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.
 
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