Running an outpost
How to make an outpost produce: garrison, equipment, infrastructure, then collecting the stockpile.
Running an outpost
An outpost's output depends on the workforce, equipment and infrastructure deployed there. It accumulates on site up to a cap; the player collects it by convoy.
The garrison
The populations and equipment landed on the outpost form its garrison.
Civilians & Engineers
Extraction workforce: they push output beyond the guaranteed minimum. Engineers are required to operate Extraction Rigs.
Scientists
Required, together with a Prospecting Array, to produce Stellar Core and artifacts. Full output around 1000 Scientists.
Combat units & military equipment
Soldiers, Commandos and Snipers defend the outpost in a takeover or a raid; Doctors do not count as combat strength. Military equipment deployed in the garrison (Avenger, Guardian, Haulerβ¦) also counts toward the defense.
Frontier equipment
Dedicated equipment, built on the player's normal planets then shipped to the outpost by fleet. It stays in place until destroyed.
| Equipment | Role | Requires |
|---|---|---|
| Extraction Rig | +2% with the 1st; each further rig adds a bit less (never zero, never capped). | Engineers |
| Prospecting Array | Unlocks Stellar Core and artifacts. | Scientists |
On-site infrastructure
Four infrastructures, paid with resources present on the outpost. No build queue: an upgrade covers one level at a time and its effect applies immediately.
Extraction Complex
Sets the base output (β 25,000 res./h at full regime at level 0, Γ 1.22 per level) and the workforce cap (3,657 workers per level, from level 0). Acquired unconditionally.
Depot
Sets the stockpile cap: 2,000,000 units at level 0, Γ 3 per level. At the cap, production stops.
Bastion
Defensive multiplier for the garrison in a takeover or a raid: +20% at the first level, with diminishing returns at each further level (cap +80%).
On a successful takeover, each infrastructure loses 1 to 2 levels.
Production
A controlled outpost's hourly output is built as follows:
- 1
Guaranteed base output
As soon as the outpost is controlled, the Extraction Complex's base output (at its current level, level 0 included) is acquired unconditionally, even without a single worker.
- 2
Workforce
Civilians + Engineers push output from the guaranteed minimum up to the Complex's full regime, in proportion to how full the worker cap is.
- 3
Extraction Rigs
Once the workforce is in place, each Rig adds to resource output: +2% for the 1st, a bit less for each further one (never zero, never capped).
- 4
Stellar Core & artifacts
With a Prospecting Array and Scientists, part of the output shifts to Stellar Core and artifacts, according to the site's bonuses. Without a Prospecting Array, neither is produced.
Outpost specifics
Each outpost has its own characteristics, revealed to its controller: it can have production bonuses or maluses on each of the 4 resources, on Stellar Core and on artifacts.
Stockpile cap
The stockpile builds up to the cap set by the Depot. At the cap, production stops: no spoilage, no decay. Anything stored on site can be raided.
Stellar Core & Archive Fragments
Stellar Core
A component consumed when building certain high-tier items.
Archive Fragment
No effect: trade value only (resale at the Trade Hub, bartering between players).
Both are stored and transported like equipment, cannot be built and grant no points. The Equipment page groups them in a "Frontier" section.