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Author Topic: Question about trade, economy and planet/station features.  (Read 5276 times)

Orikson

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Question about trade, economy and planet/station features.
« on: June 05, 2016, 07:18:16 PM »

 I'm thinking of going through the planets/stations in the core game/Vanilla and making an article about where to get the most out of what a trader might want as well what they can take advantage of given the features of the station or planet. With the economy revamp looming, is t wise to wait for it or just do it?

Also, anyone knows what does the feature 'Cyrosanctum' does? Its on the Independent planet Nomios in the Arcadia system.

Aside from that, I've found only one other unique feature called 'Stealth Minefields', but that just increases stability it says. (Kanta's Den).
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woodsmoke

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Re: Question about trade, economy and planet/station features.
« Reply #1 on: June 06, 2016, 11:06:50 AM »

I can give you a fair bit of info to that effect, at least as far as the current state of the game. Just made a post detailing some of that in majorfreak's Another Kick at the Can thread, actually. I dig playing a trader despite the fairly anemic state of the economy in the game right now.

As far as whether to do it now or wait for the economy revamp, I couldn't help you there.
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Auraknight

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Re: Question about trade, economy and planet/station features.
« Reply #2 on: June 06, 2016, 12:04:50 PM »

Honestly, unless you what it to be totally pointless when the economy revamp comes out, and need to do a total re-work, I'd wait.
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Deshara

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Re: Question about trade, economy and planet/station features.
« Reply #3 on: June 06, 2016, 12:16:21 PM »

but what DOES the cryosanctum actually do?
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Serenitis

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Re: Question about trade, economy and planet/station features.
« Reply #4 on: June 06, 2016, 01:21:01 PM »

but what DOES the cryosanctum actually do?
It converts sleeping people into organs and medical supplies.
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majorfreak

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Re: Question about trade, economy and planet/station features.
« Reply #5 on: June 07, 2016, 03:56:06 PM »

With the economy revamp looming, is t wise to wait for it or just do it?
I figure the best start is to list the 'base' values (using storage bay as the means to find that price) of all the items starting with the most common loot (supplies, fuel, heavy machinery, and metals)

next would be to list those planets to have food shortages most often (like cruor)

then it would be prudent to list what destinations are popular for courier missions, and where to get said products cheaply (see woodsmoke's post in another thread)

i've noticed that pirate planets have really good deals on things, especially in their blackmarket (like marines for 233 cr)

What's most important though is finding out why the heck supplies and fuel are SOOOO expensive early on and then steadily get cheaper as the game progresses...i just don't understand that particular lack of 'isk' sink.
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Deshara

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Re: Question about trade, economy and planet/station features.
« Reply #6 on: June 07, 2016, 04:21:53 PM »

but what DOES the cryosanctum actually do?
It converts sleeping people into organs and medical supplies.

That... is really creepy, cool and good to know. Now I guess I might actually go to Arcadia, if only to figure out how to break into actual organ trade, because I want so badly to be able to actually do that
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Megas

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Re: Question about trade, economy and planet/station features.
« Reply #7 on: June 07, 2016, 04:30:08 PM »

Just go to the Black Market of a Sindrian or Hegemony planet with huge market size and possibly Organized Crime market mod.  Sindria, Volturn, and that Chic planet in Aztlan.  Load up on organs, then run some organ missions for Hegemony.

Luddites are no fun, they only control one system in a corner of nowhere.  Tri-Tachyon does not outlaw organs, and pay chump-change for them.  Hegemony markets are everywhere and usually pay handsomely for organs.  If you plan to run organs, I hope you are friendly with Hegemony.
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woodsmoke

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Re: Question about trade, economy and planet/station features.
« Reply #8 on: June 07, 2016, 06:22:46 PM »

Just go to the Black Market of a Sindrian or Hegemony planet with huge market size and possibly Organized Crime market mod.  Sindria, Volturn, and that Chic planet in Aztlan.  Load up on organs, then run some organ missions for Hegemony.

Luddites are no fun, they only control one system in a corner of nowhere.  Tri-Tachyon does not outlaw organs, and pay chump-change for them.  Hegemony markets are everywhere and usually pay handsomely for organs.  If you plan to run organs, I hope you are friendly with Hegemony.

I second selling to the Hegemony, but I'd recommend buying from the Sindrians or Independents in order to avoid running afoul of the smuggling event. Even if it doesn't have much of an effect on the system you bought from, it's kind of a pain dodging/dealing with inspections. Unless you don't care about that, I suppose, in which case, carry on as you were.
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Megas

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Re: Question about trade, economy and planet/station features.
« Reply #9 on: June 07, 2016, 06:43:16 PM »

I would not smuggle at Hegemony markets if were/plan to commission with them.  Customs is a pain.  As for others, well... you need to get the organs from somewhere.  Independents and pirates have small markets.  Tri-Tachyon markets do not sell many organs.  Luddics are far away from everywhere aside Magec.  That leaves... the Sindrians in Askonia.  When I did organ runs, I bought them at Sindria or Volturn.

