Sunless Sea Making Money
2015-4-2 The best way of making money for a late game character that I've found is visiting the Wisp-Ways in Mangrove College in the Melting Isles. SPOILERS-Make sure that you're Veils, Mirrors, Pages and Iron are high. Try to arrive with the maximum amount of crew members.
Contents.Work in progress! Last Edited: - Expecting to add the Spoiler Strategies soon.Note: I think what I want to do is / /Introduction Welcome to the Sunless Sea Basic Strategy Guide! This strategy guide will cover the fundamentals of the game in attempts to better explain how things works as well as better resource management for new players.
The page will contain more specific information about where to go and what to do at those locations and is aimed at helping struggling players. For future edits and contributions, please try to keep any specifics about location and action events on the page.The Basics: Your Background On the page, you may choose from one of six different backgrounds. Choosing a background has a part to play in many of the and quests throughout the game, so choose something that fits your character and the chosen play style you would like to embrace.NameBonusesA street urchin+ 25 xA poet!+ 25 xA Veteran of the Campaign of '68+ 25 xAn ordained priest+ 25 xA natural philosopher+ 25 xA Past Wreathed In ShadowsNo bonus. You may choose a past at a later date and gain one of the above bonuses then.Recommendation: Background Choosing either a Street Urchin or Natural Philospher is recommended for newer players because many challenges throughout the game use or as well as having relevance in combat, which will be explained below. Choosing A Poet! Is not a bad choice because is a harder stat to increase. Don't panic if you chose one of the other backgrounds as it shouldn't make or break your game, but it may make the beginning of the game more difficult.The Basics: Stats Player stats represent different aspects of the captain and his or her officers.
Stats may be gained primarily through the expenditure of by right clicking the portrait of an officer and selecting the speak-to option, hiring and equipping officers or through a few various events occurring throughout the game. The majority of event increases or decreases is in the realm of -2 to +2 range.
The majority of officers in the game offer the player something in the range of +8 to +16 total stats.NameBenefitAnalysisHearts has no benefits outside of challenges.Hearts, in its current form, is one of the least used statistics in the game. This stat currently has no combat benefits, meaning its use is limited to challenges. The majority of challenges with a hearts option are about fear or constitution as the description of the stat will tell you.Reduces enemy detection distance.Veils is one of the most widely used stats in the game. Higher veils reduces the distance at which enemies are able to detect your ship. That means it is easier to sneak attack enemies, evade enemies or escape from enemies. The majority of veils related challenges in the game are about guile, stealth or subterfuge.Increases the rate of acquisition.Pages is a widely use stat for challenges and is involved in obtaining secrets. The more pages a player has, the quicker they gain secrets.
However, Pages only moderately increases the rate of secret acquisition and the benefits are more long-term than short-term. Currently, pages is one of the hardest stats in the game to raise. Pages are involved in wisdom and knowledge related challenges.Reduces the charge time on weapons.Mirrors, like Veils, is one of the most widely used stats in the game.
The higher a player's mirror value, the quicker they can fire their weapons on enemies. Challenges involving mirrors include things related to perception or visibility.Increases damage done by weapons.Iron is the stat involved with player grit (toughness) and damage. In combat, higher iron stats directly correlate to more damage with your weapons. The majority of challenges involving iron have to do with aggression, fights or ruthlessness.Recommendation: Accruing Stats If a player can afford it, hiring a new officer for each different position will greatly increase the player's chance of success at zee. Officers can be obtained by returning to London when the message is active and selecting the A new recruit!
You may not always get a new officer from this event, as it is determined randomly. Hiring redundant officers (i.e. Two cooks) is not recommended in the early game as you can only put one of them to use.Recommendation: Secrets Having a few around to use on events is recommended, but don't be afraid to spend them. If you are pursuing the, you should plan to spend more moderately because you are going to need a great deal of them.The Basics: Your Ship Your is one of the most important parts of the game. Generally speaking, it is your means to every end in. Each ship has a number of hit points equal to your.
