Difference between revisions of "Oolite Trading"

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[[File:Cargo sm.png.png|thumb|200px|right|A "TC" (Tonne Cannister)]]
 
== Trading ==
 
== Trading ==
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This page focuses on the in-game skill of trading. For a wider overview of the issues, see [[Economics]].
  
Trading is the primary way for the honest spacefarer to earn his, her, or its credits.  Every ship sold within the [[GalCop]] has an integrated trading computer which hooks into the current systems' trading Market (F8 Screen).
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Trading is the primary way for the honest spacefarer to earn his, her, or its credits.  Every ship sold within the [[GalCop]] has an integrated trading computer which hooks into the current systems' trading Market (F8) Screen.
  
 
{{QuoteText|Text=Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in [[Commodities|goods]] and [[Oolite Ships|ships]]. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system does not allow for more specific trading deals to be performed.
 
{{QuoteText|Text=Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in [[Commodities|goods]] and [[Oolite Ships|ships]]. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system does not allow for more specific trading deals to be performed.
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Slaves are measured by the TC in galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it.|Source=([[The Space Traders Flight Training Manual]], p.38)}}
 
Slaves are measured by the TC in galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it.|Source=([[The Space Traders Flight Training Manual]], p.38)}}
 +
=== [[Commodities]] ===
 +
:'''Warning''': these average ₢ values can be changed by various .oxp's
 +
:More detail (''ie'' maximum & minimun prices) is given on the '''OoliteRS''' sheet which came with your original game download.
  
 +
''Produced by agricultural systems''
 +
<nowiki>Food            4.4₢      Simple organic products, see below </nowiki>
 +
<nowiki>Textiles        6.4₢      Unprocessed fabrics  </nowiki>
 +
<nowiki>Liquor/Wines    25.2₢      Exotic spirits from unearthy flora </nowiki>
 +
<nowiki>Furs            56.0₢      Includes leathers, Millennium Wompom Pelts  </nowiki>
  
=== [[Commodities]] ===
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''Produced by Rock Hermits'' (and probably also a mix of agricultural & industrial systems)
 +
<nowiki>Minerals        8.0₢      Unrefined rock containing trace elements  </nowiki>
 +
<nowiki>Radioactives    21.2₢      Ores and by-products </nowiki>
  
 +
''Produced by Rock Hermits and of minimal volume'' (and probably also a mix of agricultural & industrial systems)
 +
<nowiki>Gold            37.2₢/kg  </nowiki>
 +
<nowiki>Platinum        65.2₢/kg  </nowiki>
 +
<nowiki>Gem-stones      16.4₢/g    Includes jewelry </nowiki>
  
''Warning: these average values can be changed by various .oxp's''
+
''Produced by industrial systems''
 +
<nowiki>Luxuries        91.2₢      Perfumes, Spices, Coffee </nowiki>
 +
<nowiki>Computers      84.0₢      Intelligent machinery  </nowiki>
 +
<nowiki>Machinery      56.4₢      Factory and farm equipment  </nowiki>
 +
<nowiki>Alloys          32.8₢      Industrial Metals  </nowiki>
  
 +
''Sellable when you [[Fuel Scoops|scoop]] up the robotic [[Thargon|Thargons]]''
 +
<nowiki>Alien Items    27.0₢      Artifacts, Weapons, </nowiki>''etc''
  
{| style="background-color:#eeeeee;" cellpadding="10" cellspacing="0" border="1" align="center"
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''These items are defined as illegal by the Galactic Government, so trading in them is risky.''
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<nowiki>Slaves          8.0₢      Usually humanoid  </nowiki>
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<nowiki>Narcotics      114.8₢      Tobacco, Arcturan Megaweed  </nowiki>
 +
<nowiki>Firearms        70.4₢      Small-scale artillery, sidearms, </nowiki>''etc'' 
  
!ITEM !! DESCRIPTION !! AVERAGE PRICE/CR !! UNITS
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Shown on this list are the quantities of each item available and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones. Almost all are sold in TC (Tonne Cannister) quantities ''ie'' come in individual [[Cargo Container (Oolite)|cannisters]] (easy for [[Dumping Cargo]] if needed). Kg & g goods (''ie'' gems, gold & platinum) are kept in the on-board safe.
|-
 
| Food || Simple organic products, see below || align="right" | 4.4 || TC
 
|-
 
| Textiles || Unprocessed fabrics || align="right" | 6.4 || TC
 
|-
 
| Radioactives || Ores and by-products || align="right" | 21.2 || TC
 
|-
 
| * Slaves || Usually humanoid || align="right" | 8.0 || TC
 
|-
 
| Liquor/Wines || Exotic spirits from unearthy flora || align="right" | 25.2 || TC
 
|-Once docked, the selling process is automated, although there is no requirement to sell. F2 puts you in selling mode.  
 
  
| Luxuries || Perfumes, Spices, Coffee || align="right" | 91.2 || TC
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The prices shown at the time of trading represent an offer to you and will be guaranteed while you are at the station.
|-
 
| * Narcotics || Tobacco, Arcturan Megaweed || align="right" | 114.8 || TC
 
|-
 
| Computers || Intelligent machinery || align="right" | 84.0 || TC
 
|-
 
| Machinery || Factory and farm equipment || align="right" | 56.4 || TC
 
|-
 
| Alloys || Industrial Metals || align="right" | 32.8 || TC
 
|-
 
| * Firearms || Small-scale artillery, sidearms, etc || align="right" | 70.4 || TC
 
|-
 
| Furs || Includes leathers, Millennium Wompom Pelts || align="right" | 56.0 || TC
 
|-
 
| Minerals || Unrefined rock containing trace elements || align="right" | 8.0 || kg
 
|-
 
| Gold || || align="right" | 37.2 || kg
 
|-
 
| Platinum || || align="right" | 65.2 || kg
 
|-
 
| Gem-stones || Includes jewelry || align="right" | 16.4 || g
 
|-
 
| Alien Items || Artifacts, Weapons, etc || align="right" | 27.0 || TC
 
|}
 
(*) These items are defined as illegal by the Galactic Government, so trading in them is risky.  
 
