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Star Trader game 11

This is the web version of the latest turn in the eleventh postal (PBM/PBeM) game of Star Trader GMed by Mike Dommett and published by Pevans in To Win Just Once, the games magazine. For an introduction to Star Trader follow the link.

Previous turns: Turn 1 Start-up

Turn 2

Sections: Corporation Table, GM Notes, News, PDF map (150k)

"These orders to buy Liquors must be a mistake."
"Have you checked them?"
"Twice and they still don't make sense."

There was more trading in the second Quarter.

While prices gently rose in many systems, at Tau Ceti there was conflict for Isotopes, AIM buying 10 units for 6 HTs each and a Dealership and M&M buying 6 more at the same price to gain a Dealership as well. HF were unfortunate and their bid was ignored as there were no more available at their price.

COSTA NOSTRA, for reasons best known to themselves decided, to bid 3 to buy Liquors at Mu Herculis. It's true that the price did dip, but not to that extent.

Sigma Draconis saw selling of Petroleum. Firstly PCG sold 6 units for 15 HTs each and gained a Dealership and then HE sold a further 4 at the higher price of 16 HTs. HF then bought 8 Isotopes for 7 HTs each, getting a Dealership, while AIM picked up 3 more at 6 HTs apiece. HE's bid of 5 HTs saw no sellers. PCG was also buying Spice, 6 units for 13 HTs apiece, and HE picked up the 2 left at the same price.

SIRIUS CYBER and HARRIMAN ENTERPRISES perhaps might like to talk to each other. At Alpha Centauri SC sold 6 Alloys for 6 HTs each and became Dealers, while HE bought 6 Alloys for 11 HTs apiece. Then HE sold 6 Isotopes for 6 HTs each, acquiring a Dealership, and SC bought 6 units at 9 HTs each - and took a Dealership. Meanwhile HE also slipped in a sale of 6 Spice for 15 HTs each to earn a second Dealership.

Only MINING & MORE were active at Beta Hydri, where they sold 6 Alloys for 8 HTs each and gained a Dealership as well.

MINING & MORE spent to improve their political connections.

PETROLEUM AND OTHER COLONIAL GOODS took on Passengers at Sigma Draconis and spent funds improving their Reputation and their Business Connections.

HAPPY FEATURES increased their Reputation again and were loading Passengers at Alpha Centauri. A Warehouse was bought at Sigma Draconis.

HARRIMAN ENTERPRISES built Warehouses at Gamma Leporis, Delta Pavonis, and Tau Ceti. The new ship was readied for launching with cargo pods and the odd Light Weapon pod and A class crew. This was part funded by going to the Federation Banks for a 300HT loan over 4 Quarters at 14 interest a Quarter. Political Connections were boosted.

COSTA NOSTRA COFFEE INC took OP 39 at Gamma Leporis. The new Phoenix Hull, Expresso, was equipped with A grade crew 4 Cargo and Light Weapon pods.

TRADIAETHA MASNACHWYR TEGWEN launched all 7 new ships and all have been loaded with Passengers. Indeed some Corporations found there were none available for their own ships.

AMALGAMATED INTERSTELLAR METALS INC increased their Reputation and were still hiring agents: Agent X is now on their payroll as well.

SIRIUS CYBER wanted to load passengers but none were available. Reputation was increased very strongly but there were insufficient funds to raise Business Connections. It should be noted that the Heart of Gold is a well armed merchantman as Light Weapon pods were being taken to the yard.

Corporation table

Corporation letter and name Connections Bus/Crim/Pol Init'v Bid Turn Order Cash  Rep'n Player
A Costa Nostra Coffee, Inc 8 0 0 10 1st 27 20 Mark Cowper
B TMT 0 7 0 11 2nd 343 20 Jerry Elsmore
C AIM 5 0 3 0 4th 80 27 Paul Evans
D Harriman Enterprises 2 4 2 5 6th 486 25 Anthony Gilbert
E Happy Features 5 0 5 0 8th 166 32 Joel Halpern
F PCG 1 0 8 2 3rd 111 23 Przemek Orwat
G Sirius Cyber 6 3 1 0 7th 101 39 Charlie Sundt
H Mining & More 6 0 4 3 5th 225 25 Sergiusz Orwat
N under Initiative Bid means No move received, F indicates the Corp was floated

News

There are Three News chits to start us off. The current list (new chits in bold) is:
Turn 3 C8
Turn 4 B2, C3
Turn 5 P4, P6, P8
Turn 6 B4
(Chits are identified by the Connection type and level required to see them and disappear/take effect in the News Phase of the turn listed.)

GM Notes

Remember: emergency hyperjump does NOT operate in this game.

Ships appear on the map the turn they are launched.

Questions, ask me; clever ideas, run them past me first.

Thanks for orders being on time.