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报告翻译问题
* auto trading is locked behind pilot skill. Decent version requires 3 star pilot.
* It has range limit (5 gate jumps. Note: gate, not accelerator. Accelerators do not count)
* You have to select wares being traded.
Therefore it is often a better idea to make trading stations (dock, pier, storage --> select trade goods on logistic screen). When station manager levels up, he/she affects range of all attached pilots.
A key thing to understand is that autotraders will only make profitable trades, they will never take a trade that loses money. Further, they use several criteria for determining profitability of a trade. Purchase price vs sale price (profit margin) is obvious. But they also use percentage of cargo hold filled (more is better) and distance (closer is better) to determine which trades to take. Because autotraders are only focused on profits for themselves, they are perfectly happy to let stations sit empty of wares if there is higher profit to be made elsewhere. Players often mistake this for the autotrader malfunctioning rather than working as intended. Also, autotraders must pull money from the player's account to pay for the wares. If you don't have enough money in your account to cover the trade they want to make, they cannot function.
There are two types of autotrading. "Local autotrading" is for 0-2 star rookie pilots and they can trade in only 1 ware and only trade in 1 sector. They cannot travel to other sectors to trade, so make sure whatever you want them to trade has both sellers and buyers in the same sector. "Advanced autotrade" is for 3-star or better pilots. They can trade in multiple wares that you choose from the list, and they can buy and sell up to 5 sectors away (star-level = max distance) from their "anchor space" or home sector.
To create an autotrading fleet, first select your lead ship. Go to the ship's Default Behavior setting and choose either Local Autotrade or Advanced Autotrade. Next click the Add/Remove Ware button and select your wares from the list. Local only lets you pick one. Once all your wares are selected, click the button to select your Anchor Space and then click on the sector you want them to be based out of. If using Advanced Autotrade, also set the buy and sell range. Click Confirm to finalize the behavior settings. Your lead ship will now begin searching for trades on its own and continuously earn you passive income, just like autominers.
To make a fleet, select a second trade ship. Now right-click on the lead ship and choose Mimic Commander's Behavior. This will copy the default behavior settings from commander ship to the subordinate ship and the ships will automatically be grouped into a fleet. Note that the subordinate captain must have a star level high enough to actually perform the behavior it is mimicing. For example, if the commander is 3+ stars to use Advanced Autotrade, the subordinate must also be at least 3 stars to mimic the Advanced Autotrade behavior. Repeat to add as many subordinate ships to the fleet as you want. Even though they are in the same fleet, each ship will still act independently and perform trades on their own. That is, if one ship is trading energy cells another might find a trade for hull parts.
Lastly, if you do find an autotrader isn't acting like you think it should, to help diagnose it, right click on the ship and select Behavior Inspection Mode. Once enabled, go look at sector titles and stations and it will tell you underneath the icon if there is anything preventing a trade such as the name of a trade rule, the name of a trade/travel/activity blacklist, or "no matching trade offer found". If there is no text at all that means it should be able to trade there. It's very easy to set up trade rules or blacklists incorrectly that prevent trading and this can help you fix those issues.
I completely agree with this approach. While trading fleets are possible, the star requirement for captains makes them a late-game option unless you heavily farm Seminars—which isn’t really practical. By that point, you’ll likely have stations anyway. Unfortunately, even the Mimic command still requires a minimum of 3 stars, making it impractical as a workaround.
I actually wrote a guide on this exact strategy, as it works across early, mid, and late game. The key difference at each stage is simply the size and number of stations you build:
Steam Guide
The Distribute Wares behavior has its use, but it doesn't have the same purpose as an Autotrader. Importantly, a ship doing Distribute Wares does not consider profit in the trades it is doing like an Autotrader does. It is only trying to deliver wares to stations that are out of stock, regardless of what they are paying. They can absolutely lose money doing this. A trader losing some money is OK when it helps ensure your more profitable station can continue operating. Not so good if you are trying to rely on it as your primary income stream.
"Build a station" is not exactly an early game activity either given the several million in seed money it requires. Traders have a chance to rank up on every trade they do. A pilot in an S-class courier doing local autotrade is the fastest way, outside of being a station manager, for a pilot to gain ranks in the game without resorting to seminars.
And if you wanted to cheese it to rank up even faster, because the dice roll to rank up (ranking up is random chance, pilots do not accumulate XP) is done per trade regardless of the amount sold or profit margin on that trade, you can order a pilot to buy a cargo load of energy cells and then tell them to dock and wait at the buying station, then repeatedly sell 1 energy cell at a time to quickly rank them up.
Using M and S traders is risky, because of Kha'ak and pirates - you can lose the ship and rare higher ranking pilot. Unless you're trading in earth sectors.
Exactly! A cheap plot near a highway in a safe sector is key. Terran Space also great especially for new players due to less wares so less splitting of the storage space.
Plot Cost: 64,000
One Dock + Small Storage (100% Global Modifier(You shouldn't do this)): 347,000
Small Courier: 357,000
Total Cost: 768,000
(Since purchasing products is the same in both methods, I’m not including that.)
Why a Station is Better Than a Ship
One major advantage of a station over a trading ship is that stations allow you to trade all resources without the star requirement for captains so no micro managing. More importantly, when you build a station, your ships aren’t the only ones trading—other factions will also trade with you, significantly multiplying your profit opportunities for both buying and selling.
When set up correctly, a station is essentially a money printer and later becomes the backbone of logistics in your future empire. In contrast, a trading fleet remains just that—from beginning to end.
That said, in a sufficiently large empire, you’ll likely have both, especially as late-game "upgrades" resolve skill-related limitations. However, by that point, you might as well have just built stations from the start and invested in your long-term growth / logistics.
Ship Choice for Stations
The cost difference between a small vs. medium trading ship is marginal, but I’ve found that several small ships work best since they allow your station to react to the market more quickly especially when starting out with a small station. I usually maintain a 6:2 ratio of small to medium ships for a starting station. But for simplicity, I would start with just one small ship to begin with.
hopefully they will implement sth comparable as they did with the reinforcing mechanic in 7.5.
AutoTraders, as you folks have already said, reserve a profitable trade in its entirety (buying and selling action) and then perform it.
Fill Shortages (formerly called Distribute Wares) first looks for a station where it can efficiently fill as much of its cargo hold as possible for cheap, while keeping an eye on demand in the area but without reserving a future sale yet.
Then, it starts selling to one station at a time, always looking for good profit, until it has sold everything. But just as before, it doesn't reserve all those sell actions in advance, only the next one.
As you may have guessed, the lack of reservation is where profit loss may happen. But this doesn't mean that Fill Shortages doesn't care about profits at all. It just means that it prioritises getting good deals with high cargo usage in the moment, kind of like a player would.