  
F8 activates a list of basic trade items at current market prices.
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== Using the F8 Trading screen ==
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[[File:Ingame-manual-f8.png|thumb|right|F8/8 Trading Screen<br>The long list of commodities can be filtered & sorted]]
 +
:<font color="Red">F8/8</font>: summons the screen. The prices shown (anywhere in the system) are those of the main orbital station only.
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:<font color="Red">Arrows - up & down</font>: select one of the 17 commodities
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:<font color="Red">Arrows - left & Right</font>: buy or sell the selected commodity
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:<font color="Red">Enter</font>: sells your entire inventory of the current item or buys as much as your hold (and Credits) will allow
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:<font color="Red">F8/8 repeated</font> - toggles between more detail on selected commodity & main market screen (''eg'' if you have some in your hold: purchase price records for cargo hold contents)
  
Shown on this list are the quantities of each item available and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones.
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:<font color="Red">?</font>: toggles between 6 '''filters''' for the commodities
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:*all 17 commodities
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:*only goods carried in station or in stock in cargo hold
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:*goods carried in station only
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:*goods in stock in ship's cargo hold only
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:*legal goods: just the 14 legal commodities
 +
:*prohibited goods: just slaves, narcotics & firearms
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:<font color="Red">/</font>: toggles between 6 '''sorted orders''' for the listed commodities
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:*default order: the original order from [[Classic Elite]]
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:*alphabetical order
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:*order of price
 +
:*order of quantity in stock in station
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:*order of quantity in ship's cargo hold
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:*order of unit mass: ''ie'' TC/kg/g
  
The prices shown at the time of trading represent an offer to you and will be guaranteed while you are in Trading Mode.
+
<br><br>
 +
*''This information is also on the '''OoliteRS''' (Reference Sheets) which came as a .pdf in your original game download. Probably worth printing out!''
  
If you wish to trade, indicate the amount you wish to buy or sell using +/-; <Enter> sells your entire inventory of the current item or buys as much as your hold (and Credits) will allow if you have no inventory. autoSCAM modules will immediately transfer your transaction between your cargo bay and the station. Your screen will be updated to indicate your new inventory and remaining credit facility.
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*autoSCAM modules will immediately transfer your transaction between your cargo bay and the station. Most ships must dock with a [[Coriolis Station (Oolite)|Coriolis space station]] or other similarly equipped outpost before buying or selling cargo.
  
Most ships must dock with a [[Coriolis Station (Oolite)|Coriolis space station]] or other similarly equipped outpost before buying or selling cargo. It has no Free Space trade facility, apart from routine jettisoning and [[Fuel Scoops|scooping]] of [[Cargo Container (Oolite)|cannisters]].
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*The only other way of transferring cargo in and out of your hold is in flight by either [[Dumping Cargo|dumping]] it or by [[Fuel Scoops|scooping]] it.
 +
*For more detail see [[F8 page (commodity market)]] which explores the effects of various oxps on the Vanilla game
  
 
== Advice to Traders ==
 
== Advice to Traders ==
 +
  ''From the Bulletin Boards:''
 +
  Money-making tips: well, buy low and sell high, so much so obvious. Raw materials and general biological produce (food, textiles, ores, furs, ''etc''.) come from ''Agricultural worlds''; finished goods and technological stuff (Luxuries, Computers, Machinery ''etc'') come from ''Industrial worlds''.
 +
  The Rich/Poor overlay adjusts the buying and selling prices differently depending on whether the world in question is ''Agricultural'' or ''Industrial''. '''Rich Industrial''' worlds provide the cheapest finished goods: they have the most efficient industrial plants and can undercut their competitors. Their industries and populations are also hungry (not to say greedy) and will pay top whack for raw materials. '''Poor Agricultural''' worlds have the lowest standards of living and produce the cheapest raw materials. They're also the most desperate for finished goods, and pay the highest prices for them. Therefore, the best trade run is between a Rich Industrial and a Poor Agricultural. The least promising is between a Poor Mostly Industrial and a Rich Mostly Agricultural (I think). Well, unless you start trying to ship Industrial goods to Industrial planets, obviously (although even here you might make a bit of money, if you're buying from a Rich Industrial and selling to a Poor Industrial).
 +
  The highest profit margins, on legitimate goods anyway, tend to be on Computers, Luxuries and Machinery on the Industrial side, and on Furs and Liquor & Wines on the Agricultural side. Running precious metals and gemstones is also worthwhile as a long-term investment. If you see them cheap anywhere (mid- to high teens per gram for gemstones, 36-38  ₢/kg for gold and anything under 70 ₢/kg for platinum) buy up what you can afford and hang onto it until you find a high selling price. It doesn't take up any cargo space as you keep it in a safe in the cabin. Agricultural planets usually sell precious stones and metals slightly cheaper than Industrial ones do, but a big money payoff can happen pretty much anywhere.
 +
  '''Government type''' and '''Tech Level''' don't make any difference to trade prices -- at least, not in the unmodified game. Some of the OXPs, such as Dictatorships and Your Ad here, add extra trading possibilities based on other factors, e.g. population size (which is linked to wealth), government type and so on. ''Government type does make a difference'' as to how much trouble you might run into on your way in, though, with Anarchies the worst, moving up through Feudal, Multi-Government, Dictatorship, Communist, Confederacy and Democracy, with Corporate State being the most peaceful (or cop-infested, depending on your point of view). [https://bb.oolite.space/viewtopic.php?p=48929#p48929 Disembodied (2008)].
  
The [[Cobra Mk.3 (Oolite)|Cobra trade ship]] can be fitted with four lasers, four [[Missile|missiles]] and one [[Energy Bomb|energy bomb]]. This should be sufficient to make trade possible within the System Space of even heavily [[Piracy|piratised]] worlds. But it is strongly recommended that pilots achieve a combat of at least "Deadly" before any worlds designated "Anarchy" or "Feudal" are approached, especially if the cargo is high tech machinery or luxury goods.
+
  '' More from the Bulletin Boards:''
 +
{{QuoteText|Text=<blockquote>Starting out, you won’t have enough money to fill your holds with the real winning commodities like furs and computers. With less than 100cr in the bank you’ll need to maximise your profit percentages rather than aim for large cash payouts. Trading in cheap but profitable goods like food and radioactives is a good way to start, before moving onto alloys, machinery and liquors and wines.
  
