N1912-1

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N1912-1
PRIV - Pleasure Planet.png
System DN-N1912
Facilities Bar, Commodity Exchange, Landing Pad, Merchants' Guild, Mercenaries' Guild, Main Concourse, Mission Computer, Ship Dealer, Strip Club
Exports Construction Equipment, Furs, Games, Liquor, Movies


N1912-1 is a Terran Confederation Pleasure Planet in the DN-N1912 system.

Services

Screenshots

Commodity Exchange

Commodities

The following table gives you a definite edge in the marketplace. Using these num-bers, you can construct the most advantageous trade route possible. Look for target bases close to each other with complementary needs. With these, you can minimize travel time and fuel expenditure while maximizing profit margin.

Empty box. Commodity cannot be bought or sold at this type of base. For example, the contraband drug Brilliance can neither be bought nor sold at Oxford.

Cost (top line). Amount of money exchanged when you buy or sell this commodity. When this is stated as a range (the usual case), the exact cost in credits (k) is ran-domly chosen each time from within this range. For example, at an Agricultural world advanced fuels can be sold fora price between 490 and 500 credits. They can be bought or sold at a Refinery base fora price between 480 and 490 credits.

Availability (second line). Percentage chance that this commodity will be available each time you stop at the base. For example, each time you land at a Refinery base, there is a 50% chance that there will be advanced fuels for sale there.

na (second line) not available. The commodity cannot be bought at this base (but you can sell it here for the price listed on the first line). For example, advanced fuels are not available for sale on any Agricultural base.

Amount (third line). If the commodity is available, the italicized numbers on the third line give the range of total units that might be available. The exact number available is randomly chosen each time from within this range. For example, if there are advanced fuels for sale at a Refinery base, there will be between 40 and 50 units of fuel available.

Commodity Cost Availability Amount
Advanced Fuels
490-500k
na
Artwork
100-150k
na
Books
50k
na
Brilliance
200-250k
na
Communications
50-70k
na
Computer Software
90-100k
na
Computers
70-75k
na
Construction Equipment
100-120k
10%
30-50
Factory Equipment
80-100k
na
Food Dispensers
100-120k
na
Furs
300k
30%
30
Games
20-25k
50%
50
Gems
920-1000k
na
Generic Foods
30-40k
na
Grain
20-23k
na
Holographic Equipment
490-500k
na
Home Appliances
100-130k
na
Home Entertainment
40-50k
na
Iron
35-50k
na
Liquor
50-55k
50%
50
Luxury Foods
50-60k
na
Medical Equipment
490-500k
na
Mining Equipment
Movies
20-30k
100%
80-110
Pets
100-150k
na
Plastics
50-60k
na
PlayThing
20-40k
na
Plutonium
Pre-Fabs
50-65k
na
Robot Servants
500-600k
na
Robot Workers
290-300k
na
Slaves
700-800k
na
Space Salvage
180-200k
na
Textiles
50-65k
na
Tobacco
100-120k
na
Tungsten
85-100k
na
Ultimate
1000-1100k
na
Uranium
Weaponry
300k
na
Wood
100-110k
na

Profitble Runs

You can always ram money by trading between different planets in Gemini Sector. Refer to the following chart to determine which products can be traded most profitably from planet to planet. This table is baud on average availability and price. Of course, once you reach a base and check the exchange, an unexpected commodity might actually be available, or another commodity might be offered at a much lower price than usual. This table is also based on being able to carry all of a commodity that is available — a Centurion's small cargo hold cannot always take full advantage of a particular commodity.

In each entry, commodities are listed in roughly descending order of profitability.

Boldfaced commodities are the most profitable runs (average profits in excess of 2000 credits), because they are available more often than most and because the target base usually buys them at a great profit.

Italicised commodities usually offer at least a 600-credit profit. but are less profitable than the other runs listed.

© indicates contraband commodities.

X indicates no reliably profitable runs.

Base Commodities To Commodities From
Agricultural Pets
Wood
Generic foods
Luxury foods
Furs
Grain
X
Mining Iron X
Pirate Brilliance ©
Slaves ©
Ultimate ©
Tobacco ©
PlayThing
X
Pleasure X X
Refinery Plastics
Home appliances
Robot servants
Food dispensers
Construction eqpt.
Pre-fabs
Communications
X
N. Constantinople Art X
New Detroit Home appliances
Robot servants
Food dispensers
Construction eqpt.
Plastics
Communications
Pre-fabs
Textiles
X
Oxford Wood
Generic Foods
X
Perry Naval Base X X

Guaranteed Commodities

Of course, there are no guarantees in Privateer, but the following commodities come as close as possible. At most base types, them are one or two commodities that are nearly always available, and that can nearly always be sold at a profit of 1000 credits or more, wherever you go next. These include:

Pleasure nothing

Images

Appearances

Behind the Scenes

N1912-1 is named after the implied exploratory designation of the system itself.