NORDKRIM
Guide

Logistics and smuggling

Goods cost different amounts in the eight cities, and the prices change every week. Logistics is about buying where a good is cheap, shipping it and selling where it is expensive, by car, boat or plane. Logistics opens at rank Lommetyv (pickpocket).

Traveling between the cities

The game takes place in eight Nordic cities: Oslo, Bergen, Stockholm, Gothenburg, Copenhagen, Helsinki, Reykjavík and Ålesund. Under Airport you can travel between them. If you own a plane the trip costs fuel; otherwise you pay for a commercial ticket. Traveling always takes time, and you stay in your old city until the countdown ends.

The warehouse

The Logistics page (formerly called “Smuggling”) is the control room for everything that moves in the shadows. There you see all active operations (voyages, air freight, car loads and goods shipments) with a countdown, and your WAREHOUSE: a store in each of the Nordic cities, measured in kolli (volume). You buy goods on the street in the city you are in — electronics, cartons of cigarettes, smuggled liquor, weapon crates, flat-screen TVs and stolen art — at the city’s price, which swings from week to week and from city to city. Buy cheap where it floods, ship the goods, and sell where they are expensive. Shipping needs a vehicle with room for the load: a sports car barely takes a bag, an SUV a little more, a van is the workhorse — and at sea a dinghy can carry nothing, while a smuggling vessel swallows whole batches. The vehicle travels WITH the load and stays in the receiving city. If you own neither boat nor plane, you can rent space on the harbor’s CARGO SHIP — an upgrade the harbor owner can buy; the rent is cheaper than driving yourself, and goes to the harbor owner. The container terminal in Gothenburg takes a small cut of the value in all shipments. Each warehouse has a kolli cap per city, and full warehouses refuse new shipments BEFORE departure — you never lose goods silently. Goods can also be STOLEN (Goods theft, right-hand column on the Crimes page): four jobs from Butikkbrekket (the shop break-in) to Kunstkuppet (the art heist), with mastery per method and prison risk — but stolen goods carry HEAT. If the heat in a city goes over the limit, the police warn you first and can then seize parts of the warehouse (you are always told exactly what), so stolen goods should be sold or sent on quickly — see “What is hot cargo, and can the police seize stolen goods?”. Bought goods are always cold. Ålesund is the safe harbor: if the COLD STORE there is owned, ALL players’ Ålesund warehouses withstand twice as much (400 kolli) and twice as much heat before the police strike — in return the owner takes 1% warehouse rent on goods received or bought in the city.

Each city’s own good

Every city has one good that can only be bought there:

This week’s prices

Each good has its own demand in each city, and the order is shuffled every Monday. So there is no fixed “best route” — the city that paid best for electronics last week may be the weakest this week, and two goods rarely peak in the same city at the same time. The week’s demand is at the top of Logistics: green is the best market, red the weakest. Buy where the price is low and sell where it is high — and expect to run other routes next week.

Why the street pays less

The street pays 90% of the city price. The price you see on a good is what it is worth in the city — what you have to pay to BUY it — and if you sell it in the same place, the middleman keeps the last ten percent. It is not a hidden fee, it is the whole reason shipping pays: if you buy and sell in the same city you lose on the trade, but if you ship the good to a city that pays substantially more for it this week, the difference covers the middleman’s cut with room to spare. The warehouse list now shows both numbers — what you are paid comes first, the city price after.

The marina

The Marina is the boat side of the game: you buy a boat, refuel, sail smuggling voyages and repair at the shipyard. The harbor in a city is a concession of its own with only one owner, in the same way as the airport. The owner sets the price per liter, and the price decides how many cargo boats call: cheap gives many calls with a thin margin, expensive gives few with a fat one. The state tops up to a minimum daily result as long as the quay maintenance is paid, and everything above that the owner keeps.

After a trip by boat

No. Once you have sold the load or taken it ashore, the boat casts off by itself and heads home, back to the city it left from.

Read the full answer to “Do I have to sail the boat home empty after a voyage?”

The airports

The airport in a city is a concession you buy from the state, and only one player can own each. You set the price per liter of fuel yourself, and that price controls everything: cheap fuel draws many scheduled flights that land and pay a fee, expensive gives fewer calls but a better margin on each. There is a peak somewhere in between, and the operations board shows what each price would give. Because the concession carries a duty of service, the state tops up to a minimum daily result if the traffic fails — but only as long as the runway maintenance is paid and the airport is in operation. If it goes better than the minimum, you keep the whole profit. You also earn from players who land with you, buy fuel, repair planes or fly commercially to your city.

Hot cargo and the police

Yes. Goods you steal (Goods theft, right-hand column on Crimes) are “hot cargo” for as long as they stay in the city where they were stolen. Each stolen kolli adds 8 of heat to the warehouse row, while goods you have bought are always cold. Logistics shows the heat on each row, and the total for the city against the limit: 60, and twice as much in Ålesund when the Cold store is owned. If the total is under the limit, each row cools by 10 per night. If it goes over the limit, the police warn you at once, with a message in the bell and a red band on the warehouse. The police go through the warehouses every night. If the warning is at least three hours old and the heat is still over the limit, they seize 30% of every row with heat, and what is left gets its heat halved. Seized goods are lost, and you get a message with exactly what was taken. To get rid of the risk you can sell the goods (the heat goes with the sale) or send them to another city in Logistics: they arrive cold, and there is no raid on the way. If you put hot goods on the Market, the heat follows the listing to the buyer. Stolen cars have a rule of their own, see “Can I lose a stolen car?”.

Freight and missions

Shipping goods between cities (Logistics), stealing goods (Goods theft) and selling smuggled goods now count DIRECTLY toward your missions — there is no separate “Deliveries” page to click into. You see them as daily tasks (ship a shipment, steal goods, sell smuggled goods) and as milestones that follow your career: “Frakteren” (the Hauler: ship more and more shipments between cities) and “Innbruddskongen” (the Burglary King: collect goods thefts). You just do the job in Logistics and Goods theft, and it counts by itself — you collect the reward on the Missions page.

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