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[[File:Outpost.png|thumb|300px|An Outpost]]
[[File:Outpost.png|thumb|250x250px|Outpost]]
'''Outposts''', sometimes called Orbital Outposts to distinguish them from ground-based facilities like [[Surface Port]]s and [[Settlement]]s, are relatively small and modular space [[station]]s. They differ significantly from the vastly larger [[Starport]]s and [[Asteroid Base]]s, which are usually the major hubs within a system. Outposts have between three and five [[Landing Pad]]s, no [[docking]] support for large [[ships]], and minimal security emplacements and patrols. They also lack any rotating habitation structures to simulate gravity for occupants, and docked ships are held in place magnetically.
'''Outposts''', sometimes called Orbital Outposts to distinguish them from ground-based facilities like [[Surface Port]]s and [[Settlement]]s, are relatively small and modular space [[station]]s. They differ significantly from the vastly larger [[Starport]]s and [[Asteroid Base]]s, which are usually the major hubs within a system. Outposts have between three and five [[Landing Pad]]s, no [[docking]] support for large [[ships]], and minimal security emplacements and patrols. They also lack any rotating habitation structures to simulate gravity for occupants, and docked ships are held in place magnetically.


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{| class="wikitable sortable mw-collapsible" border="1"
{| class="wikitable sortable mw-collapsible" border="1"
! Name
! Outpost type
!Description
!Features
! Example
! Example
! Image
|-
|-
| Commercial Outpost
|'''Commercial Outpost'''[[File:Commercial-Outpost.png|200px]]
|A trading outpost with a large market where you can sell or buy almost everything. They can often also be used to buy equipment for ships. In the main segment of the outpost you can see the starship storage.
It has four landing platforms.
|
|
|[[File:Commercial-Outpost.png|200px]]
* Inland ship storage
* Holographic advertising
* 4 landing platforms
* Facility Economy: Colony
* Impact on the economy in the system: -
* Initial population growth: -
* Maximum growth in the system: -
* Security change: -1
* Change in well-being: +2
* Change in standard of living: +5
* Changing technology levels: -
* Change in the level of development: -
|Galle Orbital, Garoju
|-
|-
| Civilian Outpost
|'''Civilian Outpost'''[[File:CivilianOutpost_001.jpg|200px]]
|A residential outpost that is a colony in outer space and is designed for a long stay of people on it. At this outpost you can often purchase equipment and also sell humanitarian aid at a profit.
Unlike other outposts, it has five landing platforms.
|
|
|[[File:CivilianOutpost_001.jpg|200px]]
* Residential blocks
* Scrap platform
* 5 landing platforms
* Facility Economy: Colony
* The impact on the economy in the system is
* Initial population growth: -
* Maximum growth in the system: -
* Security change: -1
* Change in well-being: +1
* Change in standard of living: +1
* Changing technology levels: -
* Change in level of development: +1
|Roe Hub, Ngale
|-
|-
| Scientific Outpost
|'''Scientific Outpost'''[[File:Outpost-Col-285-Sector-IX-T-d3-43-A-1-Canonn-Institute.png|200px]]
|Outpost with a small population, which houses a research center with laboratories. Sometimes such outposts are found in systems remote from the Bubble, for example, in space Guardians. You can buy high-tech equipment with them.
It has three landing platforms.
|
* Research compartments
* Residential blocks
* 3 landing platforms
* Object economics: technologies
* Impact on the economy in the system: -
* Initial population growth: +1
* Maximum growth in the system: -
* Security change: +3
* Change in wealth: -
* Changing living standards: -
* Changing technology levels: -
* Change in the level of development: -
| Canonn Institute, Col 285 Sector IX-T d3-43
| Canonn Institute, Col 285 Sector IX-T d3-43
