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Magpie's Additional Crafting Lists

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Magpie's Additional Crafting Lists
Offline A Magpie
07-31-2025, 02:29 AM, (This post was last modified: 08-01-2025, 11:19 AM by A Magpie.)
#1
Member
Posts: 95
Threads: 17
Joined: Apr 2024

[+]For: Exotic Equipment Fabricator
This is basically a set of prototype component dump recipes so people who own a base with one of these aren't letting their base sit idle. As the going rate for protos is ~1500 and the recipes are balanced around their NPC sellprice of 520, on paper, these recipes are almost comically unprofitable.
Please Note: APM Hardware and Cyberware are not currently part of the economy and would be pretty much RP cargo.
Code:
craft_list = ExoticCommodities
[+]Hybrid Equipment
Code:
[recipe]
nickname = hybridequip_production
infotext = Equipment Hybridization
craft_type = ExoticCommodities
shortcut_number = 1
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_hybridequip, 200
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 250
consumed = commodity_xeno_relics, 50
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]APM Advanced Hardware
Code:
[recipe]
nickname = corehardware_production
infotext = APM Hardware Production
craft_type = ExoticCommodities
shortcut_number = 2
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_corehardware, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 250
consumed = commodity_xeno_relics, 50
restricted = true
affiliation_bonus = fc_core, 0.9 ;Core
affiliation_bonus = co_ic_grp, 1.0 ;Interspace
[+]Volgograd Ordinance
Code:
[recipe]
nickname = volgograd_production
infotext = Volgograd Ordinance Production
craft_type = ExoticCommodities
shortcut_number = 3
cooking_rate = 20
reqlevel = 0
loop_production = 1
produced_item = commodity_volgograd_ord, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 200
consumed = commodity_consumer_goods, 1000
restricted = true
affiliation_bonus = fc_kn_grp, 1.0 ;Coalition
[+]Kemwer Technologies
Code:
[recipe]
nickname = kemwer_production
infotext = Kemwer Production
craft_type = ExoticCommodities
shortcut_number = 4
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_kemwer, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 250
consumed = commodity_xeno_relics, 50
restricted = true
affiliation_bonus = fc_or_grp, 1.0 ;Order
[+]Cyberware
Code:
[recipe]
nickname = cyberware_production
infotext = Cyberware Production
craft_type = ExoticCommodities
shortcut_number = 5
cooking_rate = 20
reqlevel = 0
loop_production = 1
produced_item = commodity_cyberware, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 200
consumed = commodity_humanorgans, 100
consumed = commodity_medstasis, 100
restricted = false
affiliation_bonus = co_vr_grp, 0.9 ;Ageira
affiliation_bonus = li_alaska_grp, 0.9 ;ASF (failsafe)
affiliation_bonus = li_lsf_grp, 0.9;LSF
affiliation_bonus = li_n_grp, 0.9 ;Liberty Navy
affiliation_bonus = co_hsp_grp, 0.85 ;Cryer
affiliation_bonus = fc_lh_grp, 0.85 ;Lane Hackers
affiliation_bonus = br_n_grp, 0.9 ;BAF
affiliation_bonus = fc_ouk_grp, 0.9 ;BIS
affiliation_bonus = ku_kt_grp, 0.85; Kishiro
affiliation_bonus = ku_n_grp, 0.9 ;KNF
affiliation_bonus = ku_koi_grp, 0.9 ;KOI
affiliation_bonus = fc_h_grp, 0.9 ;Hogosha
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_corse_grp, 0.85 ;Unione Corse
affiliation_bonus = ga_n_grp, 0.9 ;Gallic Navy
affiliation_bonus = ga_gni_grp, 0.9 ;GNI
affiliation_bonus = rh_n_grp, 0.9 ;Rheinland Military
affiliation_bonus = rh_mnd_grp, 0.9 ;MND
affiliation_bonus = rh_thuringia_grp, 0.9 ;D-16 (failsafe)
affiliation_bonus = fc_core, 0.85 ;Core
affiliation_bonus = fc_or_grp, 0.9 ;Order
affiliation_bonus = fc_technocracy, 0.85 ;Technocracy
affiliation_bonus = fc_militant, 0.9 ;Militants
[+]New: Onsite Fabricator
All the following recipes are very inefficient at best and actively detrimental at worst. I haven't gotten around to including IFF bonuses on it yet, but when I do, it's probably going to be something like 3/4 of Sirius and they'll still suck. I'm also cooking up a crafting list with more deprecated commodities for use as RP cargo, which I'll finish one day.
[+]Module Recipe
Code:
[recipe]
nickname = module_onsite_fabricator
infotext = Onsite Fabricator
build_type = utility
recipe_number = 5
craft_list = IndustrialFabrication
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
cargo_storage = 10000
[+]Hull Panels
Code:
[recipe]
nickname = hull_panel_production
infotext = Hull Panel Fabrication
craft_type = IndustrialFabrication
shortcut_number = 1
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_ship_hull_panels, 1000
catalyst = commodity_crew, 100
consumed = commodity_boron, 500
consumed = commodity_basic_alloys, 500
consumed = commodity_super_alloys, 500
[+]Basic Alloys
Code:
[recipe]
nickname = basic_alloy_production
infotext = Basic Alloy Forging
craft_type = IndustrialFabrication
shortcut_number = 2
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_basic_alloys, 1000
catalyst = commodity_crew, 100
consumed = commodity_titanium, 500
consumed = commodity_aluminium, 500
consumed = commodity_industrial, 100
[+]Industrial Materials
Code:
[recipe]
nickname = industrial_materials_production
infotext = Industrial Materials Production
craft_type = IndustrialFabrication
shortcut_number = 3
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_industrial, 1000
catalyst = commodity_crew, 100
consumed = commodity_construction_machinery, 500
consumed = commodity_robotic_hardware, 500
consumed = commodity_robocultivars, 100
[+]Mining Machinery
Code:
[recipe]
nickname = mining_machinery_prodcuction
infotext = Mining Machinery Assembly
craft_type = IndustrialFabrication
shortcut_number = 4
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_mining_machinery, 500
catalyst = commodity_crew, 100
consumed = commodity_robotic_hardware, 500
consumed = commodity_diamonds, 100
Reply  
Offline A Magpie
08-01-2025, 08:34 AM, (This post was last modified: 08-10-2025, 10:40 AM by A Magpie.)
#2
Member
Posts: 95
Threads: 17
Joined: Apr 2024

