Rebel Galaxy

Rebel Galaxy

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Ohio9 Nov 7, 2019 @ 9:04pm
Newbie help: Trading
Hey, just started the game and I'm totally lost when it comes to trading. The trade goods don't come with any information about what stations value them the most, and there doesn't seem to be any way to access the map screen while you are on the station. So how are you supposed to figure out what's profitable to sell where?
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Showing 1-15 of 15 comments
WillieSea Nov 8, 2019 @ 4:40pm 
Trading in this game is random. And trying to make any sense of the trading system is a waste of time.

Just look at the prices and buy when its low, and sell when it is higher than you bought it for. Sometimes you have to travel to another system to sell those things you bought at a great price.

On top of all that, until you get a ship with lots of cargo space, and the expensive cargo expanders, you will not be able to make any kind of profit from trading.
Ohio9 Nov 8, 2019 @ 5:24pm 
But how will you know where to find a place to sell it high?
WillieSea Nov 8, 2019 @ 9:07pm 
You don't. That is why I said trading is random and there is no sense to the trading system. You just fly around to different stations, stockpiling low cost goods, and looking to unload them at high prices.
And thus, the need for large cargo space, to store all the low cost goods until you can find a decent place to sell them.
But there are some events that cause some trade items to go up or down. Like the pirates, convoys, and other special fleet operations you can see on the map (special icons for each).

The game is not centered around trading, or mining, as neither will get you cash at the start of the game. Only fighting will.
Ohio9 Nov 8, 2019 @ 10:19pm 
Yeah that's what it seems like. It's really a shame they don't have a good trade system like in "Wing Commander Privateer" where the needs of each base are self-explanatory and based on common sense (Mining bases need food, Pleasure planets like drugs and video game consoles, agricultural bases need farm equipment)
WillieSea Nov 9, 2019 @ 6:37pm 
No arguments from me on those points. ;)
Cookie Nov 14, 2019 @ 7:18am 
Greetings, captain! I largely play a sort of "merchant marine" style in this game. Let me give what advice I can to a fellow wheeling and dealing* space trucker.

  • Station and government types impact mostly the goods that will be for sale, but they do have an impact on what prices will be high or low as well. It's undocumented and I have literally never cared enough to bother researching it. Gotta keep that warp drive burning! Leave planning out routes and figuring out which stations need what for those fancy space pants academics. It's more fun to do missions, select the nearest station from the command wheel afterward, and buy and sell whatever's hot where you end up.
  • Despite what Willie says, mining is profitable, because what's more profitable than 100% profit margins? However, see my note about selling cargo crashing the economy below. Also, mining lasers are arguably the best combat turrets for certain playstyles and loadouts.
  • As a roaming merchant, a full cargo hold is eventually guaranteed revenue, but any loot you leave behind is a big loss. It can be better to leave half (or more) of your hold empty to pick up 1000+ credit cargo for free after dusting some Greel, rather than missing out on that 1000+ pure profit or even dumping something cheap you paid for in order to pick it up.
  • You'll make a higher profit margin looting cargo and then selling it at stations, but this has a side effect--buying goods at stations will gradually inflate the average price of that commodity, but selling will gradually deflate it. If you are the combat loving captain who never buys goods, and loots every battlefield to the last crate, you will eventually crash the market, especially for frequent salvaged commodities like gold ingots.
  • Selling commodities to merchants, easily found at distress beacons, guarantees a high price for that item, even if no station in that system wants to pay top dollar for it. You can dump all the other trade goods out of your hold to force them to buy something specific, if you just can't get rid of the aforementioned gold ingots, or those darn robots. Also useful for discreetly offloading space slaves. But most importantly, buying and selling with traveling merchants will bypass the previously mentioned changes to sector-wide prices! Wheeling and dealing really is the life to live, captain!

Enjoy the life of a space trucker, keep an eye on that news board for station events, and give the next Greel you meet the double space trucker salute! Cheers, captain!