To make money as a trader is no easy task. Unless you have backing capital you would be well advised to start with foodstuffs, textiles, minerals and alloys.
+
Once you have sufficient money to be able to fill your holds with any one commodity, it’s time to focus on absolute profit.  Food bought at 2 ₢ per ton can easily be sold off for a 300% margin at 8 ₢ per ton, but that only amounts to 6 ₢ absolute profit; for a 35t trip this amounts to a profit of only 210 ₢.  Furs can be bought at 50 ₢ and sold for 90 ₢; while only providing a margin of 80%, it’s a 40 ₢ per ton profit, amounting to 1240 ₢ for a full load.  Although you need to make a greater investment in order to reap these rewards, there is no real increase in risk: so long as you’re in a stable system and you’re dealing in legal goods, there’s no more danger of your ship being attacked whether you’re carrying food or computers.  The satisfaction of making a 300% profit will be outweighed by the fact that one more trip just might be enough to get you a docking computer.
  
Demand for goods varies widely and prices within planets fluctuate, but GalCop regulations prohibit planets from advertising their requirements or announcing their market prices beyond their own System Space. Any trader, therefore, approaches all transactions with a certain financial risk.
+
As revenues increase you may be temped to trade in illegal commodities.  Generally speaking, the only profitable commodities of this type are narcotics.  Firearms can be sold off to rich agricultural states but typically with less profit than computers; conversely slaves may be sold to industrial states but with far less profit than furs.  Narcotics usually have a profit margin similar to that of computers and so are not usually worth your time, however prices fluctuate wildly and if you happen to be in the right place at the right time you can make massive gains.  If you ever see narcotics on the market for less than around 30 ₢, buy them up.  It may be that there has been a slump in the local market, making it difficult to make a significant profit at nearby systems, but if you hold on to them and shop around you should find an agricultural system with prices around the 90 ₢ mark.
 +
</blockquote>
  
Trade depends upon demand, and selling prices depend upon the level of demand on the planet, and its available money. None of these factors can be assessed before entering the system.
+
Rich Agriculturals do indeed seem rather useless from a trading point of view. They remind me of organic farms in that they can afford to sell their goods at elevated prices and aren't bothered about losing out to the lower end of the market.  At the same time, they seem less prepared to pay over the odds for industrial goods. Conversely, Poor Agriculturals need all the money they can get, so will happily let their exports go at below-average prices, while they will pay handsomely for thinks like computers, luxuries and machinery.
 
 
Agricultural planets invariably have excess produce at reasonable purchase prices, and such food sells well at industrialised, middle- to high- technology worlds. Raw materials, and ores, will sell well to middle-tech worlds, which are usually able to refine them, and the refined product can fetch excellent prices at worlds of very high tech status.
 
 
 
The rules are complex, and anarchy and piracy has its effect on causing the rules to change.
 
 
 
In trading with a planet, consider its economic profile:
 
  
'''AGRICULTURAL WORLDS''' need specialist food and raw materials, but mostly basic machinery and spare parts. If they are rich, they need luxuries and high tech industrial machines. They produce food in quantity, raw materials and specialized "organic" items, like some textiles.
+
Piracy is always an option as a way to make some quick cash, but it's probably best to wait until your ship is kitted out a bit more before going down that route.|Source=([https://bb.oolite.space/viewtopic.php?p=21700#p21700 Ramirez (2006)])}}
  
'''INDUSTRIAL WORLDS''' need agricultural produce; raw materials (for refining); resource exploitation machinery; (if rich) high tech goods. They produce basic items of need for civilized worlds: beds, seals and gaskets, power storage units, basic weapons, mass produced chemicals such as fertilizer and medicines, ''etc''.
+
''Yet more from the Bulletin Boards'': [https://bb.oolite.space/viewtopic.php?f=2&t=20029 Core game money earning] (2019)
 +
 +
''And older'': [https://bb.oolite.space/viewtopic.php?f=2&t=5672 Rookie Help - Missions and Money] (2009)
 +
 +
[https://bb.oolite.space/viewtopic.php?f=2&t=3531 Profitability (Career Opportunities)] (2007) has some tips for trading with massive ships like Boas/Pythons.
  
Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world.
+
== "No Money" problems ==
 +
There are a number of options.
 +
*Shooting asteroids at 1₢/asteroid until you have enough money to do something!
 +
*Sell or downgrade your laser/missiles (but remember, your missiles can be used to stop other missiles!)
 +
*Sell your ship to buy a cheaper one (you will lose c. 2/3 of your current ship value).
 +
*See [https://bb.oolite.space/viewtopic.php?f=2&t=15669 Financial Advice] (2013) for more advice
 +
*And see [https://bb.oolite.space/viewtopic.php?f=8&t=3550 Help...] (2007-12) for advice including cheats
  
If the profit isn't worth it, trade it somewhere else.
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=== Other Links ===
 +
*[https://bb.oolite.space/viewtopic.php?f=2&t=2924 Just not making enough cash] (2007): problems with downgrading your ship
 +
*[https://bb.oolite.space/viewtopic.php?f=2&t=4251 Making cash] (2008): includes tips on saving money
  
  ''From the Bulletin Boards:''
+
== "Too much money" problems ==
  Money-making tips: well, buy low and sell high, so much so obvious. Raw materials and general biological produce (food, textiles, ores, furs, ''etc''.) come from ''Agricultural worlds''; finished goods and technological stuff (Luxuries, Computers, Machinery ''etc'') come from ''Industrial worlds''.
+
A nice problem to have!
  The Rich/Poor overlay adjusts the buying and selling prices differently depending on whether the world in question is ''Agricultural'' or ''Industrial''. '''Rich Industrial''' worlds provide the cheapest finished goods: they have the most efficient industrial plants and can undercut their competitors. Their industries and populations are also hungry (not to say greedy) and will pay top whack for raw materials. '''Poor Agricultural''' worlds have the lowest standards of living and produce the cheapest raw materials. They're also the most desperate for finished goods, and pay the highest prices for them. Therefore, the best trade run is between a Rich Industrial and a Poor Agricultural. The least promising is between a Poor Mostly Industrial and a Rich Mostly Agricultural (I think). Well, unless you start trying to ship Industrial goods to Industrial planets, obviously (although even here you might make a bit of money, if you're buying from a Rich Industrial and selling to a Poor Industrial).
 