[+]EXCLUSIVE: Inmate Processing Center
Bespoke Wild POB-exclusive crafting. For Abductees, you're currently looking at, as written, 180 profit every 20 minutes at Lichtenfelde.
[+]Wild Abduction
Code:
[recipe]
nickname = criminals_wild
infotext = Wild Abduction
craft_type = Captives
shortcut_number = 6
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 20, commodity_bd, commodity_bis, commodity_bountyhunter, commodity_bn, commodity_belite, commodity_bp, commodity_bund, commodity_coalition, commodity_core, commodity_corsair, commodity_council, commodity_crayterian, commodity_enclave, commodity_fa, commodity_g, commodity_gabrigands, commodity_ganavy, commodity_gapolice, commodity_gc, commodity_gmg, commodity_hog, commodity_img, commodity_kelite, commodity_kempeitai, commodity_kn, commodity_kp, commodity_lanehacker, commodity_librogue, commodity_lsf, commodity_lwb, commodity_maquis, commodity_militant, commodity_military, commodity_mnd, commodity_molly, commodity_natio, commodity_order, commodity_outcast, commodity_pilots, commodity_pirates, commodity_police, commodity_redhessian, commodity_rn, commodity_rp, commodity_separatist, commodity_unionecorse, commodity_unioners, commodity_xenos, commodity_zoners
produced_item = commodity_abductees, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Fun With Abductees
Code:
craft_list = wildretraining
[+]Crew
Code:
[recipe]
nickname = abductees_crew
infotext = Crew Training
craft_type = wildretraining
shortcut_number = 1
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 5
produced_item = commodity_crew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Marines
Code:
[recipe]
nickname = abductees_marines
infotext = Marine Training
craft_type = wildretraining
shortcut_number = 2
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 5
; consumed = commodity_crayons, 5
produced_item = commodity_marines, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Scientists
Code:
[recipe]
nickname = abductees_scientists
infotext = Scientist Training
craft_type = wildretraining
shortcut_number = 3
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 5
produced_item = commodity_scientists, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Infiltration
Originally, this was going to be a crafting list of passengers for ALL regions, but I nerfed it big-time to prevent myself from thinking "what if I set my Omicron Wild POB to make nothing but Gallic Passengers and ran them to Altair?"
Code:
[recipe]
nickname = abductees_passengers_ew
infotext = Passenger Cabin Infiltration
craft_type = wildretraining
shortcut_number = 4
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]What Could Have Been (for the love of all balance, DO NOT IMPLEMENT)
[+]Passengers (Liberty)
Code:
[recipe]
nickname = abductees_passengers_li
infotext = Passenger Infiltration (Liberty)
craft_type = wildretraining
shortcut_number = 4
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_li, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Passengers (Bretonia)
Code:
[recipe]
nickname = abductees_passengers_br
infotext = Passenger Infiltration (Bretonia)
craft_type = wildretraining
shortcut_number = 5
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_br, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Passengers (Gallia)
Code:
[recipe]
nickname = abductees_passengers_ga
infotext = Passenger Infiltration (Gallia)
craft_type = wildretraining
shortcut_number = 6
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ga, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Passengers (Kusari)
[recipe]
nickname = abductees_passengers_ku
infotext = Passenger Infiltration (Kusari)
craft_type = wildretraining
shortcut_number = 7
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ku, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[/code]
[+]Passengers (Rheinland)
Code:
[recipe]
nickname = abductees_passengers_rh
infotext = Passenger Infiltration (Rheinland)
craft_type = wildretraining
shortcut_number = 8
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_rh, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Passengers (Omegas)
Code:
[recipe]
nickname = abductees_passengers_bw
infotext = Passenger Infiltration (Omegas)
craft_type = wildretraining
shortcut_number = 9
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_bw, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Passengers (Omicrons)
Code:
[recipe]
nickname = abductees_passengers_ew
infotext = Passenger Infiltration (Omicrons)
craft_type = wildretraining
shortcut_number = 10
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]Vacationers
Code:
[recipe]
nickname = abductees_vacationers
infotext = Worst Vacation Ever (Vacationers)
craft_type = wildretraining
shortcut_number = 11
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_vacationers, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
;affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
[+]For: Legitimate Warehouse
Sorted Artifacts, Liquid Cardamine
[+]Artifact Sorting
Code:
[recipe]
nickname = artifact_sorting
infotext = Artifact Sorting
craft_type = Smuggling
shortcut_number = 5
cooking_rate = 100
reqlevel = 0
loop_production = 1
produced_item = commodity_ga_artifacts, 250
produced_item = commodity_inert_artifacts, 500
produced_item = commodity_toxic_waste, 150
catalyst = commodity_scientists, 100
consumed = commodity_alien_artifacts, 1000
restricted = true
affiliation_bonus = fc_c_grp, 0.9 ;Corsairs
affiliation_bonus = fc_u_grp, 0.9 ;Unioners
affiliation_bonus = fc_h_grp, 0.85 ;Hogosha
affiliation_bonus = co_os_grp, 0.85 ;Orbital Spa & Cruise
[+]Cardamine Liquidation
Code:
[recipe]
nickname = cardamine_compression
infotext = Cardamine Liquidation
craft_type = Smuggling
shortcut_number = 6
cooking_rate = 100
reqlevel = 0
loop_production = 1
produced_item = commodity_liquid_cardamine, 500
catalyst = commodity_scientists, 100
consumed = commodity_cardamine, 1000
restricted = true
affiliation_bonus = fc_ou_grp, 1.0 ;Outcasts
Reply  
Offline R.P.Curator
08-01-2025, 08:57 AM, (This post was last modified: 08-01-2025, 09:22 AM by R.P.Curator.)
#3
El Contrabandista
Posts: 364
Threads: 55
Joined: Dec 2018

