THIS GUIDE WAS LAST UPDATED ON 9/6/25. MOST RECENT UPDATES ARE In This Color Font. UPDATES ARE DONE ONLY WHEN SIGNIFICANT CHANGES NECESSARY SO ANY UPDATES ARE ALWAYS WORTH READING
ATTENTION! AS OF 08/22 FDEV HAS MADE MAJOR CHANGES TO COLONIZED SYSTEM MARKETS!
Following the advice of the guide below should still result in the desired markets, however it is likely now much more strict than is necessary.
The change Fdev did was to make the top two economies in any colonized market “immune” to cannibalism from other STRONG LINKS of other economies. (cannibalistic effects from weak links still count!!!!!) This means you would be able to essentially ignore negative effects from bodies and their features, making pretty much any economy viable on any body. In fact, it would be possible for a system with only a four slot star to be able to produce a valid market for any economy other than Refinery or industrial.
This all said, Elite Dangerous is a very complex game. Sometimes the intent of a patch is different from its final effect. We are currently collecting data and running tests. Preliminary findings suggest that “resistant” might be a better word than “immune” but it is still strong enough to greatly affect the meta. However we do not wish to make definitive claims without concrete data.
Until testing is complete, the advice in this guide should be considered for what will help make markets better, but can be ignored where it claims strongly what would hurt a market. (at least for the top two economies)
Acknowledgements:
Thank you to the following commanders and groups for contributing their experiences and findings so this guide could be updated:
If you have any observations to add or questions to ask, you can find the Author/Compiler of this document, pseudo6626, on the OASIS Discord: https://discord.gg/DXZz9Xk9kv please use the #colonization-help channel.
DISCLAIMER / AUTHOR’S NOTE: The guide that follows is designed to help players develop a collection of close systems that achieve three key criteria:
1) all necessary colonization commodities are present in the markets
2) The markets are, when possible, orbital with large pads
3) the markets have high supply.
To meet these goals, the guide recommendations are fairly strict on ideal body types and properties. You don't have to follow this guide to the letter to get good markets. And not every system has to be a min/maxed powerhouse of economy. The correct colonization plan is the one you'll want to haul for. That can be maxing economy, or role play, or prioritizing missions, or combat zones, or capitalizing on beautiful views. However you play, that's the right way. This guide is designed to help create systems to provide goods to support others. Happy Hauling!
OASIS Guide for Bootstrapping a Bubble
TL;DR - Orbital Approach
(Final Market is a Coriolis, Orbis, or Ocellus)
Need these four/five Economies | Ideal Body for Building on/around | Ideal Constructions |
Refinery | Rocky Body, No Geo or Bio Signals, at least 2 surface slots and one orbital slot. HMC/MR no Geo or Bio Signals, at least 4 surface slots and one orbital slot. | Refinery Hub, at least one Civilian Surface Outpost (for surface only goods) |
Agriculture | Rocky Body or HMC With Bio signals and is terraformable, but NO Geo signals and no volcanism (make sure not tidally locked!). If nothing with both bio sig and terriformable, prioritize bio signature only, then failing that terriformable only. Special approach: any terraformable body with bio signals and a ring. Starport MUST be an asteroid base. | T2 Agricultural Settlements Large Pad Space Farms (orbital) |
Industrial | Icy Body with NO SIGNALS (geo, bio, or volcanism) | T2 Industrial Settlements Large Pad |
High Tech | Non-Landable Body approach: Ammonia no rings or bio signals. As many slots as possible Landable Body approach: icy body with GEO but no BIO. (won’t produce H.E. Suits) Special approach: any body with bio, geo or ideally both signals and a ring. Starport MUST be an asteroid base. (won’t produce H.E. Suits) Only Ammonia approach likely to produce H.E. Suits in orbital port | Orbital: T2 Medical Research Installation Surface: T2 Research Bio Settlement Large Pad Special: T2 Research Bio Settlement Large Pad, asteroid base. Research Station (orbital) Scientific/High Tech Hubs depending on desired services (See appendix I for details) |
Military | Any main sequence star with at least 3 orbital slots | T2 Military or Security Installations Military Settlement Military Hub (there is a prereq chain) |
TL;DR - Surface Approach
(Final Market is Planetary Outpost or Port)
NOTE: PLANETARY INDUSTRIAL AND SCIENTIFIC OUTPOSTS INITIALIZE WITH 50% ECONOMIES, NOT 100% LIKE OTHER OUTPOSTS.
