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5.1.1: Creating Trade Good Lists

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Modified on 2010/05/18 10:38 by capi3101 Categorized as Starflight RPG

When the GM knows that the characters are going to enter a trading post, or thinks there’s a possibility that they might enter a trading post, they should prepare a trade list of goods that will be available for sale at that trading post, along with goods that the traders at the post are willing to buy. The types of goods available will be dependent upon the species that controls the trading post, and may even be dependent upon which of that species’ planets the characters are on (for example, all Humna Humna worlds buy Livelong, but only the planet at δ237x88 buys Firegems and sells the Encounter Scanner, while the planet at δ237x41 is the only Humna Humna world that sells Amusoballs). Trade lists take a fair amount of work in order to create, and (like most other things in the game) should be decided upon before the group meets in order to play. NOTE: To avoid any potential confusion, this sub-chapter is written from the trader's point of view. When this page talks about "selling", it is the trader selling to the players (i.e. the players buying from the trader), and vice versa when the page talks about "purchasing".

The basic procedure for making up a trade list is as follows:
  1. Find the species data for the particular world in question.
  2. Select standard trade goods for sale.
  3. Add specialty trade goods, artifacts and fuel to the list of goods to sell.
  4. Select standard trade goods for purchase.
  5. Set the best price points for both purchase and sale lists.
  6. Set the initial offer prices for both purchase and sale lists.
  7. Set the boundary prices for both purchase and sale lists.

Find the species data for the particular world in question.

Making a trade list begins by taking a look at species data for the particular world. This information is kept with the interstellar navigation data in Chapter 12.4.1 (alternatively, GMs interested in running a Delta-Sector campaign may look at the information in the SF2 cluebook, or check out www.starflt.com for further information). That data will provide information about which specific specialty trade goods will be available for buying and selling, along with data on artifacts available for sale and life-forms desired.

Coming up with a trade list takes a lot of work, so it seems appropriate that an example be provided.

Let's say the current adventure involves the characters visiting the homeworld of the Mbe. The GM checks the information available about the Mbe. From the data available, the GM learns that the Mbe have an Industrial-age society with an Inflated Economy and like to Bargain a Lot. They sell Passion Pumps, and Buy Screech Harps, Spinning Crabs and Yellow Huggers.



Select standard trade goods for sale.

With this information in hand, the GM can then go through the list of standard trade goods to see if any of those items will be for sale. The GM may begin by rolling 1d10. The result is the number of standard trade goods that will be available for sale. The GM should, at random, select the indicated number of standard trade goods using the list in Chapter 5.5. Alternatively, the GM may substitute any custom standard trade goods they have created for the present campaign. When selecting standard trade goods, it is recommended that the GM not select goods that are above the current technological level of the world (see Chapter 10.2.5). Goods from below the current technological level may (and should) be selected, however. If goods are being selected at random, the GM may completely ignore any repeat instances of a particular good, and may choose to ignore any instances of a good above the current technological level.

The GM begins selecting standard trade goods by rolling 1d10; it comes up 8. So they roll 8d% and come up with 41, 17, 53, 41, 84, 74, 98, 05. This indicates Furs and Skins, Tools and Weapons, Medicine and Narcotics, Synthetic Materials, Native Science Texts, Robots and Automotons, and Nutritive Fluids. Furs and Skins comes up twice, so the second instance is ignored. Robots and Automotons are Starfaring Age, so the GM chooses to ignore them as well.


Add specialty trade goods, artifacts and fuel to the list of goods to sell.

Once standard trade goods for sale have been determined, combine that list with the list of specialty trade goods and artifacts for that planet; this makes up the available list of goods for sale. For each item, select an amount (in cubic meters) up to 100 cubic meters. This sets the maximum amount of that item that can be sold at the trade depot. A good method for coming up with a random amount of the item in question is for the GM to roll d% and use the result in whole cubic meters (they may also make a single d% roll and use it for all available goods, if saving time is important).

Whatever mineral is being used for Fuel (either Endurium or Shyneum) is always added to the list of goods for sale, at the current going rate. The price of fuel can never be haggled over by the players, regardless of the trading style of the species in question. Whether or not there is a limit to the amount of fuel the players may buy is entirely up to the GM.

The Mbe only sell Passion Pumps; adding them to the list of standard trade goods is fairly easy. The GM elects to roll for the amounts available for sale, and records the results. The Mbe can sell up to 14 m3 Passion Pumps, 98 m3 Furs and Skins, 75 m3 Tools and Weapons, 59 m3 Medicine and Narcotics, 47 m3 Synthetic Materials, 50 m3 Native Science Texts, 13 m3 Nutritive Fluids, and 31 m3 Shyneum (which is the Fuel mineral for the present campaign).