Additional Requirement:
- Pilots or Black Market Augmetics for Hybrid Equipment
- Detroit Light Arms / Daumann Side Arms / Gallic Enfers for APM Hardware
- Black Market Light Arms for Volgrograd
- Black Market Light Arms for Kemwer
- Counterfeit Computerware for Cyberware
Reason: Balance - Like all the other recipes require a ID specific component AND not to slap a PoB next to the sell point and just print out money from Salvage
Reply  
Offline A Magpie
08-01-2025, 11:18 AM, (This post was last modified: 08-01-2025, 11:19 AM by A Magpie.)
#4
Member
Posts: 95
Threads: 17
Joined: Apr 2024

They are already "balanced" against the sellprice of Protos, as well as both APM Hardware and Kemwer Technologies requiring Xeno Relics.
To wit:

Kemwer Technologies
250 x 520 is 130k opportunity cost to make 75k base purchase price
Volgograd Ordinance
200 x 520 is 104k opportunity cost to make 75k base purchase price
Hybrid Equipment
250 x 520 is 130k opportunity cost to make 37,5k base purchase price of the HRC. (edit: doubled the amount for parity)

If anything, I should be reducing the amount of commodities consumed for the recipes.
Reply  
Offline R.P.Curator
08-01-2025, 11:44 AM,
#5
El Contrabandista
Posts: 364
Threads: 55
Joined: Dec 2018

