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Finished up the Inconsistencies section.
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* The commodities required for a new station is randomly rolled (within a certain range for the possible values) for each new station and depends on the system where the new claim is done, or where the new station is constructed if the system is already colonized.
* The commodities required for a new station is randomly rolled (within a certain range for the possible values) for each new station and depends on the system where the new claim is done, or where the new station is constructed if the system is already colonized.


Why is this important?
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 (+-500 tons). A lucky roll (if it is indeed random) would cut the commodities you need to haul of about 3000 tons.





Revision as of 08:59, 27 June 2025

File:Outpost.png
An 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.

Name Example Image
Commercial Outpost File:Commercial-Outpost.png
Civilian Outpost File:CivilianOutpost 001.jpg
Scientific Outpost Canonn Institute, Col 285 Sector IX-T d3-43 File:Outpost-Col-285-Sector-IX-T-d3-43-A-1-Canonn-Institute.png
Mining Outpost Robigo Mines, Robigo File:Robigo-Mining-Outpost.png
Industrial Outpost al-Din Prospect, Alpha Centauri File:AlphaCentaurial-DinProspect.png
Military Outpost File:Outpost Military.jpg
Unsanctioned Outpost File:Unsanctioned-Outpost-Pirate.png

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 706 621 769 771 729
Copper 234 218 240 251 242
Food Cartridges 94 94 92 91 91
Semiconductors 65 56 70 68 70
Power Generators 20 19 18 19 18
Computer Components 50 50 65 60 65
Ceramic Composites 504 497 500 502 530
Insulating Membrane 357 311 345 349 545
Medical Diagnostic Equipment 13 13 13 13 13
Titanium 5579 4843 5603 5317 4843
Fruit and Vegetables 50 50 51 49 52
Polymers 545 497 498 543 497
Superconductors 107 100 109 114 108
Water Purifiers 39 38 37 38 36
Non-Lethal Weapons 13 13 12 13 13
Liquid Oxygen 1721 1553 1759 1769 1553
CMM Composite 4539 3912 4584 4680 5393
Steel 6936 5588 6473 6619 6701
Aluminium 513 0 477 517 ??

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).

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.

Inconsistencies

Important note: There seem to be inconsistencies between the commodities requirements.

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 no matter the facility, only varying between primary and additional facilities.

This might be a UI bug, further investigation is required.

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

Possible explanations:

  • UI bug
  • The commodities required for a new station is randomly rolled (within a certain range for the possible values) for each new station and depends on the system where the new claim is done, or where the new station is constructed if the system is already colonized.

Why is this important?

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 (+-500 tons). A lucky roll (if it is indeed random) would cut the commodities you need to haul of about 3000 tons.


Videos

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