Difference between revisions of "Autogenerated Galaxy Guide"
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== Status == |
== Status == |
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− | I have set up a [[Sector 1|System List for Galaxy Sector One]] and pages for [[Lerelace]], [[Oresri]], and [[Aronar]] as samples. |
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+ | I'm working on improving [[Sector1/Index|Galaxy Sector 1]] and the new [[Sector2/Index|Galaxy Sector 2]]. |
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− | Please don't edit these pages manually as they will propably be overwritten one day with a more current version. |
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− | I am working on "Prices and Availabilities" for the systems. |
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− | <div style="text-decoration:line-through;">I know that "Planet Radius" is still missing. I just forgot it...</div>[[#October 5th, 2009|FIXED]] |
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− | I have to find out where to get the Information on sun and planet colors and station types. I strted a thread asking for more information in the |
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− | I have to find which OXPs are considered canonical enough for inclusion into the guide. As a start, I included [[Famous Planets 2.0.OXP]] in my OXP Catalog. [[#October 5th, 2009|DONE]] |
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− | I found that there was an earlier attempt at generating such a guide, see [[Zaonce]] and [[Tionisla]]. As this was dated somewhere 2007 and 2008, I consider this abandoned. |
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− | The systems [[Lave]], [[Vetitice]], and [[Tianve]] in the first sector have manually written pages, which I will respect, of course. If my design is found agreeable, I will manually integrate those pages. |
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− | I (re-)found the [[Rough Guide]] and included links in the Fiction Catalog. [[#October 5th, 2009|DONE]] |
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− | I'm planning to integrate two more advanced features into a systems' page: |
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− | * <div style="text-decoration:line-through;">An overview map to locate the system in the map</div>[[#October 5th, 2009|DONE]] |
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− | * a local area map showing the worlds in witchspace distance.but this will definitely require an update of the EliteWiki engine (which is at Version 1.9, the current Stable Version is 1.15.1). First tests at home work nicely, but EliteWiki is missing too many functions for that. |
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− | <div style="text-decoration:line-through;">Both can be done by abusing the "timeline" feature of the MediaWiki if I read the documentation correctly,</div> Nope, not needed. It's all a bit of CSS... |
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− | == Updates == |
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− | === October 5th, 2009 === |
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− | I fixed the missing Planet Radius and added a small overview that shows the local system on a small sector map. |
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− | I prepared and included the data needed for a dynamically generated loacal area map, but this will have to wait. |
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− | I started a catalog on OXPs and Fiction that involve a particular system to show how I plan to integrate OXP and written fiction data. See [[Aronar]] as an example with both FP2.0 and Rough Guide entries. |
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− | === October 13th, 2009 === |
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− | Sorry for being away for a few days. How about this: |
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− | <div style="position:relative"><!-- This div should be part of ClickMapHeader, but the MediaWiki 1.9.3 is too old. -->{{ClickMapHeader|Sector=1|Image=Sector1_OverViewMap.png}} |
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|XPos=102|YPos=193|XPosRel=307|YPosRel=289}}{{ClickMapEntry|Name=Onlema|Sector=1|XPos=138|YPos=248|XPosRel=415|YPosRel=373}}{{ClickMapEntry|Name=Orerve|Sector=1|XPos=12|YPos=203|XPosRel=37|YPosRel=304}}{{ClickMapFooter}}</div><!-- This /div should be part of ClickMapFooter, but the MediaWiki 1.9.3 is too old. --> |
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− | |||
− | If you move the mouse over the map, then the sector and name of the system gets shown as a bubble help. In reality, these are actually links, and once I Install the system entries in the "subdirectory" Sector1 (i.e. the Galaxy Guide entry for Lave will be [[Sector1/Lave]]), this will be a fully clickable map. |
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− | |||