The one thing that would tempt me to buy from Black Market and risk customs is an extremely rare ship like Hyperion or Scarab for sale.
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majorfreak

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Re: Question about trade, economy and planet/station features.
« Reply #10 on: June 08, 2016, 03:07:19 AM »


supplies: 100 base  (i think i've seen it drop to low 40s)
fuel: 50 base (high 10s lowest)
lobster: 100 base (i don't think i've seen it that cheap..i got some at sindria for 184 today)
hand weapons: 150 base (not really into this market yet)
drugs: 200 base (not sure)
Organs: 300 base (not sure either, but i'm positive i see it hover around 1000cr)
domestic: 50 base (i don't think i've ever seen it that cheap)
heavy machinery: 150 base (i hardly buy it at market because it's the second most common loot item)
metals: 30 base (so common as a loot item)
rare ore: 75 base (low is in the high 60s)
ore: 10 base (barad B is a great place to find it at 1 cr)
volatiles: 30 base (i think i've seen it at 20cr at time)
Organics: 30 base (same as above)
Food: 20 base (normally it's hard to find dirt cheap but i've seen it at 9cr at Yma's pirate base)
Marines: 500 base (Yma's neutral base always has over a dozen for sale at 233cr)

The tricky thing with narrowing down high and low is hovering over your cursor on the item will show really low prices, but there's no notation that the market was out of stock.  Plus, on the flip side, i haven't been paying attention to courier mission rewards. i really should.
  • showing 277 lobster contract at Askonia to Arcadia for 60days: base payment is 672cr per unit...i recently (4 days ago) bought 317 units at 240cr after tariff. so that would be 120,000cr profit right there
  • showing 500 organics contract at Askonia to Askonia for 30 days for a 46,500cr reward, plus 51,000 bonus within 15 days. i just bought 500 on the market at Sindria for 20527cr after tariffs (32cr listed before tariffs)....which would be GREAT except pirates hate me so can't accept. good thing i saved game before i bought, eh? haha
disclaimer: i lucked out with the lobsters. normally all courier missions suck for either volume, time, distance or faction relations.[/list]
As for crew, i suppose there's a revenue generator if you sold your elite crew on the market and bought greens. looks like the profit (after tariffs) is 50cr...sounds grindy though, but hey definitely a dependable profit engine.

============

the other issue is being able to field a burn 11 smuggler team (emergency at 16) of Cerberus vessels (i usually use lashers as heavy escort)...i suppose one could sacrifice 1 burn by adding Phaeton fuel tankers and Mule cargo haulers.

I haven't tried tugs yet. how do they work? can you cheat and have one tug for the whole fleet to get up to 9 burn? (apparently not. not only that it's only adding +1burn to slowest ship) thing is though, i'm not really happy with emergency burn recovery costs at this point.

i need to test this. okay, i'm going to run from a planet for one full burn* and back with another emergency on a single ship each, listing supplies**/fuel lost enroute and repair (i suck at math so didn't realize it would take the same time for each ship the way i set the test up. 5 days exactly)
  • Lasher  ... 4 supplies/2 fuel (~6.5 squares return trip)
  • Cerberus  ... 4 supplies/2 fuel (~6.5 squares return trip)
  • Mule ... 8 supplies/4 fuel (~6 squares return trip)
  • Phaeton ... 4 supplies/4 fuel (~6 squares return trip)
  • Atlas ... 11 supplies/20 fuel (~5 squares return trip)
  • Atlas with Tug*** ... 14 supplies/30 fuel (~5 squares return trip)
*-i'll be heading in a straight line for an entire emergency burn plus the full recovery time before ordering a return to port which has been orbiting perpendicular to the ship's heading.
**-elite crew & character has level 0 in fleet logistics, although has lvl10 combat aptitude (i assume since start?)
btw, using veteran crew it seemed i was 5% slower, and i swear i was using a bit more supplies
***-officer commanding tug had lvl0 combat aptitude

HYPERSPACE
Trying a cerberus solo flying from sindria to the jump-point then off to various destinations using emergency burn constantly i beelined to magec star in 4.75 days (including 1 day in normal space) with no pirates and only one small storm (5 supplies and 7 fuel)...taking a mule instead cost me 9 supplies and 15 fuel and i think it took me 5 days total?  cost two emergency burns total each of those hyperspace tests.

found out the scale in hyperspace is identical to normal space (faster and thus cheaper than i assumed). i also found out my timer for 'daily' supply usage was at the 1800hr mark. heh. And that when loading a game it will remember your 'paused' setting from before you hit 'load'
===========
HEYYYYYYYYY...while testing and wondering wouldn't that be cool if i could test the same thing from a station in hyperspace - i wonder if that's what outposts will be?


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majorfreak

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short followup to that
« Reply #11 on: June 08, 2016, 05:50:38 AM »

i just did a 9 day run (burn 9; no emergency) from sindria to ragnar for a 335,000cr courier run of rare metals which i purchased 200 units @ 427cr at sindria where i accepted the mission. definitely liked the bonus.  total profit was approx a quarter of a million. which is more profit than a 100,000 bounty in Yma which i originally decided to take the mission because it was enroute to the bounty. lol
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Orikson

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Re: Question about trade, economy and planet/station features.
« Reply #12 on: June 08, 2016, 07:18:08 AM »

Oh my, thanks for all the replies! Some even did experiments! I guess I hold the article for later. Now maybe its a good time to list out stuff first that play around with the new changes later.
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