*I know capital ships don't have wheels, but, uh, "warping and shopping" only rhymes with a really awful accent.
WillieSea Nov 14, 2019 @ 3:08pm 
Originally posted by Cookie:
  • Despite what Willie says, mining is profitable, because what's more profitable than 100% profit margins? However, see my note about selling cargo crashing the economy below. Also, mining lasers are arguably the best combat turrets for certain playstyles and loadouts.
Although most points I agree with you on, none of that is possible when you start a new game and are stuck in the starter ship (or even the next couple of ships you can eventually buy) because your hold space is horrible, and unless you can finally afford the mining lasers, your not going to get much in the way of mining. And the cargo extenders are prohibitively expensive as well, not something your going to afford for a while.
Mostly because defense and weapons come first in this game. Or your game will be very short lived.
Ohio9 Nov 14, 2019 @ 9:03pm 
Well I've got 15 hours on the game now, and I have long since found being a regular trader simply isn't worth it in this game. The whole trade system is an absolute joke. Far better to just fill your cargo hold by mining and taking cargo from destroyed ships. That way are assured to make a profit no matter where you go.
realist1003 Nov 16, 2019 @ 1:50pm 
Lots of good comments here. I personally find trading to be a supplementary activity to make some extra credits rather than a core focus.

I also feel like trading doesn't scale well for the later game because mission payments, equipment cost, and ship cost increase so much after the first couple systems and first few ships. Trading profits can meaningfully help for part of the time in the Mk2 system - after you've got enough credits to buy a stock of one or more higher value commodity - and into the next (Mk3) system. The usefulness of pure trading is iffy by Mk4 with turrets and components each costing several hundred thousand credits, and I find that trading profits are almost a rounding error for Mk5 equipment costs (1+ million credits). Even with a big hold, my take is that the high value items simply aren't ever sold in large enough quantities at stations for trading profits to scale up to match higher value equipment costs.

That said, I've found a few things to be useful, in addition to the prior comments:

- The government type listed for each station indicates what contraband is legal at that station. It's at the bottom of the (printable) chart here - https://steamcommunity.com/sharedfiles/filedetails/?id=619586605 . Socialist government isn't listed, and, IIRC, all contraband is illegal to trade at those stations. This information doesn't tell you if the price will be relatively good or not. It is helpful, however, for knowing where you can unload contraband that you've taken after destroying hostiles. That's especially useful if you're trying to limit contraband quantity to the size of a smugglers' hold in order to stay on the good side of the militia. Not really "pure" trading, but helpful information about making money from cargo.

- As for what's a "good" price at which to buy, I find green prices to be tougher to locate than the idea of "system average" suggests. I therefore think of a good price to buy as being something like 70% or less of system average, *not* just any red price. I also pretty much ignore trading any item unless the average system value is at least a few thousand credits. Maybe I can make one or two useful trades on lower value items very early in the game when I have very little money, but otherwise I don't think it's worth tying up the hold space. To be clear, I'll still pick up these cheap items from destroyed ships and sell them at the next station for whatever I can get, but I won't bother taking up hold space to try to maximize value from them.

- I have found a few station events to be useful, but they're a bit tricky. The big price increases or decreases from a market event are relative to the *prior* price of each commodity at that station. A station with a famine, for example, might still have red prices for food items. (And only one food item - tachyon salt - is relatively high value.) The chart that I linked above also summarizes how station events impact prices.

With that caveat, I find a few station events are worth checking out.

Market Gluts lower prices on basically everything, and they also seem to result in both a wider range of items available and larger quantities available to buy. So it can be very profitable to go there, see if some high-value items are available for 50% or so of system average, and then buy those to sell either to traders or to another station.

Celebrations raise the price of multiple higher value items. It makes a lot of sense to check those out if you already have those items in your hold. I've also made some good money quickly by going there, verifying that the prices actually are well into green territory, and then using the "import from" information to see what other station(s) has one or more of those items available to sell. I've sometimes found the spreads are high enough that there's good money in making two or three round-trip runs before the Celebration event ends. (The spread compresses due to the pricing impact of my actions as discussed by Cookie, but the initial difference can be large enough that the spread stays positive.)

Korian Invasions are also worth checking as a place to sell since they raise every price. Looking at the invasion craft on the map also provides an idea how long this event will last (before turning into a Korian Siege, which blocks trade).

A Mining Rush can be good as a place to buy since that event lowers prices on two higher-value items (meteoric diamonds and gold).

An Archeological Find can mean one or more low-priced Alien Artifacts. If you have the capital to buy them, that can be a very high profit without taking up much hold space. That's a really good item to follow the strategy of dropping other cargo to force a trader to buy at the generous price that a trader will offer.

If you're lucky enough to find the combination of a Market Glut at one station and Korian Invasion or Celebration at another, that can be a very lucrative combo. I find that it can make sense to take a break from missions and focus on trading those events while they last.