  The highest profit margins, on legitimate goods anyway, tend to be on Computers, Luxuries and Machinery on the Industrial side, and on Furs and Liquor & Wines on the Agricultural side. Running precious metals and gemstones is also worthwhile as a long-term investment. If you see them cheap anywhere (mid- to high teens per gram for gemstones, 36-38 Cr/kg for gold and anything under 70Cr/kg for platinum) buy up what you can afford and hang onto it until you find a high selling price. It doesn't take up any cargo space as you keep it in a safe in the cabin. Agricultural planets usually sell precious stones and metals slightly cheaper than Industrial ones do, but a big money payoff can happen pretty much anywhere.
 
  '''Government type''' and '''Tech Level''' don't make any difference to trade prices -- at least, not in the unmodified game. Some of the OXPs, such as Dictatorships and Your Ad here, add extra trading possibilities based on other factors, e.g. population size (which is linked to wealth), government type and so on. Government type does make a difference as to how much trouble you might run into on your way in, though, with Anarchies the worst, moving up through Feudal, Multi-Government, Dictatorship, Communist, Confederacy and Democracy, with Corporate State being the most peaceful (or cop-infested, depending on your point of view). [http://aegidian.org/bb/viewtopic.php?p=48929#p48929 Disembodied (2008)].
 
  
  '' More from the Bulletin Boards:''
+
*See [https://bb.oolite.space/viewtopic.php?f=2&t=4016 Too much money] (2007-8) for advice!
{{QuoteText|Text=Narcotics and computers are definitely the goods to go for.  Cheap narcotics do show up quite frequently, it's just that you may need to move around a bit to find them.  Here are some notes I did on trading strategy:
 
  
<blockquote>Starting out, you won’t have enough money to fill your holds with the real winning commodities like furs and computers. With less than 100cr in the bank you’ll need to maximise your profit percentages rather than aim for large cash payouts. Trading in cheap but profitable goods like food and radioactives is a good way to start, before moving onto alloys, machinery and liquors and wines. 
+
*[https://bb.oolite.space/viewtopic.php?p=233310#p233310 Astrobe's 2015 suggestions] in a relevant thread (Bling!)
  
Once you have sufficient money to be able to fill your holds with any one commodity, it’s time to focus on absolute profit.  Food bought at 2cr per ton can easily be sold off for a 300% margin at 8cr per ton, but that only amounts to 6cr absolute profit; for a 35t trip this amounts to a profit of only 210cr. Furs can be bought at 50cr and sold for 90cr; while only providing a margin of 80%, it’s a 40cr per ton profit, amounting to 1240cr for a full load.  Although you need to make a greater investment in order to reap these rewards, there is no real increase in risk: so long as you’re in a stable system and you’re dealing in legal goods, there’s no more danger of your ship being attacked whether you’re carrying food or computers.  The satisfaction of making a 300% profit will be outweighed by the fact that one more trip just might be enough to get you a docking computer.
+
=== OXPs ===
 +
*[[Diplomancy]] introduces taxation!
 +
*[[Galactic Navy OXP]] allows purchase of Navy Bonds.
 +
*[[Hermitage]] adds in buying your own Rock Hermit (and paying for upgrades).
  
As revenues increase you may be temped to trade in illegal commodities. Generally speaking, the only profitable commodities of this type are narcotics. Firearms can be sold off to rich agricultural states but typically with less profit than computers; conversely slaves may be sold to industrial states but with far less profit than furs.  Narcotics usually have a profit margin similar to that of computers and so are not usually worth your time, however prices fluctuate wildly and if you happen to be in the right place at the right time you can make massive gains.  If you ever see narcotics on the market for less than around 30cr, buy them up.  It may be that there has been a slump in the local market, making it difficult to make a significant profit at nearby systems, but if you hold on to them and shop around you should find an agricultural system with prices around the 90cr mark.
+
== Advanced Trading: Changing the Markets ==
</blockquote>
+
{{QuoteText|Text=... Oolite is not "just a shooter" game. But it would be very interesting someday to see what it could be like if even half of the attention and effort that has gone into the combat related functions was expended on the economic and cultural possibilities|Source=([https://bb.oolite.space/viewtopic.php?p=152334#p152334 Ganelon (2011)])}}
  
Rich Agriculturals do indeed seem rather useless from a trading point of view. They remind me of organic farms in that they can afford to sell their goods at elevated prices and aren't bothered about losing out to the lower end of the market. At the same time, they seem less prepared to pay over the odds for industrial goodsConversely, Poor Agriculturals need all the money they can get, so will happily let their exports go at below-average prices, while they will pay handsomely for thinks like computers, luxuries and machinery.
+
Since Ganelon's comment in 2011, much has been done. While some OXPs such as [[BlOomberg Markets]], [[In_System_Trader|In-System trader]], [[Risk Based Economy OXP|Risk based economy]] & [[Risky Business]] make trading more realistic in various ways, several wonderful OXPs have been written which totally rejig aspects of the Trading system. They all make trading ''much'' more complicated!
 +
* [[Demand Driven Economy]]: breaks up the fur-luxuries profit monopoly. Creates a reliable profitable demand for (eg) luxuries in Rich Agriculturals, computers in Average Agriculturals & alloys in Poor Agriculturals. His oxp includes tweaks for population, economy size & tech level.
 +
* [[SW Economy‎]]: introduces a much needed shot of realism to the trading side of the game! 3 new commodities (water, oxygen & medicine), a trading triad (agricultural-mining-industrial) & factors such as atmosphere, TL & GDP are now relevant in determining what each planet produces. One needs to know much more about the planets one is trading with to make better profits. The old Xexedi-Laenin milk run is such no longer, as Laenin is too small to have the atmosphere needed to grow food, wines or furs and is now merely a mining station. This oxp has issues.
 +
* [[New Cargoes]]: Introduces 100 sub-variants of the regular commodities: mud hockey sticks! zero-gravity hockey sticks! Excellent profits only at one or two planets - but get your hockey variety right! Uses the lore and culture to generate new markets. Subscribe to a trade magazine with tips! Go on the [[New Cargoes Trading Advice|Advanced Trading course]] at your alma mater, the [[Lave Academy]]! This oxp has issues.
 +
* [[Real-Life Economics]] - by Phasted (2012-4). Fluctuating markets which also react to your actions. Local solar systems also affect prices. This oxp has issues.
 +
* [[Smugglers]] introduces trade embargoes on export & import of various commodities . This leads to wide fluctuations in price and a resultant rise in black markets, bribes & smuggling compartments - all of which this OXP introduces.
 +
:''Note that Smugglers currently conflicts with New Cargoes (2021).''
 +
* [[Ye Olde Hermit markets]] restores the old more profitable Rock Hermit markets from before Oolite v.1.82 (2015).
  
