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 Post subject: New Commodities Adjusted for better trading...
PostPosted: Mon Jun 01, 2009 1:05 am 
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Joined: Wed Feb 19, 2003 6:07 pm
Posts: 2930
We have made many changes to all of the new commodities to give a sliding scale for profit. The more holds a commodity requires the MORE PROFIT you can make off it. A commodity that requires around 20 units of hold space to transport will not make as much money as a commodity that requires 200 units of hold space.

An example would be "Bio Medical" which now requires 30 units of hold space to transport one unit. That one unit of "Bio Medical" will make 100 credits for each unit of hold space it requires or 3,000 credits.

Compare that to "Communication Satellites" which require 1000 units of hold space (33 times more) to transport one unit. That one unit will make 496 credits for each unit of hold space it requires or 496,000 credits.

These are the BASE prices that a newly constructed port starts. At this point in the game the profit per hold is many, many, MANY times higher. Such as "Entertainment Software" which starts at 184 credits per hold but is as high as 15,000 credits per hold. Trading should be very profitable if you find the right port combinations.

Below are the BASE commodity prices, item limits, hold space required and cost per hold for all commodities. These are the values for all newly constructed ports.

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