− | So, try your knowledge of the Galaxy Sector 1 and find Lave on the map ;-) |
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− | |||
− | And maybe one day I can even sort out the problems with MediaWiki 1.9.3... |
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== Contact == |
== Contact == |
||
− | For requests and criticism use the thread [http://aegidian.org/bb/viewtopic.php?t=6793|Wiki Galaxy Guide]on the Oolite Bulletin Board. or send me a PM there. |
+ | For requests and criticism use the thread [http://aegidian.org/bb/viewtopic.php?t=6793|Wiki Galaxy Guide] on the Oolite Bulletin Board. or send me (user treczoks) a PM there. |
− | If you can help with knowledge of the game engines interna, please participate in the thread [http://aegidian.org/bb/viewtopic.php?t=6837]. Pretty, pretty please with sugar on top! |
+ | If you can help with knowledge of the game engines interna, please participate in the thread [http://aegidian.org/bb/viewtopic.php?t=6837]. Pretty, pretty please with sugar on top! |
== Aims == |
== Aims == |
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Line 62: | Line 20: | ||
I took the information on trade routes and regions from the [http://www.crimsonforge.co.uk/cloister/OOmap_G1.pdf Downloadable Vector Map of Galaxy 1] made by ClymAngus. |
I took the information on trade routes and regions from the [http://www.crimsonforge.co.uk/cloister/OOmap_G1.pdf Downloadable Vector Map of Galaxy 1] made by ClymAngus. |
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+ | |||
+ | Meanwhile there is another project collecting data on ships and equipment from Oolite and the growing set of expansions. |
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+ | Currently a subset of the result is [[Index_of_artefacts]], the full output is https://app.box.com/s/e2yqje0xyj2a0brixd4t7a4ncb0zwqun and the source code to be found at https://github.com/HiranChaudhuri/OoliteAddonScanner. |
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=== Icons === |
=== Icons === |
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Line 118: | Line 79: | ||
|- |
|- |
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|The System Description Box on the right side || [[Template:System]] |
|The System Description Box on the right side || [[Template:System]] |
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+ | |- |
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+ | |The smaller System Description Box in the text body || [[Template:SmallSystem]] |
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|- |
|- |
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|The box for the original Oolite System Descriptions || [[Template:GalacticCatalogueEntry]] |
|The box for the original Oolite System Descriptions || [[Template:GalacticCatalogueEntry]] |
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== Something Entirely Different == |
== Something Entirely Different == |
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[[Trading Goods Profit Table]] |
[[Trading Goods Profit Table]] |
||
+ | === Rich Industrial === |
||
+ | {{PricelistEconomy0}} |
||
+ | === Average Industrial === |
||
+ | {{PricelistEconomy1}} |
||
+ | === Poor Industrial === |
||
+ | {{PricelistEconomy2}} |
||
+ | === Mainly Industrial === |
||
+ | {{PricelistEconomy3}} |
||
+ | === Mainly Agricultural === |
||
+ | {{PricelistEconomy4}} |
||
+ | === Rich Agricultural === |
||
+ | {{PricelistEconomy5}} |
||
+ | === Average Agricultural === |
||
+ | {{PricelistEconomy6}} |
||
+ | |||
+ | === Poor Agricultural === |
||
+ | {{PricelistEconomy7}} |
||
+ | |||
+ | == Crucial Link == |
||
+ | *[http://www.aegidian.org/bb/viewtopic.php?f=6&t=6793 Wiki Galaxy Guide]: Treczoks BB thread about all this( (2009-10) |
||
+ | |||
+ | [[Category:Oolite]] |
Latest revision as of 04:51, 4 November 2021
This is a kind of "Project Page" for the Autogenerated Galaxy Guide.
Status
I'm working on improving Galaxy Sector 1 and the new Galaxy Sector 2.
Contact
For requests and criticism use the thread Galaxy Guide on the Oolite Bulletin Board. or send me (user treczoks) a PM there.
If you can help with knowledge of the game engines interna, please participate in the thread [1]. Pretty, pretty please with sugar on top!
Aims
I started this project because I consider it crucial that in such a multi-author environment the store background is as consistent as possible. When I asked how the various fiction and OXP writers communicate and coordinate their efforts and how they know whether a system is already part of another authors story domain, I only learned that there is no real coordination and synchronisation effort.
Another factor was to get a better overview over the worlds of the Oolite multiverse.
Sources
Information
I started off with an extract of the list in Oolite planet list/Galaxy 1, but I soon learned that this would never give me the information on prices and availabilities of items, so I analyzed the TXTELITE and Oolite sources and the spreadsheet and wrote a perl module to give me all the relevant information.
