|
Post by Fourth Horseman on Sept 16, 2019 8:42:08 GMT -5
I have succeeded in getting 2/3 of the Brethren of the Dark Messiah trade organization viable on hard. I have a pirate and a merchant. I am having issues with the smuggler. My vision is a "catch me if you can" non ship combat. Tis better to live than to die. I have an issue subsidizing his income. I already have a merchant to run legal goods, and besides, a smuggler Carrie's illegal cargo. I run skills at A, attributes B, ship C (Galtak Freighter), contacts D (smuggler and G. Explorer), and experience last. I tried using scavenging, but that seems to be grabbing rare trade goods and better suited for a merchant. I use a map seed that is have a refinery and a trade way at legality 3, they don't demand. So any advice and map seeds with access to trade laws 1 or 2 would be great.
|
|
|
Post by Fourth Horseman on Sept 16, 2019 8:44:19 GMT -5
^ the indie trade planets don't demand artifacts. Sorry, half occupied elsewhere.
|
|
|
Post by amongstshadows on Sept 20, 2019 14:22:29 GMT -5
Contacts with Black Market access will help. I know you have to win the card game, but it's not as unforgiving as other card games. Sell a bunch of intel or do missions for the contact, and their high influence will result in more Market access cards at one time. That way you don't need to hunt down an Indie world with low trade law.
|
|
|
Post by fallen on Sept 20, 2019 19:34:08 GMT -5
Wiki's got a great page that might help -- startraders.gamepedia.com/Black_MarketYou've got to capitalize on these big items: Black Markets ... Ignore the legality of goods and trading without the proper permit All sale prices are (25%) higher -- better profits for smugglers Black Markets have less impact on supply / demand, allowing a captain to complete longer trading cycles in a single zone All "big trade" talents in the Black Market are more powerful than their legal Exchange counterparts Black Markets ignore conflicts such as Trade Bans
|
|
|
Post by Fourth Horseman on Sept 22, 2019 11:30:38 GMT -5
Ok that helps some. Running goods I don't have permits for is what I envision a smuggler class. I started a new game and used a smuggler and the spice trader. I upgraded my GF and took 3 smugglers and 3 merchants. I used the merchants for the low level permits to help subsidize my income, mainly. I will try visiting the contacts that give me access to the black markets and see if I can set up trade routes.
|
|
|
Post by Fourth Horseman on Sept 22, 2019 11:31:13 GMT -5
Btw any good map seeds for smugglers and pirates?
|
|
|
Post by naa123 on Sept 30, 2019 18:37:50 GMT -5
smuggler build is at least the 4 contacts who have black market access. smuggler cap, one smuggler crew, one merchant crew. Mok start on the default map... there are several legal trade loops, and several bm loops - buy from the indie orbitals in the Mok quad, and the cadar quad (1 to the left). stockpile the big ticket stuff you can sell on your BMs... cap ship weapons, generators, gas procs... Galtak for the cargo, rest however you want. stack BM talemts to remove risk cards, i find it very easy
|
|