New players start with a value of 75. Each ship has a capacity indicated on your Hold tab or by mousing over the inner circle on the GUI in your upper left. For new players, your ship has a value of 40. Each ship has up to 6 x slots:,. For new players, your ship has a, an, a and an. Each type of ship may have between 4-6 of those slots, so be aware of what ship can equip what slot.
Each ship has a value which indicates how quickly a ship moves. The heavier the ship, the slower it moves.
Each ship has capacity indicated on the upper right of the screen, directly below your character portrait. New players may have up to 10 x - don't count towards this number.
Each ship may confer different stat bonuses or negatives to the player. The starting ship, the Ligeia-class Steamer, grants no benefits in this regard.Recommendations: Repairing Your Ship The question of when to your ship and through which option is going to differ from player to player. Repairing your ship when your is at about 50-60% is probably a good idea. Once you get below that 50% threshold, additional effects, including the loss of or additional damage from or may occur. Repair your ship with when you can, unless you are doing minor repairs. Leadbetter and Stainrod Shipyards will repair 80-90% of your hull for a discount of 25 x. This may be worthwhile if you don't have that much money.
Avoid the Employ rattus faber engineers, there is no real benefit to be had employing them. Avoid using the Repair Ship option from the GUI. This spends a large amount of to repair very few points.Recommendations: Upgrade Weapons There is never a bad time to upgrade your, unless of course it leaves you completely broke. The important thing to note about weapons is that you need to buy the proper type of weapon for the appropriate weapon slot (either Deck, Forward or Aft). Weapons provide two values: Hull damage and Life damage.
Hull damage is applied to and Life damage is applied to. Weapons that provide Life Damage are preferred over those that do more Hull Damage because enemy ship damage is, for the most part, avoidable. Zee-beasts have crazy and wild charges that cannot be so easily avoided and thus, ending encounters with them quickly is preferred. Weapons that provide Stagger are particularly useful in delaying the actions of. Torpedo weapons provide the highest value for non-Aft weapons, but they also require that you purchase ammunition. Because you have to buy ammunition, or if you are just a forgetful player, torpedo weapons are recommended for mid to late game so that you can save your.
Avoid buying an. The frequency that you need to fire at a chasing enemy is rare. More often than not, you will be the person choosing the engagement and not the other way around.Recommendations: Upgrade Engines There are quite a few engine upgrades to be had in this game.
One thing to be aware of is that the higher the, the more fuel it consumes. Upgrading your engines is really a measure of how patient of a player you are versus your hold capacity and income. Don't upgrade your until you have a steady amount of income from a few trades and lucrative port reports. If you really want to upgrade your engine, the recommendation is to pick a 1500 engine or lower so you aren't rapidly depleting your fuel supply. The two event obtained engines, and are the exceptions to the above rules. Either of those engines are fantastic upgrades due to their built in.Recommendations: Upgrade Auxiliary items tend to be very useful and valuable items, with a few exceptions.
The majority of Auxiliary items are crafted in, which means that they are going to be obtained mid game. It is recommended that you swap your auxiliary slot items around to make challenges easier. Purchase the item when you get the chance. Not only does it grant you a stat boost, but it reduces the number of crew you need to run your ship, thereby reducing the amount of that you consume. The engine power is a mixed bag of bonus and negative (see ).
Auxiliary items still require 1 x space per item, so if you choose to craft all the, make sure you keep that in mind as you are not likely to get rid of them once they are made. If you are having money issues or are getting low on money, it is recommended to hold off on creating the Auxiliary items because many of the components are expensive and can be used to put you in a better financial situation. Don't buy. This is a huge waste of money and a waste of a good ship slot.
This may change once the Zubmarines expansion comes out, but for now, this item is a dud.Recommendations: Ships There are currently 8 total available to players in this game, all of them being capable of turning into.Main Ships. Caligo-class Merchant Cruiser is the first ship that makes a real difference after Ligeia-class ones.
