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.
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.
| 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[]
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