Outpost: Difference between revisions
Added empirical data |
moving section to under colonization since it only refers to colonization |
||
| Line 189: | Line 189: | ||
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). | ||
==Inconsistencies== | ===Inconsistencies=== | ||
Important note: There seem to be inconsistencies between the commodities requirements. | Important note: There seem to be inconsistencies between the commodities requirements. | ||
| Line 336: | Line 333: | ||
|} | |} | ||
==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]]. | |||