Starfield: Outpost Guide 2.0 - Advanced (Research Tips, Cargo Links, Fabricators & More!)

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hey guys M gaming Dad here and welcome back to the channel recently I produced a video on outpost building where we covered off the basics such as choosing a suitable location how mining power and switches work how to mass-produce Adaptive frames XP farming and finally constructing your base with defenses we'll pick up where we left off in this second installment and my aim this time is to go through how to properly install cargo links both into system and into St Stella this will then allow us to upgrade our power game using fuel generators we'll also look at transfer containers and how they work and we'll also flesh out our Outpost by introducing robots and furnishings and lastly and probably most importantly the perks you are going to want to get if you want to upgrade and maximize your Outpost game so our starting point in this video is going to be the perks that will not only benefit you when building your Outpost but they'll unlock new research in building upgrades and allow you to construct outposts in much harsher environments they'll also save you a lot of time and resources in the long run the reason I'm beginning here is if you plan on investing time in The Outpost building mechanic I highly recommend you do these early it will save you a lot of time and effort in the long run and this may not be to everyone's taste as it will involve grinding levels but you'll reap the rewards of it so the first perky class is essential for Outpost building is research methods not only is each subsequent rank of this perk going to save you on materials at rank four sudden developments happen twice as common and when I say twice as common this happens so often it is crazy I'll demonstrate this later but I cannot stress enough how important this perk is going to be the second perk is Outpost engineering and again push this all the way to rank four if you can at earlier ranks you'll unlock improved modules at rank four though all module costs are hared and this is an incredible saving if you plan on making the most of outposts lastly in the science tree is planetary habitation and for the purpose of this video we'll only need rank one this will allow us to construct outposts in locations with extreme temperature but further ranks will maximize the locations you can build on and also increase the number of outposts that you can build I did also want to mention that in the science tree if you plan on building Outpost in locations with floor and faer you may want to look at botony and zoology our Outpost here on Bessel 3B doesn't require these as we can't Farm either of these here but on other planets and moons with life you can set up animal husbandries and so on moving to the social tree and this perk I'd say is the first nice to have one not essential like the three we have just covered in the science tree this one is Outpost management and I'll likely only unlock rank one of this during this video I think but the further you go through this rank the better the perks are additional robot slots at rank two are very handy as is is crew at rank three and finally double the extractor output is a great rank four perk and lastly is a perk in the tech tree again this is a nice D perk invest in this if you want to be able to unlock security robots and these provide you with greater protection at your Outpost but it's not an essential so to unlock all of these perks we are going to need XP I think I may have said to delete the industrial workbench and the bed that we plac outside as we could move them to the interior bits but if you plan on grinding XP I recommend keeping these outside so the method as covered last time is to sleep sleeping on Bessel 3B causes an incredible amount of time to pass due to the disparity between local time and UC time and time means your extractors are busy gathering you the materials you need to spam build resources so let's have a go at this now see here how we have hundreds of resources we can set about building adaptive frames and ISO centered magnets now and now look we've already gained one more skill level and what I haven't mentioned yet is you will need to invest in these skill trees in order to unlock the later skills so it's okay to put additional perks in if required so for example in order to unlock Outpost management I'm going to need to spend six more points in Social to actually reach this so I'm going to start off by putting a point in gastronomy and then now we're down to five now let's go sell our goods and repeat that process being this encumbered will drain your oxygen levels quickly and I don't think I mentioned this last time but if you want to move at normal speed you can do it's fine CO2 buildup won't kill you you lose Health but you won't die if you can see here now our health bar is going down if I start to run around oh our ship's not here I'll have to go get that but if yeah if I start to run around now you'll see Health drop and then it'll go red but then it stays it'll never get any lower than that so you don't have to worry about moving really slow another point to add in order to progress through each rank within the research methods per you'll be required to manufacture increasing numbers of food drinks drugs and so on as shown here and this is why I added the Gastronomy perk it's not essential but we knew we needed six perks in Social in order to reach Outpost management anyway and Gastronomy gives you access to more recipes so as we have a perk to utilize again now let's go make some stuff enter build mode and what we need is over in the crafting section let's build a cooking station and a pharmaceutical lab now let's make a few recipes he alien jerky will do and alien liquor these need to be unique by the way you can't just Spam the same one five times distilled water