Need these four/five Economies | Ideal Body for Building on/around | Ideal Constructions |
Refinery | Same as orbital approach | Refinery Hub, at least one Civilian Surface Outpost (for surface only goods) |
Agriculture | Same as orbital approach | T2 Agricultural Settlements Large Pad |
Industrial | Any body (prioritize high surface slot counts) WITH GEO Signals
| Planetary Industrial Outpost for main market, Industrial hub or T2 Industrial Settlement Large Pad for boosts |
High Tech | Any body (prioritize high surface slot counts) BOTH GEO AND BIO SIGNALS | Planetary Scientific Outpost for main market, Scientific Hub or T2 Research Bio Settlement Large Pad |
Military | Icy body no signals no volcanism | Planetary Civilian Outpost T2 Military Settlements Large Pad or Military Hubs |
To be able to supply the creation of any colonization construction, the following commodities and their quantities are needed:
Commodity | amount needed for one of largest build | Economy Type |
Liquid Oxygen | 16658 | Refinery |
Pesticides | 416 | High Tech |
Surface Stabilisers | 4041 | Refinery |
Water | 7084 | Agricultural |
Evacuation Shelter | 991 | High Tech |
Survival Equipment | 242 | Industrial |
Beer | 1036 | Agricultural |
Liquor | 431 | Industrial |
Wine | 825 | Agricultural |
Animal Meat | 235 | Agricultural |
Coffee | 234 | Agricultural |
Fish | 119 | Agricultural |
Food Cartridges | 598 | Industrial |
Fruit and Vegetables | 418 | Agricultural |
Grain | 254 | Agricultural |
Tea | 563 | Agricultural |
Ceramic Composites | 5375 | Refinery |
CMM Composite | 50351 | Refinery |
Insulating Membrane | 1496 | Refinery |
Polymers | 2984 | Refinery |
Semiconductors | 449 | Refinery |
Superconductors | 620 | Refinery |
Building Fabricators | 2688 | Industrial |
Crop Harvesters | 693 | Industrial |
Emergency Power Cells | 336 | Refinery* |
Geological Equipment | 683 | Industrial |
Microbial Furnaces | 458 | High Tech |
Mineral Extractors | 542 | Industrial |
Power Generators | 299 | Industrial |
Thermal Cooling Units | 232 | Industrial |
Water Purifiers | 231 | Industrial |
Agri-Medicines | 259 | High Tech |
Basic Medicines | 120 | Industrial |
Combat Stabilizers | 128 | High Tech* |
Aluminium | 47419 | Refinery |
Copper | 2834 | Refinery |
Steel | 70088 | Refinery |
Titanium | 39874 | Refinery |
Advanced Catalysers | 314 | High Tech |
Bioreducing Lichen | 790 | High Tech |
Computer Components | 450 | High Tech |
H.E. Suits | 275 | High Tech |
Land Enrichment Systems | 299 | High Tech |
Medical Diagnostic Equipment | 213 | High Tech |
Micro Controllers | 100 | High Tech |
Muon Imager | 319 | Industrial |
Resonating Separators | 92 | High Tech |
Robotics | 502 | High Tech |
Structural Regulators | 2548 | High Tech |
Military Grade Fabrics | 79 | Industrial |
Biowaste | 931 | Extraction |
Battle Weapons | 79 | High Tech* |
Non-Lethal Weapons | 150 | High Tech |
Reactive Armour | 79 | High Tech |
As can be seen from the list, we only actually need four key economies: Industrial, High Tech, Refinery, and Agricultural (and potentially military if you don't want to max out HT). Depending on the scale of your endeavors, you may want an additional Refinery system, for a total of just five to six “core" supply systems.
With the exception of Emergency Power Cells (which can only be sourced in Bubble), and battle weapons & combat stabilizers (which require specific government types) any system can produce any economy type and thus any commodity. (technically, if your faction is a Federal Theocracy you won't be able to make beer or wine). However, the colonization mechanics make it such that specific properties of systems can make certain economies significantly more favorable for particular bodies. Furthermore, while the allure of a “one stop shop" system is strong, mixing strong economy markets in a single system can have unintended consequences, so it is recommended by this guide to have single economy systems. If you need to mix, “safe" mixes (read as least self-destructive) include: Military/Refinery, Agg/Refinery, and HT/Refinery. We use safe very very loosely here, best bet is don't mix.