The cost you're referring to is not a maintained (constant) cost.
Its a one time payoff.
The credits you pay for the Ex.Fab are reimbursed by a "X" amount of trades.
What I'm talking about is a required constant cost - i.e. additional recipe material - that would have the player travel and interact with other players, instead of slapping PoBs at sell points and shooting NPCs in space - tho we all love it at one point, cause interaction is limited and gets tedious.
I understand the need for an economically (comically) viable recipe for extra protos, since guns (especially cap guns) take a lot of time to craft; but these recipes, in their current forms are over powered, credits to time spent.
Not to mention, I'm making Volgrograd Ordonance without any use of anything related to Coalition or Arms / Munitions.
Reply  
Offline A Magpie
08-01-2025, 12:11 PM, (This post was last modified: 08-01-2025, 12:14 PM by A Magpie.)
#6
Member
Posts: 95
Threads: 17
Joined: Apr 2024

BMLA are just stolen Detroit guns, just like Side Arms are looted Daumann and Enfer is stolen Gallic toys. Kemwer and Volgograd are homegrown equipment being quietly moved to revolutionaries across Sirius... and there already exists a NPC base selling those exact goods in the general area, which would just exist to arbitrarily inflate the cost for "balance". The whole point is "proto dump for unloved POB module", not "hmm yes I want to make multiple trips on my Order 5ker today".

The big bottleneck is prototype components. The recipes, as written, will eat an entire day's production worth of prototype components in a little under two hours. If someone has, say, 100k protos just lying around and wants to burn them all at once in a POB of a very specific IFF to make a shitload of money, that is very much a one-time thing.
Reply  
Offline A Magpie
09-11-2025, 03:00 AM,
#7
Member
Posts: 95
Threads: 17
Joined: Apr 2024

[+]For: Inmate Processing Center
The old slaves commodity becomes retooled to make the human cargo "Ransoms".
[+]Proposed Infocard
Code:
Interspace policies are not just paid out for cargo, but people as well. Crewmen, pilots, even military personnel, carry insurance policies as a matter of course. Pirate gangs and other opportunists have taken up collecting on those policies to ransom back these people, before they take up too much of a strain on their hideout's resources. Various "search and rescue" operations even by seemingly respectable corporations have been rumored to be double-dipping and anonymously ransoming back various retrieved personnel.

Properties

Base Price: $5000
Container Hitpoints: 1000
Cargo Space Per Unit: 500
in Liners: 250
[+]goods.ini
Code:
[Good]
nickname = commodity_slaves
msg_id_prefix = gcs_gen_commodity_boron
equipment = commodity_slaves
category = commodity
price = 5000
combinable = true
good_sell_price = 8.000000
bad_buy_price = 8.000000
bad_sell_price = 2.000000
good_buy_price = 2.000000
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\comm_icons\slaves.3db
jump_dist = 50
[+]select equip.ini
For select_equip.ini
Code:
[Commodity]
nickname = commodity_slaves
ids_name = 501570
ids_info = 501571
units_per_container = 500
pod_appearance = cargopod_drab
loot_appearance = lootcrate_drab
decay_per_second = 0
volume = 500
volume_class_override = 10, 250
hit_pts = 1000
[+]Infocards
Code:
501570
Ransoms
501571
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RANSOMS</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Interspace policies are not just paid out for cargo, but people as well. Crewmen, pilots, even military personnel, carry insurance policies as a matter of course. Pirate gangs and other opportunists have taken up collecting on those policies to ransom back these people, before they take up too much of a strain on their hideout's resources. Various "search and rescue" operations even by seemingly respectable corporations have been rumored to be double-dipping and anonymously ransoming back various retrieved personnel.</TEXT><PARA/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Properties</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><PARA/><JUST loc="left"/><TEXT>Base Price: $5000</TEXT><PARA/><TEXT>Container Hitpoints: 1000</TEXT><PARA/><TEXT>Cargo Space Per Unit: 500</TEXT><PARA/><PARA/><TEXT>In Liners: 250</TEXT><PARA/>
<POP/></RDL>
[+]Recipe
Code:
[recipe]
nickname = criminals_criminal
infotext = Pilot Ransoming
craft_type = Captives
shortcut_number = 7
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_bis, commodity_bountyhunter, commodity_bn, commodity_belite, commodity_bp, commodity_coalition, commodity_core, commodity_council, commodity_crayterian, commodity_ganavy, commodity_gapolice, commodity_gmg, commodity_img, commodity_kelite, commodity_kempeitai, commodity_kn, commodity_kp, commodity_lsf, commodity military, commodity_mnd, commodity_natio, commodity_order, commodity_pilots,  commodity_police, commodity_rn, commodity_rp, commodity_zoners
produced_item = commodity_slaves, 1
catalyst = commodity_marines, 100
Reply  


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