as well now let's go over to our pharmaceutical lab oh it looks like Sarah's busy checking out the new gear as well here let's build an and antibiotic paste and there we go the task is complete now we can move on to rank two within research methods this is similar to how progressing Through The Outpost engineering ranks Works within each rank you'll be required to build different Outpost modules so let's just demonstrate how I do this and to build mode and now for getting through this task I really don't care what I build everything counts as long as it's Unique apart from I think decor items I can't remember if decco works or not but most of the things do so let's build some power units and lights a few storage containers I'm going to delete all of this at the end by the way so placement doesn't matter at all now for some buildings and what is great about this is variants also count as unique so take these hallways for example I can build different versions of this so let's do [Music] that right we're almost there let's build a few crafting stations come on we need one more what can we build oh an extractor there we go 25 and now with that complete let's just delete everything and you get your resources back which is great zero cost incurred now with that done we can progress to the next rank when we get another skill point I mentioned at the start of the video the importance of research methods rank four to Outpost building I have this at rank four now so let's take a look at what happens when we research something researching is your only method of unlocking new and more advanced modules so you have no choice but to do it and the further into it you get the more exotic the resources become I'm going to go down to let's try power generation 3 is I have a lot of resources for that one already gathered up yeah see here we already have most of these let's see what we end up using so immediately here we have a sudden development plus four to grade real start and this means we have skipped that part and haven't needed to use any materials let's move on to isotopic coolants another overflow of one nuclear Rod so we've saved 25% of our resources on that one and another sudden development three control rods and one super cool magnet that's amazing that's actually skips one and a half requirements and we have another one so that's four sudden developments in a row a power circuit this time let's try for five yes five it is but only one Tung in this time so that's actually not a lot so we did get an overflow flow but only one unit so we're actually sick short here and let's try the last one lead oh we got another overflow oh so actually it's filled all six tungsten I didn't have well there you go we've completed the research and used probably half of what was required if that and that's already on top of the 60% reduction you get anyway at rank four so yeah you pretty much need this skill if you're serious about Outpost and research but what happens if you find yourself short of something exotic and you're not sure where to get it here for example I was researching decoration rank three but did not have enough luxury textile to complete the research it's good practice if you are building an outpost and intend to progress research for The Cutting Edge modules to stock upon on materials as and when you visit settlements don't wait until you need something and luckily there are some great stores close by in new Atlantis two stores I used a lot can be accessed via the NAT and taking a ride to the commercial District once here you just want to head straight forward and the first store is here Outland and the other one is directly opposite the UC Distribution Center let's head into Outland first and this is where you'll want to head to pick up manufactured goods as with all stores the stock isn't always the same but you'll find unique items here like these Alemite drilling rigs I highly recommend getting into the habit of buying a wide range of goods each time you visit even if you don't need it at the time as there's a chance will do at some point in the future you can always build storage modules at your Outpost so you don't have to haul these around with you all the time and then opposite here we have the UC Distribution Center so let's take a look inside there as well hello and this is your home for any organic or inorganic resources and the stock therefore is similar to gemes and Mercantile but I found they have a greater selection and more rare and exotic materials the stock varies each time but if you're a lucky enough you can find things like luxury textile style here and if you don't find something in stock that you know they sometimes have don't worry you can always sit down and wait 24 hours on gemson is 50 hours in ut time and the stock is refreshed every 2 days and if it's specifically luxury textile you need like with many other resources there is somewh you can Farm it the place you want to go is the shringer system and then to shringer 3 and then when here land in a spot that's says Hills are mountains not the sandy desert as shown [Music] here this is what you are looking for the swarming Fox bar one of the Predators on this planet down I was just getting wared up swarming fox bats named after their b-like facial features will drop luxury textile and this is a more reliable way of getting all of this hard to find material and now we can complete research decoration rank three I thought it would be worthwhile to show you what perks I have now this character is level 46 so it's taking quite a few levels to get here but this will make things a lot smoother for you from this point onwards if you plan on setting up a web of Outpost in the Galaxy so in the social we have Outpost Management number one which allows us to place additional cargo Links at outposts and if we build cargo Links at six different planets we can level this up and unlock additional robots