There is one exception to the don't mix rule: if you only care about producing outposts (ie, as a hub in a long colonization chain effort) you can afford some degree of cannibalization as long as the specific commodities needed for outposts are not lost. For example, one T2 Agriculture settlement, two Refinery Hubs, and one civilian planetary port on a Rocky planet with bio signals and a ring can generate 11 of the 19 commodities needed for an outpost. Experimentation with this amazing tool from the Colonia Census folks can help you in deciding if you choose to mix economies for this purpose
recommend single economy systems.
when scanning through systems for good candidates, here is a cheat sheet of key look-fors ordered by importance:
Remember, the goal here is to create a hub of industry to support colonization efforts. So absolute system perfection is less important than overall proximity. Four doable systems within 15ly of each other is preferable to perfect systems 50ly apart. Try to identify the hardest to source systems (items 1, 2, or 3 above) and then look around them. If you have to pick one to focus on finding, high slot count rocky body systems are the most impactful. WE STRONGLY RECOMMEND FINDING/UTILIZING SYSTEMS WITH WW OR ELW, (ESPECIALLY AS PRIMARY PORTS) WHEREVER POSSIBLE. Making sure to do a Coriolis or larger for the primary port unless an outpost is absolutely necessary.
Scouting a system: Biggest rule of thumb here is never build on an icy or rocky ice planet or one with geological signals!* All of these push industrial economy towards your ports, which can decimate key commodity production for refinery. Do not allow industrial to even sneeze at your refinery markets. This includes weak links. The ideal body for refinery economies is a Rocky body with no geological features or biological signals and at least 2 surface slots. Volcanism is ok, as extraction does not cannibalize colonization refinery commodities. Infact, HMC or Metal Rich bodies also work, with same restrictions on no Bio or Geo signals, and in arr equivalent as any equivalent rocky body with two fewer surface slots. You'll want an absolute minimum of two surface slots, with more the better, and at least one orbital slot. As for all builds, a small Distance to Arrival is ideal, and having the primary starport slot is the dream.
*The one exception to the no icy body rule is if it has a ring and an asteroid base is used as the starport. Asteroid Bases come pre-typed for extraction and so don’t inherit the industrial typing. That said, if a Rocky body of comparable slot size is available, it is preferred as it provides a refinery boost.
Build Sequence: The sequencing bug seems to be a thing of the past so order is less critical than before, but this is the general rule of thumb:
Case 1 - primary starport not orbiting target body
(if wanting to do a larger port like Orbis or Ocellus, skip part D and instead build N many Government Orbital installations, where N is 6 minus the number of Refinery Hubs you are able to build on target body. Note: this means you will need a system with a total of at least 15 slots, with a minimum of 8 being orbital.)
Case 2: primary starport slot orbits target body.
Scouting a system: Agriculture is a bit counter intuitive. The body types that provide direct agriculture economies are ELWs and WW, neither of which are landable and thus will have no surface slots. Additionally, they add other economies as well, not just agriculture. Because agriculture products are universally imported, any economy type present other than agriculture will cannibalize the commodities and should be avoided where possible. Final nail in the coffin for ELW and WW? There are no T2 orbital agriculture installations. Meaning you cannot create any T2 strong agriculture links around ELW or WW, T1 only. On the other hand, bodies with Organic signals or that are terraformable will also have an agriculture boost. These still will bring along other economies, but have the advantage of having surface slots. Rocky Bodies OR HMCs with Bio Signals and are Terraformable but have no volcanism, Rings, or Geo signals are ideal. Make sure the body is not tidally locked!!!. Also avoid icy bodies as they hurt agriculture. As for all builds, a small Distance to Arrival is ideal, and having the primary starport slot is the dream.
