Elite Dangerous Wiki
An Outpost

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

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.


Videos[]

Gallery[]