in the science tree we have Outpost engineering rank four to unlock all of the best resource modules and only pay half of the resource costs we also have research methods rank for and this was my first priority before you complete most of the research to again save yourself on time and effort we also have planetary habitation rank one and R one is fine for what I want to show in this video but later on you may want to invest further in this scale depending on where and how frequent you plan on laying down routes and then finally in the tech tree we have robotics rank one and this is so we can build defense robots at our Outpost which I found to be the most reliable way of Defending yourselves from Raiders and especially on planets with aggressive predators and I'll just show you my research as well so under Outpost development we have all three manufacturing levels finished resource extraction one and two Decor 1 2 and three Horticulture 1 and two and domestication 1 and two although I don't think we'll use those in this video Power Generation 1 2 and three which are an absolute necessity in my opinion four I haven't completed as we don't have special project skill yet and we have robots one and two and then finally outpost defense one and two and finally hopefully to show what I was talking about earlier about resource hoing look at my current mass 1,60 and this is exclusively made up of resources that I was picking up on my travels before returning to my base a lot of these are exotic and unique items as well because unless you've made a shopping list of everything you need for every research and every module beforehand just pick it up you might not need it but you also might and I'd rather have it and not need it than need it when I don't credits are so easy to come by in Starfield so I just buy it all and store it here for later right the boring part the grind is done and now for the fun parts starting with cargo links first we'll look at what I call is an inter system Cargo Link yes the second version Bethesda calls an inter system Cargo Link but I prefer to call that an Interstellar link why well the first version you can use to transport Goods on the same planet or moon or from another planet planet or moon in that system at zero helium 3 cost now to me that is an inter system link the second one you can use to transport goods from another star system but it costs helium 3 so to me that is Interstellar I don't know why it wasn't Nam that way but nevertheless here is our first Cargo Link so if you remember last time out we couldn't build a fuel generation could we because we didn't have any helium 3 on Bessel 3B so let's start off by bringing that gas in Bessel 3A has helium 3 so let's travel there now Bessel 3A like all of the bodies in the Bessel system is frozen and this is why we needed planetary habitation rank one in order to build an outpost here so I'm going to land up here in the helium deposits and now let's place our Beacon down and make sure we have helium in the vicinity yes we do so first we need extractors and I'm going to place two basic ones start off with we also need a power source 10 power in total so let's make sure we have that there we go and now let's build our Cargo Link on this side now because we want this to be our outgoing link we want to link our resource collectors to the red storage crate and this is outgoing green is where incoming resources are stored you can send your resources to a store stage container as well and then to the red crate it doesn't matter but they need to be linked to the red crate if you want them to be picked up and transported so now that's done we need to head to the control console on the Cargo Link on here we want to find our outpost on Bessel 3B it's the only available one we have currently so there will be only be one shown here and press yes we want to link them up and that's it it really is that simple so the helium 3 is going to fill up in this crate here and then what will happen now is a cargo ship is going to land here intermittently and then take the resources to Bessel [Music] 3B I'm back on Bessel 3B now and we've had a sleep to passenger time and here we have an incoming container vessel let's see what they've dropped off for us 392 helium nice so now what we need to do we need somewhere to store this gas so let's build a new container over here there we go and now I'm going to link the green incoming container to our new gas store unit and now that helium 3 is going to fill this up and keep filling it up with each delivery should we have a go at setting up a generator now we've got a fuel source these fuel generators give you more power than your wind turbines or solar panels even the more advanced ones that we now possess I will just add though at this point you can skip fuel generators and go straight to nuclear reactors if you want which offer even more power at zero fuel cost but I just wanted to Showcase how you would set this up should you want to as mentioned last time out as well I'm going to build M within the foundations of the building to hopefully offer some protection from raiding parties if your fuel source gets blown up unless you have secondary power supply and direct to your defenses you just lost your turrets in fact let's not build just one let's build two as I've got the materials for it currently and now what you want to do is link your helium container to both generators and what we should see now is our total power increased by 20 at a time when both generators power up there we go and now what I'm going to do is all of these wind turbines we built asz they look a little messy better fuel sources means less of them and that means less clutter as well so that's how we set up an inter system Cargo Link or what I call an inter system Cargo Link now let's look at how we set up a Cargo Link to transport resources between Star systems the only visual difference between