Engineering Guild Conglomerate (EGC)
Holocron Database
EGC Guild Information
HOW TO MAKE YOUR FIRST MILLION

At different stages of development, everyone wants to be rich. Rather than earn this wealth, many sit around and beg for credits thinking this path is fast and easy. While these individuals are scraping for a few thousand credits, this proactive approach will make you a millionaire in 2 to 4 weeks.

Missions

The simplest way to make money in by performing missions. Each player may take two missions at a time. Since time is money, taking two missions saves you a return trip to a mission terminal after each mission. When you take a mission, you can see where the mission will end. For example, 2000m SW. If you take missions that are located in the same area, you will be able to complete your missions faster.

In Mos Eisley there is a crafting mission that ends in Anchorhead, that pays about 1,200 credits. 2 of these missions would net you 2,400 credits minus the cost for the return trip via shuttle. Once you get to Anchorhead, you may take two missions which lead you back to the same spot in Mos Eisley for 1,200 credits each mission. This doesn't seem like a lot of money until you discover you can do 4 missions every 10 minutes. This would mean you are making 24,000 credits per hour. In 4 hours, you would have close to 100,000 credits. At this rate, you could have a million credits in a month. During this process, you are also gaining experience points. What is better than character growth and power gained at the same time as wealth?

Gaining it at a faster rate.

The old adage, "It takes money to make money," is just as true in Star Wars Galaxies (SWG for short) as it is in the real world. Modern economics states a simple method to make income; buy low and sell high. There are two simple items in which you can purchase or gather in order to make money, starship parts and resources.

If you do not have Jump To Light Speed (JTLS for short), the starship parts are not going to be of much use to you, but you should be aware that every part you gather (or purchase as long as it can be reverse engineered.) can be sold to a chasis dealer for 1000 credits per level of the item. If you find a level 3 part that is reverse engineerable for 1000 credits, you can sell to the chasis dealer for 3000 credits.

Resources sales are a greater risk. The city vendors in our cities sell all resources for about 2 credits per unit (or cpu for shot). 100,000 units of steel at 2 cpu would sell for 200,000. You may even find resources for sales at 1 cpu or less. Almost all resources sell for 3 cpu on the public bazaar. Some resources sell for much higher based on the Overall Quality of the resource. Feel free to ask your fellow guild members how much should they sell a resource for, while telling them EVERY statistic, the type of material, and the name of the material.

I purchase any material I can find for 1 cpu, then I sell for 2 or 3 cpu. This is a 100% to 200% profit that I can make while I am offline. The public bazaar can hold up to 25 items for sale on them, and each item costs you 20 credits to place on the public bazaar. I would also state, place your items in the Coronet public bazaar on Corellia. No sale can be over 6,000 credits.

To show you the math, I purchase 100,000 units at 100,000 credits. I wish to sell the units at 3 cpu. I seperate the 100,000 into 25 stacks of 2,000. I sell each stack for 6,000 credits. I have currently spent 20 credit per 2,000 unit stack for a total of 500 credits plus my original cost of 100,000 credits and I still have 50,000 units of steel left over. I can also add my travel costs to Coronet, Corellia to my expenses. I usually sell of a few items each day. I restock as I make my sales. Within a week, I usually sell off all my steel. I spent a total of 101,000 credits to make 300,000 credits. That is 796,000 credit profit minus all travel costs per month. If you sell the items for more, you may not sell the resource at all, or it may be sort after highly, that you run out of it in a day.

The lowest I sell any resource is 2 cpu, the highest is 6 cpu. I want a fast sale, so I can buy and sell more material. The minimum profit margin I look for is 50%, the highest is 600%. I have made up to 500,000 credits a week using this method, but this is always a risk. It may take you a month to sell all those resources instead of a week, just keep this in mind that doing multiple things to make income (called diversifing your profolio in economics) will guanentee constant wealth.

As an artisan, you can usually gather materials at a cost of .5 to 1 cpu. The factors involved depend on numerous factors. You can also sample (also known as gathering or mining) for resources for free. It will take a while for you to gather them, and you can only gather them while your character is online. (Harvestors can gather resources while you are offline. Read the artisan text to learn more about harvestors and surveying.) If someone buys a lot of that resource, send them an email or a tell asking if they want any more of the material. The goal is to sell everything quickly. Better to make a low profit now, so you can find more resources to sell; rather than hang on to material and wait for the high profits to come in. Would you rather make 20% profit per day or 100% profit per week? (20% per day nets you a total of 140% in profits)

Some items are extremely rare. These rare items may be gathered from creatures or NPCs (non-player characters). From posters to adhesives, these items can sell from a few thousand to a few million credits. You can offer to sell them to another guild member of guildchat, or you could offer it for sale over the Auction channel. The Auction channel can be seen over the entire planet. On the Auction Channel, you may also see requests looking for items. Sometimes you can make a lot of money in one sale. For example, you have 50k of steel left over, you offer it for sale for the highest bidder with a starting bid of 150,000. You may only get one person who wants the steel for 150,000 credits, but now you have 150,000 credits.

You may also place the same type of auction on the forums, which tells them the minimum offer for the item, and the highest bidder wins. Please, contact via email on the Corbantis server if you are interested.

Lastly, there are many services a player can perform to make income. An artisan can do a commission to either find a material or gather a material at a pre arranged sale price. (I usually charge 10,000 credits to find a resource at a specific percentage usually 70& or higher.) A Marksman or Entertainer can offer to damage themselves intentionally for a fee. A Doctor or Medic can heal you and gain xp. (A Marksman can Tumble at level 2 Combat Support. A entertainer can perform flourishes to damage themselves.) A private fee can be arranged (I recommend 20,000 credits.) You can even write a macro to tumble or flourish for you. You can create a combat group, and charge a fee for others to join. You can help a player with a theme park while charging to come along, but he gets to keep all the items. Medical and Entertainer buffs, as well as healing, can be done for a fee. Changing attributes as an Image Designer can be done for a fee. Everything is based upon barter when it comes to service fees. Ask what the person is willing to pay, or tell them what you charge. If either side doesn't like the offer, make a new offer, reject it politely, or counter offer. For example, I have been asked to use a Doctor buff on a player. If I do not feel like buffing, I charge a high fee for the service. I have also been offered less for the buff, which I always refuse with a "No, thank you". I then walk away. Time is money. The more time I waste with someone who cannot afford my service, the less money I am making.