Kenshi
Bedelguese Aug 14, 2018 @ 8:26pm
Hashish needs fixed.
Come on man, I get selling illegal loot at 50% off cause the fence has to make a profit too, but we need some kind of specific NPC or the ability to sell hashish to NPCs ourselves, dependent on our sneak skill or something (it even says it affects selling illegal goods), why would I ever travel to UC turf to sell it for just double what I'd usually get with a risk of a 2k penalty if I get bag checked, when I can make liquor just as easily and sell it in huge amounts with no middle man for huge profits just the same?
Last edited by Bedelguese; Aug 14, 2018 @ 8:36pm
Originally posted by Captain Deathbeard:
You're just going to the SW with it, they pay less because they're so close. You gotta take it east to the deserts, then you get 6x profit
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Showing 1-15 of 16 comments
davetlow Aug 14, 2018 @ 9:33pm 
Because on day one you can run to the swamp, get some hash and run it to clownsteady? You can't make grog on day one.
Bedelguese Aug 14, 2018 @ 10:08pm 
Originally posted by davetlow:
Because on day one you can run to the swamp, get some hash and run it to clownsteady? You can't make grog on day one.

You can run in to a bar and steal grog off tables and chests day 1 as well, so I don't see how that's a valid excuse.

If you're just grabbing what you can carry day 1, assuming you're not eaten alive by blood spiders, then you won't have enough to even make it worth bribing the guard to get by.

By the time you're able to make both in decent amounts there's no point of even bothering with hashish, with the risks involved and the fact that legal trade goods are the same value if not more valuable it's obsolete. They need to either get rid of the 1/2 value fencing price for hashish or seriously buff its contraband value to counteract it, so you'll get some decent return.
Last edited by Bedelguese; Aug 14, 2018 @ 10:14pm
davetlow Aug 14, 2018 @ 11:04pm 
I do agree that it might be broken in the mechanics of it, but it's not unrealistic, really. The market for illegal drugs in the city is only worth 25k per day. So, you ship a huge amount to the city and you sell it every day. You can have a massive brewery, however, and sell a ridiculous amount of beer everyday to everyone. 150k per day until the merchants start breaking, and still, you know, plenty with just hydroponics and cooks. You can sell a lot of beer, it's legal. You can sell a lot of hash over time too, every day sell a shipment. You could also sell grog to the same dude, simplifying the arrangement.

It looks to me like the creators borrowed from international law and made it seem like hemp restrictions are actually there to protect cotton producers with the side effect of making some drug illegal. The pain is that you have to buy cloth because you can't grow hemp and you can't grow cotton hydroponically. If you're making fabric you grow hemp, and whatever doesn't fit in the cloth boxes for production goes into hash production because that's much better than it building up in storage barrels or possibly going to waste. I just let it go to waste. I was growing wheat for grog but making gohan and just making sake seems to make more sense. If i was making food cubes, which seem like a huge waste of time if you have a stealth bull, then grog might make sense.

EDIT: notice in places where hemp is illegal, then you have farm markets with lots of cotton. If someone lives there and sells to the theive's everyday then that's fine to do with excess hemp production. Like I said, I just let it sit in the hydroponics. I understand what you're saying, but really you should mine copper on your first day and never worry about food as long as there's enough for your squad in that town, which is not a sure thing in the Hub, lol.
Last edited by davetlow; Aug 14, 2018 @ 11:08pm
The author of this thread has indicated that this post answers the original topic.
Captain Deathbeard  [developer] Aug 15, 2018 @ 5:03am 
You're just going to the SW with it, they pay less because they're so close. You gotta take it east to the deserts, then you get 6x profit
T-Bone Biggins Aug 15, 2018 @ 5:13am 
Originally posted by Captain Deathbeard:
You're just going to the SW with it, they pay less because they're so close. You gotta take it east to the deserts, then you get 6x profit
This is very good to know. So I assume various items are worth more in different areas?
Grimmrog_SIG Aug 15, 2018 @ 5:30am 
psssst, kids, little hint




