X4: Foundations

X4: Foundations

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Peacenelke Jan 24, 2019 @ 12:01pm
Stations pricing goods
So after a couple of hours watching my Stations thrive and grow i was wondering how the Manager set the Sell price of goods which are sold at the Station.

One particular good jumped right in my eye though :steamhappy:

My Spacefuel Station selling its goods waaaaay over the price(4 times) other Stations do, even if i set the Price to manual pricing the sell price is double the amount of AI Stations. So i guess the AI Traders (and my own as well) wont buy the good at my Station and take a longer journey to the cheaper Stations.

Is it possible to influence the price by more production sites or something like that? Or is the reason here that Spacefuel is illegal in some sectors?

thanks already for tips and help.
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eMYNOCK  [developer] Jan 24, 2019 @ 12:23pm 
price calculation is based on storage levels...

the more filled your storage the lower the price and vice versa.


once a ware is around half of its dedicated storage it should sell for average price...

you should also notice that NPC Traders and your own Ships will start to buy/sell from your Stations when it dropw below average price.

too high prices don't attract NPCs... nor will your ships find anyone willing to buy your products for the set (too high) price.

opposite is a too low price were you sell even the smallest quantities and you station eventually drains your account... underpricing only is lucrative when you have self sufficient complexes and you don't have any expenses from them.

also relating space fuel... the only "consumer" are blackmarkets, pirate stations and the Trading Stations in some Systems... those will never ever pay full Price... they will buy it for 1 below average and sell it for 1 above average, thats it.

and from my experience Blackmarketeers seem to be bugged when trying to sell them their full demand... it works however when you are selling them exactly one unit less then what they pretend to be willing to buy.
Last edited by eMYNOCK; Jan 24, 2019 @ 12:24pm
Gregorovitch Jan 24, 2019 @ 1:01pm 
Just a bit to add to eMYNOCK (=FU= MadHwK)'s explanation:

The whole game is underpinned by an economy model that works by creating supply and demand curves based off of stock levels held by all the stations. Over the long term prices will reach equilibrium but will be affected by changes in demand over the course of the game - such as created by wars for example.

Every station in the game follows the same rule explained by eMYNOCK (=FU= MadHwK) - and that includes your own station managers - the set price form each ware is scaled in inverse proportion to current stock level.

If you leave your station manager to set prices automatically when you set up a station they will burn a lot of money buying in raw matrerials becasue they want to fill the stock and since the stock starts at nothing they start by paying literaly top dollar. Conversely since there is no stock of finished goods yet either they will set the price of what you want your new station to sell at, again, literaly top dollar - meaning you won't sell a sausage 'cos nobody will buy at that price.

Over the medium term this all works out fine. Stocks rise, prices fall, product sells at the true market rate. But it takes time and during that time you will probably have had to sub the station millions to keep the lights on.

But if you want the station to start filling your coffers from the get go then what you do is set the prices manually to minimum for raw materials (unless you actually do want to buy in some if you're short) - meaning even if your station manager wants to buy in they can't 'cos nobody will sell to them at that price - and the sell price for finished product near minimum - meaning you'll sell pretty much all you can make immediately.

There is a catch to this:

* your station trade ships only use the price you set for finished product as a guide price floor. They won't sell for less than that and they also need to make a decent notional "profit" for any deals they do otherwise they won't deal. This is why you need to set the price low. This does not mean that they actually charge that price - they charge exactly what the customer station is currently offering so you don't lose out from your station trader's deals on account of a low "official" station price.

* However NPC traders are another matter - if you set your price for your finished product low the blighters will be queuing up to buy at that low price in droves thus depriving your traders stock to sell at better prices.

You can of course disallow other factions (i.e. NPC traders) from buying your products. But that's not always a good idea. It depends. If you go thhe manual pricing route this is one of your main decision criteria/dilemas.

Last edited by Gregorovitch; Jan 24, 2019 @ 1:07pm
cwsumner Jan 24, 2019 @ 6:13pm 
Good description.

The default managment does work best, though, except maybe for your first station or two. What it does is bring the stores up to a decent level quickly, if you have enough credits on hand. And it also attracts NPC traders so they find the station quicker. So not so good for first station, but fine later.

And for first station, or special situations, there is the manual price settings in the station screen. Just remember to set it back to default, later.
Peacenelke Jan 27, 2019 @ 2:07am 
Thank you both for your detailed information.



Originally posted by eMYNOCK (=FU= MadHwK):
price calculation is based on storage levels...

the more filled your storage the lower the price and vice versa.


once a ware is around half of its dedicated storage it should sell for average price...

So if i remove some Storage Capacity the Price will drop?

Originally posted by eMYNOCK (=FU= MadHwK):
opposite is a too low price were you sell even the smallest quantities and you station eventually drains your account... underpricing only is lucrative when you have self sufficient complexes and you don't have any expenses from them.