|[[File:Outpost-Col-285-Sector-IX-T-d3-43-A-1-Canonn-Institute.png|200px]]
|-
|-
| Mining Outpost
|'''Mining Outpost'''[[File:Robigo-Mining-Outpost.png|200px]]
|These outposts contain workshops for processing minerals and minerals. Metals and minerals are sold here at a relatively low price.
It has three landing platforms.
|
* Industrial compartments
* Processing plants
* 3 landing platforms
* Facility economics:
* The impact on the economy in the system is
* Initial population growth:
* Maximum growth in the system:
* Security change:
* Welfare change:
* Changing living standards:
* Changing technology levels:
* Change in level of development:
| Robigo Mines, Robigo
| Robigo Mines, Robigo
|[[File:Robigo-Mining-Outpost.png|200px]]
|-
|-
| Industrial Outpost
|'''Industrial Outpost'''[[File:AlphaCentaurial-DinProspect.png|200px]]
|At the same time, it is both a residential outpost and a plant for the production and sale of machinery. Agricultural materials and metals needed to produce new technologies are best valued here.
It has three landing platforms.
|
* Industrial compartment
* Fuel tanks
* 3 landing platforms
* Facility economy: industry
* Impact on the economy in the system: -
* Initial population growth: -
* Maximum growth in the system: -
* Security change: -
* Change in wealth: -
* Changing living standards: -
* Change in technology level: +3
* Change in level of development: +2
| al-Din Prospect, Alpha Centauri
| al-Din Prospect, Alpha Centauri
|[[File:AlphaCentaurial-DinProspect.png|200px]]
|-
|-
| Military Outpost
|'''Military Outpost'''[[File:Outpost_Military.jpg|200px]]
|
|An outpost whose activities are directed towards the military channel. It sells weapons and equipment, and they often have a limited range of services.
|[[File:Outpost_Military.jpg|200px]]
It has three landing platforms.
|
* Rotating barracks blocks
* Fuel tanks
* 3 landing platforms
* Economics of the object: Military affairs
* Impact on the economy in the system: -
* Initial population growth: +1
* Maximum growth in the system: -
* Security change: +2
* Change in wealth: -
* Changing living standards: -
* Change in the level of development: -
| Struve Colony, Larg
|-
|-
| Unsanctioned Outpost
|'''Unsanctioned Outpost'''[[File:Unsanctioned-Outpost-Pirate.png|200px]]
|
|The cottage industry outpost is not of the best quality, serving as a hideout for criminals, pirates and illegal traders. They are usually located far from populated systems. Weapons and technology are highly valued here, and are often available black market.
|[[File:Unsanctioned-Outpost-Pirate.png|200px]]
It has three landing platforms.
|
* Pirate symbols
* Scrap platform
* 3 landing platforms
* Facility Economy: Colony
* The impact on the economy in the system is contraband
* Initial population growth: 0
* Maximum growth in the system: 0
* Security change: -2
* Change in wealth: +2
* Changing living standards: -
* Change in the level of development: -
| Alcala Settlement, Mitlhou Wa
|}
|}
== Outpost interior ==
The outpost has an interior with hangars and elevators that lead to a recreation area and services such as: bar, [[Pioneer Supplies]], [[Apex Interstellar Transport]], and employers can be found here. Access requires [[Elite Dangerous: Odyssey|ED: Odyssey]].


== Colonisation==
== Colonisation==
 
{{Main|System Colonisation}}
Outposts are Tier 1 in Colonisation. If selected as the main (first) station, it can be constructed with the following resources delivered to the colony ship within 4 weeks. Each outpost type (as listed above) requires a slightly different amount of materials in order to be constructed.
Outposts are Tier 1 in Colonisation. If selected as the main (first) station, it can be constructed with the following resources delivered to the colony ship within 4 weeks. Each outpost type (as listed above) requires a slightly different amount of materials in order to be constructed.