I took the information on trade routes and regions from the Downloadable Vector Map of Galaxy 1 made by ClymAngus.
Meanwhile there is another project collecting data on ships and equipment from Oolite and the growing set of expansions. Currently a subset of the result is Index_of_artefacts, the full output is https://app.box.com/s/e2yqje0xyj2a0brixd4t7a4ncb0zwqun and the source code to be found at https://github.com/HiranChaudhuri/OoliteAddonScanner.
Icons
I grabbed the icons for governments and economies for the project from an Oolite font png found in the sources:
The Icons for the tech level were made by me:
Tech Level | Logo for the System template | Compact version for tables |
---|---|---|
1 | ||
2 | ||
3 | ||
4 | ||
5 | ||
6 | ||
7 | ||
8 | ||
9 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 |
Templates
To ease the programming and helping to get a more consistent look, I designed various templates:
The System Description Box on the right side | Template:System |
The smaller System Description Box in the text body | Template:SmallSystem |
The box for the original Oolite System Descriptions | Template:GalacticCatalogueEntry |
Header, Entry and Footer for a Witchspace List | Template:WitchspaceHeader Template:WitchspaceEntry Template:WitchspaceFooter |
Header, Entry and Footer for a Systems List | Template:SectorTableHeader Template:SectorTableEntry Template:SectorTableFooter |
Dummy templates needed to accomodate ancient MediaWiki
As the extension ParserFunctions 1.1.1 for the MediaWiki 1.9 does not support the "switch" function, I had to work around some problems by creating a bunch of dummy Templates:
Something Entirely Different
Rich Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 7.6 | 7.7 | 8.0 | 6 | 6.5 | 7 | 100.0% | |
Textiles | 8.0 | 8.6 | 9.2 | 10 | 11.5 | 13 | 100.0% | |
Radioactives | 26.0 | 27.4 | 28.8 | 2 | 5.5 | 9 | 100.0% | |
Slaves | 16.0 | 22.1 | 28.4 | 0 | 1.0 | 1 | 3.1% | |
Liquor/Wines | 33.2 | 36.1 | 39.2 | 0 | 5.5 | 10 | 62.5% | |
Luxuries | 78.4 | 79.0 | 79.6 | 54 | 55.5 | 57 | 100.0% | |
Narcotics | 1.2 | 34.8 | 100.4 | 0 | 32.0 | 56 | 87.5% | |
Computers | 61.6 | 62.1 | 62.8 | 56 | 57.5 | 59 | 100.0% | |
Machinery | 46.8 | 48.2 | 49.6 | 40 | 43.5 | 47 | 100.0% | |
Alloys | 31.2 | 37.4 | 43.6 | 17 | 32.5 | 48 | 100.0% | |
Firearms | 49.6 | 51.0 | 52.4 | 29 | 32.5 | 36 | 100.0% | |
Furs | 70.4 | 83.0 | 95.6 | 0 | 14.0 | 27 | 42.1% | |
Minerals | 12.8 | 13.3 | 14.0 | 53 | 54.5 | 56 | 100.0% | |
Gold | 38.8 | 40.2 | 41.6 | 2 | 5.5 | 9 | 100.0% | |
Platinum | 68.4 | 74.5 | 80.8 | 0 | 25.2 | 63 | 96.8% | |
