Bigger turrets are slower, smaller turrets are quicker. Something that is probably the most important thing with turrets is the Tech level. This level attribute is defined on a turret when the item is generated by the game, and it depends on the distance of the sector to the core. Items around the starting area normally have a tech level of about 6, and around the core, of about By the way, turrets can be bought at equipment docks, and of course looted from enemy crafts, but they can also be built at Turret Factories.
Table of all trade goods with their buying and selling stations
Turret Factory built turrets can be expensive to make, and some of the materials are dangerous goods, so you may need a licence, in some cases such as to build a rocket turret. There is also an EMP torpedo that can temporarily completely disable shields! As mentioned before, torpedoes can have different sizes, which will take up more or less space.
Currently, torpedoes can only be purchased at Equipment Docks, and cannot be acquired in any other way. This section is moving to a new guide.
- vb process waitforexit.
- Avorion - Comprehensive Trading and Earning Credits Guide?
- Improved Trading System!
- Basic trading system. How does it work ? :: Avorion General Discussions;
- different types of incentive stock options.
Link will be here and at the Avorion home when it gets posted. The Avorion galaxy is a big, randomly generated, space.
More about...
The distance to the core is a very relevant factor at all times; it influences what ore is dominant in a sector or region, how strong factions are, how strong your craft is expected to be and how strong the Xsotan that appear are — and as I mentioned before, this distance determines the level of turrets and turret factories, too.
Certain bosses only appear within a certain radial distance of the core — bosses must be eliminated for the keys they hold, if you want to access the core. The Barrier that exists around the core extends a sector radius from the center and the entry points can be found on the outside around this distance, where you will need the [8 keys]. NPC factions usually have at least one or two enemy factions, besides pirates, and depending on the factions personality, killing an opposing faction ship can be a good way to get reputation, if there are some witnesses from the faction you want to get into good graces with.
Sometimes there will be a faction war event where picking a side, by shooting the faction you want enemy, will make a big adjustment to your reputation to both. But there are some large resourceless asteroids in asteroid-dense sectors that can be claimed, and these claimed asteroids can either be sold to local factions for rep and credits or can be used to found certain mines. About factories; The whole factory system is very similar to that of the X series X1, X2, X3, etc and involves long production chains — if you build factories near an NPC empire, they will attract NPC ships and trade with them if you allow it , even if they are hostile or unfriendly.
Factories and stations are a mid to late-game thing. They have a high initial cost, but if you have a few mines near NPC territory, they can pay themselves off over time, and later you can use them as a source of material for your own more complex production lines. Most of the economic system for the factories is based around turret building, as a lot of the end products are ones you require for building turrets at turret factories. Wormholes are something that can appear as a Hidden Mass Signature, or yellow blips, which are the type of sectors that the Deep Radar scans for.
They often go a fair distance further into the galaxy, but many times they also go to a completely opposite side of the galaxy. You may find wormholes in faction sectors, but it is rare. Also rare, but there may even be more than a single wormhole in a sector. Thanks for the compliment; when I get some more time to get back to the latest version of Avorion, the guides need to be updated with some more information, and I need to finish the building guide. Your email address will not be published.
Iron The most basic and the heaviest material, commonly found on the edge of the galaxy. Titanium The 2nd lightest material, it is tougher than Iron and can usually be found in the same places as Iron, increasing in frequency as you move away from the edge; with it, you can build Generators, Batteries and Integrity Fields. Trinium Trinium is the lighest material, and is more durable than all the ones that come before it; it is the first to let you add Processing Power through blocks to your craft.
The Shielding too, is more durable than Naonite Shielding. It is the first material to let you use Hangars.
Xanion Xanion is heavier than Trinium, but slightly lighter than Titanium. Xanion has no Armour blocks. Ogonite Ogonite is fat. Avorion Avorion is the legendary material after which the game itself is named; It is lighter than Iron, and slightly heavier than Titanium. It has the best durability, but is only found very close to the centre of the galaxy. Ships made solely out of Avorion are very expensive in terms of credits, but will have the best durability. Ogonite Armour will still provide better durability, since Avorion does not have an armour block of its own.
Adding any size Hyperdrive block made of Avorion will allow the player to bypass the Barrier anomalies. These items have different possible rarities; Petty 1 Common Uncommon Rare Exceptional Exotic Legendary The influence of rarity for modules is on how high or low the bonuses and penalties are; however, in general, the better a module is the more power it will require. It would probably make sense if I now mentioned modules in a bit more detail; System Upgrade Modules are inventory items that can be equipped on any craft — they all usually require power, and there are a few different kinds, but they all basically provide some form of utility bonus.
Pulse Cannon — High innate chance of penetrating shields and damaging hull instead. The Galaxy and sectors A new galaxy I started recently. Previous post: Avorion home.
