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<onlyinclude>
 
{{infobox main|misc|
 
{{infobox main|misc|
 
|name = Orbital trade beacon
 
|name = Orbital trade beacon
 
|image = Drop Beacon.png|Orbital trade beacon
 
|image = Drop Beacon.png|Orbital trade beacon
|description = Required for orbital trading. You can only sell goods to orbital traders if they're near an orbital trade beacon. Can be placed indoors.
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|info = Required for orbital trading.
|type = Building
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|type = Misc{{!}}Miscellaneous
|type2 = Misc
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|type2 = Trade
|placeable = true
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|placeable = y
|path cost = 14
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|size = 1|1
|cover = 0.15
 
|minifiable = true
 
|size = 1 ˣ 1
 
|mass base = 5
 
|flammability = 0.5
 
 
|hp = 75
 
|hp = 75
|sell price multiplier = 0.7
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|power = - 40
|power = -40
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|buy = {{icon|metal|50}}
|terrain affordance = light
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|sell = {{icon|metal|38}}
|research = microelectronics
 
|thingCategories = BuildingsMisc
 
|work to make = 800
 
|resource 1 = Steel
 
|resource 1 amount = 40
 
|resource 2 = Component
 
|resource 2 amount = 1
 
|destroyyield = nothing
 
 
}}
 
}}
An '''orbital trade beacon''' is a [[miscellaneous]] structure that allows items stored within its range to be used for trading with [[Trade#Orbital|orbital traders]].  
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</onlyinclude>
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Required for orbital trading and requesting caravans. To initiate the trade a ship must be in range, which a colonist can communicate with using the [[Comms_console|Comms Console]]. All silver and tradeable items within range of a beacon will then be available for trade.  Although its "orbital" name suggests otherwise, you need enough silver near a beacon to request a trade caravan.
  
== Acquisition ==
 
Orbital trade beacons can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
 
  
== Summary ==
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Trade beacons will work under a roof. Solid walls and separate rooms will break the area of influence of a trade beacon. Putting a trade beacon inside a large room (with adequate roof support columns) works fine. Items purchased from a trader will be dropped within range of a beacon if unroofed, otherwise they will be dropped as close to the beacon as possible.
{{Stub|section=1|reason=If multiple powered & unroofed beacons are available, how do raids and trade ships pick which to use?}}
 
[[File:Orbital trade beacon range.png|thumb|left|Orbital trade beacon range. 15 tiles in diameter. Also shown: max distance for conduit for power.]]
 
[[Power]]ed orbital trade beacons are required to engage in [[Trade#Orbital|orbital trade]]. A [[comms console]] is required to find and contact trade ships. Beacons can be used to pay factions for ransom or [[persona core]] information. All [[silver]] and other tradeable items within a beacon's radius are available to offer. [[Animal]]s don't need to be within the beacon's radius to be traded away.
 
  
Trade beacons will work both when outdoors and under a [[roof]], and do not need to be placed in range of a comms console. Solid walls will break the area of influence of a trade beacon, but [[column]]s and other passible objects don't block it. Items purchased from a trader will be dropped within range of a beacon if unroofed, otherwise they will be dropped as close to the beacon as possible, avoiding the roofs.
 
  
40% of center drop pod [[raids]] will target a powered, unroofed orbital trade beacon if one is present, but will default to regular behavior otherwise.
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An orbital trade beacon has a range of 7 tiles:
{{clear|left}}
 
  
== Analysis ==
 
{{Image wanted|reason= Optimal tessellation ala [[:File:Optimal_sunlamps.png]]}}
 
Orbital trade can be very useful to a colony's progression. Trade ships are uncommon compared to caravans, but provide vast amounts of buyable materials, from [[steel]] and [[plasteel]] to [[component]]s to [[neutroamine]], without having to create your own [[caravan]]. Lacking these types of materials can impede a colony's advancement. The further away neutral/friendly [[faction base]]s are, the more useful trade ships become. Trade ships will often buy and sell items that are impractical with caravans, including large supplies of [[stone blocks]], which can save a tremendous amount of time in constructing a base. Of course, a means of [[Money making guide|making money]] is almost required to actually buy things from trade ships.
 
  
For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage. [[Shelves]] will triple the amount of space you can store inside each beacon.
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=== Raid Manipulation ===
 
Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as [[IED trap]]s around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades.
 
  
== Version history ==
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Where 'B' is Beacon, '' is in range, and '.' is out of range.
*[[Version/0.3.410|0.3.410]] - '''Landing pad''' replaced by '''Orbital Trade Beacon'''.
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<gallery>
 
Launch pad.png|Original landing pad sprite
 
AreaLanding.png|Original landing pad sprite
 
</gallery>
 
 
{{nav|misc|wide}}
 
{{nav|misc|wide}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]
 
[[Category:Trade]]
 
[[Category:Trade]]

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