Select standard trade goods for purchase.

With the list of goods for sale available, it’s time to determine what goods the traders would like to purchase. This is done in largely the same manner as creating a list for sale, except that in addition to standard trade goods, minerals may also be purchased by the traders. Roll 1d10, and select the resultant number of minerals from the list in Chapter 5.8 (the method included in that chapter can be used to randomly select specific minerals for sale). If the GM has selected a different set of minerals for their campaign, they may substitute those minerals into the trade list. Amounts of purchase do not need to be determined for the purchase list; the maximum amount that can be traded is dependent upon how much of the item in question the player group possesses. When trading actually begins, remove any item not in the player’s possession from the purchase list. As with goods for sale, it is recommended that the GM not allow the purchase of goods above the trader's technological level.

Now the GM turns their attention to purchasing goods. Again, the GM chooses to roll dice to determine the number of goods sold. The dice roll comes up as a two, and the GM rolls again to determine the specific goods. The Mbe will be buying Cloths and Tapestries, and Tools and Weapons.

The GM now rolls 1d10 for minerals to purchase; the result is a nine. The individual die results indicate Plutonium, Promethium, Aluminum, Lead, Rodnium, Nickel, Tin, Promethium, and Rodnium. Since there are two instances of both Promethium and Rodnium, the second instance of each mineral is ignored.

At this point, the GM would likely compare their purchase list to the goods in the character's hold, and would get rid of any item that the characters aren't carrying.


Set the best price points for both purchase and sale lists.

After the amounts of goods have been determined, the next thing to do is to determine the best price point of each good. This represents the price at which the trader would either like to sell their wares, or the price they’d like to pay for the players’ goods. The best price for any item is dependent upon the standard trade value of that good and the level of the economy of the planet (see Chapter 10.2.5). There are two methods the GM may follow to determine the best price point of an item. The first is to calculate a best price based on a percentage of the STV; this is the more formal method, which is more accurate to the system used in Starflight II but requires more math. The second is to add or subtract a fixed amount from the original amount. This has the virtue of being easier to calculate, but is not always very clean cut. Recommended percentages and amounts for an individual planet’s economic level are listed in the Trading Percentage Tables below.

The GM begins looking through their list of goods to sell and begins rolling dice to set the best price point of their goods. For Furs and Skins (which has an STV of 275), the GM rolls 1d10 for a percentage on the "Bargains a Lot" table. The roll comes up as a 4, so the best price point will be 125% of the STV for Furs and Skins. The GM does the math, and comes up with a result of 344. The GM goes through the remaining goods on the sale list in turn, and sets the prices in a similar manner.

On their purchase list, the GM takes a look at Cloths and Tapestries, which has an STV of 360. The GM checks the table for "Bargains a Lot" and rolls 1d10. The result comes up as a 3, so the best price point is 120% of the STV, which is 432. The GM proceeds with the remainder of the list, coming up with the best price points in a similar manner.



Set the initial offer prices for both purchase and sale lists.

With the best price point set for each good, it’s time to set the initial offer price for those goods. This price represents the trader’s opening offer for a good (often a price they could only really dream the player will accept). Like the best price point, the initial offer price is based upon the standard trade value of that good and the planet’s economic level; it’s also based upon the trading style of the planet in question (worlds where traders like to bargain only a little will have initial offers much closer to their best buy price than worlds where traders like to bargain a lot). This price can also be set as a percentage of the standard trade value or as a fixed amount. Recommended percentages and amounts for an individual planet’s economic level are listed in the Trading Percentage Tables below.

Now the GM begins setting the initial offer points for their goods. Beginning with the sale list, the GM comes back around to Furs and Skins and rolls 1d10 on the "Bargains a Lot" table for "Initial Price - Selling". The result comes up as a 4, so the initial offer price is 175% of the STV, or 481. The GM sets the initial offers for the remainder of the list in a similar manner.

For their purchase table, the GM begins again with Cloths and Tapestries. The GM rolls 1d10 on the "Bargains a Lot" table for "Initial Price - Purchasing", and gets a 6. This indicates 66% of the STV, so the initial offer price will be 238. Again, the GM goes through the rest of the purchase list and sets the initial offer prices in a similar manner.


Set the boundary prices for both purchase and sale lists.

The final price that must be set for each good is the boundary price, also known (depending on the transaction taking place) as the maximum bound or the minimum bound. The boundary price is the price that, beyond which, the trader will refuse all offers (even with a successful negotiations check). As with the best price point and the intial offer price, the boundary price is dependent upon the standard trade value of the good and the planet's economic level.