Next post: Warframe home. Great guide! Leave a Reply Cancel reply Your email address will not be published. Table of Contents. The most basic and the heaviest material, commonly found on the edge of the galaxy. The 2nd lightest material, it is tougher than Iron and can usually be found in the same places as Iron, increasing in frequency as you move away from the edge; with it, you can build Generators, Batteries and Integrity Fields.
Mining I'd treat this as a last resort, because you'll usually want to save minerals for upgrading your ship.
Avorion: Procedural Generation
But, if you have absolutely no luck with either of the other methods, this is a slow-and-reliable way to earn your starting capital. Simply go to a resource depot there is one in your starting sector too and sell off the minerals you collected. It is recommended you only sell iron to begin with. Recommended Requirements for Trading A ship with at least cargo space; more is better, especially if you can get at least Speed is also very useful, as is brake thrust; you'd want to be able to travel between stations and gates quickly, and have enough brake thrust to avoid overshooting the stations every time you try to dock with them.
A "trading system" upgrade of at least common quality. If you didn't loot one, you may be able to buy one at an equipment dock; the common one should only cost 8, credits. If you can't find it there, note that in single player, you can refresh an equipment dock's inventory simply by logging out and logging back into the galaxy; it shouldn't take too long to find the common one, cause it's, well, common. It's also possible to trade without one, but it can be a bit more difficult, especially if you're not familiar with what kinds of goods stations normally buy or sell.
Know-how: Being a Trader.
At least 25, credits of capital after the other expenses, so don't spend too much on a fancy ship or trading system if you can only barely afford it! If you find a civilian ship icons should be square , ask them where their home sector is. You can do this even with your starting faction. Home sectors are often useful stops in trading routes as they contain a lot of stations, as well as stations personally useful to you like equipment docks and resource depots.
Avoid buying from Turret Factories for any trading purpose. They sell goods for way above base value and you'd typically make a loss when trying to sell them. They are only provided for convenience for players wanting to craft turrets and too impatient or unlucky to find another source of those goods , not trading. Trading Strategy 1: Resource Shortage Spam Advantages of this strategy: Only needs the minimum requirements listed above. Lucrative, as the mission rewards are well above the margins you'd get in normal trading.
Low-risk read on to see how to minimize risks. Doesn't scale well with your resources later in the game, when you have much more capital and cargo space cause the amount of goods requested are always constant. Can be stressful rushing back to the requesting station, but this can be managed by only buying the goods if you're confident you have enough time to make it back. Other notes: Though it is possible to make other kinds of trades with less than cargo space, you really want at least for this strategy, because goods in a resource shortage mission must be delivered all at once, and the number of goods requested is always either or as many as can fit in cargo space, whichever is smaller.
Thus, it's possible to get a mission that requires less than cargo space, but is the most common requirement.
Avorion - Beta Branch Update - Economy & Difficulty - Steam News
Now for the strategy. Simply do the following: Travel to any populated sector belonging to a faction that's at least "mistrustful" or better. The more stations there, the better. You can even perform this strategy while exploring new territory. Middle-click on all stations with exclamation points with them, "interact", and accept all resource shortage missions. Then use the trading system menu should be a pile of coins on the top right , compare it with your missions, and see if anyone is selling a good that was requested.
Sometimes you may be lucky enough to find a seller right in the same sector. If you don't find anyone selling a required good, simply move on to the next sector, and repeat. If however you do find someone selling a required good Check to make sure: The station is not a Turret Factory. Check the Avorion Trading Goods Table link above to make sure it's not a "dangerous" good. If it is, you may have to consider buying a license for it at a Trading Post check to make sure it belongs to the controlling faction before shipping the good to avoid getting fined.
Note that they cost , credits, and only apply to one faction's territories, and are only available if you have enough reputation in that faction. The station is stocking enough of the required good. You can afford to buy the required goods. You have enough time to return to the station requesting the good. Fortunately however, this should be rare; usually the station requesting a good for a resource shortage mission is also able to buy the good normally.
Occasionally however, they may not have the stock space required, or you may be forced to take a slight loss. I find that with this strategy you don't really need to pay much attention to where you might be able to get the goods requested; as long as you accept enough missions you'll find some of them eventually, and the rest can simply be left to expire without penalty.
However, sometimes you can easily spot opportunities; for example, they ask for aluminium, and there is an aluminium mine just one gate over. Trading Strategy 2: Compare and Contrast Advantages to this strategy: Reliable; if there is a good trade route you will eventually find it. Scales well with your resources later in the game. Lowest risk. Disadvantages: Can be tedious; requires the most "bookwork" of the listed methods, but a better trading system upgrade can alleviate this.