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It depends on the contact I think. You will need to rep up. 22 is fairly low.
Other than that I suggest you look for indie planets in general, though even most indies seem to have trade laws that normally prevent you from openly dealing with xeno artifacts.
As for the black market in general, as onionbro mentioned already it is good to increase your rep with the contact you are dealing with. Also I strongly suggest to bring some skills such as Buzzing the Wires that will help you to mitigate some risks.
So you need to get a black market contact on one of these worlds either through introductions or getting lucky with one of the myriad ways to generate new contacts.
It's tricky, but if you can manage that - alongside the Smuggler Talent Bootleg Profits, you can make bank.
IIRC, and this was a few patches ago, a full load of 35 artifacts on my scout cutter was worth roughly 300 - 400k if sold to an appropriate black market.
So yeah, smugglers are very valuable if you want to get into the artifacts trade and I'd highly recommend hiring one on if you haven't already.
Or an Indie world with Low Trade Law. I want to say 2 or lower. But you will likely get a better sell price at a black market in a high market rating (I would think)
Welcome back!
Yep. This 25% bonus is only thing that makes black market viable option.
I am playing on default map - there at least 1 indie world with 2 trade law all the time.
Black Markets have less impact on supply / demand, allowing a captain to complete longer trading cycles in a single zone
All "big trade" talents in the Black Market are more powerful than their legal Exchange counterparts
Black Markets ignore conflicts such as Trade Bans