Prometheus/Nemesis) | 1 | Medium | Varies by variant | ~19,000 | ~25 |
| Coriolis Starport | 2 | Large | Colony | ~54,000 | ~69 |
| Ocellus Starport | 3 | Large | Colony | ~209,000 | ~267 |
| Orbis Starport (Apollo/Artemis) | 3 | Large | Colony | ~209,000 | ~267 |
| Dodec Starport (0/5/10-truss) | 3 | Large | Colony | ~236,000 (≈280k+ if primary) | ~300+ |
The first facility in a system carries a surcharge: roughly +16% (T1), +32% (T2), +20% (T3) extra commodities versus the same build placed later.
| Outpost | Variant | Economy Lean | Use For |
|---|---|---|---|
| Commercial | Plutus | Colony / Wealth | Trade-leaning starter, wealth bump |
| Industrial | Vulcan | Industrial | Manufacturing & tech level |
| Civilian | Vesta | Colony | Balanced population starter |
| Pirate | Dysnomia | Colony / Contraband | Black-market flavour, low security |
| Scientific | Prometheus | High-Tech | Research, tech level |
| Military | Nemesis | Military | Combat-flavoured system, security |
| Type | Size | Point Cost | Point Reward | ~Commodities | Economy |
|---|---|---|---|---|---|
| Any (Agri/Extraction/Industrial/Military/Research/Tourism) | Small | Free | 1× T2 | ~2,840 | by type |
| Any | Medium | Free | 1× T2 | ~5,680 | by type |
| Any (Large) | Large | 1× T2 | 2× T3 | ~8,530 | by type |
Large settlements are the efficiency play: pay one T2 point, get two T3 points back. Medium = 2× a small's commodities; large = 3×.
| Goal | Build | Effect |
|---|---|---|
| Combat / Security | Military Outpost (Nemesis) · Military Settlement → Military Installation → Military Hub · Security Station | Military Hub: +10 Security. Drives Military economy & combat-flavoured missions. |
| Passengers / Tourism | Tourism Settlement (needs a Satellite first) · Tourist Installation · Exploration Hub | Tourism economy & sightseeing demand; Exploration Hub adds +6 Tech. |
| Cargo / Trade | Industrial Outpost/Port · High-Tech Hub (Janus) · Refinery Hub (Silenus) · Agriculture settlements | Build 2–3 complementary economies to create real supply/demand. Refinery Hub: +5 Wealth, makes CMM. |
| Mining | Asteroid Base (adopts ring type) · Mining Outpost · Extraction Settlement → Extraction Hub (Tartarus) | Extraction economy; Extraction Hub: +10 Wealth. Needs a ring-bearing body. |
| Population / Capital | Ocellus / Orbis / Dodec · Large Surface Port | Big population, tech, wealth and development gains — the showpiece tier. |
Some facility variants are bugged (e.g. the Eirene satellite builds as a Scientific Installation; Ichnaea relay builds as Communications), and advertised landing-pad sizes don't always match what you get. Always verify against a live build tool (Section 12) before committing a long haul.
Colonisation lives or dies on hauling efficiency. A Coriolis primary is ~69 trips in a big hauler; a T3 station is ~270+. Minimise distance and maximise cargo.
The big-ticket items are Steel, CMM Composite, Aluminium, Titanium, and Ceramic/Liquid materials. CMM Composite is the classic bottleneck — and note the split: CMM and Ceramic Composites come only from a planetary refinery port, while Insulating Membranes come only from an orbital refinery, so a self-sufficient refinery system needs both. Until then, buy CMM wherever Refinery/Industrial economies sell it; the Trailblazer megaships also stock most colonisation commodities, including the planetary-only ones. Use a market finder (INARA-style tools) to locate high-supply, low-price sources close to your build site.
Your colony's permanent controlling faction is inherited from the station where you buy the claim — and that single choice decides which superpower your system answers to: its missions, the ship line you can buy at your own shipyard, and whose footprint you extend. Pick it deliberately; it can't be changed without re-claiming.
Find a populated station whose controlling minor faction holds the allegiance you want — Federation, Empire, or Alliance.
That minor faction is carried into your new system as its native, permanent controlling faction — and it stays, even through later Powerplay shifts.