Special Case: If you are lucky enough to find any landable body with bio signals AND a ring (and ideally terraformable), you can use a sneaky little hack via the Asteroid Base Starport. See, asteroid bases are not affected by the local body upon creation. This means asteroid bases around Gas Giants, HMCs,Icy Bodies, etc all will have a simple 140% Extraction economy and that's it. (assuming pristine reserve +40% bonus). However, they do still form strong links with planetary facilities, which will be boosted by the planetary features for the specific economy they link. All to say, an asteroid base around an icy body with bio signals will be “born” with just 140% extraction economy. Placing a T2 Agriculture settlement will push 80% AGR to the asteroid base, and the bio signals will boost that to a final effect of %120 AGR. As can be seen, this allows you to ignore every economy but Extraction for any body with a ring that is landable. Unfortunately, extraction is still not a great economy for agriculture and will cannibalize more than the Ref from a plain old Rocky Body. So This approach is only recommended if you can get a high slot planet or there is no suitable Rocky Body with Bio signals and reasonable slot counts available.
Build Sequence: The sequencing bug seems to be a thing of the past so order is less critical than before, but this is the general rule of thumb:
Case 1A: primary starport not around target body and target body is not an ELW or WW
(Note, the T2 agg settlements produce 2 T3 points each, so it is very tempting to build an Orbis or Ocellus as a final spaceport instead of a Coriolis. But that's also 4x the hauling and you’ll likely never need that much production of agriculture commodities, so may not be viable.)
Case 1B: primary starport is around the target body which is not an ELW or WW.
Case 2A - primary starport not orbiting target body, target body is ELW or WW
Case 2B: primary starport slot orbits target body which is an ELW or WW
Scouting a system: The time for the icy body has finally come! Pure Icy Bodies are king (since geo signals don't grant their +1 IND to icy bodies) , followed by rocky ice. Ideally at least 3 surface slots and one orbital. As always, a small Distance to Arrival is preferable.
Build Sequence:
Case 1: primary starport not on target body
(if doing settlements, can generate T3 points to build Ocellus or Orbis instead)
Case 2: primary starport on target body
Scouting a system:
So here is the thing about high tech....... On the surface, high tech is very similar to agriculture. The planetary bodies that generate High Tech economies on starport creation are non-landable. Thus, to generate the really large High Tech economy percentages (300%+) You want to instead look for Icy bodies with Geo signals and nothing else. HOWEVER!!! There is one particular High Tech commodity that is used in many colonization constructions: H.E. Suits. They are strongly consumed by refinery, extraction, and industrial economies. Unfortunately, between them those three make up the default generation economies for all landable bodies. This means that in practice you cannot create a HT orbital market around a landable body that produces all HT commodities needed for colonization. So what do you do? Four options:
Option 1) be insanely lucky and find an ammonia world with no rings and at least 3 orbital slots. Bonus points if it's in a system with a black hole, neutron star, or brown dwarf. (in fact, if any of those three have 3+ orbital slots you can build around them, don't even need the ammonia world! )
Option 2) For those of us not blessed with divine luck, but who want to have orbital ports for the majority of HT commodities, the solution is to build two ports: An Orbital one around an Icy body with geo signals and large slot count, and a surface Scientific Outpost on the icy body. Scientific outposts are special. They don't inherit the planet's economies, instead coming in with a default 100% HT. However they do still get strong link boots from HT settlements/hubs on the body. This lets you make a pure HT market that will stock the HE suits.
Option 3) Don't bother with the orbital port in option 2 and just develop the strong Scientific Outpost. Same product availability, less work. Only downside: all sourcing of HT commodities in your Hub will have to be from the surface port. For some haulers, this is a big turn off.
Option 4) For the orbital port purists with only slight luck: mix the Ammonia Word approach with the icy body one. The icy body with geo starport provides bulk of most HT commodities, meanwhile even just a single coriolis around an ammonia world will produce HE Suits.
Also, for those who notice that structural regulators are listed on inara as a surface only commodity like CMM or Ceramic Components, it appears that structural regulators do spawn in player-made orbital starports, contrary to previous convention! Thanks to Allende Lives for pointing this out!