The caveats are that (1) you have to wait for these events to appear, (2) some of these station events won't be of use to you if you are hostile to the Red Devils and therefore can't access their stations, and (3) sometimes a station event won't mean a particularly good buying or selling price because of the pre-event "baseline" price.

TLDR: I find trading most useful as a side activity in the first couple systems. I focus on completing missions, but when stopping at a station check both the commodity market and the newsboard to see if there's money to be made trading.
Ohio9 Nov 16, 2019 @ 2:35pm 
I've found mining rush to be the most useful event to make a profit, since minerals like gold and daimonds are some of the most valuable legal goods in the game.

Anyway thanks for posting all that. One of the most frustrating things I've found about the game is lack of information: There's no database of information on the factions, government types, or ships, And there really should be.

It would also be nice if the trading system was more self-explanatory like it is in Wing Commander privateer.
realist1003 Nov 17, 2019 @ 2:09pm 
I agree that Mining Rush, which I forgot to mention, can also be a useful event.

You're welcome, and I'm also relatively new to this game. Just got it earlier this year. I definitely found this forum and other online searching to help a lot. I feel a bit dumb that in two play-throughs I didn't notice that station government type impacts what contraband is legal, for example. It is counterintuitive, though, that Citizens vs. Outsiders vs. Red Devil Cartel apparently has no impact on the legality of contraband at a station.

I enjoy the game, but I share the frustration that trading could have been so much better. Think that the developers had some good ideas for it, but could have lowered the impact of both (1) the player buying/selling a few goods at stations and (2) random volatility. Buying pure water at a Glaciated planet and selling it to a Desert planet should stay a reliable moneymaker for many trips, for example, even if the price differential narrows and the availability of the product at the source declines and takes time to replenish. As it stands, those sorts of price differentials don't seem at all consistent, even in the absence of events listed at the newsboard. A better UI for accessing price information would also help, of course.

WillieSea Nov 17, 2019 @ 2:29pm 
What I found the most irritating is I buy every single (for example) Gold cargo I find. In the entire system. The price never goes up.

And when doing the 'Merchant' missions where you have to find the cargo to deliver, suddenly that cargo is completely gone from every single station in that system, and even going to another system, you rarely find that cargo. If feels like 'forced rarity' and the only way to get the cargo is to destroy enemy ships and slowly pick them up. Besides the rare case where you might find a couple in a faraway system station.

That is what I call "Stupid difficulty". And I hate stupid difficulty in games, just for the sake of making it harder.
Ohio9 Nov 17, 2019 @ 5:58pm 
Originally posted by realist1003:
It is counterintuitive, though, that Citizens vs. Outsiders vs. Red Devil Cartel apparently has no impact on the legality of contraband at a station.

Indeed, I find it hilarious that I'm routinely selling illegal goods at militia stations. You'd think the guys who want me dead because of that single bottle of Narco-cola in my hold wouldn't be so happy to buy my contraband on their bases.

Originally posted by realist1003:
A better UI for accessing price information would also help, of course.

Yeah it's absurd you can't look at the galaxy map when you are on a station. Also I hate how all the bases in the game are just space stations. They should give you the ability to land on planets and do business there too.

Originally posted by realist1003:
And when doing the 'Merchant' missions where you have to find the cargo to deliver, suddenly that cargo is completely gone from every single station in that system, and even going to another system, you rarely find that cargo. If feels like 'forced rarity' and the only way to get the cargo is to destroy enemy ships and slowly pick them up. Besides the rare case where you might find a couple in a faraway system station.

That is what I call "Stupid difficulty". And I hate stupid difficulty in games, just for the sake of making it harder.

Yeah I've never done even one of those. They never seem worth the effort.
Last edited by Ohio9; Nov 17, 2019 @ 6:02pm
Cookie Nov 17, 2019 @ 6:49pm 
Source missions have a massive profit margin. Some of them involving rare cargo, though, require you to track down a Market Glut. Even then, you have to save and exit to title a few times to refresh the station goods after buying them out.
WillieSea Nov 18, 2019 @ 3:06pm 
Originally posted by Cookie:
Source missions have a massive profit margin. Some of them involving rare cargo, though, require you to track down a Market Glut. Even then, you have to save and exit to title a few times to refresh the station goods after buying them out.
Yeah, agree with you. What I don't agree with is having to do an exploit in order to play the game.
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Date Posted: Nov 7, 2019 @ 9:04pm
Posts: 15