Avorion

Avorion

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Captain Auto Trading Question
Is there a way to chain the trading order for captain? At the moment, it become tedious if you have a lot of trading captain and every few minutes you have to reset the order again.

Also, it seems that most order will only give profit around 1-2 million credit. Is there a way to increase the profit?
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Showing 1-6 of 6 comments
rickcarson Nov 10, 2021 @ 4:48am 
To increase the profit look for the following perks:

Intimidating, Commoner, Connected.

(Market Expert doesn't increase the profit, but you do complete the order a lot faster ... at high levels)

Not sure if the following can drop, but it'd be close to optimal:

Reckless Navigator Market Expert + Intimidating, Commoner, Connected

You'd get trade times down around 9 minutes, and at 2-3+ million per trade that's about 15-20 million per hour per trader.

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To increase the value of the trade above 2 mil (a) move the trade area around* and (b) move the slider to max and (c) trade inside the faction home territory instead of fringes

*The reason you need to move it around is that trade routes 'expire' and so what is good now might not be so great 20 minutes from now.

Fusion generators, and antigrav can regularly go over 2mil in the right area. Heck even drills and even something like hydrogen can beat 2mil (but I've only seen that rarely from a low base price good)

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I've been testing a QoL mod where the trader repeats the selected route N times where N is their level. Early on it's the same, but as you grow and the constant micromanagement of traders because very tedious and time consuming it saves a heap of time and makes it more bearable.

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Ultimately, the solution (to the problem of not having 100 megacredits) is kind of to switching to stations and 'accidentally' leave the game running overnight or while you're at work or whatever.
Thank you for the detailed reply.

So, for the captain perks it is just RNG then. Guess I'll start hunting for good captains then.

Every time I set up trade missions, I always move it around and set the slider to max to find the most profitable route. Based on what you say, I gonna have to change my trading area. I'm guessing it's not a good area to do trading.

For your last 2 points, that's my final goal here. It's just tedious to setup trade route every few minutes when you have too many ships. Even with just a few ships, it gets annoying pretty fast. I'm trying to make money so I can just build stations that produce goods without having to rely on npc factories. Maybe I'll check some mod like the one you mentioned.
rickcarson Nov 10, 2021 @ 3:20pm 
I think the devs specifically nerfed the starting faction for trading. Because it was too easy to build a dedicated cargo ship and hang far back and rake in the millions.

So you may get the results you're looking for by venturing deeper into the galaxy - e.g. naonite-trinium areas. It does mean the traders need to be a lot beefier though.

The different factions _do_ vary in quality for how good their trading opportunities are, it basically just depends on how the RNG generated them. Do they have both good supply and good demand for something? And is it within the range of the trade command? And what happens when that runs dry, are there a couple of back-up routes that are also good? (Even if not quite as good as the best).

Energy Tubes is one that regularly pops up above the 2 mil mark on the current galaxy I'm on.

On the previous walkthrough, I had three-four good areas quite far apart, and I was running three traders on them, but once I unlocked Avorion and they could cross rifts their best trading areas started to converge (e.g. each time after finishing one command they'd be a little closer to the other two and their best trade area would also be in that direction). So the 'random walk' of the traders was making them prefer one of the four areas, even though they were all 'good'.
Yeah, I heard a lot nerf from the devs to prevent exploits which I'm fine with, though some of the changes are a bit questionable.

Currently I have 2 trading spots, one in the trinium area and another near the xanion area. And yes, my trading ships are borderline warships as well. They can defend against ambushes on their own just fine.

The ones in trinium are fine. My traders are making 2 mil profit with just small ships and 4-6 mil budget. For this area it's either platinum, gold or display.

The one I'm confused was at the xanion area. I have to say I am a noob with 2.0 trading so at first I though I just need larger cargo space to make more profit per run. I have a large trader there but every profitable route just gives me 2 mil profit. I'm assuming it is as you say, not a great place to trade so I'm currently searching for other spots.
rickcarson Nov 11, 2021 @ 3:24am 
Originally posted by ヘクラー シックス:
The one I'm confused was at the xanion area. I have to say I am a noob with 2.0 trading so at first I though I just need larger cargo space to make more profit per run. I have a large trader there but every profitable route just gives me 2 mil profit. I'm assuming it is as you say, not a great place to trade so I'm currently searching for other spots.

2 mil is okay. It's not great, but it's not terrible either.

Think of it this way - you're in a region where warships are costing around 6 mil, and pushing into an area where warships are going to cost ~12 mil.

So basically every hour that the trader works is another warship for your armada. That's not a terrible deal at all.