It has the largest amount of in the game (120), an aft slot (preferably for a ), a reasonable Crew quarters (30) and Hull (300) and costs only 8,000 Echoes. It's not intended for heavy combat though, mostly due to the lack of Forward mount. Eschatologue-class Dreadnaught is the most powerful ship in the entire game. Fully equipped, it allows easy farming of all enemies in the game, including the toughest ones; it's still quite useful as a cargo vessel, having only 20 less Cargo space (i.e. 100) than Caligo-class ships. The only real downside to this ship is its price (30,000 Echoes, coupled with resell value of 15,000 Echoes), being far out of reach of most newbie Captains. Still, after completing the game a couple of times and passing some Echoes as Legacies, you'll probably find that amount a pocket money.Notable Ships.
Ligeia-class Steamer is the ship you'll start your first game with, so you'll probably use it for a while. Clearly inferior to most ships (small (40) Cargo hold, small (10) Crew size, no Aft nor Forward mount, only 75 Hull), you'll want to get rid of it ASAP.
Phorcyd-class Corvette grants you a forward weapon slot and 200 x, being a small step up from the Steamer. It costs 4,000 Echoes though, and retains most of the drawbacks of Ligeia-class vessels (no Aft mount, small Crew and Cargo sizes).
For just two times that, you can get Merchant Cruiser, which has a similar combat capacity (half of firepower but half more Hull and twice the Crew), but is much better suited for regular play. Switch to Phorcyd-class ship only if you want to start killing medium-tier Zee-monsters fast (which is, arguably, not worth the effort; it is the bosses that really do pay off).
Maenad-class Frigate is, arguably, the jack-of-all-trades in Sunless Sea. It has both Forward and Aft mounts, 450 Hull (second highest in the game) and 25 Crew, as well as additional +5 Iron and Mirrors, allowing it engage almost all of Zee-monsters successfully, while still maintaining a high enough Cargo size (70) to be viable as trading/cargo quest vessel. On the other hand, it is clearly inferior to Eschatologue-class ships, having all relevant attributes lower, and lacks a bit of firepower to easily engage end-game bosses (especially with ).
The only real upside to Maenad-class ship is that its price is much lower (half) and that the resale value is much higher than for the Dreadnaught, resulting in much lower Echo loss when selling your ship before retirement, making it arguably a top-tier ship of choice for your first Zee-captain.Special Ships. Stymphalos-class Steam Launch is the ship you'll end with if you're really unlucky. Unsuitable even for going, since its permanent 1 means you'll die even if you brush a shore, let alone engage in a fight. Use Lampad-class vessels instead. Leucothea-class Steam-Yacht is next to useless, being available only late in the game due to the fact that you have to complete a very long and quite difficult quest line to obtain it (with the alternative reward being, amongst other things, 9 ) and because you probably will have something clearly superior in terms of usability by then.
Lampad-class Cutter while being clearly inferior in most practical terms to most ships, is a ship of choice for Zee-captains interested in going or for any reason. When outfitted with, it retains a full speed capability even with 1 Crew member.
When playing solo, the player can switch between the two characters, leaving the control of the second hero to the game's AI. Taking control over these two unlikely allies, the player must uncover the mysteries behind the Templar Order, play a role in a grand conspiracy, and discover the secret of the Holy Grail.The First Templar features both single player and co-op modes. Templar games.
It also gives you a reasonable bonus, has a very low Weight and still provides both Deck and Forward weapon mounts plus has 50 Hull, allowing you to easily escape virtually any dangerous encounters along the way (especially when coupled with ).The Basics: Terror, Fuel and Supplies Terror, Fuel and Supplies are three constantly changing values in the game. Having a lot of and is good; having a lot of is bad.Recommendations: Quantities of Fuel, Supplies and Terror. A 3:2 ratio of: is recommended when buying resources in. For early game, you should shoot for 15 x and 10 x for discovering what's in the nearby vicinity.
That leaves you with 15 free cargo slots to make a few early trades. Other ratios have been suggested such as a 2:1, but there are a number of events that will require supplies and if you get stuck, the markup on is often less than the markup on. Never leave with more than 50 x unless you're planning an incredibly short trip. Anywhere between 50-70 x is starting to get risky and anything beyond 70 can start a cascade of problems. If you entered port with more than 50 x, but your terror was not reduced, it's because you need to wait for the to trigger before it will be reduced (it is triggered by time passing).
