Commodities are various resources that are produced and consumed by different buildings and can be purchased in markets. Some of them are simple trade goods, while some are required by the fleet to function or perform specific actions.
List of Commodities[]
Icon | Commodity | Base Price |
---|---|---|
Supplies | 100 | |
Fuel | 25 | |
Crew | 50 | |
Marines | 200 | |
Heavy Machinery | 150 | |
Luxury Goods | 100 | |
Volturnian Lobster | 100 | |
Heavy Armaments | 500 | |
Recreational Drugs | 200 | |
Harvested Organs | 300 | |
Domestic Goods | 50 | |
Transplutonics | 200 | |
Metals | 30 | |
Transplutonic Ore | 75 | |
Ore | 10 | |
Volatiles | 250 | |
Organics | 30 | |
Food | 20 |
Important Commodities[]
These commodities are required or consumed by various fleet operations
Crew[]
- Main article: Crew
Most ships require crew to run. Failing to have enough crew to man all ships will reduce their maximum combat readiness. Crew members can die in battle if the ships take hull damage or are destroyed.
Supplies[]
- Main article: Supplies
All ships in the fleet require supplies; they consume a small amount every day, and a larger amount for repairs and combat readiness recovery. If the fleet runs out of supplies, the ships will start losing combat readiness, eventually leading to damage, ship loss, and possibly even destruction of the fleet.
Fuel[]
- Main article: Fuel
Fuel is required to move the fleet through hyperspace - it's not needed to move within the system. If a fleet runs out of fuel while in hyperspace, it will drift towards one of the nearest gravity wells. Having no fuel while in a system has no negative consequences aside from not being able to go into hyperspace.
Heavy Machinery[]
- Main article: Heavy Machinery
Heavy Machinery is used in salvaging - you will be shown how much machinery you need for full salvaging efficiency. Heavy Machinery is not required to salvage; not having enough or having no machinery at all simply means that you get less salvage.
Marines[]
- Main article: Marines
Marines are required to perform raids. Marines are not required in a fleet; having no marines simply means that the player can't perform raids.
Volatiles[]
- Main article: Volatiles
Volatiles are used to run Neutrino Detector. Volatiles are not required in a fleet; having no volatiles simply means that Neutrino Detector can't be used.
Availability and Price[]
A particular commodity is available for purchase in a market if at least one building either produces or consumes it. For example, Heavy Machinery can be found in the markets that have Heavy Industry (which produces it) as well as Farming or Mining (which require it). Prices tend to be slightly lower when the commodity is produced, but the price difference is not big enough to make profits on it. A commodity that is not available in a market can still be sold there.
A market can have a shortage or an excess of a commodity. This can happen either because a shipment has been lost because the trade fleet got attacked, or because the colony is not able to import it, due to low accessibility or because no market in the sector produces enough to satisfy the demand, for example:
- Chalcedon has a demand for 5 units of supplies, but has terrible accessibility, limiting their cross-faction imports to 3. Since Luddic Path don't produce their own supplies, Chalcedon usually has a shortage of supplies.
- Chicomoztoc has a demand for 8 units of Recreational Drugs, but the highest production in the sector is 5. Because of that, Chicomoztoc usually has a shortage of Recreational Drugs.
A shortage allows the player to sell a limited amount of the commodity at a very high price, while an excess does the opposite. A shortage can be satisfied or reduced by selling the commodity in the open market; black market trades do not satisfy a shortage, .
Illegal Commodities[]
Various factions consider different commodities illegal. Illegal commodities cannot be sold on the open market of that faction, thought their markets still generate supply and demand, available in the black market. Furthermore, illegal commodities can be taken from the player's fleet if their cargo is scanned by a patrol fleet (usually after being suspected of smuggling or being caught with transponder off).
Faction | Heavy Armamants | Recreational Drugs | Harvested Organs | Luxury Goods[1] | AI Cores |
---|---|---|---|---|---|
Hegemony | Illegal | Illegal | Illegal | Illegal | |
Luddic Church | Illegal | Illegal | Illegal | Illegal | |
Luddic Path | Illegal | Illegal | Illegal | Illegal | |
Persean League | Illegal | Illegal | Illegal | ||
Sindrian Diktat | Illegal | Illegal | Illegal | Illegal | |
Tri-Tachyon | Illegal | ||||
Independents | Illegal | Illegal | |||
Pirates |
- ↑ includes Volturnian Lobster