Outposts are owned by Corporations.
Every Outpost generates revenue for the Corporation that owns it.
The most important part of Outpost management is keeping the local workers satisfied.
Satisfaction is shown as a percentage with 0% being outright riots and 100% being very happy workers.
Every Outpost and Auxillary building requires workers. Outposts provide crew quarters that workers can move into, workers will move in over time as long as there is enough food and the overall satisfaction of the outpost is high enough.
Outposts without enough workers will have a much lower production rate.
Every worker requires food, food can be produced by hydroponic farm modules or in large amounts by Orbital Farms.
Food is critical to worker happyness, if there is not enough food new workers will not move to the Outpost and existing workers can even leave the Outpost putting it in a more critical state.
Power is required to keep Outposts and Auxiliary buildings running. Low power production can impact the production rate of the Outpost and can cause satisfaction to fall.
Power can be produced by Generator modules, Solar power stations or Fusion power stations.
When a Corporation owns Sectors in the same area food and power can be imported and exported between them, this can allow sectors with low or high food to supply each other.
There is a loss of production when food/power is moved between sectors depending on the overall state of the area, a Corporation that controls a majority of the Area will not suffer as much of a loss.
Corporations in Alliances can also opt to share resources allowing multiple corporations to co exist in a single Area.
Food and Power can also be traded over much longer distances with the use of the Trade Hub building, though there is a higher cost to this method.
Corporations can also trade with their allies
Outposts can produce trade resources that are automatically traded to earn the owning Corporation revenue.
Outposts are also required to pay wages and upkeep costs.
Mining Arrays produce Ore as a trade resource, the amount of Ores produced depends on the Sector type the Mining Array is constructed in. Asteroid Fields being the best choice.
Salvage Hubs produce Scrap and Raw materials as a trade resource, the amount of resources produced depends on several factors:
Medical Centers produce Medical care as a trade resource, the value/amount of the produced trade resource depends on local activity, with a lot of combat causes the price/amount to rise.