Contraband Economy?

Has anyone tried building any pirate buildings? Do contraband building produce every illegal good or do you need to pair it with another economy type to get the desired result i.e contraband + agriculture = Alcohol and tobacco, contraband + industry = onionhead and moonshine, etc.
 
Contraband produces (I think) every good which is illegal somewhere ... minus, of course, any goods which are illegal with the station owning faction. So you ideally want a suitable Anarchy faction to own the station, though Communist or Dictatorship mostly work if you can't find one.

You don't have to combine it, but as it imports nothing, it's almost entirely safe to combine with other economies too, which is the easiest way to get the rarer agricultural exports.
 
Contraband provides a broad selection of illegal goods. Not all of them and combining it with other economies will often just remove some of the illegal goods as they tend to be low volume and consumed by the other economies.

It's very safe to mix into other economies in that it has 0 native demand. It consumes nothing only produces goods but not so safe in that most other economies will consume various goods.

I've got a military, agriculture, contraband station and it's pretty useless. it's hard to get contraband agriculture which was what I aimed for but they forced military into it from the body.

I've got a Contraband tourism station but I have to flip the government there to see if the mostly empty market is due to the government or the tourism. In general the contraband side of this appears to be very fragile.
 
Would love to build a source for needed items for a military economy, will a station like this sell battle weapons even if the controlling faction is corporate or cooperative or would I just have an empty market?
 
Would love to build a source for needed items for a military economy, will a station like this sell battle weapons even if the controlling faction is corporate or cooperative or would I just have an empty market?
You need to have a government type which allows those commodities.
 
I was of the impression that the whole point of a contraband market was that it would sell items which were otherwise outlawed by the government type in the system.
That would make sense from the name, but it's not what they do. They just produce a bunch of commodities which are at least somewhat illegal.

You can with sufficient BGS shuffling (or a lot of luck) put an Anarchy faction in charge of the Contraband station for legalised exports while having some other faction in charge of the rest of the system, provided it wasn't the starting station for the system - it's the station owner not the system owner which determines legality.
 
For most people the easiest option is going to be use a small system near your colony. Build 1 outpost and then BGS it so the anarchy faction controlls it and leave it at that. Unfortunately contraband is consumed by most economies and used in small quantities so it's not really worth setting up a large station as you'll struggle to ever find enough orbital slots to overcome demand. Its much the same with military pick a solo star build a coriolis BGS it to anarchy, communist or dictatorship. Anarchy is the easiest as 100% of colonies will have an anarchy faction.
 
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