Line 57: Line 157:
|769
|769
|771
|771
|729
|761
|-
|-
|Copper
|Copper
Line 64: Line 164:
|240
|240
|251
|251
|242
|245
|-
|-
| Food Cartridges
|Food Cartridges
|94
|94
|colspan="2" |94
|colspan="2" |94
|92
|92
|91
|91
|91
|98
|-
|-
|Semiconductors
|Semiconductors
Line 78: Line 178:
|70
|70
|68
|68
|70
|67
|-
|-
|Power Generators
|Power Generators
Line 85: Line 185:
|18
|18
|19
|19
|18
|19
|-
|-
|Computer Components
|Computer Components
Line 92: Line 192:
|65
|65
|60
|60
|65
|62
|-
|-
|Ceramic Composites
|Ceramic Composites
Line 99: Line 199:
|500
|500
|502
|502
|530
|531
|-
|-
|Insulating Membrane
|Insulating Membrane
Line 106: Line 206:
|345
|345
|349
|349
|545
|358
|-
|-
|Medical Diagnostic Equipment  
|Medical Diagnostic Equipment  
Line 113: Line 213:
|13
|13
|13
|13
|13
|14
|-
|-
|Titanium  
|Titanium  
Line 120: Line 220:
|5603
|5603
|5317
|5317
|4843
|5264
|-
|-
|Fruit and Vegetables
|Fruit and Vegetables
Line 127: Line 227:
|51
|51
|49
|49
|52
|49
|-
|-
| Polymers
|Polymers
|545
|545
|colspan="2" |497
|colspan="2" |497
Line 141: Line 241:
|109
|109
|114
|114
|108
|112
|-
|-
| Water Purifiers
|Water Purifiers
|39
|39
|colspan="2" |38
|colspan="2" |38
Line 155: Line 255:
|12
|12
|13
|13
|13
|14
|-
|-
|Liquid Oxygen
|Liquid Oxygen
Line 162: Line 262:
|1759
|1759
|1769
|1769
|1553
|1703
|-
|-
|CMM Composite
|CMM Composite
Line 169: Line 269:
|4584
|4584
|4680
|4680
|5393
|4646
|-
|-
|Steel  
|Steel  
Line 176: Line 276:
|6473
|6473
|6619
|6619
|6701
|6605
|-
|-
|Aluminium
|Aluminium
Line 183: Line 283:
|477
|477
|517
|517
|??
|520
|}
|}


Line 189: Line 289:


While trying to optimize everything and fly as fast as possible it took approximately 8 to 10h of play to complete the outpost, in the best conditions (FC in front of mining facility and near colonization ship).
While trying to optimize everything and fly as fast as possible it took approximately 8 to 10h of play to complete the outpost, in the best conditions (FC in front of mining facility and near colonization ship).
==Notes==
*Based on the population data of systems that contain one Outpost and no other habitable structures, Outposts have an estimated population capacity ranging from as low as 10 to as high as 150,000, depending on their size and configuration.
*Unsanctioned Outposts are usually run by Anarchy minor factions and almost always have an active black market. Coupled with Outposts' bare-bones security, they make ideal hubs for [[Smuggler]]s looking to sell illegal goods or take on missions that involve retrieving illegal salvage. It is also one of the few places that sells [[E-Breach|E-Breaches]].


==Inconsistencies==
===Variations===
Important note: There seem to be inconsistencies between the commodities requirements.  
Important note: There are variations between the commodities requirements. The amounts required for a specific structure is not fixed. Primary ports cost more resources than subsequent ports of the same type. Each construction also has a fuzzy variance by a small percentage.


After some testing, the commodities required for establishing a new primary port, or to construct additional facilities in the same system, are completely off. Also the requirement seems to be the same (or extremely close) no matter the facility, only varying between primary and additional facilities.
====Primary Port====


This might be a UI bug, further investigation is required.
Primary ports have an increased cost. The Primary Port is the initial port built after a claim. For Outposts, this increase is approximately 16% compared to building a port as a supporting structure to an existing colony.


Here are some screenshots with an extract of the commodities requirements in different cases.
Here are some screenshots with an extract of the commodities requirements in different cases.
Line 209: Line 306:
</gallery>
</gallery>


====Fuzz Amounts====
Additionally, all constructions have "fuzzy" amounts. There is a plus/minus randomization of small amounts for each construction. This compounds with the primary port "tax" above.
====Research====
The differences between requirements determine how much cargo a player has to haul. The amount of commodities can range between >18.000 and <22.000. Making the difference of the commodities you need to haul of about 3000 tons. Generally, it seems that primary ports are more expensive (about 21,800 tons) than a non primary (about 18,400 tons).
After constructing and documenting the requirements for multiple outposts constructions here are some findings:
(Note that these findings only apply to primary ports - outposts)