You can leave the dock slightly, immediately kill your engines and wait for the bell to toll (and it's indicated by a Lantern icon in the upper right of your log book). Your supplies will be consumed when you do this, but at least you're not wasting fuel.Recommendations: Managing Fuel Fuel expenditure is directly related to two major factors: and your lamp. Is also a factor, but it is relatively minor because it is limited to a few items and a single and the quantities of are not particularly high. Counter-intuitively, having a higher powered engine is going to decrease your overall productivity early game because you will have to spend more resources to gain fuel and more time to gain money to buy that fuel. Only buy when it is 12 or fewer. Unless you have no choice, you should only rarely buy where it is 15 x and completely avoid buying when the cost is 20 x or higher.
Only upgrade your engine once you have achieved a level of financial stability (i.e. 1500-2000 echoes with a regular influx of echoes from trade, quests or ). The temptation to travel quickly is one of this game's many pitfalls. Try to only run with your lamp on while you have 55+ or you have a surplus of. You can always burn to prevent your from rising too quickly, but you can't get your fuel back.
A way to save fuel while also preventing terror build up is to 'flash' your lights. By memorizing the timing on the terror meter you can run with your lights off and then quickly turn them on for a tick right before you gain terror, meaning that the terror meter will increase by a much lesser amount than if you ran with your lights off, and saving your fuel as well.Recommendations: Managing Supplies Supply expenditure is directly related to the amount of you have on your ship. Do not count towards your crew or your expenditure of supplies. Do not run with 100% capacity of crew. You only need 50% capacity to run at 100% speed. Having an extra 2-3, maybe more depending on how far you plan to travel, will give you leeway in the event you lose a few crew. Having 100% capacity does not grant you any benefits.
Do not buy for more than 22 x. There are a number of islands and enemies in the game that will give you free supplies. Try to find places that give you free supplies. There are a number of locations in game that will allow you gather supplies with a action, though some may incur a risk.Recommendations: Managing Terror is gained and lost through many, many circumstances in. Most of the interactions in the game are some what intuitive (i.e.
If you think something might inspire fear, chances are good that it will). However, there are also a number of interactions in the game that give no indication that will increase or decrease.
As a general rule of thumb, the recommendation is to err on the side of caution. Your accumulates quickly while away from land or light buoys or while you are traveling through fog. Having your lights on around land will decrease the gain and having your lights on while around a port or a buoy will actually decrease the gain of terror. Note these effects will not lower your score, but it will prevent it from accumulating further.
Periodically return to any time your increases over 50. Once you have hit that 50 mark, you should consider how you are going to get back home. Rest at in if you can afford it. Resting at also has the added benefit of reducing and. Spending time with your family is FREE and greatly reduces your terror. It requires the event to be utilized. How to obtain a family can be found through the page, but it is technically a spoiler, so it will not be explained here.
Avoid reduction at ports outside of. Generally speaking, these reductions are overpriced and not worth it. Once your is at 70+, unless you are near, you should be driving around with the lamp on while you can afford the. Defeating and reduces terror. The higher your terror score is when you defeat the enemy, the greater the reduction in terror. There is no explanation or indication for this interaction in the game at the moment, but it does happen.
This is a great way to periodically reduce your when you have more than 50. There is a very beneficial zee-event that requires 50-75 terror. In mid to late-game, when you can handle spending some echo in ports, It is a good idea to keep your terror within that range to improve chances.The Terror Score GUI Your GUI indicates the rate of accumulation. When the dots light up all the way around the skull, your terror score increases by one.- Dark red dots indicate that your is rising quickly.- Orange dots indicate that your is still increasing, but at a moderate pace.- Green dots indicate your accumulation of is halted and your dot accumulation may decrease. Note: This does not mean your score is decreasing, but it does mean that your accumulation towards that score is. The Basics: Money The basic unit of current in is. Almost everything in the game can be bought or sold for, so naturally it is a very import part of the game.
More detailed information about how to accrue are covered below.Recommendations: Saving Echo One of the most import parts of the game is being able to save and amass. Getting in is like a snowball starting at the top of a hill. Once you get going, gravity will do the work for you, but it's that initial push that you have to really worry about.