Special Case: As with Agriculture, if you are lucky enough to find any landable body with bio signals AND a ring, you can use a sneaky little hack via the Asteroid Base Starport. See, asteroid bases are not affected by the local body upon creation. This means asteroid bases around Gas Giants, HMCs,Icy Bodies, etc all will have a simple 140% Extraction economy and that's it. (assuming pristine reserve +40% bonus). However, they do still form strong links with planetary facilities, which will be boosted by the planetary features for the specific economy they link. All to say, an asteroid base around an icy body with bio signals will be “born” with just 140% extraction economy. Placing a T2 High Tech settlement will push 80% HT to the asteroid base, and the bio signals will boost that to a final effect of %120 HT. As can be seen, this allows you to ignore every economy but Extraction for any body with a ring that is landable. Unfortunately, extraction is still not a great economy for HT and will cannibalize more than the Ind from a plain old Icy Body. So this approach is only recommended if you can get a high slot planet or there is no suitable Icy Body with Bio signals and reasonable slot counts available.
Build Sequence:
Option 1: Ammonia World
Option 2: Mixed Orbital and Surface Ports around Icy Body with Geo signals and at least 2 surface slots:
Option 3: Surface Port Only.
Option 4: Ammonia + Orbital
Scouting a System: This is a strange one. You really don't need more than a select few commodities and those don't need large supplies. Add to that the fact that any main sequence star will type a military economy, and you have some interesting results: A satisfactory military economy can be had in a bodiless system, provided there are enough orbital slots around the main stars.
Build Sequence:
Below is a comparison for Settlements and Hubs for each of the economic types relevant to colonization (refinery, industrial, high tech, agriculture, and military). All Settlements are assumed to be T2 Large Pad constructions. (it's not typically optimal to do Med or Small pad settlements)
Economy Type | Settlement Pros | Hub Pros |
Agriculture | +10 Standard of Living | N/A |
High Tech | +10 Tech, +3 Dev, access to Universal Cartographics | There are two HT hubs, High Tech Hub and Scientific Hub. Scientific Hub: +10 Tech, access to Vista Geonomics at all outposts (also unlocked by having a Medical Installation) High Tech Hub: - 2 sec, +10Tech, +3 Wealth, Outfitting on all ports |
Industrial | +3 Wealth, +9 Dev | +3 tech, +5 wealth, - 4 SoL, +3 Dev, |
Military | +7 Sec, +3 Dev | +10 Sec |
Refinery | N/A | -1 Sec, +3 tech, +5 wealth, - 2 SoL, +7 Dev |
All Large Pad Settlements cost approx. 1,500tn less to build than Hubs and provide Two T2 points instead of hubs which provide only One T2 point Shipyard and Outfitting are always unlocked automatically for T2 and T3 Ports (Coriolis, Orbis, Ocellus) Additionally, T3 ports (Ocellus and Orbis) automatically get Universal Cartographics and Vista Genomics Both Vista Genomics and Universal Cartographics can be unlocked for T1 and T2 starports if they have a strong link to a Comm installation, Satellite installation, or Relay Station. |
Really REALLY brief rundown on BGS as it applies to faction states. Factions can be in particular states based on a wide variety of factors. Some of these states are more chance based (drought, blight, public holiday). But there are 8 that are directly affected by the factions position on two sliders: Lockdown, Civil Unrest, None, Civil Liberty, Famine, Bust, Boom, and Investment.
(economy slider from red to blue: Famine, Bust, None, Boom, Investment. Security Slider from red to blue: Lock down, Civil Unrest, None, Civil Liberty)
Why do we care at all? Well, there have been reports that the relative size of the different segments of these sliders are directly affected by the system-wide stats. Thus, depending on how these system stats compare to each other, you could create systems that are much easier to push into a particular state than normal.
But why do we care? Well first, Lockdown completely shuts all markets down, so at the very least it is worth considering how to avoid that. But more importantly, different faction states can, in some cases, dramatically affect the buy and sell prices of specific commodities. So creating a situation where your system can easily slip into such a situation can potentially be very lucrative.
Below is the reported association between the segments of the economy and security sliders and the system wide stats. Increasing the associated system wide stat relative to the others will increase the size of that segment of the sliders:
So as an example, to have a system that can more easily be pushed into Boom, you want to keep wealth and Standard of Living as small as possible relative to Development.
Inversely, if you want to have a stable system that is very hard to move into other states, you want to pump Security and Wealth.
For more detail on how to actually move the slider, there are far far better guides on BGS out there than anything I could ever put together. Check them out
The core spirit of this guide is helping develop strong markets to buy commodities from for colonization. Which is why this section is at the very end.
