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- Harvestable wares and Energy Cells*.
- Food-related wares and water, used in combination to make Food Rations* or Bofu*.
- Refined materials predominantly made from havestable harvestable resources (e.g. Cut Crystals and Ion Cells).
- Advanced items, such as Quantum Tubes and Chemical Compounds.
- Ship Components, such as Fusion Reactors and Reinforced Metal Plating.
- Ships, stations, surface elements, drones and missiles**.
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<**within ~500m? Dock points become useable at 750m (I think that's also the discovery range); what's the 'discovery range' for iPoints? (Trojan hacks/Beholder3 scans points at 100m).. the 'discovery' ranges need checking - Snafu>
Illegal
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Wares & licensing
Some wares require licence ware types require Faction licences to trade . If player does not have faction licence for traded ware it may be lost while selling them.
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in appropriately controlled zones with no penalty. If the player lacks the licence to trade a specific ware in a zone it may be lost without compensation during trade (10% chance during sale only; the 'illegal' wares are ejected from the ship in containers allowing you to pick them up again if you're quick!). Almost all illegal tradeable wares (ie by playership traders) are secondary resources for various production methods, therefore are not essential to produce products but can make production more efficient and economical.
Some licences have low reputation requirements and can be fairly cheap to purchase*. After a licence for a certain ware type is owned, <ware> will no longer be highlighted as illegal (ie flagged orange in your Trade screen) in the relevant System (NOTE: Albion requires licences from both HoA and PMC to gain this status!)
*Licenses can cost from around 100KCr to around 1.5MCr & depend upon faction rep; a /permanent/ rep loss taking you below the threshold will result in the automatic loss of the licence! Discounts apply from the individual license dealer if successfully smalltalked; I'm unsure as to whether rep discounts also apply. Either way, don't expect to be able to buy all licenses at the beginning of any gamestart! See the Notes column in Reputation effects for some details - Snafu
Economy Analytics Software
Economy Analytics Software, graphically represents trade information that can be selected by location, type and ware.
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Actions | Information gained | Benefit of a Trade Computer | Benefit of a Trade Agent |
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Player visting stations | Approaching a station's Trade Port unlocks offers available at that Trade Port (several per station):
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(Special Trade discounts/commissions remain time-limited and snapshots) |
(The Trade Offers Menu does not update in realtime so to refresh that, you will need to close and reopen it) |
Player scanning station Info Points | Can Unlock knowledge of modules, such as on ware storage and manufacturing processes*. Capability to scan some hardened module modules to 100% is dependent onrequires:
| n/a | All storage modules* are automatically unlocked by Trade Agents. |
Traders doing manual trades | When these ships initiate docking and trading, we gain a snapshot of all the station's trade offer. | None. (Trading Captains are the equivalent of a player with a TComp). | Manual trades can only be ordered when we have knowledge of trade offers so the benefits above apply here. |
Traders subordinate to Managers | Managers can be considered to have access to their own network of Trade Agents since subordinate Captains have full and automatic knowledge of all trades within their station's trading operation range.
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* Note that unless a manufacturing module's info is unlocked, a ware will not be listed in storage info if there are zero items remaining (RAVEN.myst).