Piracy is always an option as a way to make some quick cash, but it's probably best to wait until your ship is kitted out a bit more before going down that route.|Source=([http://www.aegidian.org/bb/viewtopic.php?p=21700#p21700 Ramirez (2006)])}}
+
{{:Guide to Economics OXPs}}
  
 
== Links ==
 
== Links ==
 +
[[File:Anaconda size vs 750 cargo cannisters.png|thumb|right|320px|Captain Beatnik's analysis of [[Anaconda (Oolite)|Anaconda]] size vs 750 cargo cannisters]]
 
*[[Commodities]]
 
*[[Commodities]]
 
*[[Trading Goods Profit Table]]
 
*[[Trading Goods Profit Table]]
 
*[[Milkrun]]
 
*[[Milkrun]]
 +
*[[Career Options]]
 +
*[[Contracts]]
 
*[[Economics]]
 
*[[Economics]]
 +
 +
*[https://bb.oolite.space/viewtopic.php?f=2&t=4951 The role of player-traders] (2008)
 +
*[https://bb.oolite.space/viewtopic.php?f=6&t=4902 Trading Aids] (2008)
 +
*[https://bb.oolite.space/viewtopic.php?f=2&t=7584 The trading game] (2010): critique of Elite/Oolite trading system - the 3rd page has an alternative suggestion by Cmdr Trigg
 +
*[https://bb.oolite.space/viewtopic.php?f=2&t=11102 What ''is'' 1 TC?] Weight? Volume? Description of Cannister? (2011)
 +
*[https://bb.oolite.space/viewtopic.php?p=79950#p79950 Would a combine harvester be sold in 18 separate Tonne Cannisters with a set of IKEA instructions?] (2009)
 +
 +
*[[Trade (classic Elite)]]
 +
*[[Trade (FE2/FFE)]]
  
 
=== OXP's to help with or enhance trading ===
 
=== OXP's to help with or enhance trading ===
Line 122: Line 164:
 
* [[MarketObserver|Market Observer]] enhances the F8 market screen with vital data: average prices, % differences & what price you bought your goods at.
 
* [[MarketObserver|Market Observer]] enhances the F8 market screen with vital data: average prices, % differences & what price you bought your goods at.
 
* [[Market Inquirer]] adds an interface screen (f4) that shows the distances in system and an interface screen that shows the markets (prices and quantities) of the main station and selected oxp stations closest to the player.
 
* [[Market Inquirer]] adds an interface screen (f4) that shows the distances in system and an interface screen that shows the markets (prices and quantities) of the main station and selected oxp stations closest to the player.
 +
* [[Ship's Accountant OXP]] - alpha version - for devotees of double-entry book-keeping
  
 
* [[Useful MFDs]] provides a ''free'' MFD with a list of your cargo and its current value in the system's main station.
 
* [[Useful MFDs]] provides a ''free'' MFD with a list of your cargo and its current value in the system's main station.
* [http://www.aegidian.org/bb/viewtopic.php?p=220113#p220113 Manifest MFD] lists your hold's contents.
+
* [https://bb.oolite.space/viewtopic.php?p=220113#p220113 Manifest MFD] lists your hold's contents.
  
 
* Your Ship's Manual (comes with the [[Ship's Library OXP]]) has valuable information on trading and understanding the various economies
 
* Your Ship's Manual (comes with the [[Ship's Library OXP]]) has valuable information on trading and understanding the various economies
Line 133: Line 176:
  
 
==== Possibilities ====
 
==== Possibilities ====
 +
* [[Black Monk Monastery|Bank of the Black Monks]] for '''loans''' at the outset of the game!
 +
* [[Elite Trader OXZ]] rejig of Oolite, emphasising trade (see above).
 
* There are plenty of OXP ships that have increased cargo capacity. Check out the [[Largest_Ships_(Oolite)|Largest Ships]] list for some examples.
 
* There are plenty of OXP ships that have increased cargo capacity. Check out the [[Largest_Ships_(Oolite)|Largest Ships]] list for some examples.
* [[Black Monk Monastery|Bank of the Black Monks]] for loans
+
 
* [[Elite Trader OXZ]] as mentioned above.
+
=== Other stuff to help with or enhance trading ===
 +
* See the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. ''Probably worth printing out!''
 +
* [https://github.com/jmcaffee/oolite_bot Oolite_bot] is a bot to run a trading route in Oolite. It is written in bash, using xwd, ImageMagick, and sha256sum. By J McAfee (GitHub, 2015)
 +
 
 +
=== Tweaking the markets ===
 +
* [[BlOomberg Markets]] allows the markets to react to news events (needs [[GNN]] for the news events)
 +
* [[In_System_Trader|In-System trader]] introduces a "living market" ''inside'' solar systems with rewards and risks for in-system trading.
 +
* [[Risk Based Economy OXP|Risk based economy]] - by [[User:Cim|Cim]]. Makes trade prices depend on government as well as economy (1.77).
 +
* [[User:Phkb#Experimental_OXP.27s|Risky business]] - by [[User:Phkb|Phkb]]. As above. See linked BB discussion for comparison with Cim's Risk based economy
  
