Credit to Eros aka Madbull for the original structure of this list.
Updated: August 29th, 2011
Welcome to Epsilon Eridani (EE)
Epsilon Eridani (EE) is one of the most important systems in Federation Human Core (FHC), with its M planet and 2 starbases its an ideal system for good trade.
EE has most resources needed to run every kind of building (except for Exotic Matter).
EE has been a Triad Claimed system for a long time, this means that Triad appointed governors oversee the economic aspects of EE and makes sure that the pricelists and buildings needed in EE gets priority.
Triad also maintain fighters in the area in case its needed against pirates or any other aggressors.
Before building anything in EE
make sure that you have an OK from Governor or Lt Governor, all information about who to contact can be found on Triad Alliance pages: http://orion.pardus.at/alliance.php?id=7
Governors will have a plan for EE's development, and if someone builds something without first checking with Governors, chances are big that the building will get demolitioned, not because we want to be bad in any way, but because it might disturb the balance of EE and future plans for the system.
Rules for building owners
* Pricelist
Its important that building owners follow the official pricelist for the system, since we make sure that no building gets up without us needing its resources there is no point in competing with other buildings in system. Buildings not following official pricelist will get into the demolition list if communications with building owner fails, more about that below.
* Building settings
- All buildings must have trade on:
buildings with no trade on are not helping the system and therefore are NOT allowed. We will be keeping an eye for attacks on building and will try and contact the owners ASAP if it gets raided and put out of trade.
- Buildings must be on system index, and have auto information set on:
This to help keep your building ticking, with the new settings its very easy to see what building needs upkeep and such, and will increase the chance of keeping it on production (no illegal are shown if you got any in building).
- Buildings must have Max settings so that it can hold 8 ticks of upkeep + 8 ticks of production at the same time:
This is so that in case traders get busy or for any other reason your buildings don't get upkeep done, you give the traders a buffer of 2 days to do upkeep and sell your goods.
- no min settings on output:
This is because there is no need for it, buildings with output min usually have them since they either want to sell the goods themselves for bigger profit, wish you can still do, or to be used on other buildings in system, wish our traders will take care of, so no need.
All of the rules above for building owners are to promote fair trade on system, we wont be demolishing any buildings without cause, and demolition is the most extreme action, only taken when all else fails.
Failure to comply with building regulations:
If communications fails between governors (on official business) and building owners, then for each attempt from Governor to get building owner to cooperate that fails, the building will be put on demolition list with a growing number attached to it. Each attempt will be made with reasonable time for the building owner to respond. With a number of 3 attempts or more failed communications the Governor of EE will consider if demolition of building is needed or not.
Current pricelist (2011-08-29)
* Low Level Buildings
Fuel Collector
Buys
@ 130 (Energy)
@ 205 (Chemical Supplies)
Sells
@ 35 (Hydrogen Fuel)
Profit @ Lv6: 6000 /day
Gas Collector
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
Sells
@ 55 (Nebula Gas)
Profit @ Lv6: 6280 /day
Space Farm
Buys
@ 80 (Energy)
@ 40 (Animal Embryos)
Sells
@ 85 (Food)
@ 85 (Water)
@ 10 (Bio-waste)
Profit @ Lv6: 5820 /day
Energy Well
Buys
@ 80 (Food)
@ 80 (Water)
Sells
@ 85 (Energy)
Profit @ Lv6: 5220 /day
Nebula Plant
Buys
@ 80 (Food)
@ 80 (Water)
@ 750 (Exotic Matter)
Sells
@ 70 (Energy)
@ 55 (Nebula Gas)
Profit @ Lv6: 6680 /day
Chemical Laboratory
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
Sells
@ 105 (Chemical Supplies)
Profit @ Lv6: 5760 /day
Asteroid Mine
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
Sells
@ 80 (Ore)
@ 10 (Gem Stones)
Profit @ Lv6: 5960 /day