this next one and the first is a small gas container at the rear which needs to be supplied with helium in order to function so we transported heum from Bessel 3A but if you wanted a Bessel 3B system yourself but didn't want to grind to planetary habitation rank one this is how you'll need to get your helium I mentioned it earlier but everywhere in this system is clust as deep freeze so you can't build on these without it so I'm going to travel somewhere now with a more temperate climate that is within another system I'm not going to be transported helium 3 here though as we may as well take another resource but if you need helium the process is the same let's go to the denola system and then specifically denola 1B you may know this is being the location of the mtis mission and I'm going to land in the north where there is copper and helium now that we are here the process remains largely the same set up our Beacon and make sure we have the resources we want [Music] so now that's down let's build our Cargo Link first and notice how when we hover over it we have an operating cost and this won't function without it let's place our helium extractors first and what I'm going to do is let's place better versions We can't actually build the Industrial Level ones as we're lacking resources but we can place the commercial level so let's build those one of these might be sufficient but I'm going to place two just in [Music] case now I'm going to build a copper extractor as this is what we want to send back to Bessel [Music] 3B and what you need to do now is link these to the gas container at the back don't make the mistake of linking them to the front unless you want the resources to be sent [Music] somewhere notice here how sometimes it'll snap to the outgoing [Music] container and we don't want this we need it to go over [Music] here now what should happen is this will slowly fill with helium and turn [Music] green come [Music] on gosh he's taking his [Music] time there we go and it's now ready to [Music] go and now let's head to the console and now link this to our Outpost and that is it complete so it has another step the power source but it's still really simple I think once you get the hang of it what I'm going to do now is and I should have thought of this before let's build better helium extractors on Bessel 3A we did all the research and then went with the basic options and we can actually build one industrial one here so let's do that and now we need 30 power so let's delete the solar power and instead we'll build a nuclear reactor there we go and this should should ensure that we never drop power to our generators on Bessel 3B now as this is going to provide us with way more gas so what we need to do now back on Bessel 3B let's build another storage container so we can move our Copper from the Cargo Link didn't know you could build one and this is now filling up with copper which is good now that we're bringing more resources to our Outpost should we look more in depth at how Fabricators work and how you can set up systems to make rare and exotic materials yourself so in the first video we looked at a simple adaptive frame fabricator but now that we have all of our research completed we now have different Fabricators that we can build 30 different ones in fact 11 simple 10 compound and nine Multiplex which build very rare and expensive manufactured items but also cost the most resources so let's start out with a simple fabricator we have copper available now so let's see what we can build also we can actually build reactive gauges so let's set one of them [Music] up let's look for some something else so this osten tinic manifold needs nickel and iron which we have already and also reactive gauges which we can be building next door so let's have one of these as well you're quite handy with the build so now we need to provide our reactive gauge fabricator with copper and aluminum well copper is easy as we have just set that storage container up so link that to here like so and now for aluminum I can't actually remember which row had this so let's just check okay yeah it was a top row wasn't it there we go and now for this one we need nickel and iron so iron goes to this row here so let's pull from the inside one and then nickel is the bottom row here so we need to pull from this container now what I'm going to do is build a new Warehouse container because I've got a feeling this one is still full of adaptive frames and then finally let's link the reactive gauge fabricator to the wear out house and then to the osten inic manifold [Music] one and then finally from here back to the warehouse so now what should be happening is both items are in this Warehouse module but what if you wanted to step up your game and build a working compound fabricator let's take a look at one of those shall we and the process is exactly the same it just requires a bit more planning let's try and make super cooled magnets and for this one we need isoc centered magnets neodium and isotopic coolants while isoc centered magnets are easy we can make them with nickel and Cobalt which we have expanding The Outpost a bit so let's pull from one of our Cobalt containers which are the bottom row here and then from nickel which is this [Music] one then I'm also going to drag this to our warehouse container as well so what I'm also going to do now is because we've got two Fabricators using nickel let's upgrade our nickel extractor to a commercial version because this poor extract is working overtime now [Music] so that's one manufacturing component ticked off and what else did we need isotopic coolants so let's have a look at this fabricator shall we so we have an issue here because ionic liquids and Tetra fluorides we won't find either of these on Bessel 3B but it's okay though is we can bring these in for another Cargo Link so let's set up another Interstellar link and there is a planet