 
=== Changing the markets ===
 
=== Changing the markets ===
* [[In_System_Trader|In-System trader]] introduces a "living market" ''inside'' solar systems with rewards and risks for in-system trading.
+
* [[SW Economy‎]]: Realism! 3 new commodities, a trading triad (agricultural-mining-industrial) & factors such as atmosphere, TL & GDP are now relevant.
* [[User:Cim#Difficulty_increases|Risk Based Economy]] - by [[User:Cim|Cim]]. Makes trade prices depend on government as well as economy (1.77).
+
* [[More Moolah OXZ]] - renames 10 commodities (''eg''. Luxuries becomes Cosmetics/Beauty) and adds Androids & Clones, Robots, Live Animals, Leather Goods and Medicines
* [[User:Phkb#Experimental_OXP.27s|Risky Business]] - by [[User:Phkb|Phkb]]. As above. See BB discussion and comparison with Cim's above
+
* [[New Cargoes]] - by [[User:Cim|Cim]] 2014. Introduces 100 sub-variants of the regular commodities. Profits only at one or two planets!
* [[SW Economy‎]] makes the minor commodities (''eg'' Textiles) more relevant, and adds Water, Oxygen & Medicine to the mix.
+
* [[New Cargoes Trading Advice]] - transcript of the Advanced Trading course at [[Lave Academy]].
* [[New Cargoes]] - by [[User:Cim|Cim]] 2014. Introduces 100 sub-variants of the regular commodities.
+
* [[Real-Life Economics]]: Realism! Markets that change as you look at them - and react to your trades. More realistic implementation of market effects. Slightly buggy. By Phasted (2014).
* [[New Cargoes Trading Advice]] - transcript of the Advanced Trading course at [[Lave Academy]]
+
 
* [[Smugglers]] - by [[User:Phkb|Phkb]] (2019): black markets, bribes & smuggling compartments!
+
=== The Law ===
 +
* [[Smugglers]] - by [[User:Phkb|Phkb]] (2019): embargoes, black markets, bribes & smuggling compartments!
 +
* [[Illegal Goods Tweak OXP]] - you are now interrogated on arrival at a GalCop station with slaves ''etc'' in your cargo
 +
 
 +
=== Time ===
 +
* [https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time
  
 
=== Other advice pages ===
 
=== Other advice pages ===
*[[How do I ...]] dock / succeed in trading / win a fight / configure my controller/joystick ''etc''
+
*[[How do I ...]] dock / succeed in trading / win a fight / configure my controller/joystick ''etc''.
 
+
*See also the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. Probably worth printing out!
[[Category:Oolite]]
+
[[Category:Oolite]][[Category:Help pages]]

Latest revision as of 08:28, 5 July 2024

A "TC" (Tonne Cannister)

Trading

This page focuses on the in-game skill of trading. For a wider overview of the issues, see Economics.

Trading is the primary way for the honest spacefarer to earn his, her, or its credits. Every ship sold within the GalCop has an integrated trading computer which hooks into the current systems' trading Market (F8) Screen.

Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in goods and ships. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system does not allow for more specific trading deals to be performed.

Once docked you are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase.

Slaves are measured by the TC in galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it.

(The Space Traders Flight Training Manual, p.38)

Commodities

Warning: these average ₢ values can be changed by various .oxp's
More detail (ie maximum & minimun prices) is given on the OoliteRS sheet which came with your original game download.

Produced by agricultural systems

Food             4.4₢      Simple organic products, see below 
Textiles         6.4₢      Unprocessed fabrics  
Liquor/Wines    25.2₢      Exotic spirits from unearthy flora 
Furs            56.0₢      Includes leathers, Millennium Wompom Pelts  

Produced by Rock Hermits (and probably also a mix of agricultural & industrial systems)

Minerals         8.0₢      Unrefined rock containing trace elements  
Radioactives    21.2₢      Ores and by-products 

Produced by Rock Hermits and of minimal volume (and probably also a mix of agricultural & industrial systems)

Gold            37.2₢/kg   
Platinum        65.2₢/kg   
Gem-stones      16.4₢/g    Includes jewelry 

Produced by industrial systems

Luxuries        91.2₢      Perfumes, Spices, Coffee 
Computers       84.0₢      Intelligent machinery  
Machinery       56.4₢      Factory and farm equipment  
Alloys          32.8₢      Industrial Metals   

Sellable when you scoop up the robotic Thargons

Alien Items     27.0₢      Artifacts, Weapons, etc

These items are defined as illegal by the Galactic Government, so trading in them is risky.

Slaves           8.0₢      Usually humanoid   
Narcotics      114.8₢      Tobacco, Arcturan Megaweed  
Firearms        70.4₢      Small-scale artillery, sidearms, etc  

Shown on this list are the quantities of each item available and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones. Almost all are sold in TC (Tonne Cannister) quantities ie come in individual cannisters (easy for Dumping Cargo if needed). Kg & g goods (ie gems, gold & platinum) are kept in the on-board safe.

The prices shown at the time of trading represent an offer to you and will be guaranteed while you are at the station.

Using the F8 Trading screen

F8/8 Trading Screen
The long list of commodities can be filtered & sorted
F8/8: summons the screen. The prices shown (anywhere in the system) are those of the main orbital station only.
Arrows - up & down: select one of the 17 commodities
Arrows - left & Right: buy or sell the selected commodity
Enter: sells your entire inventory of the current item or buys as much as your hold (and Credits) will allow
F8/8 repeated - toggles between more detail on selected commodity & main market screen (eg if you have some in your hold: purchase price records for cargo hold contents)
?: toggles between 6 filters for the commodities
  • all 17 commodities
  • only goods carried in station or in stock in cargo hold
  • goods carried in station only
  • goods in stock in ship's cargo hold only
  • legal goods: just the 14 legal commodities
  • prohibited goods: just slaves, narcotics & firearms
/: toggles between 6 sorted orders for the listed commodities
  • default order: the original order from Classic Elite
  • alphabetical order
  • order of price
  • order of quantity in stock in station
  • order of quantity in ship's cargo hold
  • order of unit mass: ie TC/kg/g



  • This information is also on the OoliteRS (Reference Sheets) which came as a .pdf in your original game download. Probably worth printing out!
  • autoSCAM modules will immediately transfer your transaction between your cargo bay and the station. Most ships must dock with a Coriolis space station or other similarly equipped outpost before buying or selling cargo.
  • The only other way of transferring cargo in and out of your hold is in flight by either dumping it or by scooping it.
  • For more detail see F8 page (commodity market) which explores the effects of various oxps on the Vanilla game