The problem is that traders are very time intensive and that gets annoying quickly. You get bogged down in 'paperwork', rather than guiding your armada to flawless victory (or whatever else about Avorion you actually enjoy doing).

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Keep an eye out for the six traits I mentioned - but be aware that if you get the ones that reduce the command time your profit per hour will go up (e.g. 5-6 trades instead of 3 is an obvious improvement), but so will the % of that hour you spend fiddling with new trade routes.

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For the Trinium-Xanion areas my traders have about 10k cargo.

https://steamcommunity.com/sharedfiles/filedetails/?id=1583624471&searchtext=naonite+freighter

It's marked as 'early game' but it has 10 slots. I use a downscaled 8 slot version for Trinium (the 8 slotter is the one with ~10k cargo if you're checking my maths, the 10 slot base version has 30k)

They're _really really really_ good in 1.3.8. In 2.0 not so much, but still respectable (how much energy you need got twiddled).

One of the advantages of using a naonite based ship in the trinium area is that you can flip over to them as soon as you push into the area, (when your Trinium supply is still scarce) instead of somehow having to gather lots of resources. (And thus can spend the Trinium on fun stuff like bigger warships :D )

I also use them as R-miners and/or R-salvagers.*

They have issues, but then most workshop ships do, and their issues are relatively easy to fix (among other things there's lots of framework blocks). And if I'm just sending them on missions (so they need firepower but range doesn't matter) then I can load them down with tesla cannons and chainguns :D

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*I know it's probably more 'efficient' to just use traders and crank the handle on the money machine and then just buy the resources from resource depots (I even did it on my 'no mining' speed run and didn't notice any slow-down), but ... eh ... I dunno, it just feels 'more right' to have miners actually mining. ???
Last edited by rickcarson; Nov 11, 2021 @ 3:25am
Originally posted by rickcarson:
2 mil is okay. It's not great, but it's not terrible either.

Think of it this way - you're in a region where warships are costing around 6 mil, and pushing into an area where warships are going to cost ~12 mil.

So basically every hour that the trader works is another warship for your armada. That's not a terrible deal at all.

The problem is that traders are very time intensive and that gets annoying quickly. You get bogged down in 'paperwork', rather than guiding your armada to flawless victory (or whatever else about Avorion you actually enjoy doing).

Yeah, I guess so. In the end, I guess I just don't want to deal with the "paperwork" every few minutes. You know, like mining or salvaging, they can last for hours. But, I understand that the mechanics are different for trading as it is not as simple.

Originally posted by rickcarson:
For the Trinium-Xanion areas my traders have about 10k cargo.

https://steamcommunity.com/sharedfiles/filedetails/?id=1583624471&searchtext=naonite+freighter

It's marked as 'early game' but it has 10 slots. I use a downscaled 8 slot version for Trinium (the 8 slotter is the one with ~10k cargo if you're checking my maths, the 10 slot base version has 30k)

They're _really really really_ good in 1.3.8. In 2.0 not so much, but still respectable (how much energy you need got twiddled).

One of the advantages of using a naonite based ship in the trinium area is that you can flip over to them as soon as you push into the area, (when your Trinium supply is still scarce) instead of somehow having to gather lots of resources. (And thus can spend the Trinium on fun stuff like bigger warships :D )

I also use them as R-miners and/or R-salvagers.*

They have issues, but then most workshop ships do, and their issues are relatively easy to fix (among other things there's lots of framework blocks). And if I'm just sending them on missions (so they need firepower but range doesn't matter) then I can load them down with tesla cannons and chainguns :D

Maybe I'll try that ship. Most of my traders are doing fine, but they look bad since I just quickly put them together (they look like flying bricks). I usually just leave lower material ships at their desired location doing tasks. For example, even if I have lots of trinium and xanion, I still use my naonite trader around the early trinium area since it is profitable there. And as you have pointed out, it saves me material for my warships.

I usually modified all the workshop ships I downloaded to my liking and I just strap them weapons that I won't be using XD. I actually like it if a workshop ship has lots of framework, since I can modify the stats more freely.


Originally posted by rickcarson:
*I know it's probably more 'efficient' to just use traders and crank the handle on the money machine and then just buy the resources from resource depots (I even did it on my 'no mining' speed run and didn't notice any slow-down), but ... eh ... I dunno, it just feels 'more right' to have miners actually mining. ???

Same. I have a fleet of R-miner carriers and a fleet of R-salvager carriers and they bring me lots of resources. Feels more immersive to have them than to just buy the resources from depot.
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Date Posted: Nov 9, 2021 @ 6:59pm
Posts: 6