Some of this may reiterate the advice from the and sections above, but better that you read it twice than not at all. Try and make all your and purchases in if possible. Keep an eye out for places where either of these resources are cheaper than, but for the most part, you should use as a benchmark for what is an acceptable price. This does not apply for other goods, just and.
Try to plan your routes ahead of time. This does not mean don't explore, it means try to figure out efficient paths for moving your Trade Cargo X to Location Y. This will help you mitigate circumstances that force you to return home early. There's nothing worse than returning to with cargo you did not manage to unload. There are things worse, but that's still not great. Earn as much as possible from the turn ins. This will help you keep costs down.
Unless your terror is 55 or higher, run with your lights off to save. Try to keep your total at 75-80% capacity rather than 100%. Having more people on your boat means you are eating more.
More means less money saved. You need 50% capacity to run at full speed. The zee is a dangerous place, so you need a few extra zailors in the event one of them gets space dementia or gets eaten by zee-monsters. Keep an eye out for places that grant you and for free or at some nominal exchange.
These places do exist and can save you a lot of money in the early game.Recommendations: Spending Echo What should you buy? If you have enough and with roughly a 3:2 ratio and you are positive you can make it to your destination and back, you should consider filling the rest of your with trade cargo that you know you can sell at a destination you plan on visiting. First, turn in your first before you buy.
Second, buy an appropriate amount of and to make it your destination and back. If you have too much or too many when you rolled into town or after your turn-ins, try your best not to sell them off, but save it for extra exploration. Your margins on either of those commodities is a pittance. Last, fill your hold with that you plan on selling. As far as ships and ship amenities are concerned, focus on upgrading your ship or weapons first, your engines second and upgrading your bridge, aft and auxiliary slots last. Upgrading your weapons is much cheaper an investment than upgrading your ship; however, due to having 75 x on your starting ship, the weapon upgrade is not going to get you as much mileage as having a new ship.
The engines should really only be upgraded after you have enough income that you can buy the extra fuel it is going to cost you to travel. It is not recommended to upgrade your engine early on in the game. Purchase the housing upgrade at when you have a comfortable margin of. This should probably be purchased after your new ship, unless you are having major problems controlling your.IMPORTANT: Early game should be focused on exploration with trading being supplemental to your income. With few exceptions, trade routes yield marginal profits of 1-13 x per item sold and your starting capacity is so low that you won't make much money if you focus on trading alone.
Collecting a from some locations will grant you as much money as a partial cargo load of.Recommendations: Accruing Echo.
Contents.Basic Zee Moneymaking Getting Money from the Admiral Ok, so you have started your grand adventure! Not much in the way of money, but we can make it work. To start, just start going to Admiral and start the Strategic Information mission. You know how it works, sail to port, collect the info, and head on back for those sweet, sweet 150 echoes. Well.that's not that much, but lets make it work.
Instead of just giving him the information, we can increase our profit a bit. Wait until you get 2 Strategic Information.
Now, make sure you have Tales from Distant Shores or a Zee Story. Click the Strategic Information icon and USE it. You can now make it into Vital Information. This can be given to him for 350 echoes and even open your opportunities with a special Diplomat who will offer even more cash, a whopping 500-600 echoes (be a wee bit careful around this.things can happen.)!Combine these with port reports and you get some pretty decent cash. This can also open up the chance for Spy Networks, but this requires some high level Veils to pull off.
Spies can also be a decent income if you wish to pull it off. This is some good starting cash, but this isn't enough for the ambition, we need some big investment!Disregard Authority, Acquire Currency Isn't this nice, you are making some nice, honest money, but honesty is for nerds and you are making pennies compared to other Zee Captains. Lets do some.less than honest work to boost income.Smuggling for the Cheery Man Now I am sure after a few runs you have met a certain one-eyed and cheery SOB who asks you to do some smuggling.