Advice to Traders

 From the Bulletin Boards:
  Money-making tips: well, buy low and sell high, so much so obvious. Raw materials and general biological produce (food, textiles, ores, furs, etc.) come from Agricultural worlds; finished goods and technological stuff (Luxuries, Computers, Machinery etc) come from Industrial worlds.
  The Rich/Poor overlay adjusts the buying and selling prices differently depending on whether the world in question is Agricultural or Industrial. Rich Industrial worlds provide the cheapest finished goods: they have the most efficient industrial plants and can undercut their competitors. Their industries and populations are also hungry (not to say greedy) and will pay top whack for raw materials. Poor Agricultural worlds have the lowest standards of living and produce the cheapest raw materials. They're also the most desperate for finished goods, and pay the highest prices for them. Therefore, the best trade run is between a Rich Industrial and a Poor Agricultural. The least promising is between a Poor Mostly Industrial and a Rich Mostly Agricultural (I think). Well, unless you start trying to ship Industrial goods to Industrial planets, obviously (although even here you might make a bit of money, if you're buying from a Rich Industrial and selling to a Poor Industrial).
  The highest profit margins, on legitimate goods anyway, tend to be on Computers, Luxuries and Machinery on the Industrial side, and on Furs and Liquor & Wines on the Agricultural side. Running precious metals and gemstones is also worthwhile as a long-term investment. If you see them cheap anywhere (mid- to high teens per gram for gemstones, 36-38  ₢/kg for gold and anything under 70 ₢/kg for platinum) buy up what you can afford and hang onto it until you find a high selling price. It doesn't take up any cargo space as you keep it in a safe in the cabin. Agricultural planets usually sell precious stones and metals slightly cheaper than Industrial ones do, but a big money payoff can happen pretty much anywhere.
  Government type and Tech Level don't make any difference to trade prices -- at least, not in the unmodified game. Some of the OXPs, such as Dictatorships and Your Ad here, add extra trading possibilities based on other factors, e.g. population size (which is linked to wealth), government type and so on. Government type does make a difference as to how much trouble you might run into on your way in, though, with Anarchies the worst, moving up through Feudal, Multi-Government, Dictatorship, Communist, Confederacy and Democracy, with Corporate State being the most peaceful (or cop-infested, depending on your point of view). Disembodied (2008).
  More from the Bulletin Boards:

Starting out, you won’t have enough money to fill your holds with the real winning commodities like furs and computers. With less than 100cr in the bank you’ll need to maximise your profit percentages rather than aim for large cash payouts. Trading in cheap but profitable goods like food and radioactives is a good way to start, before moving onto alloys, machinery and liquors and wines.

Once you have sufficient money to be able to fill your holds with any one commodity, it’s time to focus on absolute profit. Food bought at 2 ₢ per ton can easily be sold off for a 300% margin at 8 ₢ per ton, but that only amounts to 6 ₢ absolute profit; for a 35t trip this amounts to a profit of only 210 ₢. Furs can be bought at 50 ₢ and sold for 90 ₢; while only providing a margin of 80%, it’s a 40 ₢ per ton profit, amounting to 1240 ₢ for a full load. Although you need to make a greater investment in order to reap these rewards, there is no real increase in risk: so long as you’re in a stable system and you’re dealing in legal goods, there’s no more danger of your ship being attacked whether you’re carrying food or computers. The satisfaction of making a 300% profit will be outweighed by the fact that one more trip just might be enough to get you a docking computer.

As revenues increase you may be temped to trade in illegal commodities. Generally speaking, the only profitable commodities of this type are narcotics. Firearms can be sold off to rich agricultural states but typically with less profit than computers; conversely slaves may be sold to industrial states but with far less profit than furs. Narcotics usually have a profit margin similar to that of computers and so are not usually worth your time, however prices fluctuate wildly and if you happen to be in the right place at the right time you can make massive gains. If you ever see narcotics on the market for less than around 30 ₢, buy them up. It may be that there has been a slump in the local market, making it difficult to make a significant profit at nearby systems, but if you hold on to them and shop around you should find an agricultural system with prices around the 90 ₢ mark.

Rich Agriculturals do indeed seem rather useless from a trading point of view. They remind me of organic farms in that they can afford to sell their goods at elevated prices and aren't bothered about losing out to the lower end of the market. At the same time, they seem less prepared to pay over the odds for industrial goods. Conversely, Poor Agriculturals need all the money they can get, so will happily let their exports go at below-average prices, while they will pay handsomely for thinks like computers, luxuries and machinery.

Piracy is always an option as a way to make some quick cash, but it's probably best to wait until your ship is kitted out a bit more before going down that route.

(Ramirez (2006))
Yet more from the Bulletin Boards: Core game money earning (2019)

And older: Rookie Help - Missions and Money (2009)

Profitability (Career Opportunities) (2007) has some tips for trading with massive ships like Boas/Pythons.

"No Money" problems

There are a number of options.

  • Shooting asteroids at 1₢/asteroid until you have enough money to do something!
  • Sell or downgrade your laser/missiles (but remember, your missiles can be used to stop other missiles!)
  • Sell your ship to buy a cheaper one (you will lose c. 2/3 of your current ship value).
  • See Financial Advice (2013) for more advice
  • And see Help... (2007-12) for advice including cheats

Other Links

"Too much money" problems

A nice problem to have!

OXPs

Advanced Trading: Changing the Markets

... Oolite is not "just a shooter" game. But it would be very interesting someday to see what it could be like if even half of the attention and effort that has gone into the combat related functions was expended on the economic and cultural possibilities
(Ganelon (2011))

Since Ganelon's comment in 2011, much has been done. While some OXPs such as BlOomberg Markets, In-System trader, Risk based economy & Risky Business make trading more realistic in various ways, several wonderful OXPs have been written which totally rejig aspects of the Trading system. They all make trading much more complicated!

