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Trading Guide
Master the economy and build your fortune in Terminal Velocity.
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Basic Food Loop (Low Risk, 50-100% ROI)
- Buy: Food/Water at agricultural worlds (tech 1-2)
- Sell: High-tech industrial worlds (tech 6+)
- Profit: 20-30 cr/unit
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Tech Equipment (Medium Risk, 80-150% ROI)
- Buy: Computers/Electronics at high-tech worlds (tech 7+)
- Sell: Mid-tech worlds (tech 3-5)
- Profit: 100-150 cr/unit
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Luxury Goods (High Capital, 100-200% ROI)
- Buy: Art/Jewelry at wealthy systems
- Sell: Independent wealthy systems
- Profit: 200-400 cr/unit
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Medical Emergency (Event-Based, 150-300% ROI)
- Buy: Medicine/Vaccines
- Sell: Crisis zones
- Profit: 200-500 cr/unit
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Contraband (Very High Risk, 80-150% ROI)
- Buy: Narcotics/Stolen Goods at pirate bases
- Sell: Systems where legal
- Profit: 300-600 cr/unit
| Category | Examples | Tech Level | Risk | Margin |
|---|---|---|---|---|
| Food | Food, Water | 1 | Low | 20-40% |
| Electronics | Computers, AI Cores | 4-9 | Low | 50-100% |
| Weapons | Weapons, Ammo | 2-6 | Medium | 40-80% |
| Medical | Medicine, Vaccines | 5-7 | Low | 50-100% |
| Luxury | Art, Jewelry | 4-6 | Low | 100-200% |
| Industrial | Machinery | 2-5 | Low | 30-60% |
| Ore | Crystals, Precious Metals | 2-5 | Low | 40-80% |
| Contraband | Narcotics, Slaves | Varies | Very High | 80-150% |
Base Price × Tech Modifier × Supply/Demand Modifier = Final Price
Tech Level Modifiers:
- Selling high-tech to low-tech: +15% per level difference
- Buying high-tech from high-tech: -7% per level match
- Example: AI Core (tech 9) sells for 2-3x on tech 3 planet
Supply/Demand:
- Oversupply (stock > demand): -40% (floor: 30% base price)
- Undersupply (demand > stock): +80% (cap: 250% base price)
- No stock + high demand: +200%+
Buy/Sell Spread:
- Planets buy from you at 60-80% of their sell price
- Always factor this into profit calculations
When visiting a market, check:
- Tech Level: Higher tech = different prices
- Stock Levels: Low stock = opportunity to sell
- Demand: High demand = better prices
- Illegal Goods: What's banned here?
- Population: Affects demand volume
Starting Capital: 10,000 cr Starting Ship: Shuttle (20 cargo)
Trade 1: Learn the Basics
- Buy 15 Food @ 50 cr = 750 cr
- Jump to nearby high-tech system (500 cr fuel)
- Sell Food @ 100 cr = 1,500 cr
- Profit: 250 cr (25% ROI)
Trade 2-5: Build Capital
- Repeat similar routes
- Increase cargo investment
- Try different commodities
- Learn price patterns
After 5 trades, you should have: ~15,000-20,000 cr
Capital: 20,000-100,000 cr Ship: Courier (40 cargo) or Hauler (100 cargo)
Strategy 1: Volume Trading
- Fill entire cargo hold
- Lower margin but higher volume
- Focus on reliable routes
- Build steady income
Strategy 2: Tech Arbitrage
- Buy high-tech goods from core systems
- Sell to frontier/independent systems
- Higher margins than food
- Requires more capital
Strategy 3: Specialized Runs
- Focus on one category (e.g., Electronics)
- Learn the best routes
- Build efficiency
- Scale up quickly
Capital: 100,000+ cr Ship: Hauler, Bulk Freighter, or armed Gunship
Luxury Goods Circuit:
- High-tech wealthy → Independent wealthy
- 100-200% ROI per trip
- Requires significant capital
- Low risk, high reward
Medical Supplies:
- Watch for disease outbreaks (news system)
- Stock up on medicine/vaccines
- Sell to affected systems
- Can net 150-300% profit
Capital: 50,000+ cr Ship: Armed ship (Gunship+) recommended Risk: Very High
How Contraband Works:
- Legal in some systems, illegal in others
- 20-50% higher base prices
- Confiscation possible (future feature)
- Reputation impact
Contraband Items:
- Narcotics: Illegal in UEF, ROM, Corporate systems
- Slaves: Illegal in most civilized systems
- Stolen Goods: Illegal in UEF, ROM, Corporate
- Alien Artifacts: Illegal in UEF systems
- Military Intel: Illegal almost everywhere
Contraband Strategy:
- Buy from pirate/independent systems
- Sell to systems where legal (check market)
- Higher reward justifies risk
- Keep reputation in mind
Plan 3-4 system circuits:
Example Circuit:
- System A (Tech 10): Buy AI Cores, Computers
- System B (Tech 3): Sell tech goods, buy Food, Ore
- System C (Tech 7): Sell raw materials, buy Medical
- System D (Independent): Sell Medical, buy Luxury
- Return to System A: Sell Luxury goods
Each leg earns profit, maximizing efficiency!