To determine the appropriate boundary price, look at the tables below and find the recommended percentages for the best price point, matching the trader's bargaining style and their planet's economy. If the current action is a sale, use the low end of that scale as a base for determining the boundary price. If the current action is a purchase, use the high end. To the amount indicated, either add (if purchasing) or subtract (if selling) anywhere from 5-50% of the good's STV. Recommended percentages and amounts for an individual planet’s economic level are listed in the Trading Percentage Tables below. The final result is the boundary price for that good.

The GM is finally ready to find their boundary prices for each good. The GM starts with the sale list, and gets back around to Furs and Skins. Checking the charts, he sees that an Inflated economy (like the Mbe's) has a recommended best price point of 100 to 150% of the STV, so the base value of for the minimum bound is 100% of the STV. He then rolls 1d10 to see how much to subtract from that value. The roll comes up as a 5; this corresponds to 25%, so the minimum bound will be 75% of the STV, or 207. The GM now has the four critical prices for Furs and Skins: 207 as the minimum bound, 275 for the STV, 344 for the Best Price Point, and 481 as the initial offer price.

After finishing out the sale list, the GM's attention turns to the purchase list, and Cloths and Tapestries. Once again, he knows that the recommended best price point for an Inflated economy is between 100 and 150%. Since this is a purchase, 150% is the baseline for the maximum bound. The GM rolls 1d10; a result of 2 tacks 10% on to that, so the maximum bound for Cloths and Tapestries will be 576. The GM now has the four critical prices for Cloths and Tapestries: 576 is the maximum bound, 432 for the best price point, 360 for the STV, and 238 as the initial offer price. The GM determines the maximum bounds for the remaining goods in a similar manner.


Trading Percentage Tables

Finding an arbitrary amount for a best price point, initial offer price and/or boundary price can be tricky. The following tables list recommended amounts and percentages for each, based on trading style and planetary economic level. A list of results on a 1d10 roll is also given, in case the GM does not want to make arbitrary selections. If using dice, it is recommended that the GM rolls multiple times for a single object, and figure up average values. NOTE: If using fixed amounts, the best price point, initial price or boundary price can never be less than 5 MU/SP. Using fixed amounts is not recommended for mineral prices.

Specialty trade goods use their own chart in order to set the best buy prices. These amounts are used for specialty trade goods regardless of the planet’s economic level. Specialty trade goods use the regular charts to set the initial offer price, as well as the boundary values.

00% (0)
Bargain a Little
D10 ResultDepressed
(50-100%)
Level
(70-130%)
Inflated
(100-150%)
Initial Offer - Selling
(125-150%)
Initial Offer – Purchasing
(75-85%)
Boundary Adjustment
(5-50%)
050% (-75)70% (-45)100% (0)125% (38)75% (-38)5% (8)
160% (-60)80% (-30)110% (15)128% (42)76% (-36)10% (15)
265% (-53)90% (-15)115% (23)131% (47)77% (-35)15% (30)
370% (-45)95% (-8)120% (30)134% (51)78% (-33)20% (45)
475% (-38)100% (0)125% (38)137% (56)80% (-30)25% (60)
575% (-38)100% (0)125% (38)138% (57)80% (-30)30% (75)
680% (-30)105% (8)130% (45)141% (62)82% (-27)35% (90)
785% (-23)110% (15)135% (53)144% (66)83% (-26)40% (105)
890% (-15)120% (30)140% (60)147% (71)84% (-24)45% (120)
91
130% (45)150% (75)150% (75)85% (-23)50% (135)


00% (0)
Bargain a Lot
D10 ResultDepressed
(50-100%)
Level
(70-130%)
Inflated
(100-150%)
Initial Offer - Selling
(150-200%)
Initial Offer – Purchasing
(50-75%)
Boundary Adjustment
(5-50%)
050% (-75)70% (-45)100% (0)150% (75)50% (-75)5% (8)
160% (-60)80% (-30)110% (15)160% (90)53% (-71)10% (15)
265% (-53)90% (-15)115% (23)165% (98)57% (-65)15% (30)
370% (-45)95% (-8)120% (30)170% (105)60% (-60)20% (45)
475% (-38)100% (0)125% (38)175% (113)63% (-56)25% (60)
575% (-38)100% (0)125% (38)175% (113)63% (-56)30% (75)
680% (-30)105% (8)130% (45)180% (120)66% (-51)35% (90)
785% (-23)110% (15)135% (53)185% (128)69% (-47)40% (105)
890% (-15)120% (30)140% (60)190% (135)72% (-42)45% (120)
91
130% (45)150% (75)200% (150)75% (-38)50% (135)

20%
Specialty Trade Goods Best Price Points
D10 ResultBest Price – Selling
(50-120%)
Best Price – Purchasing
(120-200%)
050%120%
160%130%
270%140%
380%150%
485%160%
585%160%
690%170%
7100%180%
8110%190%
91
200%

Quick Trade Good Chart

In the event that the characters have dashed off to a world unexpectedly, and the GM has had no time to prepare a trade list for that world, the following chart can be used to quickly generate a generic list of trade goods. This chart may also be used as a way to generate a trade list manually, although it’s not as robust as the method described above and does not account for goods wanted at specific worlds (i.e. specialty trade goods and lifeforms).