Here, we will briefly consider the question: can we craft strong unique systems to sell to? (to make money). The short answer is, “maybe?” There isn't much data for colonized markets in general and essentially none for generating markets to sell to. But there are general principles that can be extrapolated from. First, selling for profit usually takes two forms:
For case 1, the primary source is mining, which means we wish to sell metals and minerals. The best buying economies for those are High Tech and Tourism. This guide has already addressed how to build strong High Tech systems. But for selling mined goods, we STRONGLY suggest trying the ring special case approach, as you can end up with a situation where you can mine and sell goods in the same ring or even instance! This approach will also work for Tourism, however if you plan to take this approach and the ring is icy we strongly recommend having at least some high tech, as only a high tech economy will buy brollimite!
As for building a Tourism economy, they behave pretty much identically to High Tech. Same 0.4 boosts from geo and bio signals, same formation bonus from Ammonia worlds, and same 0.4 global bonus from Black Holes Neutron stars and White Dwarfs. The only real difference is that Water Worlds will also produce a Tourism formation bonus along with agg.
Aside from strong HT or Tourism economies the next best thing you can do to generate a strong buying system is MAX THAT POPULATION! Especially for lucrative minerals like Low Temp Diamonds which have very low natural demand quantities, generating absurd populations is one of the best ways to hack these demands into larger values. The other most effective way is to push the system into boom or public holiday. Which means you want to try and up your Development while keeping Wealth as low as possible.
Finally, if doing the ring approach, try and target rings with Hotspots of the big ticket minerals/metals. For laser mining that's typically: Painite and Platinum for metallic rings and Brollimite, LTDs, and Tritium for icy. Strongly overlapping Hotspots (core yellow overlaps) of the same type are better, and a High or Haz Res as close to the center of a single hotpost or overlap is ideal. From there, mapping the center will maximize the gains.
Failing all that, mapping from/to the station in the ring will minimize travel time to maximize cr/hr.
Onto method 2) sourcing from one station to supply to another. A strong HT is still a great starting point here. But we need somewhere to source. Look at the top trade loops on inara for a few days and you will notice a trend among the common top traded items: silver, bauxite, Tritium, gallite.... Almost always metals and minerals. The primary exception to this is Agronomic Treatment, which is produced by HT. So you may see where this is going.... For a fairly reliable trade loop, we want to build a strong economy, high population HT systems as close as possible to an equally strong economy, high population Extraction economy system.
The fastest way to max population is to colonize a Coriolis or higher starport around an ELW or WW. So ideally, we want two systems with one or more of ELW or WW as close as possible. One needs to have either an ammonia world or icy like described in The HT build guide earlier in this document. You can technically use the markets produced by the ELW or WW themselves, just know they are mixed with other economies and are often hard to max due to the lack of surface slots to work with. The other system will need an HMC or MR with high slot counts and volcanism if possible. By default a Geological signal or ring won't actually provide their formulation bonuses on an HMC, and the industrial that tags along with Geological Signals can strongly affect the extraction market.
However, we can actually use the ring trick again here. An Asteroid base around any body with volcanism and geo signals will get a +0.8 bonus to all extraction strong links. (again, making sure to never put an outpost on the planet or it will push the formation economies up to the Asteroid Base.)
TLDR for a strong extraction economy, either an HMC or MR with high slots and no bio or geo signals and does have volcanism is ideal. Alternatively, any ringed body with high slot counts, volcanism, and geo signals provided the starport is an asteroid base.
As far as faction states are concerned for extraction: All the extraction constructions boost wealth like crazy so pushing to boom or bust will be very difficult. You can try to keep security low and push to civil unrest or civil liberty, which can have some potentially beneficial results for buying and selling (civil liberty doubles the sale price of Agronomic treatments and slightly lowers the buy price of most metals and minerals). Just bear in mind low security also means more frequent interdictions!
So you built an amazing refinery economy, with multiple refinery hubs, a surface outpost full of sweet sweet CMMs, and even an Ocellus in orbit. You were clever, you built satellites for all your T1 point needs for the dev points to help jumpstart the economies. Only one problem, the rocky body has a 5,000 Ls DtA and you can't go two seconds in supercruise without getting interdicted left and right because you are sitting at an impressive -10 security. At best a massive annoyance at worst as serious hindrance. Ignoring security can have serious repercussions and render amazing economies all but useless for the frustration of getting to them.
