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Whatever type of trading the player may get involved in, there a couple of core mechanics that provide helpful information:
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- We have to fly near trade ports (multiple per station) to learn about trades (time-limited
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- info, which is lost on zone change).
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- Our ships undertaking manually-ordered trades will referesh trade info about the station they visit.
- A Trade Computer
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- simplifies this by unlocking all trade info for a station when we are nearby
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- and
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- preventing loss of info on zone change.
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- Placing a Trade Agent on a station provides real-time info on all the offers available
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- there, stopping the time limit
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- and the zone change issue.
- Captains of trade ships working as subordinates to stations and CVs operate independently.
- They have knowledge of all trade offers withing their Managers' Trading Operational Range.
- Their knowledge isn't shared with the player so when they visit stations while tradings, the station's offers are not shared with the player.
- Scanning info points on station modules unlocks info, such as storage level and production times.
- Trade Agents unlock all storage modules at their station
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- , which helps identify supply bottlenecks.
- Economy Analytics Software
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- provides graph-based stats for individual stations or an entire map (zone
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- , sector
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- , system
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- or galaxy).
Discounts
The prices we need to pay for any given ware may be modified by a range of possible discounts:
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