To use this tables, simply roll 2d10 and find the results on the table. The GM should do this one time to come up with a purchase list and one time for a sale list, remove from the indicated list any goods that are not within the planet’s technological level, and remove from the purchase list any good the player group does not currently possess. To denote goods that might be too advanced, all Metal Age goods are underlined, all Industrial Goods are italicized, and all Spacefaring Goods are in boldface in the following charts. Each good comes with seven values. Respectively, these values are the minimum bound, initial offer for purchasing, best price point for depressed economies, best price point for level economies (this is also the item's STV), best price point for inflated economies, initial offer for selling, and maximum bound. Minerals, as normal, will only be included on the purchase list. For all items being sold using this system, the trader only has 60 cubic meters of the item in question. NOTE: Items on these tables can be substituted for any custom trade goods the GM comes up with. If the GM elects to do this, it’s recommended that they swap out an indicated good for their good with a similar standard trade value, if possible. Alternatively, they can make their good available as an added item on a dice roll of 0, 1, 17, or 18.

i>Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Synthetic Materials (128, 332, 383, 510, 638, 765, 893)
Native Science Texts (125, 325, 375, 500, 625, 750, 875)
Genetic Materials (133, 345, 398, 530, 663, 795, 928)
High Tech Devices (158, 410, 473, 630, 788, 945, 1103)

Gemstones And Geoforms (133, 345, 398, 530, 663, 795, 928)
Quick Trade Good Chart
2d10 ResultStandard Trade GoodsMinerals (Sell Only)
0Synthetic Materials (128, 332, 383, 510, 638, 765, 893)
Electronic Devices (145, 377, 435, 580, 725, 870, 1015)

Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753)
Genetic Materials (133, 345, 398, 530, 663, 795, 928)
Robots And Automatons (165, 429, 495, 660, 825, 990, 1155)

Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Gemstones And Geoforms (133, 345, 398, 530, 663, 795, 928)
Mercury (80, 208, 240, 320, 400, 480, 560)
Tungsten (85, 221, 255, 340, 425, 510, 595)
Silver (90, 234, 270, 360, 450, 540, 630)
Gold (95, 247, 285, 380, 475, 570, 665)
Platinum (100, 260, 300, 400, 500, 600, 700)
Silicon (105, 273, 315, 420, 525, 630, 735)
Titanium (60, 156, 180, 240, 300, 360, 420)
Promethium (75, 195, 225, 300, 375, 450, 525)
1Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753)
Native Science Texts (125, 325, 375, 500, 625, 750, 875)

Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Mercury (80, 208, 240, 320, 400, 480, 560)
Titanium (60, 156, 180, 240, 300, 360, 420)
Promethium (75, 195, 225, 300, 375, 450, 525)
2Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
3Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
4Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344,413, 481)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
5Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Lead (10, 26, 30, 40, 50, 60, 70)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Cobalt (20, 52, 60, 80, 100, 120, 140)
6Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
Nickel (25, 65, 75, 100, 125, 150, 175)
7Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
8Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
9Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
Tungsten (85, 221, 255, 340, 425, 510, 595)
10Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
11Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
12Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
Nickel (25, 65, 75, 100, 125, 150, 175)
13Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Cobalt (20, 52, 60, 80, 100, 120, 140)
14Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
15Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
16Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (233, 310, 388)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Tin (45, 117, 135, 180, 225, 270, 315)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Titanium (60, 156, 180, 240, 300, 360, 420)
17Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753)
Native Science Texts (125, 325, 375, 500, 625, 750, 875)

Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Mercury (80, 208, 240, 320, 400, 480, 560)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Titanium (60, 156, 180, 240, 300, 360, 420)
18<
Magnesium (50, 130, 150, 200, 250, 300, 350)
Tungsten (85, 221, 255, 340, 425, 510, 595)
Silver (90, 234, 270, 360, 450, 540, 630)
Gold (95, 247, 285, 380, 475, 570, 665)
Platinum (100, 260, 300, 400, 500, 600, 700)
Plutonium (105, 273, 315, 420, 525, 630, 735)
Rodnium (110, 286, 330, 440, 550, 660, 770)
Promethium (75, 195, 225, 300, 375, 450, 525)

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