That is not a Problem my Station are self sufficient, i build all the Station needed to produce the Raw materials and Goods needed to run the Station (Nostrop Oil / Medical Supplies)


In my case, i choosed Space Fuel because i claimed Nopileos Fortune VI and II as my Sectors and "Home Base". Next to the Sector is the PAR Trading Station which buy for a good Price and Spacefuel isnt illegal there.

eMYNOCK  [developer] Jan 27, 2019 @ 2:11am 
in the short term removing a storage will reduce the maximum capacity... but on the long run i would simply recomment you to study the markets and figure out at wich price a ware usually sells and manually set the price accordingly.

also the drawback of removing a storage unit can be the destruction of already stored wares inside of it.


hence my motto... we build it, you life with it.
TooMuchCoffee Jan 27, 2019 @ 3:50am 
Some more on storage.

Generally you don't want your storage to be empty or full.
-A full storage means your production modules will stop working.
-An empty storage tells you your selling price is too low and you miss out on profitsss, or the next module in line has no input to work with.

You also don't want too little or too much storage capacity.

- Too much storage space leads to a lot of "capital commitment". Meaning your manager needs a certan amount of wares until they can set the selling price so low that npc traders start buying. For example, my Nostrop Oil factory needs about 80% stored units before it starts selling, so they sit on 80% units they can't turn to creditsss.
Of course, those 80% are relative to storage capacity. So, less capacity equals less commitment equals more available money to spend on spaceweed.

-Too little capacity then again can lead to an empty or full storage much quicker, which, as described, is baaaad. This is even more the case if you set your prices manually.

So, my advice would be: start small and expand, if needed.
Even for large factory complexes, an L-sized container module should be sufficient.
Jack the cuddler Aug 4, 2023 @ 11:49pm 
I`m still not ok with my sales, even on manual pricing. got an electronics construction complex, where I set to sell electronics at a manual pricing about 5% above average. a shipyard 3 jumps away demands electronics at a price 31% above average. my whole storage could be sold there for big cash. still, my demeter decides to fill up 110 energycells (about 5% of its massive storage) and sell them for the manualy set price of 25% below average to a station 4 jumps away.

simple question is how this can be solved to make actual profit.
Yuki Aug 5, 2023 @ 12:18am 
More traders, different sales setup:

Do you have external sales blocked?
Do you have a dock, not just S/M ports? NPC traders usually prefer those.

Are you the cheapest in range? NPC will find the cheapest, not just a sufficient one.
Chances are there is another trader selling for less if you are indeed above average. The moment you drop below average NPC traders will probably swarm your station like flies a... you know.

In regards to trading ships:
Trading ships are set to a limited list of goods. The list from the moment you set them to trade for their commander. You can see it in their behavior tab.
To reset that re-assign them to their group again. They will copy the current sales list of the station.
Additionally they will not look for the best thing they can do but go through their list one by one. Adding more trade ships may help.

Also: nice necro :P
Last edited by Yuki; Aug 5, 2023 @ 12:20am
Jack the cuddler Aug 5, 2023 @ 12:55am 
well thanks for explenation. i got docking space from s to xl at my station. sales are open for everything but what my miners are bringing in. npc traders are comming in to buy my excess goods quite properly. for final products i dont want to be the cheapest, instead my own traders shall sell those goods to the highest bidder.

found a workaround that i just close all goods for sell by my own traders but the ones i want to sell for good prices. now they finally take em out of storage. still they go and sell at the closest customer that meets the minimum buying price, instead of traveling to the customer that offers the highest price in managers range. seems i need to raise my minimum selling price to the level of the best bidder(s)!?

next issue i´m facing is that freighters even assigned to a 4+ star station manager are´nt filling up their storage to maximum but only take what a single customer is demanding. any chance to assingn manager controlled ships the additional command "distribute goods" a 2 star pilot can carry out?
lalala Aug 5, 2023 @ 5:53am 
You might also be affected by "invisible thresholds" the devs have summoned uppon you:

https://steamcommunity.com/app/392160/discussions/0/3809533595069202039/?tscn=1690880305

Here comparison with screenshot where I've reported it:
https://forum.egosoft.com/viewtopic.php?f=180&t=456891&p=5198361#p5198361

You get advice to adjust prices, but in fact that is not 100% true or complete because you need to consider an invisible threshold which seem to be individuall for each ware. Have fun:

1. analyzing market prices - that change
2. figure out the scewed price / buy ranges (around average - / + ). Some wares are traded close to average buy and far over average sell, some the other way around.
3. figuring out what price to set ADJUSTED by the invisible threshold you have to guess.
4. then adjust those prices for 10-20+ wares

Some wares like hull parts even require you to set buy price higher than average, around 215 (average ~209 or 207), so they buy it for 170-190.

Doing so leaves salty taste since the NPC traders still might sell to you for 215 now. The system is broken (by design) and devs probably consider this correct behavior that you as player can't decide at which price wares are bought max / min exactly.
Last edited by lalala; Aug 5, 2023 @ 6:07am
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Date Posted: Jan 24, 2019 @ 12:01pm
Posts: 10