100 Stop Imperial Trade Circuit. Average 1164cr/ton/stop. Tour the Empire!

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Active
Compatible with release
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English
Tour the core and periphery of the Empire in a series of interconnected loops. Visit 90 different stations and make an average of 1163.96 credits/ton/stop.

Tour the core and periphery of the Empire in a series of interconnected loops. Visit 90 different stations and make an average of 1163.96 credits/ton/stop. 116396 credits per ton overall. Gain Empire rep and rank easily, just do some easy missions along the way! Start at any stop you wish. Enjoy!

>LINK TO THE CIRCUIT<

Stats:
100 Stops
90 Unique Stations (All with large landing pads)
Jumps: Only 4 above 40ly, Average = 29.45
Supercruise: 91 below 1000LS, most well below 500LS, many below 100LS.
Average 1163.96 credits per ton per stop.
Circuit Total: (example loads with lowest shields)
44 tons = 5.12 Million 104 tons = 12.1 Million
216 tons = 25.14 Million 500 tons = 58.2 Million

Notes:

* Recommended jump range is 14.5ly or better. Simply put, that's what I built it with so that's what I aimed for.

* My first priority in all cases was profit stability (along with a minimum margin). Many of the largest supplies and demands in the Empire for various top-value commodities are included in the circuit, while those deemed likely to collapse under pressure were avoided.

* That said, profits will vary. The circuit is capable of handling a large number of coincidental high-traffic trades (i.e. max-profit two-way routes) without ever dropping below 1050cr/ton, but I suppose a terrible coincidence could actually drop it that far. It will almost certainly rebound as you continue along the circuit.

* Yes, I know this isn't the single highest credits/hour pursuit in the game. It is however very high, and I consider it far richer, opening a world of minor factions, missions, bounty hunting, rep and rank gains, and player interaction.

* Before someone asks it: I only play open, and I absolutely welcome the increase in all manner of player activity on this route. Lucrative escort positions accompany even the threat of piracy, and both piracy and trade follow the money!

* I tried to avoid stopping at the same station more than once, but where a station had to be repeated I tried to import and export different commodities to keep supplies/demands from getting hit twice. In the few cases of repeated stations and commodities, the supplies/demands being traded are very large and thus stable.

* If you do happen to notice a given transaction dropping way below my listed "1st Profit" (the profit I made in testing), then drop me a line and I will assess. I have copious notes and often there were ready alternatives to the commodities I chose.

* Yes, there are some Independent stations along the way. I tried hard to avoid them but continuing the route at my minimum profit margin and stability was more important.

* If anyone wants to post their actual credits/hour/ton score, go ahead. I can't fly this route without nitpicking, which of course slows me down. Just be sure to do a large enough sample to be truly representative.

Finally, for those of you looking for something new to do: I found building a grand circuit like this both challenging and entertaining. Starting with a smaller loop and then building other loops attached to it was, in my opinion, the best way to do it. An entire branch-loop might run into a dead end, and this way you can just try another connection and move on.


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History

  • Aug 2, 2015 (wolverine2710) Changed title: removed placeholder text. Added author: name and url. Edited full description: added quite a bit of text from the OP. Edited short desc.
  • Jul 20, 2015 (wolverine2710) Changed title a bit. Category not set. Set it to
  • Jul 20, 2015 (wolverine2710) First revision