Post by prideofcadar on Sept 20, 2013 20:13:02 GMT -5
It's been a while since I played, so forgive me for any errors.
Most Star Traders would agree that the only favourable position of trade is from a Surplus to another Surplus, or from a non-Shortage world to a Shortage world. The expenses of interstellar travel are often too high to cover traditional trade movements.
However, there may sometimes be the issue that shortage worlds are well out of range and off the Quadrant, where things are a lot more dicey, or that there are no useable shortages in the Quadrant.
So here's an economy analysis that should allow your captain to make a few bucks and stay alive during these hard times. Note, however, that these trade routes are no substitute for a shortage-hunting strategy; one or two pirate and alien attacks may very well send you back to where you started. Due to Water-Fuel reasons, such trade routes are often not useable off the Quadrant unless your ship is extremely good at saving fuel, and the worlds are often too far apart to do such trades profitably; so these will not include off-Quadrant worlds.
1. The Mining Economy
Useable Worlds: (Use Faction Only)
Thulun Mining Outpost
Javat Tucanae Mining Camp
Rinze (occasionally useable)
These Economies sell Chemicals and Metals well below market prices. I was pretty sure it'd include crystals, but for some reason crystals are still quite expensive on these planets. On the other hand, the miners on these planets seem to enjoy Spice Crystal, especially the unrefined type.
On some occasions, you can find Restricted Goods on such Economies for cheap. However, they often do not compete well with those sold from Military Economies.
2. The Hive Economy
Useable Worlds: (Use Faction Only)
Ursae-Thulun Outpost
Thulun Prime
(I'm not sure) Steel Fortress
Syndicate Capital
These Economies buy and sell EVERYTHING at a ridiculously high price, though there are also significant price differences between sale and purchase. These worlds also possess a good quantity of goods (usually) but generally they serve as prime destinations for your trade routes because of the high price they offer for Everything.
3. The Military Economy
Useable Worlds: (Use Faction Only)
Cadar-UTF Capital
Tennath Outpost(Try to Avoid)
These Economies sell weapons, electronics, artifacts for cheap. They can be used for quick Reputation-rescues (if you possess the trade permits; get one quick to stop the pirates of that faction.) to bring your reputation up with the Factions. However, such economies are also poor destinations due to their low purchase-prices for most goods.
4. The Trade Economy
Useable Worlds: (Use Faction Only)
Cadar Prime
De Valtos Prime
Gamma-Javat II
Rychart Prime
Occupied Baza City
These Eocnomies sell Spice for cheap, and buy most raw materials at a reasonably high price. Set these for your destinations for more short-haul two-way trips. They allow you to sell off your Metals and Chemicals for a profit approximating 100-150 credits per unit, and they offer Spice which you can sell off for a small profit of 150-200 on Mining Economies.
So some pretty good trade routes have emerged from the above, and those which are very close together can be used to avoid getting caught off-guard by Trade Embargoes:
Spice Routes:
Rychart Prime/Occupied Baza City/Cadar Capital City- Syndicate Capital/Steel Fortress
Gamma-Javat II-Thulun Prime/Ursae-Thulun Outpost
Spice-and-Metals Routes:
Javat Tucanae/Thulun Mining Outpost- De Valtos Prime/Occupied Baza City/Cadar Capital City
Weapons and Electronics Routes:
Haven't checked up on these yet, will work on them later.
If there's any mistakes up there, please share immediately. It's been a while since when I last played the game intensively so such mistakes may very well arise.
Most Star Traders would agree that the only favourable position of trade is from a Surplus to another Surplus, or from a non-Shortage world to a Shortage world. The expenses of interstellar travel are often too high to cover traditional trade movements.
However, there may sometimes be the issue that shortage worlds are well out of range and off the Quadrant, where things are a lot more dicey, or that there are no useable shortages in the Quadrant.
So here's an economy analysis that should allow your captain to make a few bucks and stay alive during these hard times. Note, however, that these trade routes are no substitute for a shortage-hunting strategy; one or two pirate and alien attacks may very well send you back to where you started. Due to Water-Fuel reasons, such trade routes are often not useable off the Quadrant unless your ship is extremely good at saving fuel, and the worlds are often too far apart to do such trades profitably; so these will not include off-Quadrant worlds.
1. The Mining Economy
Useable Worlds: (Use Faction Only)
Thulun Mining Outpost
Javat Tucanae Mining Camp
Rinze (occasionally useable)
These Economies sell Chemicals and Metals well below market prices. I was pretty sure it'd include crystals, but for some reason crystals are still quite expensive on these planets. On the other hand, the miners on these planets seem to enjoy Spice Crystal, especially the unrefined type.
On some occasions, you can find Restricted Goods on such Economies for cheap. However, they often do not compete well with those sold from Military Economies.
2. The Hive Economy
Useable Worlds: (Use Faction Only)
Ursae-Thulun Outpost
Thulun Prime
(I'm not sure) Steel Fortress
Syndicate Capital
These Economies buy and sell EVERYTHING at a ridiculously high price, though there are also significant price differences between sale and purchase. These worlds also possess a good quantity of goods (usually) but generally they serve as prime destinations for your trade routes because of the high price they offer for Everything.
3. The Military Economy
Useable Worlds: (Use Faction Only)
Cadar-UTF Capital
Tennath Outpost(Try to Avoid)
These Economies sell weapons, electronics, artifacts for cheap. They can be used for quick Reputation-rescues (if you possess the trade permits; get one quick to stop the pirates of that faction.) to bring your reputation up with the Factions. However, such economies are also poor destinations due to their low purchase-prices for most goods.
4. The Trade Economy
Useable Worlds: (Use Faction Only)
Cadar Prime
De Valtos Prime
Gamma-Javat II
Rychart Prime
Occupied Baza City
These Eocnomies sell Spice for cheap, and buy most raw materials at a reasonably high price. Set these for your destinations for more short-haul two-way trips. They allow you to sell off your Metals and Chemicals for a profit approximating 100-150 credits per unit, and they offer Spice which you can sell off for a small profit of 150-200 on Mining Economies.
So some pretty good trade routes have emerged from the above, and those which are very close together can be used to avoid getting caught off-guard by Trade Embargoes:
Spice Routes:
Rychart Prime/Occupied Baza City/Cadar Capital City- Syndicate Capital/Steel Fortress
Gamma-Javat II-Thulun Prime/Ursae-Thulun Outpost
Spice-and-Metals Routes:
Javat Tucanae/Thulun Mining Outpost- De Valtos Prime/Occupied Baza City/Cadar Capital City
Weapons and Electronics Routes:
Haven't checked up on these yet, will work on them later.
If there's any mistakes up there, please share immediately. It's been a while since when I last played the game intensively so such mistakes may very well arise.