Possible explanations:
* Constructing a primary port (Outpost) requires more commodities (about 16% more, or 22,000) than constructing a new outpost in an already colonized system.
* The '''''list''''' of commodities required to construct the primary outpost is identical, regardless of the type of outpost
* The '''''quantity''''' of commodities required is randomly rolled each time a '''new''' claim is made. Otherwise, the commodities required will be the same no matter where the claim is made in the galaxy.  Example: suppose you make a claim and check the requirements for the outpost cost. The quantity of commodities required will be the same, no matter where you'll make the claim. Now, suppose you completed the previous claim, and check the cost for the outpost for another claim: the quantity of commodities required have changed.
* The quantity of commodities when constructing a primary outpost will always be around >21,000 to about 22,000 tons.
* Each and all commodities quantities in the list are randomly rolled with "clamped" values. This means that the quantities will always be of similar magnitude, no matter the roll.


* Primary ports have a larger commodities cost than all other facilities.
Example:


Why is this important?
Your Aluminum required will be in the range of 500 tons. It could be as low as 485 tons, or even 522 tons (data from records). But it will never be much higher or lower.


The differences between requirements determine how much cargo a player has to haul. The amount of commodities can range between >18.000 and <22.000. Making the difference of the commodities you need to haul of about 3000 tons. Generally, it seems that primary ports are more expensive (about 21.800 tons) than a non primary (about 18.400 tons).
Your Power Generators required will be in the range of 20 tons. It could be 18 tons or 20 (data from records). But it will never be a requirement that will go in the hundreds.
{| class="fandom-table"
|+Empirical Records
!Commodity
!Min recorded
!Max recorded
!Estimated range
|-
|Aluminum
|485
|522
|450 - 550
|-
|Ceramic Composites
|517
|544
|500 - 550
|-
|CMM Composite
|4321
|4644
|4000 - 5000
|-
|Computer Components
|60
|64
|60 - 70
|-
|Copper
|231
|253
|225 - 260
|-
|Food Cartridges
|90
|99
|90 - 100
|-
|Fruit and vegetables
|50
|51
|50 - 55
|-
|Insulating Membrane
|336
|359
|300- 400
|-
|Liquid Oxygen
|1747
|1813
|1700 - 1900
|-
|Medical Diagnostic Equipment
|12
|14
|12 - 15
|-
|Non lethal weapons
|13
|14
|12 - 15
|-
|Polymers
|504
|530
|500 - 550
|-
|Power generators
|18
|20
|17 - 20
|-
|Semiconductors
|65
|71
|65 - 75
|-
|Steel
|6331
|6978
|6250 - 7000
|-
|Superconductors
|108
|117
|100 - 120
|-
|Titanium
|5283
|5564
|5250- 5750
|-
|Water
|713
|748
|700 - 750
|-
|Water Purifiers
|36
|39
|35 - 40
|}


==Notes==
*Based on the population data of systems that contain one Outpost and no other habitable structures, Outposts have an estimated population capacity ranging from as low as 10 to as high as 150,000, depending on their size and configuration.
*Unsanctioned Outposts are usually run by Anarchy minor factions and almost always have an active black market. Coupled with Outposts' bare-bones security, they make ideal hubs for [[Smuggler]]s looking to sell illegal goods or take on missions that involve retrieving illegal salvage. It is also one of the few places that sells [[E-Breach|E-Breaches]].




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File:Elite Dangerous Low Earth-Like Orbit, Time Lapse
File:Elite Dangerous Low Earth-Like Orbit, Time Lapse
File:Exploring the Frontier in Elite Dangerous
File:Exploring the Frontier in Elite Dangerous
File:Dimery Dockings . Elite Dangerous. 4k
</gallery>
</gallery>