  • Demand Driven Economy: breaks up the fur-luxuries profit monopoly. Creates a reliable profitable demand for (eg) luxuries in Rich Agriculturals, computers in Average Agriculturals & alloys in Poor Agriculturals. His oxp includes tweaks for population, economy size & tech level.
  • SW Economy‎: introduces a much needed shot of realism to the trading side of the game! 3 new commodities (water, oxygen & medicine), a trading triad (agricultural-mining-industrial) & factors such as atmosphere, TL & GDP are now relevant in determining what each planet produces. One needs to know much more about the planets one is trading with to make better profits. The old Xexedi-Laenin milk run is such no longer, as Laenin is too small to have the atmosphere needed to grow food, wines or furs and is now merely a mining station. This oxp has issues.
  • New Cargoes: Introduces 100 sub-variants of the regular commodities: mud hockey sticks! zero-gravity hockey sticks! Excellent profits only at one or two planets - but get your hockey variety right! Uses the lore and culture to generate new markets. Subscribe to a trade magazine with tips! Go on the Advanced Trading course at your alma mater, the Lave Academy! This oxp has issues.
  • Real-Life Economics - by Phasted (2012-4). Fluctuating markets which also react to your actions. Local solar systems also affect prices. This oxp has issues.
  • Smugglers introduces trade embargoes on export & import of various commodities . This leads to wide fluctuations in price and a resultant rise in black markets, bribes & smuggling compartments - all of which this OXP introduces.
Note that Smugglers currently conflicts with New Cargoes (2021).

Economics OXP comparisons

Risk-based Economy New Cargoes Risky Business SW Economy Real-Life Economics Demand Driven Economy
Author Cim Cim Phkb Stranger Phasted Redspear
Functionability v.1.81+ v.1.90+ v.1.81+ v.1.82+ needs fixing v.1.79+
Redefines systems economically No No No Yes Yes No
Adds new commodities No Yes No Yes No No
Breaks away from Furs/Computers as most profitable trades No Yes Yes No No Yes
Piracy (government type) affects prices Yes No Yes No? No No
Hub connectedness affects prices Yes No No No Yes No
Economy size affects prices/quantities No No No Yes No Yes
Planet geography affects prices/quantities No Yes-ish No Yes No No
Prices/Quantities vary dynamically No Yes No No Price only No


Note: Phkb has updated New Cargoes (v.2.0) and it is finally compatible with Smugglers. New Cargoes dovetails with the information given to you on the F7 screen by the Famous Planets OXP. And there is also a tutorial for it (New Cargoes Trading Advice).

Note: Phkb has come up with a brand-new version of Risky Business which includes Risk-based Economy (you can choose to activate either or both using Library OXP). It also needs his auxiliary oxp - Market Script Interface - to operate.


This table also ignores some brilliant oxps which introduce a focus on just one aspect of economics.

Black Markets

This table currently excludes Phkb's Black Market & Smugglers OXPs. They too have a major affect on trade and economics, but are not directly comparable with the above, since they work on prohibiting trade (thus encouraging smuggling and a black market) which then impacts massively on pricing.

  • Black Market - Adds black markets to most Rock Hermits and some other stations (contains much of what was in the original Smugglers OXP)
  • Smugglers - Makes any commodity potentially illegal to import in various systems, and adds equipment and contracts for those interested in smuggling goods outside normal legal channels.

Geography

  • BlOomberg Markets creates sudden changes in commodity prices which are geographic & time-limited in effect.
  • Darkside Moonshine Distillery introduces distance from production as an affect on price. This is done with more subtlety than BlOomberg Markets' affects.

Dynamic trade

  • In System Trader makes in-system trading more realistic, with changing prices and quantities depending on local traffic.

Loans

Prices

Quantities

Taxes

Other

  • Market Script Interface - Phkb's auxiliary OXP to sort out conflicts between other market-script OXPs
  • New Deal - an unfinished OXP with a new trading model for Oolite




Links

Captain Beatnik's analysis of Anaconda size vs 750 cargo cannisters

OXP's to help with or enhance trading

Information

  • XenonUI: vital reminders of what the numerous keyboard options are for the F8 market GUI screen (as well as the F5/F6/F7 screens)
  • Market Observer enhances the F8 market screen with vital data: average prices, % differences & what price you bought your goods at.
  • Market Inquirer adds an interface screen (f4) that shows the distances in system and an interface screen that shows the markets (prices and quantities) of the main station and selected oxp stations closest to the player.
  • Ship's Accountant OXP - alpha version - for devotees of double-entry book-keeping
  • Useful MFDs provides a free MFD with a list of your cargo and its current value in the system's main station.
  • Manifest MFD lists your hold's contents.
  • Display Current Course adds your currently plotted course to any mission map screen, so you can tell whether the destination for the new mission is close to where you are currently heading.

Possibilities

Other stuff to help with or enhance trading

  • See the OoliteRS (Reference Sheets) and AdviceforNewCommanders which came as .pdfs in your original game download. Probably worth printing out!
  • Oolite_bot is a bot to run a trading route in Oolite. It is written in bash, using xwd, ImageMagick, and sha256sum. By J McAfee (GitHub, 2015)

Tweaking the markets

  • BlOomberg Markets allows the markets to react to news events (needs GNN for the news events)
  • In-System trader introduces a "living market" inside solar systems with rewards and risks for in-system trading.
  • Risk based economy - by Cim. Makes trade prices depend on government as well as economy (1.77).
  • Risky business - by Phkb. As above. See linked BB discussion for comparison with Cim's Risk based economy

Changing the markets

  • SW Economy‎: Realism! 3 new commodities, a trading triad (agricultural-mining-industrial) & factors such as atmosphere, TL & GDP are now relevant.
  • More Moolah OXZ - renames 10 commodities (eg. Luxuries becomes Cosmetics/Beauty) and adds Androids & Clones, Robots, Live Animals, Leather Goods and Medicines
  • New Cargoes - by Cim 2014. Introduces 100 sub-variants of the regular commodities. Profits only at one or two planets!
  • New Cargoes Trading Advice - transcript of the Advanced Trading course at Lave Academy.
  • Real-Life Economics: Realism! Markets that change as you look at them - and react to your trades. More realistic implementation of market effects. Slightly buggy. By Phasted (2014).

The Law

  • Smugglers - by Phkb (2019): embargoes, black markets, bribes & smuggling compartments!
  • Illegal Goods Tweak OXP - you are now interrogated on arrival at a GalCop station with slaves etc in your cargo

Time

Other advice pages

  • How do I ... dock / succeed in trading / win a fight / configure my controller/joystick etc.
  • See also the OoliteRS (Reference Sheets) and AdviceforNewCommanders which came as .pdfs in your original game download. Probably worth printing out!