Gem-Stones | 18.0 | 21.0 | 24.0 | 0 | 5.0 | 9 | 56.2% | |
Alien Items | 21.2 | 22.5 | 24.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Average Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 6.8 | 7.0 | 7.2 | 8 | 8.5 | 9 | 100.0% | |
Textiles | 7.6 | 8.1 | 8.8 | 11 | 12.5 | 14 | 100.0% | |
Radioactives | 24.8 | 26.2 | 27.6 | 5 | 8.5 | 12 | 100.0% | |
Slaves | 14.0 | 20.2 | 26.4 | 0 | 3.5 | 6 | 18.7% | |
Liquor/Wines | 31.2 | 34.1 | 37.2 | 0 | 8.0 | 15 | 93.7% | |
Luxuries | 81.6 | 82.1 | 82.8 | 46 | 47.5 | 49 | 100.0% | |
Narcotics | 3.2 | 27.2 | 51.2 | 0 | 26.3 | 59 | 81.2% | |
Computers | 67.2 | 67.8 | 68.4 | 42 | 43.5 | 45 | 100.0% | |
Machinery | 49.2 | 50.6 | 52.0 | 34 | 37.5 | 41 | 100.0% | |
Alloys | 31.6 | 37.8 | 44.0 | 16 | 31.5 | 47 | 100.0% | |
Firearms | 54.8 | 56.2 | 57.6 | 16 | 19.5 | 23 | 100.0% | |
Furs | 66.8 | 79.3 | 92.0 | 0 | 18.5 | 36 | 56.2% | |
Minerals | 12.4 | 12.9 | 13.6 | 54 | 55.5 | 57 | 100.0% | |
Gold | 38.4 | 39.7 | 41.2 | 3 | 6.5 | 10 | 100.0% | |
Platinum | 67.6 | 73.8 | 80.0 | 0 | 23.2 | 63 | 96.8% | |
Gem-Stones | 17.6 | 20.6 | 23.6 | 0 | 5.5 | 10 | 62.5% | |
Alien Items | 27.2 | 28.6 | 30.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Poor Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 6.0 | 6.2 | 6.4 | 10 | 10.5 | 11 | 100.0% | |
Textiles | 7.2 | 7.8 | 8.4 | 12 | 13.5 | 15 | 100.0% | |
Radioactives | 23.6 | 25.0 | 26.4 | 8 | 11.5 | 15 | 100.0% | |
Slaves | 12.0 | 18.2 | 24.4 | 0 | 6.0 | 11 | 34.3% | |
Liquor/Wines | 29.2 | 32.1 | 35.2 | 5 | 12.5 | 20 | 100.0% | |
Luxuries | 84.8 | 85.3 | 86.0 | 38 | 39.5 | 41 | 100.0% | |
Narcotics | 14.8 | 38.8 | 62.8 | 0 | 30.8 | 62 | 56.2% | |
Computers | 72.8 | 73.4 | 74.0 | 28 | 29.5 | 31 | 100.0% | |
Machinery | 51.6 | 53.0 | 54.4 | 28 | 31.5 | 35 | 100.0% | |
Alloys | 32.0 | 38.1 | 44.4 | 15 | 30.5 | 46 | 100.0% | |
Firearms | 60.0 | 61.3 | 62.8 | 3 | 6.5 | 10 | 100.0% | |
Furs | 63.2 | 75.8 | 88.4 | 0 | 23.0 | 45 | 70.3% | |
Minerals | 12.0 | 12.6 | 13.2 | 55 | 56.5 | 58 | 100.0% | |
Gold | 38.0 | 39.3 | 40.8 | 4 | 7.5 | 11 | 100.0% | |
Platinum | 66.8 | 73.0 | 79.2 | 0 | 21.1 | 63 | 96.8% | |
Gem-Stones | 17.2 | 20.1 | 23.2 | 0 | 6.0 | 11 | 68.7% | |
Alien Items | 33.2 | 34.6 | 36.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Mainly Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 5.2 | 5.4 | 5.6 | 12 | 12.5 | 13 | 100.0% | |
Textiles | 6.8 | 7.3 | 8.0 | 13 | 14.5 | 16 | 100.0% | |
Radioactives | 22.4 | 23.7 | 25.2 | 11 | 14.5 | 18 | 100.0% | |
Slaves | 10.0 | 16.2 | 22.4 | 0 | 8.5 | 16 | 50.0% | |
