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I wish it gave some kind of boost, but then it would be promoting drug use lol. But should have con like messes up pop growth maybe even kills some people on stations but gives production bonus. There is reason old school space movies got drug use running rampant on statiosn and what not. Its like oil rigs or mining industry you coop people up long enough in one place, with low recration, add in some shady supervisers or mangers who see some performance enhances as a good way to up production and yeah you would get ♥♥♥♥ like that in space stations, just like boom towns for oil and what not ignore certain groups selling drugs, and other "services" that are illegal for company morale and productivity.
They'll also buy it if you put the station one sector off into PIO space where it's not illegal and can't get you into trouble.
Same for spaceweed and other drugs, my spaceweed station in Hatikvah's Choice I is doing good business with all the NPC drug smugglers. The 2 small traders it has are only allowed to buy raw materials, food and medicine to keep the station running.
ty
I thought so too
https://steamcommunity.com/sharedfiles/filedetails/?id=2619021857
<Boron approves>
It's technically not illegal because it's Teladi space that happens to be on the border of Argon space and near many Argon trading stations that the odd assortment of visitors to the station enjoy visiting as well.
I had less success with stimulants. I had a scheme to turn them into First Aid Kits, but it involved much fetching of bandages personally.
It would be neat if the coming expansion had a way for the Argons to shut that spaceweed factory down as a pirate station since I didn't hide it or anything. I even admit I used some scouts with some cargo space and fast engines as auto traders for it eventually set to the default dump cargo and comply. I'm not sure if it would be better to have them run or not, since the ships aren't impounded.
Like I miss that from x3, the pirate start, I mean see dlc mentions pirates but salvage system more, I want a dlc where you can make nice with SCA and learn to hide your transponder, and play real pirate again. Have that system so if I attack I lose my transpoder change, or on scan lose it. That way I could actually piss off factions with out being a super power first, I could hide in neutral space with SCA, and use the transpoder "cloak" to send out trade ships to sell my stolen goods, or pawn stolen ships.
I just miss doing that, like it was the hardest challange in x3tc I had doing pirate start, and sticking to it, meant relying on stolen goods and ships for income, and best option for stations seemed to be space weed and what not, since you couldn't send ships out too much. But in x4 autopilot messes up and I stay the highway loop too long and I am in sectors I don't want to be in early game lol
It doesn't match making ship parts but doesn't compete with it either. I chose it as a first station because in Terran Conflict a spaceweed factory was a big earner. Now I would setup mineral trading stations first instead for a few initial miners, as an early goal was to supply hull parts to the Teladi who were fighting the Xenon without many of them the way it generated.
Without that you barely have enough demand for one spaceweed module, let alone several. Even pirate stations only buy drugs in small numbers and at average prices otherwise.