Your colony now flies that flag: aligned missions, that superpower's ship line at your shipyard once you build the right ports, and a base from which to push its influence.
A secondary faction slot can be seeded by your squadron's aligned faction, if you fly in one. Independent NPC factions may also migrate in over time via the BGS.
A Federal founding faction makes the system Federal: Federal-flavoured missions, the option to push a Federal Power's influence, and — once you build the right ports — the Federal ship line (Dropship, Assault Ship, Gunship, Corvette) at your own shipyard. Those ships still require Federal Navy rank to buy and fly; a colony you control doesn't hand you rank, but a healthy founding faction is a reliable, controllable mission source to grind it on your own turf.
An Imperial founding faction makes the system Imperial: Imperial missions, the option to extend an Imperial Power, and the Imperial ship line (Courier, Clipper, Cutter) at your shipyard once the ports support it — again gated by Imperial Navy rank. The benefit mirrors the Federal case: a colony is a rank-grind engine you own, not a rank shortcut.
An Alliance founding faction makes the system Alliance-aligned. The Alliance runs no Navy and no rank ladder, so there's no rank tailwind to chase — but Alliance ships need no rank either, so nothing is gated behind one. A colony is most useful here as BGS and Powerplay leverage: it plants or strengthens an Alliance presence in a system you shaped.
Local minor-faction allegiance and Powerplay are separate systems. Your founding faction's allegiance makes the colony Federal, Imperial or Alliance for BGS and mission purposes; whether a Power controls the system in Powerplay is a different contest. Don't expect colonising to move your Powerplay standing on its own.
Alignment is the one early decision you can't cheaply undo — it's locked the moment you buy the claim. Before you pay, be sure the station's controlling faction matches the superpower whose ships and missions you actually want, and ideally sits close to your build site so the haul stays short.
A concrete first-colony plan. The shape is the same whatever your priority — pick the economy focus and superpower allegiance that match how you play, then follow the order below.
A large pad (so big ships dock and you can sell/rearm) at a manageable ~54k-tonne / ~69-trip cost. Buy it from a station of your chosen allegiance so the system is aligned from birth. A cheaper Outpost is fine for a faster first win, but the medium pad limits you.
Drop 2–3 large surface settlements in the economies you want — each banks 2× T3 points while setting your economy mix.
Run the settlement → installation → Hub chain for your focus (Military Hub for security/combat, Extraction Hub for mining, High-Tech or Refinery Hub for trade). The Hub is what pushes the system decisively toward that economy.
An Asteroid Base on your best ring (Extraction), or an Industrial/High-Tech port — viable now that the top-two economies don't cannibalise each other.
A Satellite → Tourism settlement/installation opens passenger demand; a Refinery-lean surface port lets the colony make its own CMM Composite, easing all future builds. These are the "chill" no-timer surface builds.
Cash banked T3 points into an Ocellus, Orbis, or Dodec for the population/wealth/tech spike. By now your own Refinery output and Extraction markets shorten the haul.
Identified a target system within ~15 ly: rings present, landable rocky body, plenty of build slots, near a market of your chosen allegiance.
Confirmed the claim station's controlling faction holds the superpower allegiance you want.
Decided primary port type (Coriolis recommended for the large pad) and budgeted ~25M CR.
Cleared a 28-day window and prepped a bulk hauler (and Fleet Carrier, if available).
Located bulk sources for Steel, CMM Composite, Aluminium, Titanium close to the build site.
Set up Raven Colonial (or another construction tracker) before the first delivery.
Created a one-person (or team) squadron so your build sites aren't open to strangers after 30 minutes.
Plan banked: large surface settlements for points → your economy's Hub spine → a second economy → Tourism/Refinery later → T3 capstone.
Logged the new colony in your Fleet Tracker once it goes live and the Architect title lands.
Claim deliberately, haul efficiently, build the economy before the showpiece — and you'll have a permanent system, aligned how you chose, with your name on it. Fly safe, Architect.
Figures on this page are verified against the sources below.
Note: colonisation has been patched repeatedly — range, economy maths, and the primary-port roster (the Dodec) have all changed since launch. Before any large commitment, cross-check current figures in-game and against a tool dated after the most recent update.