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Far as the individual orbits, the higher orbit you start off at, the less energy/fuel/Dv/Kps is required to break orbit and transfer. That plus if one orbit is absolutely strewn with debris you can set up shop away from it.
i don't like spoilers; i will say tho-- notice skunkworks doesn't require an interface. all i can say LOL .
you'vbe got this, no prob
As for number of orbits:
Higher orbits provide you cheaper interplanetary transfer since you don't need spend dV to climb from Earth gravity well. Also each battle leaves a cloud of dangerous space junk on orbit. So you may want to use another orbit after several battles to keep your stations safe early game when you have not enough defence. Also the number of orbits provide you a space to maneuver. It's much cheaper to descend from high orbit to the lower one. So you may want to keep your non interface assets, especially interplanetary shipyard as high as possible. But low enough to have time to descend and protect your loworbit stations.
This all is more important early-mid game and became less relevant later when you get powerful engines.
When you look at each orbit, you’ll see a specific acceleration speed listed. If a ship has a higher acceleration than the number listed, it can basically just point it’s backside at the gravity source and burn away quickly. If it has an acceleration “less than” the number listed, it instead has to accelerate roughly along the current direction of travel and spiral up more slowly.
Long story short, transfer orders take more time if the ship has to spiral up out of the gravity well.
Interface orbits of other planet&bodies allow to interract with local mines - bombard them, invide by marines, transfer councilor here.
Are there any advantages or disadvantages when building in them? Since they are not interface orbits, I assume they are good only for construction or space dock modules.
No advantages.