==Gallery==
==Gallery==
<gallery hideaddbutton="true">
<gallery hideaddbutton="true">
2015-05-18 00005.jpg|Outpost inside
File:2015-05-18 00005.jpg|Outpost inside
CivilianOutpost_001.jpg|Civilian Outpost
File:CivilianOutpost 001.jpg|Civilian Outpost
Military-Outpost.png|Military Outpost
File:Military-Outpost.png|Military Outpost
Commercial-Outpost.png|Commercial Outpost
File:Commercial-Outpost.png|Commercial Outpost
Outpost-Col-285-Sector-IX-T-d3-43-A-1-Canonn-Institute.png|Scientific Outpost
File:Outpost-Col-285-Sector-IX-T-d3-43-A-1-Canonn-Institute.png|Scientific Outpost
Robigo-Mining-Outpost.png|Mining Outpost
File:Robigo-Mining-Outpost.png|Mining Outpost
AlphaCentaurial-DinProspect.png|Industrial Outpost
File:AlphaCentaurial-DinProspect.png|Industrial Outpost
Outpost_Military.jpg|Military Outpost
File:Outpost Military.jpg|Military Outpost
Unsanctioned-Outpost-Pirate.png|Unsanctioned Outpost in the CR Draco system
File:Unsanctioned-Outpost-Pirate.png|Unsanctioned Outpost in the CR Draco system
Outpost.png|Outpost
File:Outpost.png|Outpost
Adder-and-Outpost.png|Hauler and Outpost
File:Adder-and-Outpost.png|Hauler and Outpost
Asp Explorer and Outpost.jpg|Asp Explorer and Outpost
File:Asp Explorer and Outpost.jpg|Asp Explorer and Outpost
Outpost sm.svg|Outpost icon
File:Outpost cafe.jpg|Outpost cafe concept
File:Outpost sm.svg|Outpost icon
</gallery>
</gallery>



Latest revision as of 13:01, 15 September 2026

File:Outpost.png
Outpost

Outposts, sometimes called Orbital Outposts to distinguish them from ground-based facilities like Surface Ports and Settlements, are relatively small and modular space stations. They differ significantly from the vastly larger Starports and Asteroid Bases, which are usually the major hubs within a system. Outposts have between three and five Landing Pads, no docking support for large ships, and minimal security emplacements and patrols. They also lack any rotating habitation structures to simulate gravity for occupants, and docked ships are held in place magnetically.

Outpost Types

There are seven Outpost variants, each built to serve a specific economic role: Civilian, Commercial, Industrial, Military, Mining, Scientific, and Unsanctioned.

Outpost type Description Features Example
Commercial OutpostFile:Commercial-Outpost.png A trading outpost with a large market where you can sell or buy almost everything. They can often also be used to buy equipment for ships. In the main segment of the outpost you can see the starship storage.

It has four landing platforms.

  • Inland ship storage
  • Holographic advertising
  • 4 landing platforms
  • Facility Economy: Colony
  • Impact on the economy in the system: -
  • Initial population growth: -
  • Maximum growth in the system: -
  • Security change: -1
  • Change in well-being: +2
  • Change in standard of living: +5
  • Changing technology levels: -
  • Change in the level of development: -
Galle Orbital, Garoju
Civilian OutpostFile:CivilianOutpost 001.jpg A residential outpost that is a colony in outer space and is designed for a long stay of people on it. At this outpost you can often purchase equipment and also sell humanitarian aid at a profit.

Unlike other outposts, it has five landing platforms.

  • Residential blocks
  • Scrap platform
  • 5 landing platforms
  • Facility Economy: Colony
  • The impact on the economy in the system is
  • Initial population growth: -
  • Maximum growth in the system: -
  • Security change: -1
  • Change in well-being: +1
  • Change in standard of living: +1
  • Changing technology levels: -
  • Change in level of development: +1
Roe Hub, Ngale
Scientific OutpostFile:Outpost-Col-285-Sector-IX-T-d3-43-A-1-Canonn-Institute.png Outpost with a small population, which houses a research center with laboratories. Sometimes such outposts are found in systems remote from the Bubble, for example, in space Guardians. You can buy high-tech equipment with them.

It has three landing platforms.

