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Post by grävling on Feb 21, 2017 0:59:38 GMT -5
Pretty hard to argue with that one.
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Post by johndramey on Feb 21, 2017 21:02:29 GMT -5
Ok folks, work has been absolutely miserable for the past week+ so I've been a little remiss in updating this thread, but I promise that it will be rectified..... in a week or so. Today I leave for a Thailand vacation with my wife, will meet my pops over there, and plan on not touching anything electronic aside from my camera and my Kindle for the entire trip.
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Post by johndramey on Feb 21, 2017 23:07:08 GMT -5
To at least flesh out a little of the basic info before I go, I added a section on trade permits to the OP. I do have a quick question. Due to work, I haven't really been able to play much since the last update. I notice that there is a new economy type, the tradeway. Might I ask for a little information about it from fallen? I'm guessing that it is trade related for obvious reasons, but what are its quirks?
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Post by Cory Trese on Feb 21, 2017 23:14:12 GMT -5
To at least flesh out a little of the basic info before I go, I added a section on trade permits to the OP. I do have a quick question. Due to work, I haven't really been able to play much since the last update. I notice that there is a new economy type, the tradeway. Might I ask for a little information about it from fallen? I'm guessing that it is trade related for obvious reasons, but what are its quirks? It is a rename of the Smuggler economy type. You can see the latest demand-supply numbers in the sheet.
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Post by johndramey on Feb 21, 2017 23:16:02 GMT -5
That makes sense! I was trying to find a smuggler economy so I could get me some spice, haha.
Thanks for keeping all that stuff updated, Cory. I don't know if I'm the only one that looks at is, but I love that spreadsheet.
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Post by grävling on Feb 21, 2017 23:19:53 GMT -5
It is a rename of the Smuggler World.
Because the Smuggler World isn't really about Smuggling. The Tradeway works more like a Chinese Free Economic region, i.e. Hong Kong. The idea is that the Prince, and maybe other notables (I don't know) wants a region where he can move massive amounts of stuff, either because the house needs the cash, he needs the prestige, or both.
Also note right now the game is sort of confused. There are things in the game called High Tech Industrial Regions. They have a demand and supply profile identical to Orbitals, not Industrial worlds. Don't try to sell Methane Fuel there ...
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Post by johndramey on Mar 2, 2017 2:46:39 GMT -5
Ohhh, playing around in the new version and notice that crop harvesters are now a trade permit 1 item. That basically means that you should get trade permit 1 ASAP if you want to be able to turn a good profit. Interesting choice.
On one hand, it closes my favorite early game trade route.
On the other hand, it really incentivizes getting a trade permit ASAP.
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athios
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Post by athios on Mar 2, 2017 14:04:46 GMT -5
Yeah, I had requested that since the profit margins were ridiculously high on them. Although I have to say, having it on Permit 1 (Spice Trader) doesn't really fit, haha...
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Post by johndramey on Mar 2, 2017 19:25:29 GMT -5
Nah, it actually makes sense to have some good incentive to get trade permits for the player. Gating some of the more lucrative goods behind lower level trade permits will push merchant focused captains to make a run for them, while leaving some of the less lucrative but still worthwhile goods for captains that don't want to play the market game.
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athios
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Post by athios on Mar 2, 2017 20:09:47 GMT -5
Oh, no I just meant that the name of the Level 1 Permit is "Spice Trader", which doesn't really mesh because Crop Harvesters have nothing to do with Spice. So far, it seems to be working well. It limits that Merchant 5k-trade Trait from keeping in, so now it's a bit harder to find non-Home-Faction Contacts, which means you have to actually work for the other Factions to get a Trade Permit.
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Post by johndramey on Mar 6, 2017 3:19:13 GMT -5
Ok, so I'm looking for some ideas on what you folks out there find to be helpful trade items to carry around in the early game.
I'm talking about before you have a level 2 trade permit. I've actually been finding that loading up my hold with clothes and medicine has been a good strategy, which is in line with my original post, but there has to be some other good ones out there.
I want to flesh out my first post with some info on what is a good way to start being a merchant, because that is pretty much the hardest part of the game for us trading types. Once you get your first $50,000 or so, you're pretty much ok unless you run into some real bad luck.
Some other items that have been working out for me are: Refined ores, these can be traded with pretty much any economy and, when lined up just right, can make a lot of cash for little investment. Refined spice, if you get a good planet with decent demand and build up a decent sized stockpile, you can make a ton of cash. Frozen food turns a very nice profit at orbitals.
Anything else that I'm missing?
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Post by johndramey on Mar 6, 2017 3:39:14 GMT -5
Also, added a section on survival skills using some information on what attributes are used to dodge attacks/change range that Cory and fallen were kind enough to provide. Please check it out and let me know if I'm wrong.
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Post by grävling on Mar 6, 2017 8:42:40 GMT -5
Early, I look for indie planets and see if there are any great indie-to-indie and 'we don't need a trade permit thank you very much' trades to be made. Selling Indie Capital Ship Weapon Components to an Indie Tradeway has been the best trade I have made so far, period.
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athios
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Post by athios on Mar 6, 2017 10:15:40 GMT -5
Ok, so I'm looking for some ideas on what you folks out there find to be helpful trade items to carry around in the early game. Some other items that have been working out for me are: Refined ores, these can be traded with pretty much any economy and, when lined up just right, can make a lot of cash for little investment. Refined spice, if you get a good planet with decent demand and build up a decent sized stockpile, you can make a ton of cash. Frozen food turns a very nice profit at orbitals. Anything else that I'm missing? Other than what you mentioned, I would add Polymer Ingots — Refinery to Industrial/Orbital Raw Spice — Farming to Refinery (make sure to find a spot to legally sell before you start to stockpile)
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Post by johndramey on Mar 7, 2017 23:59:03 GMT -5
Early, I look for indie planets and see if there are any great indie-to-indie and 'we don't need a trade permit thank you very much' trades to be made. Selling Indie Capital Ship Weapon Components to an Indie Tradeway has been the best trade I have made so far, period. Yeah, I've been doing that as well. Indie worlds are just good trade ports in general since you can buy and sell anything that is legal. My recent run, which sadly just ended due to some kind of space accident that killed my captain , had me hitting up all of the indie and Zenrin high-tech worlds I could find in a 3 quadrant radius, buying up all of the power generators I could lay my hands on, and then off loading the suckers for huge money. I was up to well over $500k and had my ship totally upgraded. athios, your also right on that! Polymer ingots are nice to build up, and the spice is always a good trade commodity. Another question! What are your templates looking like for your captains, and what difficulty level have you been playing on? I've been doing mostly impossible and hard, and as such have been keeping profession relatively highly ranked. I've found that having a high level crew makes the early game so much easier. I'm thinking that once we get the ability to change ships, it might be ok to sacrifice profession for more skills or attributes and taking a small ship in the early game. Sure, you'll have a longer build up, but that just means you can focus on building a really awesome late game captain.
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