So, how do we fix this? Well, there are levels depending on how much you value security compared to clean system economies.
For those who value economic purity above all else, the first line of defence is the Comm Station. A relatively cheap T1 point producer that adds one security while not adding any weak links. The option is point positive and approx 7,000tn per security point.
Up next, Military Outposts. While they have a military economy themselves, outposts don't push weak links. So Iit is economically “safe”. That said while it provides 2 sec points it does so at a cost of nearly 19-20,000tn so by tonnage nowhere near as efficient as Comm stations. Though it will add some moderate additional population and also adds a T1 point.
Then, there are government installations. These are orbital and provide 2 security (plus a ton of SoL and some dev) for ~10,000tn, so are more tonnage efficient than Comm stations. Plus, still no weak links. However, this is T2 installation so it's point negative for T1 points.
From here on out, we begin actively generating weak links. The most efficient “bang for your buck” for orbital installations is the Security Station. It's a T2 build (costs a T1 pt) and requires you to first build a Relay Station. The Relay station will net you 1 security point for 7,000tn and a T1 point to pay for the Security Station, but at the cost of adding a High Tech weak link to the system. The Security Station itself will get you 9 security points for just ~10,000tn. That an amazing deal! But it comes at the cost of adding a military weak link in addition to the HT one from the Relay station. “Oh but what about for HT systems that's fine”. Be wary, Military weak links seem particularly efficient at robbing HT systems of the precious HE suits.
Further down the rabbit hole, we have ground constructions. Military Hubs provide an almost identical security bonus and point/tonnage cost as the Security Station. (but 10 sec instead of 9), but has two prereqs: a security settlement and a military installation. Unless you go with a Med or Small pad settlement, this route will cost you three T1 points. But, will net an overall 19-24 security points (depending on small/med/large settlement) for between 23-30,000tn. That's less than 1,000tn/security point! But it's also at minimum 2 T1 points and three weak military links, which is enough to potentially wreck havoc on some commodity stocks.
1 = 100%
Actual economic production is a combination of total economy percentage, system population, and the economic percentage of competing economies for each commodity.
Criterion | Agriculture | Extraction | High-Tech | Industrial | Military | Refinery | Tourism | Terraforming | |
Body Type of "Local Body" | Black Hole | 1 | 1 | ||||||
Neutron Star | 1 | 1 | |||||||
White Dwarf | 1 | 1 | |||||||
Star | 1 | ||||||||
ELW | 1 | 1 | 1 | 1 | |||||
WW | 1 | 1 | |||||||
Ammonia World | 1 | 1 | |||||||
Gas Giant | 1 | 1 | |||||||
HMC/MR | 1 | ||||||||
Rocky Ice | 1 | 1 | |||||||
Rocky | 1 | ||||||||
Icy | 1 | ||||||||
Asteroid Belt | 1 | ||||||||
"Local Body" Features DO NOT STACK WITH THE BODY TYPE MODIFIERS ABOVE | Biological Signals? | 1 | 1 | ||||||
Geological Signals? | 1 | 1 | |||||||
Ring? | 1 | ||||||||
Formational Boosts (only if economy exists at formation) | Major Reserves | 0.4 | 0.4 | 0.4 | |||||
Pristine Reserves | 0.4 | 0.4 | 0.4 | ||||||
Black Hole Present | 0.4 | ||||||||
Neutron Star Present | 0.4 | ||||||||
White Dwarf Present | 0.4 | ||||||||
Link Boosts (modifiers applied to Strong Links when formed) | Organic Signal | 0.4 | 0.4 | 0.4 | |||||
Geologic Signal | 0.4 | 0.4 | |||||||
Tidally Locked? | -0.4 | ||||||||
Volcanism? | 0.4 | ||||||||
Local Body is ELW | 0.4 | 0.4 | 0.4 | ||||||
Local Body is WW | 0.4 | 0.4 | |||||||
Local Body is Ammonia World | 0.4 | 0.4 | |||||||
Low Reserves | -0.4 | -0.4 | -0.4 | ||||||
Depleted Reserves | -0.4 | -0.4 | -0.4 | ||||||
Local Body is Icy World | -0.4 | ||||||||
Is Terraformable? | 0.4 |