Liquor/Wines | 27.2 | 30.1 | 33.2 | 10 | 17.5 | 25 | 100.0% | |
Luxuries | 88.0 | 88.6 | 89.2 | 30 | 31.5 | 33 | 100.0% | |
Narcotics | 26.4 | 50.3 | 74.4 | 0 | 21.0 | 41 | 37.5% | |
Computers | 78.4 | 79.0 | 79.6 | 14 | 15.5 | 17 | 100.0% | |
Machinery | 54.0 | 55.3 | 56.8 | 22 | 25.5 | 29 | 100.0% | |
Alloys | 32.4 | 38.5 | 44.8 | 14 | 29.5 | 45 | 100.0% | |
Firearms | 65.2 | 66.6 | 68.0 | 0 | 0.0 | 0 | 0.0% | |
Furs | 59.6 | 72.2 | 84.8 | 0 | 27.5 | 54 | 84.3% | |
Minerals | 11.6 | 12.2 | 12.8 | 56 | 57.5 | 59 | 100.0% | |
Gold | 37.6 | 39.0 | 40.4 | 5 | 8.5 | 12 | 100.0% | |
Platinum | 66.0 | 72.1 | 78.4 | 0 | 19.0 | 63 | 96.8% | |
Gem-Stones | 16.8 | 19.8 | 22.8 | 0 | 6.5 | 12 | 75.0% | |
Alien Items | 39.2 | 40.6 | 42.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Mainly Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 4.4 | 4.5 | 4.8 | 14 | 14.5 | 15 | 100.0% | |
Textiles | 6.4 | 6.9 | 7.6 | 14 | 15.5 | 17 | 100.0% | |
Radioactives | 21.2 | 22.5 | 24.0 | 14 | 17.5 | 21 | 100.0% | |
Slaves | 8.0 | 14.2 | 20.4 | 0 | 11.0 | 21 | 65.6% | |
Liquor/Wines | 25.2 | 28.1 | 31.2 | 15 | 22.5 | 30 | 100.0% | |
Luxuries | 91.2 | 91.8 | 92.4 | 22 | 23.5 | 25 | 100.0% | |
Narcotics | 38.0 | 62.0 | 86.0 | 0 | 8.0 | 12 | 12.5% | |
Computers | 84.0 | 84.6 | 85.2 | 0 | 2.0 | 3 | 75.0% | |
Machinery | 56.4 | 57.7 | 59.2 | 16 | 19.5 | 23 | 100.0% | |
Alloys | 32.8 | 39.0 | 45.2 | 13 | 28.5 | 44 | 100.0% | |
Firearms | 70.4 | 71.8 | 73.2 | 0 | 0.0 | 0 | 0.0% | |
Furs | 56.0 | 68.6 | 81.2 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 11.2 | 11.7 | 12.4 | 57 | 58.5 | 60 | 100.0% | |
Gold | 37.2 | 38.6 | 40.0 | 6 | 9.5 | 13 | 100.0% | |
Platinum | 65.2 | 71.4 | 77.6 | 0 | 17.0 | 63 | 96.8% | |
Gem-Stones | 16.4 | 19.4 | 22.4 | 0 | 7.0 | 13 | 81.2% | |
Alien Items | 45.2 | 46.6 | 48.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Rich Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 3.6 | 3.8 | 4.0 | 16 | 16.5 | 17 | 100.0% | |
Textiles | 6.0 | 6.6 | 7.2 | 15 | 16.5 | 18 | 100.0% | |
Radioactives | 20.0 | 21.4 | 22.8 | 17 | 20.5 | 24 | 100.0% | |
Slaves | 6.0 | 12.2 | 18.4 | 0 | 13.5 | 26 | 81.2% | |
Liquor/Wines | 23.2 | 26.1 | 29.2 | 20 | 27.5 | 35 | 100.0% | |
Luxuries | 94.4 | 95.0 | 95.6 | 14 | 15.5 | 17 | 100.0% | |
Narcotics | 49.6 | 73.6 | 97.6 | 0 | 59.0 | 63 | 12.5% | |
Computers | 89.6 | 90.1 | 90.8 | 0 | 0.0 | 0 | 0.0% | |
Machinery | 58.8 | 60.2 | 61.6 | 10 | 13.5 | 17 | 100.0% | |
Alloys | 33.2 | 39.4 | 45.6 | 12 | 27.5 | 43 | 100.0% | |
Firearms | 75.6 | 77.0 | 78.4 | 0 | 0.0 | 0 | 0.0% | |