Ship: Shuttle → Courier
- Focus: Learn mechanics
- Strategy: Small, safe trades
- Income: 500-2,000 cr/trip
Ship: Courier → Hauler
- Focus: Volume trading
- Strategy: Full cargo loads
- Income: 2,000-15,000 cr/trip
Ship: Hauler → Bulk Freighter
- Focus: Major trade runs
- Strategy: High-value goods
- Income: 15,000-50,000 cr/trip
Ship: Bulk Freighter → Cruiser (armed trader)
- Focus: Rare goods, contraband
- Strategy: High-risk/reward
- Income: 50,000-200,000 cr/trip
- Plan Routes: Multi-hop routes are more profitable
- Minimize Jumps: Fuel costs add up
- Track Prices: Remember good deals
- Time Markets: Buy during oversupply, sell during shortage
- Diversify: Don't put all credits in one commodity
- Keep Reserve: Always have 1,000-2,000 cr for fuel/repairs
- Insurance: Consider keeping 20% capital as safety net
- Start Small: Scale up as you learn
- Supply Shocks: Random events crash prices (buy!)
- Demand Surges: Events spike prices (sell!)
- Player Activity: Multiplayer affects markets
- News System: Watch for economic news
- Cargo Optimization: Mix commodities for best profit/ton
- Tech Level Math: Learn exact multipliers
- Route Mapping: Document your best routes
- Market Prediction: Understand regeneration (5%/hour)
- ❌ Invest all capital in one trade
- ❌ Forget to keep fuel money
- ❌ Ignore tech level differences
- ❌ Buy expensive goods without research
- ❌ Trade contraband without understanding risk
- ❌ Upgrade ship before you can afford it
- ✅ Start with small, safe trades
- ✅ Learn price patterns
- ✅ Plan multi-leg routes
- ✅ Keep reserve capital
- ✅ Scale up gradually
- ✅ Track your best routes
- Check market prices
- Calculate profit margin
- Verify cargo space available
- Ensure sufficient credits
- Plan destination system
- Check fuel for journey
- Consider tech level differences
- Check for illegal goods
- Track profit made
- Note good deals
- Update route knowledge
- Refuel if needed
- Check for better opportunities
Watch for these on the news system:
- Supply Shortage: Prices spike (sell opportunity!)
- Oversupply Crash: Prices drop (buy opportunity!)
- Trade Competition Event: Bonus rewards for trading
- Economic Festival: Multipliers active
- Faction Conflict: Trade disruption (volatility)
- Direct trades: Exchange goods with other players
- Escrow system: Secure transactions
- Build reputation: Regular partners
- Market manipulation: Coordinate with faction
- Shared intelligence: Members share routes
- Coordinated trading: Volume discounts (future)
- Protected routes: Faction territory safer
- Treasury support: Faction loans (future)
| Level | Profit/Trip | Investment | ROI | Ship |
|---|---|---|---|---|
| Beginner | 500-1,000 | 1,000-2,000 | 50-100% | Shuttle |
| Intermediate | 2,000-5,000 | 5,000-10,000 | 40-80% | Courier |
| Advanced | 15,000-30,000 | 30,000-50,000 | 50-60% | Hauler |
| Expert | 50,000-200,000 | 100,000-500,000 | 50-100% | Bulk Freighter |
| Ship | Target Credits | Typical Time |
|---|---|---|
| Shuttle → Courier | 50K | 1-2 hours |
| Courier → Hauler | 150K | 2-4 hours |
| Hauler → Bulk Freighter | 300K | 3-6 hours |
| Bulk Freighter → Cruiser | 1.5M | 10-20 hours |
Master the economy and the galaxy is yours!
Next: Combat Guide - Learn to fight
- Gameplay Guide
- Trading Guide
- Combat Guide
- Ship Guide
- Quests & Missions
- Multiplayer Guide
- Events Guide
Version: 0.7.0 Status: Feature Complete