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Trading

There are ten goods: food, water, textiles, machinery, metals, minerals, medicine, electronics, fuel cells and luxury goods. A station’s economy decides what it makes cheaply and what it pays well for. Buy where a good is cheap, carry it in your hold (K shows what’s in it), and sell where it’s dear.

The Market tab: the trade board, then the goods.

Each station has a single market shared by every pilot. Every tonne bought there makes the next tonne dearer and the stock thinner; every tonne sold brings the price down. The effect wears off over hours (it halves every eight). So a busy route gets less profitable, and buying a good and selling it straight back always loses you money.

Now and then a station runs short of a good, or has far too much, for two or three days. A shortage pays well for deliveries, and each delivery eases it; a glut sells cheap, and each purchase eases that. They’re the same for every pilot.

The Market tab’s trade board lists the shortages and gluts at stations within reach. The galaxy map’s panel shows them too, with the prices you last saw at each station you’ve visited.

Your trader rank comes from your lifetime trading profit, and decides how far the board’s news reaches, which goods you’re allowed to buy, and how big your delivery contracts are:

Rank Lifetime profit News reaches Contracts up to Unlocks
Peddler 0 40 ly 20 t
Trader 50,000 cr 60 ly 40 t Medicine
Merchant 250,000 cr 90 ly 80 t Electronics
Broker 1,000,000 cr 120 ly 150 t Luxury goods
Magnate 5,000,000 cr 150 ly 300 t

You can always sell a good you already have, whatever your rank.