Furs | 52.4 | 65.0 | 77.6 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 10.8 | 11.3 | 12.0 | 58 | 59.5 | 61 | 100.0% | |
Gold | 36.8 | 38.2 | 39.6 | 7 | 10.5 | 14 | 100.0% | |
Platinum | 64.4 | 70.5 | 76.8 | 1 | 16.5 | 32 | 100.0% | |
Gem-Stones | 16.0 | 19.0 | 22.0 | 0 | 7.5 | 14 | 87.5% | |
Alien Items | 51.2 | 52.6 | 54.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Average Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 2.8 | 3.0 | 3.2 | 18 | 18.5 | 19 | 100.0% | |
Textiles | 5.6 | 6.1 | 6.8 | 16 | 17.5 | 19 | 100.0% | |
Radioactives | 18.8 | 20.2 | 21.6 | 20 | 23.5 | 27 | 100.0% | |
Slaves | 4.0 | 10.2 | 16.4 | 0 | 16.0 | 31 | 96.8% | |
Liquor/Wines | 21.2 | 24.1 | 27.2 | 25 | 32.5 | 40 | 100.0% | |
Luxuries | 97.6 | 98.1 | 98.8 | 6 | 7.5 | 9 | 100.0% | |
Narcotics | 0.4 | 65.9 | 99.6 | 0 | 42.0 | 58 | 31.2% | |
Computers | 95.2 | 95.8 | 96.4 | 0 | 0.0 | 0 | 0.0% | |
Machinery | 61.2 | 62.6 | 64.0 | 4 | 7.5 | 11 | 100.0% | |
Alloys | 33.6 | 39.8 | 46.0 | 11 | 26.5 | 42 | 100.0% | |
Firearms | 80.8 | 82.1 | 83.6 | 0 | 0.0 | 0 | 0.0% | |
Furs | 48.8 | 61.4 | 74.0 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 10.4 | 11.0 | 11.6 | 59 | 60.5 | 62 | 100.0% | |
Gold | 36.4 | 37.7 | 39.2 | 8 | 11.5 | 15 | 100.0% | |
Platinum | 63.6 | 69.8 | 76.0 | 3 | 18.5 | 34 | 100.0% | |
Gem-Stones | 15.6 | 18.6 | 21.6 | 0 | 8.0 | 15 | 93.7% | |
Alien Items | 57.2 | 58.6 | 60.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Poor Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 2.0 | 2.1 | 2.4 | 20 | 20.5 | 21 | 100.0% | |
Textiles | 5.2 | 5.8 | 6.4 | 17 | 18.5 | 20 | 100.0% | |
Radioactives | 17.6 | 19.0 | 20.4 | 23 | 26.5 | 30 | 100.0% | |
Slaves | 2.0 | 8.2 | 14.4 | 5 | 20.5 | 36 | 100.0% | |
Liquor/Wines | 19.2 | 22.1 | 25.2 | 30 | 37.5 | 45 | 100.0% | |
Luxuries | 100.8 | 101.3 | 102.0 | 0 | 1.0 | 1 | 25.0% | |
Narcotics | 2.4 | 58.4 | 101.6 | 0 | 36.1 | 61 | 56.2% | |
Computers | 100.8 | 101.3 | 102.0 | 0 | 0.0 | 0 | 0.0% | |
Machinery | 63.6 | 65.0 | 66.4 | 0 | 3.0 | 5 | 62.5% | |
Alloys | 34.0 | 40.1 | 46.4 | 10 | 25.5 | 41 | 100.0% | |
Firearms | 86.0 | 87.3 | 88.8 | 0 | 0.0 | 0 | 0.0% | |
Furs | 45.2 | 57.8 | 70.4 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 10.0 | 10.6 | 11.2 | 60 | 61.5 | 63 | 100.0% | |
Gold | 36.0 | 37.3 | 38.8 | 9 | 12.5 | 16 | 100.0% | |
Platinum | 62.8 | 69.0 | 75.2 | 5 | 20.5 | 36 | 100.0% | |
Gem-Stones | 15.2 | 18.1 | 21.2 | 1 | 8.5 | 16 | 100.0% | |
Alien Items | 63.2 | 64.6 | 66.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Crucial Link
- Wiki Galaxy Guide: Treczoks BB thread about all this( (2009-10)