Twice in a row
Stark Merchant Guild was a high-level civilization that had reached the level of a Sixth-Tier Civilization through the merchant-guild model. Its main industries were buying and selling developed wormhole-connected regions, developed resource and ecological planets, and trained slaves.
Besides its merchant fleets, the guild also possessed three clearly divided combat forces: a complete mercenary corps, an exploration corps, and an escort corps.
As a qualified merchant guild, they believed anything could be measured in terms of profit. As long as sufficient gains could be guaranteed, they could employ any method.
Of course, the effort and time required, as well as the possible consequences of offending their target, would all be calculated into the "cost" in their own unique way.
Thus, nearly every transaction they made was profitable, whether judged from the standpoint of personal connections or overall interests.
This time, the exploration corps had successfully located a new ultra-distant wormhole exit region based on purchased intelligence, which greatly excited everyone in the guild.
Ultra-distant wormhole exits were generally under the control of Seventh-Tier Civilizations!
The value of this discovery was truly enormous.
However, there were also some problems before them. The guild's own strength was still insufficient to intimidate the various forces that would gradually arrive after receiving the news.
Only if a Seventh-Tier Civilization occupied such a high-quality, undeveloped wormhole exit would it avoid trouble.
But Stark Merchant Guild also had a major advantage. Besides being the first force to discover this place, its greatest advantage came from its merchant-guild structure. Without the constraints of an administrative territory, it could deploy defenses and begin development at the fastest possible speed.
At the same time, it began actively searching for buyers through its excellent trade network.
That was right. Stark Merchant Guild had no intention of