nearby which has both resources let's head to proon a specifically proon 3 and I landed here near the water and copper resources and here is an area where the ionic liquids and Tetra fluorides that we are looking for can be found together so let's place our Beacon down and get to [Music] work first let's set down an extractor for the liquids and then tetrafluorides and now let's build our storage containers and we need liquid and gas and I'm going to place these here now we need a power source because this planet has a thick atmosphere we get a lot more out of our winds turbines so let's build the base version of that as that is sufficient and now we need a Cargo Link now let's link it all [Music] up and what I'm going to do now is actually build the fabricator here as we may as well make them here and then transport the finished guns back so let's build a second turbine actually as well and now link the containers to the fabricator and then the fabricator to the Cargo Link now we have a problem does anyone know what it is yes we don't have a power source do we helium 3 well luckily for us proy 3 has a moon 3 a and this contains helium and iron so let's build a link [Music] here as always let's set up our extractor then our power source our containers and our Cargo Link and now link it all up and then link this at the control console to proom and notice here we have two options we want the standard Cargo Link not the interstellar one now back on proon let's link our incoming container of helium to the other Cargo Link which needs the fuel I don't think it matters whether you do it direct or through a container like I'm doing here now that's St let's head up and deal with the alien life set on our landing pad now we can link up this Cargo Link back with vessel 3B what's going to happen now is the isotopic coolants which are being stored here will be picked up and sent back to us it looks like we've got transport already incoming which is good what I'm going to do now is set up another Warehouse module and I'm actually going to link up this fabricator here to the new one cuz I think the first one is actually full already yes it was yeah so our ISO centered magnets can go here instead and then what we also want to do is oh looks like the delivery is already here uh we want to link up this incoming cargo bay with the warehouse module as well and there we go isotopic coolants so we're almost there now we need one more resource which is neodium well luckily for us there is one location in the Bessel system which has this and that is Bessel 2 as shown here now it is an exotic resources list so you may need to search to find it I landed up here and was successful I actually landed in a spot which has neodium and buril we don't have either of those resources back at Bessel 3 so we may as well take both of them right you know the drill by now though extractor one and extractor two build the storage container link those up build your power units build your Cargo Link and then link that up and then finally head to the control console and send this to Bessel 3B we have a lot going on now on this Moon we have our original helium 3 Cargo Link we have this one which is bringing in Copper this one over here is bringing in isotopic coolants and now this newest one is for neodium and burum so let's build another storage container for our new resources and now what we want to do is get our super cool magnet production line up and running but we do need some more power though so let's build that over here out of the way for now first of all link our neodium up and then our isocenter magnets and isotopic coolant so our first delivery because it came so soon only gave chance for two neodium to be farmed so let's sleep a while and there we go we're up and running now this is going to be busy building super cool magnet spes continuously you can keep pushing this further if you wanted if we go to the next step we have a microc regulator here which needs a super cool magnet and a tower up grade riat well the latter we can build here no problem we'd only need to find a location with europium and lithium and I'm certain there will be a planet or moon with both of those on I'm not going to do this though in this videoos I'm conscious I don't want to spend the entire time talking about Fabricators but if we did we need more power units and then this fabricator as just mentioned is easy it needs copper and brillium well we've got both of those now don't we so let's link that up and you can link fabricators directly to Fabricators as shown here you don't need to send them to storage so as you can see here it's just the final two ingredients we need now I wanted to show you all this to highlight how easy it is to set these up it's just very formulaic and requires a bit of patience but unless you're manufacturing these for selling or XP farming I don't suggest trying to do this so you can use the goods yourself on your base and why is that well this could just be my personal opinion but let's take a look at what uses a microsc regulator with our research maxed the second security robot requires one in order to build it now I've got three of these already which I picked up in a store at some point I'm not saying don't build Fabricators by any means just think of what you'll use them for it's a lot of effort to make them for construction when you can just buy these Goods anyway is what I'm saying this isn't the only thing that uses them I think you need them for turrets as well but yeah there's a lot of Hoops to jump through just to get to the stage where you can actually build these for yourself so weigh at what is worth to you shall we talk about transfer containers as have not mentioned those yet a transfer container is basically a storage container that you can access directly from your ship and that's it so it's a handy tool but it's by no means necessary they a quality of life tool I think