  • Research compartments
  • Residential blocks
  • 3 landing platforms
  • Object economics: technologies
  • Impact on the economy in the system: -
  • Initial population growth: +1
  • Maximum growth in the system: -
  • Security change: +3
  • Change in wealth: -
  • Changing living standards: -
  • Changing technology levels: -
  • Change in the level of development: -
Canonn Institute, Col 285 Sector IX-T d3-43
Mining OutpostFile:Robigo-Mining-Outpost.png These outposts contain workshops for processing minerals and minerals. Metals and minerals are sold here at a relatively low price.

It has three landing platforms.

  • Industrial compartments
  • Processing plants
  • 3 landing platforms
  • Facility economics:
  • The impact on the economy in the system is
  • Initial population growth:
  • Maximum growth in the system:
  • Security change:
  • Welfare change:
  • Changing living standards:
  • Changing technology levels:
  • Change in level of development:
Robigo Mines, Robigo
Industrial OutpostFile:AlphaCentaurial-DinProspect.png At the same time, it is both a residential outpost and a plant for the production and sale of machinery. Agricultural materials and metals needed to produce new technologies are best valued here.

It has three landing platforms.

  • Industrial compartment
  • Fuel tanks
  • 3 landing platforms
  • Facility economy: industry
  • Impact on the economy in the system: -
  • Initial population growth: -
  • Maximum growth in the system: -
  • Security change: -
  • Change in wealth: -
  • Changing living standards: -
  • Change in technology level: +3
  • Change in level of development: +2
al-Din Prospect, Alpha Centauri
Military OutpostFile:Outpost Military.jpg An outpost whose activities are directed towards the military channel. It sells weapons and equipment, and they often have a limited range of services.

It has three landing platforms.

  • Rotating barracks blocks
  • Fuel tanks
  • 3 landing platforms
  • Economics of the object: Military affairs
  • Impact on the economy in the system: -
  • Initial population growth: +1
  • Maximum growth in the system: -
  • Security change: +2
  • Change in wealth: -
  • Changing living standards: -
  • Change in the level of development: -
Struve Colony, Larg
Unsanctioned OutpostFile:Unsanctioned-Outpost-Pirate.png The cottage industry outpost is not of the best quality, serving as a hideout for criminals, pirates and illegal traders. They are usually located far from populated systems. Weapons and technology are highly valued here, and are often available black market.

It has three landing platforms.

  • Pirate symbols
  • Scrap platform
  • 3 landing platforms
  • Facility Economy: Colony
  • The impact on the economy in the system is contraband
  • Initial population growth: 0
  • Maximum growth in the system: 0
  • Security change: -2
  • Change in wealth: +2
  • Changing living standards: -
  • Change in the level of development: -
Alcala Settlement, Mitlhou Wa

Outpost interior

The outpost has an interior with hangars and elevators that lead to a recreation area and services such as: bar, Pioneer Supplies, Apex Interstellar Transport, and employers can be found here. Access requires ED: Odyssey.

Colonisation

Main article: System Colonisation

Outposts are Tier 1 in Colonisation. If selected as the main (first) station, it can be constructed with the following resources delivered to the colony ship within 4 weeks. Each outpost type (as listed above) requires a slightly different amount of materials in order to be constructed.

Material Commercial Civilian Criminal Scientific Industrial Military
Water 706 621 769 771 761
Copper 234 218 240 251 245
Food Cartridges 94 94 92 91 98
Semiconductors 65 56 70 68 67
Power Generators 20 19 18 19 19
Computer Components 50 50 65 60 62
Ceramic Composites 504 497 500 502 531
Insulating Membrane 357 311 345 349 358
Medical Diagnostic Equipment 13 13 13 13 14
Titanium 5579 4843 5603 5317 5264
Fruit and Vegetables 50 50 51 49 49
Polymers 545 497 498 543 497
Superconductors 107 100 109 114 112
Water Purifiers 39 38 37 38 36
Non-Lethal Weapons 13 13 12 13 14
Liquid Oxygen 1721 1553 1759 1769 1703
CMM Composite 4539 3912 4584 4680 4646
Steel 6936 5588 6473 6619 6605
Aluminium 513 0 477 517 520

From a solo player POV, it takes 28 to 35 travels with an Imperial Cutter (728u of cargo [outfit]) to complete the commercial outpost. With a Fleet-Carrier, you can speed up these travels but putting the FC in front of the planet which holds the mining facility which produces CMM composites, titanium and steel. Getting 250 to 500 CMM C. one travel every two or three, the FC gets filled smoothly if you haul the three merchandises in parallel (when the FC is full you have what you need for the outpost in good proportions). But then count on 35x2 travels.