Radiation Collector
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
Sells
@ 160 (Radioactive Cells)
Profit @ Lv6: 5760 /day
* Mid Level Buildings
Medical Laboratory
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 155 (Nebula Gas)
Sells
@ 615 (Medicines)
Profit @ Lv6: 12300 /day
Brewery
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 205 (Chemical Supplies)
Sells
@ 560 (Liquor)
Profit @ Lv6: 12400 /day
Plastics Facility
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 205 (Chemical Supplies)
@ 155 (Nebula Gas)
Sells
@ 410 (Heavy Plastics)
Profit @ Lv6: 12360 /day
Smelting Facility
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 180 (Ore)
Sells
@ 360 (Metal)
Profit @ Lv6: 12480 /day
Optics Research Center
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 110 (Gem Stones)
Sells
@ 160 (Optical Components)
Profit @ Lv6: 12080 /day
Neural Laboratory
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 40 (Animal Embryos)
@ 715 (Medicines)
Sells
@ 200 (Neural Tissue)
Profit @ Lv6: 12760 /day
Electronics Facility
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 510 (Heavy Plastics)
@ 460 (Metal)
Sells
@ 600 (Electronics)
Profit @ Lv6: 12360 /day
Recyclotron
Buys
@ 20 (Bio-waste)
@ 80 (Energy)
@ 205 (Chemical Supplies)
Sells
@ 85 (Food)
@ 85 (Water)
Profit @ Lv6: 8080 /day
Clod Generator
Buys
@ 20 (Bio-waste)
@ 130 (Energy)
@ 205 (Chemical Supplies)
Sells
@ 450 (Nutrient Clods)
Profit @ Lv6: 12000 /day
* High Level Buildings
Handweapons Factory
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 510 (Heavy Plastics)
@ 260 (Optical Components)
@ 700 (Electronics)
Sells
@ 2850 (Hand Weapons)
Profit @ Lv6: 20760 /day
Battleweapons Factory Factory
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 460 (Metal)
@ 260 (Optical Components)
@ 700 (Electronics)
Sells
@ 2900 (Battleweapon Parts)
Profit @ Lv6: 20840 /day
Robot Factory
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 460 (Metal)
@ 260 (Optical Components)
@ 700 (Electronics)
Sells
@ 1710 (Robots)
Profit @ Lv6: 20760 /day
Droid Assembly Complex
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 260 (Radioactive Cells)
@ 1810 (Robots)
Sells
@ 5050 (Droid Modules)
Profit @ Lv6: 20320 /day
Leech Nursery
Buys
@ 140 (Food)
@ 110 (Water)
@ 130 (Energy)
@ 260 (Radioactive Cells)
@ 550 (Nutrient Clods)
Sells
@ 20550 (Leech Baby)
@ 10 (Bio-waste)
Profit @ Lv6: 20600 /day
Stim Chip Mill
Buys
@ 140 (Food)
@ 110 (Water)
@ 700 (Electronics)
@ 300 (Neural Tissue)
@ 800 (Exotic Matter)
Sells
@ 2120 (Stim Chip)
Profit @ Lv6: 20360 /day
Basic how to trade in EE guide
With the new pricelist all resources (except for SB support buildings) will generate a profit of 100 creds/ton, so it doesnt matter much what resource you are carying as trader.
- All highend products will be bought at any of the two Bases in EE, for trader profit of 100 creds, this so traders can put excess goods on station, that can be bought by other traders later to supply buildings.
- Always do upkeep on buildings that have the least upkeep, check the system index.
- If you got resources (non-high-end) that you cant sell for upkeep, any of the SB will be buying them at 50 creds profit.
- only goods to be exported from system are the goods on the stations, building goods may NOT be exported
Rules of engagements
Since EE is a Triad claimed system, no unjust or unprovoked aggression is allowed within our systems. Any kind of piracy will be put forward to the Federation council and pilot risk being put on blocking list federation wide. Our fighters may also be dispatched to pursue any pilot not obeying our rules.
Rules for collecting bounty
Triad follow federation rules, and we do allow federation bounties being collected in our systems, but we hope that pilots collecting faction bounties consider the bigger picture and asks themselves for every bounty if it makes federation stronger or weaker. And if the amount being payd suffices a destruction of federation pilot.
About Triad
Triad is one of the oldest alliances in pardus, and is a very strong supporter of the federation, we uphold federation law, and we also support federation on various projects, like the MO walls protecting federation citizens from pirates and other aggressors. If you want to know more about us, please contact one of our ambassadors or recruiters.