Skip to content

Trading Guide

Joshua Ferguson edited this page Nov 7, 2025 · 1 revision

Trading Guide

Master the economy and build your fortune in Terminal Velocity.

Quick Reference

5 Profitable Trade Routes

  1. 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
  2. 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
  3. Luxury Goods (High Capital, 100-200% ROI)

    • Buy: Art/Jewelry at wealthy systems
    • Sell: Independent wealthy systems
    • Profit: 200-400 cr/unit
  4. Medical Emergency (Event-Based, 150-300% ROI)

    • Buy: Medicine/Vaccines
    • Sell: Crisis zones
    • Profit: 200-500 cr/unit
  5. Contraband (Very High Risk, 80-150% ROI)

    • Buy: Narcotics/Stolen Goods at pirate bases
    • Sell: Systems where legal
    • Profit: 300-600 cr/unit

Commodity Categories

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%

Trading Mechanics

Price Calculation

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

Market Analysis

When visiting a market, check:

  1. Tech Level: Higher tech = different prices
  2. Stock Levels: Low stock = opportunity to sell
  3. Demand: High demand = better prices
  4. Illegal Goods: What's banned here?
  5. Population: Affects demand volume

Beginner Strategies

Your First 5 Trades

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

Intermediate Strategies

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

Advanced Strategies

High-Value Trading

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

Contraband Trading

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

Multi-Leg Routes

Plan 3-4 system circuits:

Example Circuit:

  1. System A (Tech 10): Buy AI Cores, Computers
  2. System B (Tech 3): Sell tech goods, buy Food, Ore
  3. System C (Tech 7): Sell raw materials, buy Medical
  4. System D (Independent): Sell Medical, buy Luxury
  5. Return to System A: Sell Luxury goods

Each leg earns profit, maximizing efficiency!

Ship Progression for Traders

Entry Level (10K-50K credits)

Ship: Shuttle → Courier

  • Focus: Learn mechanics
  • Strategy: Small, safe trades
  • Income: 500-2,000 cr/trip

Intermediate (50K-300K credits)

Ship: Courier → Hauler

  • Focus: Volume trading
  • Strategy: Full cargo loads
  • Income: 2,000-15,000 cr/trip

Advanced (300K-1M credits)

Ship: Hauler → Bulk Freighter

  • Focus: Major trade runs
  • Strategy: High-value goods
  • Income: 15,000-50,000 cr/trip

Expert (1M+ credits)

Ship: Bulk Freighter → Cruiser (armed trader)

  • Focus: Rare goods, contraband
  • Strategy: High-risk/reward
  • Income: 50,000-200,000 cr/trip

Pro Tips

Efficiency

  • 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

Risk Management

  • 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

Market Timing

  • Supply Shocks: Random events crash prices (buy!)
  • Demand Surges: Events spike prices (sell!)
  • Player Activity: Multiplayer affects markets
  • News System: Watch for economic news

Advanced Techniques

  • 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)

Common Mistakes

Don't:

  • ❌ 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

Do:

  • ✅ Start with small, safe trades
  • ✅ Learn price patterns
  • ✅ Plan multi-leg routes
  • ✅ Keep reserve capital
  • ✅ Scale up gradually
  • ✅ Track your best routes

Trading Checklist

Before Each Trade:

  • 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

After Each Trade:

  • Track profit made
  • Note good deals
  • Update route knowledge
  • Refuel if needed
  • Check for better opportunities

Economic Events

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)

Multiplayer Trading

Player-to-Player Trading

  • Direct trades: Exchange goods with other players
  • Escrow system: Secure transactions
  • Build reputation: Regular partners
  • Market manipulation: Coordinate with faction

Faction Benefits

  • Shared intelligence: Members share routes
  • Coordinated trading: Volume discounts (future)
  • Protected routes: Faction territory safer
  • Treasury support: Faction loans (future)

Reference Tables

ROI by Experience Level

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

Time to Ship Upgrades

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

Clone this wiki locally