While trying to optimize everything and fly as fast as possible it took approximately 8 to 10h of play to complete the outpost, in the best conditions (FC in front of mining facility and near colonization ship).

Variations

Important note: There are variations between the commodities requirements. The amounts required for a specific structure is not fixed. Primary ports cost more resources than subsequent ports of the same type. Each construction also has a fuzzy variance by a small percentage.

Primary Port

Primary ports have an increased cost. The Primary Port is the initial port built after a claim. For Outposts, this increase is approximately 16% compared to building a port as a supporting structure to an existing colony.

Here are some screenshots with an extract of the commodities requirements in different cases.

Fuzz Amounts

Additionally, all constructions have "fuzzy" amounts. There is a plus/minus randomization of small amounts for each construction. This compounds with the primary port "tax" above.


Research

The differences between requirements determine how much cargo a player has to haul. The amount of commodities can range between >18.000 and <22.000. Making the difference of the commodities you need to haul of about 3000 tons. Generally, it seems that primary ports are more expensive (about 21,800 tons) than a non primary (about 18,400 tons).

After constructing and documenting the requirements for multiple outposts constructions here are some findings:

(Note that these findings only apply to primary ports - outposts)

  • Constructing a primary port (Outpost) requires more commodities (about 16% more, or 22,000) than constructing a new outpost in an already colonized system.
  • The list of commodities required to construct the primary outpost is identical, regardless of the type of outpost
  • The quantity of commodities required is randomly rolled each time a new claim is made. Otherwise, the commodities required will be the same no matter where the claim is made in the galaxy. Example: suppose you make a claim and check the requirements for the outpost cost. The quantity of commodities required will be the same, no matter where you'll make the claim. Now, suppose you completed the previous claim, and check the cost for the outpost for another claim: the quantity of commodities required have changed.
  • The quantity of commodities when constructing a primary outpost will always be around >21,000 to about 22,000 tons.
  • Each and all commodities quantities in the list are randomly rolled with "clamped" values. This means that the quantities will always be of similar magnitude, no matter the roll.

Example:

Your Aluminum required will be in the range of 500 tons. It could be as low as 485 tons, or even 522 tons (data from records). But it will never be much higher or lower.

Your Power Generators required will be in the range of 20 tons. It could be 18 tons or 20 (data from records). But it will never be a requirement that will go in the hundreds.

Empirical Records
Commodity Min recorded Max recorded Estimated range
Aluminum 485 522 450 - 550
Ceramic Composites 517 544 500 - 550
CMM Composite 4321 4644 4000 - 5000
Computer Components 60 64 60 - 70
Copper 231 253 225 - 260
Food Cartridges 90 99 90 - 100
Fruit and vegetables 50 51 50 - 55
Insulating Membrane 336 359 300- 400
Liquid Oxygen 1747 1813 1700 - 1900
Medical Diagnostic Equipment 12 14 12 - 15
Non lethal weapons 13 14 12 - 15
Polymers 504 530 500 - 550
Power generators 18 20 17 - 20
Semiconductors 65 71 65 - 75
Steel 6331 6978 6250 - 7000
Superconductors 108 117 100 - 120
Titanium 5283 5564 5250- 5750
Water 713 748 700 - 750
Water Purifiers 36 39 35 - 40

Notes

  • Based on the population data of systems that contain one Outpost and no other habitable structures, Outposts have an estimated population capacity ranging from as low as 10 to as high as 150,000, depending on their size and configuration.
  • Unsanctioned Outposts are usually run by Anarchy minor factions and almost always have an active black market. Coupled with Outposts' bare-bones security, they make ideal hubs for Smugglers looking to sell illegal goods or take on missions that involve retrieving illegal salvage. It is also one of the few places that sells E-Breaches.


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