Dont do drugs.
Danimosity Aug 15, 2018 @ 5:41am 
Thanks for posting this. As soon as I saw that I could farm hemp and refine it into hash I knew what my first town was going to focus on. I get what you are saying about the profit margins, but if what Captain Deathbeard says is true, then I think it makes a lot of sense. Living in Portland Oregon, I have seen first hand what legalization does to the market. If the reward increases with the risk then this makes perfect sense and predicates the employment of a drug caravan.
Bedelguese Aug 15, 2018 @ 8:12am 
Originally posted by Captain Deathbeard:
You're just going to the SW with it, they pay less because they're so close. You gotta take it east to the deserts, then you get 6x profit

I see, thank you for the info.
Bedelguese Aug 15, 2018 @ 8:15am 
Originally posted by Grimmrog_SIG:
psssst, kids, little hint




Dont do drugs.

We don't use our own product. :steammocking:
davetlow Aug 15, 2018 @ 8:25am 
lol, maybe hash the first week on the east coast is the way to go.
cdplayer906 Aug 15, 2018 @ 1:50pm 
dev is right better profits in the desert, but they're not worth the perilous trek even at 6x profit. unless you're neutral or allied with HN, which as a hash smuggler doesn't make much sense.

even getting out of swamp nowadays is a headache if you have to go all the way into shark. and considering it's an illegal good and can get u f'd at the gate of your destination, which took you forever to get to, you're better off just making weaponry and armor.
davetlow Aug 15, 2018 @ 2:05pm 
I thought weapons and armor were pretty good too, but then I realized how slow they are to craft and that I was definitely not cleaning out all the cash in all the stores everyday. I think you might be able to pull it off with grog or something like that, or maybe a more raw advanced crafting material like copper plates, but not weapons and armor. And I say grog becuase it sells for the most regardless of markup, if there's one the brews faster or something let me know, I haven't tried them all, lol.
Last edited by davetlow; Aug 15, 2018 @ 2:17pm
cdplayer906 Aug 15, 2018 @ 3:50pm 
Originally posted by davetlow:
I thought weapons and armor were pretty good too, but then I realized how slow they are to craft and that I was definitely not cleaning out all the cash in all the stores everyday. I think you might be able to pull it off with grog or something like that, or maybe a more raw advanced crafting material like copper plates, but not weapons and armor. And I say grog becuase it sells for the most regardless of markup, if there's one the brews faster or something let me know, I haven't tried them all, lol.

you have to get to catun level in smithing for it to really see profit, but when the slope catches it is the most profitable. this however is in reference to the grand scheme of trading. you can actually get to a point w/ alc and even hash production that you can out produce your traders ability to travel. even the most athletic and strong just because of general distance between towns and limitations of cats. that combined w/ how alc and hash stack in inventory in relation to weaponry esp (single rows like katanas and wakas), it's just no where near as profitable as weapon smithing, with armor smithing right behind it
wordwaster Aug 15, 2018 @ 4:34pm 
i've been underwhelmed by the profits from farming. considering the amount of resources needed to just DEFEND a farm, it just doesn't pay off.

meanwhile you can set up a weapon/armor smith within the safety of a town and just train someone until you start turning a profit with them.

farming made way more sense before the base attacks were added. now farming for profit is just something i ignore. hell farming for food is mostly pointless now that it requires a midgame squad to defend a base. by that time, you should be able to just buy what you need.
Last edited by wordwaster; Aug 15, 2018 @ 4:39pm
davetlow Aug 15, 2018 @ 7:52pm 
Just build some well outside of town and send a pack animal to pick up water. You'll appreciate this for making cloth and food if you want further automate your smithy. All of this easily fits in a smithy in the stationhouse in the hub.

I have master armor smiths (92ish) but never attempted to optimize money per time spent smithing as the local objective was churning out a show room of masterpiece of each kind and, obviously a few dark chainmails. Certainly making shirt slot armor will never make as much money as grog, but I see that there's lots of much faster armor to make, but I thought it wouldn't pack as well. But I will believe you, because it appears you've tried to the limits of the game, lol, something I gave up on at 1.3M cats.
Last edited by davetlow; Aug 15, 2018 @ 8:08pm
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Date Posted: Aug 14, 2018 @ 8:26pm
Posts: 16