While he may be annoying, keep him on your good side for reasons I'll get into later. He almost always asks you to go to either Gaider's Mourn, Khan's Heart, or Polythreme to smuggle souls. This can be annoying, as he always asks randomly, but you should be able to incorporate this into your search for new ports and adventure. Getting the goods are easy enough, getting them in is the hard part.
By now you should have collected a bit of Admiral's Favors and can use a few of these to get passed the Customs. Stealthy captains might be able to sneak by them as well and have no problems getting the goods to the Cheery Man. This will net you 200 echoes, plus some fuel and supplies. A word of caution, don't come back to London without the stuff, and by the Zee gods don't lose it if you get them. Also remember that he gives you 1000 echoes to buy the goods, be wary of spending that cash.Red Honey, we Getting Illegal Now! The Isle of Cats is a expensive port, but its story line provides some very good smuggling opportunities. By getting favor with the Pirate King, which requires some errand work, use of a prostitute, and a casual Kidnapping (I didn't say this would be clean work) You will eventually get a key to a special garden.
You can now buy Red Honey, which sells for 900-1000 echoes at Fallen London (varies of who you sell it to, you just need a down payment of 600 echoes!) Like the Cheery Man, what you are doing is bad, and Customs will take the goods if you get caught. You can use Admiral's Favors, Antiquarian levels, or stealth to get it. This will get you 400 echoes a run, like the Cheery man boost income with Port Reports. You also will require a 'Something Awaits You.' Event to get to the honey, so don't bother if you don't have one.THE SUN!!!
Ok now you are gonna get to the REALLY dangerous method, selling sunlight. Now before you go on and do this be advised, this is a risky and temporary method. If you overdo this, YOU WILL DIE. Do you hear me? YOU WILL LOSE EVERYTHING YOU WORKED FOR AND BE SAD!!! Are we clear?
Now your gonna need a few things.1. Mirrorcatch boxes, lots of them. You can buy them at Khan's Shadow for 250 echoes a piece. I know, you cheapskate, it's pricey but please bear with me. It's worth it.2. Have good relations with the Cheery Man (this is where it becomes worth the random trips) or know the location of the Isle of Cats.3.
Have the guts to sail up to the surface. You will need at least 20 or so fuel and some supplies.4. You also would like to have no prior wounds, for reasons I'll get into later.Alright so take your empty boxes and take them to the Surface (via the canal).
Right off the bat you might lose a crew or two, don't worry, they are expendable. Spam click the collect sunlight button and fill your boxes with sweet, warm light. Now each time you do this a modifier will rise. You will begin to notice the messages getting worse and worse, you are slowly becoming addicted to sunlight. After filling these boxes up head back down and now you have 2 options.A. Sell the boxes to the Cheery Man in Fallen London.
You may have to dodge the Customs, or worse, get sent on another damn smuggling mission. But he will buy each full box for 400 echoes, and even return the empty boxes! He really is a nice, albeit dangerous, employer!B. Head off to the Isle of Cats to sell the light.
Depending on your Veils, you may lose a box to dishonest people, but get 500 echoes and not have to go on any stupid errands. This is a good option for stealthy players, but it's slower and the loss of a box will cut into profits.Now this seems perfect, and it was before a patch. Now, if you reach a certain point, crew will open the box and die. Reach around 175 and you yourself will lose self control and open boxes at the cost of wounds. Hit 190 and well.you just go mad and open boxes constantly. If you let this happen 3 times YOU WILL DIE.
If the worst occurs throw all full boxes away. You can reduce this addiction by resting, but only by a bit and its costs aren't worth it. This is a short, but insanely lucrative route that will flood you with dirty money (12 full boxes to the cheery man is a whopping 4800 echo profit!) You can fill about 30 or so boxes safely before becoming a raging sunlight addict. You can sell any leftover boxes for 200 echoes back at Khan's Shadow (or save them for other adventures as you find them).Honest Surface Work You're too good for dishonest work? Beastie bay reddit. OK, I understand 'cough'pansy'cough' sorry.Well I got another method that is pretty decent method, a trade run to the surface. Now we are gonna need a few things.1.Ship with a good cargo, by now you should have enough echoes to afford a ship with a large cargo carrier or frigate.2. 21+ fuel and 6 supply (I always carry a bit more than normal more to be safe)3.
