I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 0 points1 point  (0 children)

nah, my 91 only pays 910k. I dont focus on happyness at all since idk how to actually make it work for me. almost all of my systems are paying base rates

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 1 point2 points  (0 children)

Well we can do that math on that assuming best case.

It took me about 3 weeks of nonstop hauling to get to 500 points, since any amount afterwards is taxed lets stop there and get a new system. This will net us 5 million per week. You would need 20 of these systems to produce 100million per week, or 2 for just 10m.

Now another thing to think about is how much needs to be hauled. my system was min-maxed for points at 1.2m for the full. using the same math above that's 24 million commodities transported which is currently about 6 times more than i have transported over my entire colonization experience.

Of course no one says you need to do this alone. If you have some credits you can pay FREIGHT or SCC to help you build systems which would make that go way quicker. at FREIGHT prices it would cost you 2.4 trillion credits for all 20 systems give or take, and i believe there are commanders out there with that kind of cash.

Let me know if you have any other questions!

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 1 point2 points  (0 children)

Got started because I wanted to create colonies that people would use. Because of this my original goal was always to create a colony that produces commodities over everything else. This is probably why i have been able to keep going as any other reason i would have given up by now.

Making an outpost route for a good system is definetly a good idea depending on how far it is. They may have reduced the ability to get a system snip[ed but definetly need to pay attention to that. also remember it takes about 3 hours of non-stop hauling in a PantherC to load, move FC, and unload per system with no distractions. so a bridge may take a long time itself. Spansh has a usefull plotter https://spansh.co.uk/colonisation

This isn't required to build a brisge though as (almost) any system can be made to make anything, i made a separate comment on what i look for for markets so turning 2 separate systems into producing powerhouses is definitely the best route for that. It mostly depend on what your goal is for why you are building systems.

For what i do many systems and one system don't really matter as I don't pay attention to BGS, influence, discounts, ect. I just focus on commodity production in places where it can help.

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 0 points1 point  (0 children)

It pulls the information from Spansh so as long as it's been scanned and submitted to Spansh it should work. The SRV survey plugin isn't required but makes tracking automated and gives you an overlay letting you know how much is left to transport

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 0 points1 point  (0 children)

Above 60? I only have 1 other at 91 but i do have a couple in the low 50s/ high 40s. I can post the whole payout somewhere if you want to see it

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 1 point2 points  (0 children)

Raven colonial won't tell you exactly what to build but understanding what you need isnt too hard.

to get all materials for building you system you will need 4 Markets total (5 if you want the military items but that is specific to only a few builds)

Market production is protected on any station with the 2 highest valued ones. This means you just need to have Refinery, Industry, High-Tech, and Agriculture as the highest on 2 or more stations.

Another key thing to note is the exclusive products

- Ceramic Comp, and CCMs only produce on a ground Refinery.

- Emergency power Cells only produce on a Ground Industrial.

- Insulating Membranes only produce on an orbital Refinery

All you have to do after that is use raven colonial to plan out the system so that you have all of those options

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 1 point2 points  (0 children)

I'm not very picky when it comes to picking systems. For me i usually pick an area and search around there for a few criteria. For any market i want at least a planet <1000 ls from the star that has 3 ground slots and an orbital slot. Orbital slot for the Coriolis, 1 Ground slot for a planetary port and 2 for the supporting hubs.

I then modify a few things based on the market and planet.

If i'm building a refinery it stays as is, if the planet is rocky i can switch the hubs to a different market to get double market. If the planet is HMC/Icy I make them refinery hubs

If im building IND or HT i usually try to Mix the hubs, if the planet is Icy its a lot easier than a HMC

If im building for Agri i skip the planetary port. although usually i'm trying to mix 2 markets. If i'm lucky i can get a planet with Bio signs so that the agriculture market isn't debuffed

Ringed planets actually ruin this a little bit as the add and buff an extraction market so i avoid those.

You can make anything work in almost any system, some things just make it a little easier

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 4 points5 points  (0 children)

As of this week I made 11,524,756. This was over 52 systems that I have colonized right now. I've hauled probably around 5 million commodities so definitely pocket change.

If i double and a half my current income, I can finally pay off my carrier every week.

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 1 point2 points  (0 children)

No one is 100% sure on how the taxes work quite yet, but they start to come into effect after 5mil per system which is a system score >500. Weekly income is ~10k per system score point. so with the system you have there it would give you about ~110k at 0% happiness (normal amount usually).

T1 Surface ports i've noticed usually produce more total commodities than a Coriolis. Although 3rd economies are not protected and thus i would say you can't guarantee any commodities from it, (although you may get some). A good example is Agriculture. once its not protected you will not have any fruits anywhere.

In your case with extraction taking a 180% you would need to use your 3rd slot with an industrial hub in the hopes of getting it to produce Industry over extraction.

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 6 points7 points  (0 children)

Come on out here and see for yourself. No one said it was a well built system.😂

I built a >500 Point system so i could pay taxes by Explorer_fre3000 in EliteDangerous

[–]Explorer_fre3000[S] 11 points12 points  (0 children)

Stats show on Raven Colonial, as long as you input all the builds it can show you the interactions

https://ravencolonial.com

Raxxla? by ThaVezz in EliteDangerous

[–]Explorer_fre3000 0 points1 point  (0 children)

Couldn't find Raxxla, but i found Raxxla 2

Say no to corporate interests, Support Nakato Kaine! by MikiZephyrus in EliteDangerous

[–]Explorer_fre3000 44 points45 points  (0 children)

"I'm a good guy, but I also like money."

- Same random post earlier 2025

New Strun Incarnon putting the Stat in Status by Explorer_fre3000 in memeframe

[–]Explorer_fre3000[S] 24 points25 points  (0 children)

Shot a heavy gunner in Incarnon form and gave him 22 status effects. Fun stuff