Out of the system, or even out of the quadrant, there are interesting worlds. Does it any good to build stations there? Maybe after the region has grown in Tech & Economy, then suddenly a jump gate would spawn
But because you need 10 full cargo slots of metal to start with the basic module, this enterprise is quite futile. Or isn't it?
If you're talking about EL, then by building a station you can take control of the system for your faction.
If you're talking about EMII, then by building a station you can take control of the system for your clan (even if your clan is just you) by doing contracts. With a multi-planet system you can develop it to provide a good trade route shuttle between a developed section and an undeveloped one. Good trading with no hostiles to bother you! Plus the 101K every 12 mins for clan control
Callsign: Incoming
Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam
In MP, building out in the boondocks makes it less likely somebody will come along and destroy your work. If it's a location with a planet, you can build a city (including a landing pad) with fewer than 10 cargo bays. But, as for the magical jumpgate, that won't happen ... unless it's part of a quest.
Hi DaveK,
thanks for your precisions. I mean EL, but it^s good to know for EM because I don't plan to abandon the previous title yet.. I never got to build in EM, too busy with combat and upgrading my ship. It will be the same in EL I guess, of course I will start building inside system to help shifting some territory (I would like to dock at Olympus, so I have to build there to make this possible). Is it so that the stations you build will provide goods that corrispond to the tech level of the system?