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X3 Profit Guild Guide to Opportunities for Profitssss
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UnderLord





Joined: 18 Feb 2006
Posts: 323 on topic

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PostPosted: Mon, 27. Feb 06, 15:30    Post subject: Reply with quote Print

If no one has posted this yet.

For starting out sector traders i find power circle is a good place to go within 2.5 hours my sector trader made 410,000 credits, he has like 1035 cargo holds i forget the name of the ship its like teldi tanker or touror or some crap like that. But anyhow thats my 2 cents, i also read power circle is a good place to start sector traders.

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JungleJim





Joined: 23 Jul 2004
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PostPosted: Wed, 1. Mar 06, 05:40    Post subject: Reply with quote Print

Tsar,

I've seen no mention of the Si trade. Since it was such a cornerstone of the X2 Universe I'm surprised no one else has reported on its virtues.

With a buy price in the low 200's, a sell price in the mid 700's, and able to carry almost 200 of them in a Merc's cargo hold, that's a potential profit of 100,000 Cr. in one load! Repeat as necessary and as opportunities arise.

There are multiple Si trade opportunities in the "core" Boron, Argon, and Teladi core sectors for the eagle-eyed.

Buying opportunities are often found in
Queen's Space
Power Circle (this one seems to fill-up quite often)
Ceo's Buckzoid
Spaceweed Drift

Selling opportunities often found in
Home of Light
Rolk's Drift
Seizewell
Greater Profit

These have kept me pretty busy with just 2 freighters. I'm starting to assess other Si opportunities and will report m findings.

FYI, although other sectors contain either Si producers or consumers, I find they're often not trading at attractive prices.


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halo112358





Joined: 16 Feb 2006
Posts: 342 on topic
Location: Berkeley, CA, USA
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PostPosted: Wed, 1. Mar 06, 10:14    Post subject: Reply with quote Print

Empire's Edge in paranid space is a goldmine for sector traders, there aren't enough AI freighters to move the energy cells to the soya farms or the soya beans to the soyeries Smile

There's always something in this sector to buy.

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RJV





Joined: 29 Mar 2004
Posts: 1424 on topic
Location: Red Star HQ, Tamworth
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PostPosted: Wed, 1. Mar 06, 12:56    Post subject: Reply with quote Print

One thing I noticed which I haven't seen mentioned here is that the Paranid Trading Dock in Trinity Sacnctum buys Space Weed for MAX price, giving you nearly 2000Cr extra profits over the average price.

It is the only Paranid station to buy weed (at least in that part of the universe), so if you've got any spare head on over there.

Cheers,

Rob.

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Coshy





Joined: 27 Feb 2006
Posts: 210 on topic

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PostPosted: Tue, 14. Mar 06, 09:56    Post subject: Reply with quote Print

Silicone wafers can make for good profits. Buy them in Power Circle (2), Herrons nebula (1) for 200-300cr and sell them for 600cr or more in argon prime or home of light.

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Chestnut Stallion



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Joined: 30 Dec 2003
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PostPosted: Sun, 19. Mar 06, 21:47    Post subject: Reply with quote Print

This is one of the best guides I know! Thank you much!

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solice75





Joined: 15 Apr 2004
Posts: 29 on topic
Location: Kobaya
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PostPosted: Mon, 20. Mar 06, 19:41    Post subject: Reply with quote Print

Thanks for the Guide.

Here's a tip that may have it's place somewhere...

I've been playing for a few weeks and the most profitable complex I'v build are Whisky and Weed complex.
I build at least a weed L complex (BlissPlace L + Narcotic Station L) and a Whisky L Complex (Wheat farm L + Distillery L) in EVERY sector where there's Solar Power Plants...
1 huge transporter to provide energy cells.
And there it is...

You Need a TL of your own to buy the L versions of the stations so it's not a very starter tip.

Even in Teladi Sectors, where there's a lot of Narcotic Laboratories, it's very profitable. I've never more than 20 or 40 in store.

The incomes are great and it's very easy to set up and manage...

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deathweels





Joined: 19 Mar 2006



PostPosted: Mon, 20. Mar 06, 21:25    Post subject: Reply with quote Print

great , given me some ideas

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Mountain_Monkey





Joined: 02 Mar 2006
Posts: 4 on topic

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PostPosted: Wed, 22. Mar 06, 01:31    Post subject: Reply with quote Print

I could swear that my Argon Mercury level 9 pilot wouldn't start up UTM until I equipped the Mercury with a weapon (Alpha PAC). Maybe this needs to be added to the list of requirements for starting a UTM.

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egamadeus





Joined: 12 Sep 2004
Posts: 67 on topic
Location: Tacoma Washington, United States
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PostPosted: Wed, 22. Mar 06, 01:36    Post subject: Reply with quote Print

Nope, I have never put a weapn on a UT, it is not required at all. Plus, it encourages them to run if they are attacked.

I wonder why yours wouldn't go? :greubel:

egamadeus


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hiimandy1





Joined: 30 Apr 2006
Posts: 74 on topic

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PostPosted: Sun, 25. Jun 06, 04:57    Post subject: Reply with quote Print

M6=5,000 cr
M2=10,000 cr
M1=10,000 cr

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jlehtone
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Joined: 23 Apr 2005
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PostPosted: Sun, 25. Jun 06, 08:41    Post subject: Reply with quote Print

hiimandy1 wrote:
M6=5,000 cr
M2=10,000 cr
M1=10,000 cr

How does this relate to the three-month-old thread?

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pjknibbs
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PostPosted: Sun, 25. Jun 06, 08:47    Post subject: Reply with quote Print

Lot of necromancy going on at the moment... *click*

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