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There's also the culture power to turn an outpost into a T2 town which is really good.
Getting access to resource. This is likely the main reason you build them. Almost all resource can be put in export to the city they are linked with as long as you build a trading post on them. (Aether is for some reason a exception)
Building special improvments. This include monestarties and castle villages. There are a few diffrent improvmenets like this. Note that regular outpost and castles have diffrent improvments. But you can build the first set of improvments and then change you specilization of you outpost.
And of course you can try to do all 3 with your outposts.
There is a 4th final use. You can use them way to expand your city. Rather then building a small town, building a outpost can let you push boarders more quickly. And the town will be of better quality to. Note that you should unlike the other situations above not focus on improvments. Since they will be scarpped once you absorb the outpost. Absorbing outpost are more efficent in many way then making new towns. But there is also some extra costs of course with making outpost to being with. So it depends a bit if you rather go with this over just putting down a town.
Or you take spice traders and the caravanserai ability.
=> culture power "raise army" (or stronger raise mercenaries)
=> raise a scout/explorer/conquistador
=> using one or 2 artists to culture power twice/thrice in a row
=> enjoy steamrolling the enemy via an army from "nowhere"
edge case with colonialism => you move 4 with explorer, do it multiple times through military power, pop an outpost with culture power, spend 2 or 3 artist to get mercenary armies => you brought 12 unit in the front of the enemy in a single turn.
Far from those edge cases, I often use such outpost to spam merchants/envoys/clergy when reaching the second continents for quick diplomatic treaties (which they all like because you don't share a border with them)