Cash to buy 20-59 coffee crates (at least carry enough to make it profitable.Ok so we got a few possible routes for this one. You can buy coffee straight from Fallen London for 50 echoes, I recommend this as it is close to the surface and fast. If you want to invest 25 sacks of coffee for a licence, Khan's Heart sells coffee for a bit less. You now head up to the surface, head to Naples, and catch the next train to Vienna. You can then invest a bit of coffee to start a deal with a local shop to trade coffee for 80 Echoes, a 30 echo profit! Now you might be wondering why I said 59 coffee sacks are the max, well lets just say the owner of our little shop is a bit depressed. If you give him too much coffee you ruin the deal by stressing him out enough to burn his damn shop down.
Since apparently he is the only coffee shop who wants the fine brand of the Zee, you lose out. Don't get greedy, 59 sacks still nets you over 1000 echoes a run. If you want to cut costs on supplies and Fuel Naples has the cheapest supplies in the game, with only 5 echoes per crate. Get your fuel either at London or the Iron Republic. This is a slower, yet safe method. The only risk is the occasional loss of crew members.(A more roundabout way to cheap coffee is through buying Casks of Mushroom Wine in London, at 21 echoes each, then trading with Monkeys in A Civilised Exchange of Gifts in the Empire of Hands before the Zeppelin is completed, which comes out to a 59 echo profit. Closer to home, Carnelian sells Darkdrop Coffee in its store for 38 echoes.)Triangle Trade: Turning Wine to Silk Trade was given little forethought in the game, at least for now.
There are 1 or 2 routes, but this one specific method is both profitable and decent when you get a big ship. This route has a few requirements.
Most of these can be done all at once if you want to risk it.1.Know where Empire of Hands and Irem are. Irem is always in the top right, never see it move.
Empire of Hands can move around, but is pretty much directly opposite of London in the Far East.2.Explore Empire of Hands, and make sure that Delightful Archaeologist gets to her site (her story is for another page, just get access to the Court of the Monkey Emperor)3. I would strongly recommend a large ship, at least hull space to carry 30+ of our goods plus some fuel and supplies to cross the Zee. I recommend the Cargo Ship with its 120 cargo and lighter crew requirements, but frigates and Dreadnoughts can get the job done.Ok so now we start at Fallen London. Go to the shops and buy Mushroom Wine (about 21 echoes), as much as you can without sacrificing the proper fuel and supplies needed (can very based on your engine, crew, and modifications to the map that randomly generates).
Now you need to sail to the Empire of Hands, pick up any port reports you can to balance out some the fuel costs. Head on over to the Court and go to the trader section. You can now trade your Wine for Coffee (40 echoes)! Be advised, you can only trade it one at a time so it will take time. But if you want cash, take it like a man and fill your cargo! Now head north, you should run into Irem.
At Irem's Shop you have the opportunity to trade all that sweet coffee for Parabola Silk (60 echoes!!!!) By this time you should be low on fuel/supplies. If your lucky Mt. Palmerson shouldn't be too far away so you can get cheap fuel and slightly pricey supplies.
If not, Port Cecil shouldn't be too far, but the costs are more. Sail back to London and sell your silk. You jus turned 20 echo wine into 60 echo silk! 40 net profit per cask of wine, plus the port report awards, will net 1000-3000 echoes, depending on how much you loaded up with. This is a tedious, but efficient, route to quickly build your supply up.Money in the Bank Combine and adjust these methods to your liking. Follow these guidelines and plan carefully and many of these methods will net you thousands of echoes in a fairly short amount of time.
Use the money to upgrade your ship, get fancy new weapons and lights, or use it to fund your adventures on the Zee. These are by no means the only way to get cash. Quests often end with giving you anything from Outlandish Artifacts (100 echoes) to Captivating Treasures (1000 echoes) I won't spoil the quests, you can do SOMETHING by yourself I hope. But no matter what, make sure fun comes before money, this isn't a trade game by any means.
Have patience and a cool head and retiring in a swanky mansion will be as east as pie.