X3 Profit Guild Guide to Opportunities for Profitssss
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Much thanks for the work. I am having good luck with the wheat farm in Home of Light. I just spotted another opportuinity. There is currently a group of pirates taking out an ore mine in the Ore Belt so I am going to set one up of my own and it should be in operation by the time they get the other blown up.
EDIT
It's in operation and I placed it right where the old one was. Might be something to keep in mind. If you see one being taken out you can place your own to make up for the supply. Could work for all those NPC SPPs that come up being destroyed.
EDIT
It's in operation and I placed it right where the old one was. Might be something to keep in mind. If you see one being taken out you can place your own to make up for the supply. Could work for all those NPC SPPs that come up being destroyed.
Last edited by Dclark on Thu, 5. Jan 06, 11:34, edited 1 time in total.
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nice guide there, good work everyone contributing...
noticed you might give a warning in your pirate hunting/policing section..
if you capture pirate ships and send them to the dock for selling, you might check their cargo bay... personally i lost quite some standing and ships to customs until i discovered why they didnt make it past presidents end
on the complex/factory locations... made some nice profit with a pleasure hub (space fuel distillery + space weed production) in both ore belt and rhys desire ..
(in ore belt near the west gate and in rhys desire near the south gate you can find both a ore and a silicon roid each with more than 50 yield... nice basis for a closed loop complex later on)
also, if you dont destroy the pirate base in ore belt, youll have a thankful buyer for your stuff , and, with a police licence, you can check the freighters leaving your station for illegal goods... -> more profitss for confiscated ships
you get the idea 
noticed you might give a warning in your pirate hunting/policing section..
if you capture pirate ships and send them to the dock for selling, you might check their cargo bay... personally i lost quite some standing and ships to customs until i discovered why they didnt make it past presidents end

on the complex/factory locations... made some nice profit with a pleasure hub (space fuel distillery + space weed production) in both ore belt and rhys desire ..
(in ore belt near the west gate and in rhys desire near the south gate you can find both a ore and a silicon roid each with more than 50 yield... nice basis for a closed loop complex later on)
also, if you dont destroy the pirate base in ore belt, youll have a thankful buyer for your stuff , and, with a police licence, you can check the freighters leaving your station for illegal goods... -> more profitss for confiscated ships


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The problem is, SPPs cost an insane amount, especially any bigger than M-class. And the shipyard in omicron lyrae only sells L's, at 11 Million+ a pop T_TDclark wrote:EDIT
It's in operation and I placed it right where the old one was. Might be something to keep in mind. If you see one being taken out you can place your own to make up for the supply. Could work for all those NPC SPPs that come up being destroyed.
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Ok, forgive me but I'm new to X3, but I have played the original games quite a bit.
I'm trying to get started with Trading but it seems that everything I want to buy, I can only sell at a loss. I've got started with the usuals (E.Cells, Ore, Silicon Wafers) which I've made some money at, but I want to move up to higher margin sales (weapons, ammo, etc) but can't seem to find anything to buy/sell at profit.
Also, I've been reading the guide at the start of this thread regarding the SatNav factory in CloudBase South West, and the Space Fuel factory in Herons Nebula, but I can't see either of these even after I place a Sat Nav in the sectors. So I got the Vision Enhancment goggles and started scanning the sky but still can't find it.
Is the universe slightly different for each player, or have the patches removed these stations, or am I just missing them completely??
I would be grateful for any assistance on any of these points as I'm getting close to the point of giving up as I'm fed up roaming around not being able to buy/sell anything!
Thanks,
DC
I'm trying to get started with Trading but it seems that everything I want to buy, I can only sell at a loss. I've got started with the usuals (E.Cells, Ore, Silicon Wafers) which I've made some money at, but I want to move up to higher margin sales (weapons, ammo, etc) but can't seem to find anything to buy/sell at profit.
Also, I've been reading the guide at the start of this thread regarding the SatNav factory in CloudBase South West, and the Space Fuel factory in Herons Nebula, but I can't see either of these even after I place a Sat Nav in the sectors. So I got the Vision Enhancment goggles and started scanning the sky but still can't find it.
Is the universe slightly different for each player, or have the patches removed these stations, or am I just missing them completely??
I would be grateful for any assistance on any of these points as I'm getting close to the point of giving up as I'm fed up roaming around not being able to buy/sell anything!
Thanks,
DC
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The AI actively removes NPC stations and adds new ones. Therefore the guides written before 1.3 patch are too static. One cannot rely any more on specific stations being in particular sectors. The universe is much more 'dynamic'.
That is a response to the complaints about the lack of exploration. Pre-1.3 you mapped the universe and then the exploration was over. Nothing new among the stars. Now the exploration continues and what was mapped a minute ago may already be "old news".
The 'mobile' market has placed new demands on both trading and factory building. You cannot rely any more that a particular profit-hole is in specific spot. You have to keep a network of satellites to "see" the universe outside your current sector. You have haul your load for longer distances.
Some things have remained constant. One can sell energy anywhere. EQ docks tend to stay in one place. Secondary resources have buyers. The more there are customers for a ware, the better chance to find a good price. High end products can be sold manually to foreign EQ docks. When you see a good deal, take it. It may be gone forever after a blink. Do not be choosy, you'll end up chasing a dream.
That is a response to the complaints about the lack of exploration. Pre-1.3 you mapped the universe and then the exploration was over. Nothing new among the stars. Now the exploration continues and what was mapped a minute ago may already be "old news".
The 'mobile' market has placed new demands on both trading and factory building. You cannot rely any more that a particular profit-hole is in specific spot. You have to keep a network of satellites to "see" the universe outside your current sector. You have haul your load for longer distances.
Some things have remained constant. One can sell energy anywhere. EQ docks tend to stay in one place. Secondary resources have buyers. The more there are customers for a ware, the better chance to find a good price. High end products can be sold manually to foreign EQ docks. When you see a good deal, take it. It may be gone forever after a blink. Do not be choosy, you'll end up chasing a dream.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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BUMPAGE!
Woops, been neglecting this a bit.
Yes, 1.3 creates a bit of a problem in that the economy does have a have bit of changing a bit, but most of the oppertunities mentioned in the guide are relatively stable, and there are several tips for good trading.
Obviously, a guide can only take you so far, it is a Guide after all, it doesnt tell you exactly how you should play your game, and can't in a game like X3.
Anyhow, I received a suggestion via email so I thought I better add it.
Woops, been neglecting this a bit.
Yes, 1.3 creates a bit of a problem in that the economy does have a have bit of changing a bit, but most of the oppertunities mentioned in the guide are relatively stable, and there are several tips for good trading.
Obviously, a guide can only take you so far, it is a Guide after all, it doesnt tell you exactly how you should play your game, and can't in a game like X3.
Anyhow, I received a suggestion via email so I thought I better add it.
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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.
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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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.
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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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.
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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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...
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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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
I wonder why yours wouldn't go? :greubel:
egamadeus
--Kuldaris Corporation
--egamadeus, currently learning what I can about scripting, big thanks to All those with tutorials
--current project: Order Ship
--egamadeus, currently learning what I can about scripting, big thanks to All those with tutorials
--current project: Order Ship