Stellaris

Stellaris

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Bandit_6 Dec 7, 2018 @ 11:36am
Monthly Trade
Can't figure the MT system out. Tried posting up a monthly of 50 minerals for 35 credits (selling) and i keep getting the "Cannot Addord" pop up even though ive got 10k minerals in storage and making 85 a month. Anyone know how this is supposed to work?
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Showing 1-15 of 15 comments
The Renderer Dec 7, 2018 @ 11:39am 
Did you set a minimum price? If that is too high (so none is sold to you), you also get that pop up.
Edit: You are saying you put it up for 35. That number is per unit of mineral, which is waaaaay too high.
Last edited by The Renderer; Dec 7, 2018 @ 11:40am
Bandit_6 Dec 7, 2018 @ 11:41am 
Yeah i looked at the market price to seel (.70) and configured my sell price to match it
The Renderer Dec 7, 2018 @ 11:45am 
Originally posted by BrotherArcadius:
Yeah i looked at the market price to seel (.70) and configured my sell price to match it

Read my edit above. How did you enter those 35 energy/credits?
I recommend just not setting a minimum.
Bandit_6 Dec 7, 2018 @ 12:00pm 
Just tried adjusting it to 60 and still getting the no go pop up
Bandit_6 Dec 7, 2018 @ 12:01pm 
Originally posted by tempest.of.emptiness:
I recommend just not setting a minimum.

This works. Kind of worried about the income though.
The Renderer Dec 7, 2018 @ 12:01pm 
Originally posted by BrotherArcadius:
Just tried adjusting it to 60 and still getting the no go pop up

Reduce the minimum to zero like tempest suggests above. My post about not being able to sell more than you make was wrong, you can actually sell more (hence I deleted it).
Bandit_6 Dec 7, 2018 @ 12:06pm 
Yeah i went down to negative income. This is my 1st post patch game and im just trying to wrap my head around the new mechanics.
The Renderer Dec 7, 2018 @ 12:07pm 
Originally posted by BrotherArcadius:
Yeah i went down to negative income. This is my 1st post patch game and im just trying to wrap my head around the new mechanics.

It looks like the price you get when you set the minimum to zero is 0.7, btw. So the same as if you sold it manually. Maybe higher prices only work later in the game when you get the galactic market.
GoodLand Dec 7, 2018 @ 12:08pm 
Originally posted by BrotherArcadius:
Originally posted by tempest.of.emptiness:
I recommend just not setting a minimum.

This works. Kind of worried about the income though.

It works but it can quickly turn into a min/max nightmare and things can spiral if you aren't paying attention or playing on fast. Setting a minimum sell is probably worse though since even the more exspensive materials will quickly drop below one energy credit since your lowering overall the demand rapidly.

I'm 10 hours into a play and currently buying/selling every single resource avalible automatically in the market and it is fairly stable. Only need to tweak values once a year or so.
Originally posted by BrotherArcadius:
Yeah i went down to negative income. This is my 1st post patch game and im just trying to wrap my head around the new mechanics.
Just keep an eye on your stockpile and make sure you don't run out. Having a negative income isn't too bad as long as your stockpile holds. If it gets low then just cancel the deal for a while.
Bandit_6 Dec 7, 2018 @ 12:23pm 
Having to have patrols for trade routes is a micro management nightmare in the making as well
Astasia Dec 7, 2018 @ 12:29pm 
You don't need patrols. Starbase weapon upgrade modules extend piracy protection range, a few starbases can protect all of your systems, unless you are generating a ridiculously high amount of trade.
Bandit_6 Dec 7, 2018 @ 12:34pm 
Originally posted by Astasia:
You don't need patrols. Starbase weapon upgrade modules extend piracy protection range, a few starbases can protect all of your systems, unless you are generating a ridiculously high amount of trade.

Didnt know that. 1600 Hours and now ive got to re learn the game :(
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Date Posted: Dec 7, 2018 @ 11:36am
Posts: 15