I'm going to disconnect our super cool magnets from here and instead I'm going to link them to the storage container now let's go take a look our super cool magnets are going to be sent directly to Here and Now what we can do on board our ship is open up our cargo hold and then go to Bessel 3B Outpost and from here you can transfer the contents to your shape so if you wanted to manufacture these as a way of making credits for example you can fly off and sell them Direct from your shape you'll find that with a lot of cargo Links at one Outpost it does tend to be quite noisy as well as you've pretty much always got one of them Landing or leaving at any one time but should we get some more upgrades done at our base we did all the research at the start but we've not really upgraded many modules yet so let's start off with a few more resource collectors obviously we can upgrade these gather resources a lot faster than before so I'll upgrade our iron extractors of the commercial version and then link that back up let's also do Cobalt and then finally aluminum [Music] and now more importantly let's upgrade our defenses so I'm going to take off these two turret Mark 1es and let's get the mark 3s instead I think we may have enough to get all Mark 3es in either ballistic or laser but let's see so let's build one here one here and now let's delete the rest of them all build one here and then yeah let's go with the best laser versions as well you're quite handy with the and we now also need more power so let's get a nuclear reactor and what I'm going to do is I'm going to put this down here then at least it's hidden from any incoming raiding parties from this side as they won't see it below The Landing Pad is my thinking now I'm going to expand my base and build another Hab as I want to make some living quarters so I can get a few crew members here let's also build a watchtower I'm still to this day not clearing exactly what this does other than providing a vantage point I think it may just be superficial but yeah let me know if you know what it does and then let's build some robots so notice how we can build a Max of three robots currently if we had another skill point we could unlock rank two of outpost management and get three more of these which is worth the investment if you can get it but for now let's make do with three so the sanitation bot improves inorganic resource production by 10% the garden miniot is organic so we don't need that one the security miniot might be my favorite he just rolls around and makes noise if if he sees a threat like an alarm system but he's apparently very serious about his job the engineering robot increases the production rate of manufactured items by 10% the logistics Model A is for all resource types by 5% the power management robot increases the output of generators so that's another useful one and then finally we have the security robots this one is less mobile but better defensively and this is the dog one so has better movement and is good for a perimeter defense so actually I can't build this one because I used all my microc Regulators so I'm going to delete one of these and build the mark to instead and then we can have an attack dog at least so for robots I'm going to build both security types and then and then for this base let's go with the manufacturing one obviously build whatever type suits your Outpost you can build multiple security Bots if you wish but I'm not sure if stacking the other Bots gives you stackable benefits or not should we take a look at the interior now I fleshed it out a little bit since the last [Music] video so this first room here is the canteen area where our cooking station is the newest building here is our bedroom as I realized I didn't have a suitable room that wasn't made of glass so my plan with this Outpost now is to get crew in here like Linn and Hela this room here is our crew station and I've had his mission boards and a bounty clearance whoa Sarah can you not sneak up on me like that Jesus trying to show off our Outpost here this Hub is currently just storage I added a few items in just flesh it out so this area is hang on is that Sarah how did you get over there anyway yeah this is like the crew breakout area I guess we've got a gym Refreshments the pill table TV and so on this is the same Hab room as the bedroom but the glass top [Music] version so this is the military Hub where our weapons workbench is and then we have the medical bay where the research laab is now placed and then we've also got the pharmaceutical lab in here as well and over here is a rather basic bathroom bathrooms are really lacking in build mode I found plus I was losing the will to live at this point of manually placing everything up here is yeah I've not done upstairs actually this is all empty and then down here is the industrial workbench and more storage I added in a lot of old stuff in here I thought it'd be cool to give it the appearance of being a really old Outpost so there's like knad all chairs in here old computer stuff old beds and mattresses and so on I wanted to give the appearance of this being the stuff that was probably here decades ago so yeah that's it guys I'm probably going to end the video here now it's not possible to show you every combination of how to build everything and there's not really an Optimum Outpost setup with so many different planets and moons it really depends on what you want to get out of it but I hope the tools I've shown you across this video video and the last one help you in setting up your Outpost in Starfield I'm mik the gaming dad and I'll see you next time
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Channel: Mike - The Gaming Dad
Views: 25,880
Rating: undefined out of 5
Keywords: rpg, bethesda, starfield
Id: KIDlXpMsynA
Channel Id: undefined
Length: 47min 34sec (2854 seconds)
Published: Tue Jan 23 2024
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