FUI Presents:
Why Trading Sucks, A Beginner’s Guide
As you are likely aware, in recent
times jump costs have risen tremendously.
Gone are the days when a trader blessed with a warp percentage of 100 or
more could hop clear across the galaxy to a hot market for only a few hundred
energy. Today such a trip for the same
vessel might take six or seven hops. A
starship captain hoping to make it in the commodities trade these days must make the painful decision of
whether to stay near his factory of choice and net the frequently low returns
of heavily served colonies, or lengthen the duration of each trade run by
making more jumps to better markets while reducing the total number of trade
runs he can make in any given period of time, which also negatively impacts his
profit.
What you may not be aware of is just
how much increasing jump costs have changed trading returns. The difference is staggering. Once upon a time, a ship could purchase an
item, jump in one hop to a colony buying at 250% or more for maybe $100 in average
jump cost each way at most, and sell it for a tidy profit. After selling he could jump straight to the
factory and repeat with whatever colony was then the best highest bidder. That typical case profit works out to around ((500
* 2.5) + (500 * 2.15) + (500 * 1.80) – 200 - 1500)/4 = $381 per turn for three
goods bought at $500 each. (which happens to be the optimal number for a 250%
profit colony) It’s nothing like
optimal returns on medicine or intimidating homeworlds, but it’s decent money.
In
the new paradigm, reaching a high demand
colony buying your good will often take two hops, or perhaps three, and
that's presuming you have accurate information on where it is. The increased travel time raises the total time per trade run to four to
six turns plus the turns spent selling, directly raising that pesky
divisor in the equation above. The difference is staggering:
$500 energy goods would bring you an average per turn profit of $191-$254
depending on whether it takes 2 or 3 hops to travel in each direction at the
same total warp cost as before, a drop of up to 50% from trading before the warp change. The average ship in TBG is worth around
$33,000 right now. I for one can be patient, but
not that patient, especially considering that profits on lower priced goods are
even worse.
Of course a clever trader can change the formula; for example, he might find trade routes that consolidate buying one good and selling another at the same location, or at least that are within one hop of each other. He could also stock up on a several turns of trade goods and deliver them to different colonies that are close to one another. These are easier said than reliably accomplished, sadly. Carrying multiple good types or many of a good at once requires many pods, which dilutes warp and other potentially important percentages discussed below. More important to a purist trading vessel, there are a great many ships also trying to optimize their trading in exactly the same way, meaning that prices at colonies in efficient loops will constantly be driven down, while prices at a few fringe systems must become extreme before they achieve economic viability, likely too extreme to raise prices at loop worlds in a consistent manner. That likelihood is difficult to solidly support without galactic analysis beyond the scope of this work, but ambitious readers are welcome to attempt it.
Also worth noting is that trade
goods may be blown off alien vessels essentially for free.
(Thanks go out to Captain Andy of the Constitution for making
this point) The reliability of alien combat as a source of trade
goods is probably directly purportional to the size of a player's
warship, the larger the more aliens can be successfully harvested in
this way. A free slew of 3 $500 value trade goods would bring
average income per turn up to ~$750 under reasonably optimal jump cost
and time presumptions. However, the average case might involve
$150 trade goods, lowering the return to ~$190 per turn for a
250% selling location two hops distant that isn't itself a good hunting
location. The sale value of the pod itself is worth considering,
increasing the per turn income by $25 per mediocre pod blown off
at the average combat rate of once per 4 turns. In
any case, regardless of whether the goods are gotten or misbegotten,
supply and demand has become a very painful thing under this warp
paradigm. The new localization of markets constantly works
against any single
captain’s attempts to achieve real efficiency for himself in the
galactic commodities
trade.
All this isn’t to say that trading
can never be an optimal choice in energy income at all. Consider the example of someone who uses
medicine as a primary income source.
Average income can be estimated via a process similar to the one above to
be $700-$1000 energy a turn, as readily achievable. A player who trades as well as engages in
medicine sales might potentially add a significant sum to that average income.
There
are downsides, however. Pods necessarily
dilute percentages, including the sickbay percentage crucial to medicine
value. Further, the gain from trading as
auxiliary to medicine hunting is unlikely to net as much as the income from
trading as a primary activity. When
primarily trading, a ship is free to jump to star systems with the best deals,
and to do so as often as possible. Since
oceans and particularly medicine delivery locations will not always line up
with trading destinations and factories, choices are going to have to be made
by the dual medicine dealer and commodity trader. With some work the process could generally be
streamlined to avoid any turns lost delivering medicines and minimize the number
of turns not spent trading goods, but the difficulty is still there.
Finally,
the work is, well, work. Work sucks, and
lazy solutions are always preferable.
Consider the multiplication of effort required for a ship trying to use multiple
available sources of income with trading.
Medicine, star skimming, intimidating, criminal hunting, asteroid
mining, adventuring, and alien or player ship hunting all involve some degree
of location restrictions that will inevitably conflict with the needs of
procuring and delivering cargo. The
restrictions are a problem because maximizing per turn trade income requires
finding the most efficient path between trading destinations, and location
restrictions throw a big monkey wrench into that calculation. For those familiar with the famous traveling
salesman problem, all the factors involved rapidly make this situation far
worse. Star skimming, adventuring and
asteroid mining also work best with undiluted percentages made worse by pods
exactly like medicine hunting, as an added drawback of including trading as a
secondary income strategy. In short,
trading sucks! It just happens to not
always be totally worthless.
Why
is trading to be demonized in particular despite the location restrictions
inherent in all the other available income sources? Well, consider the level of restriction. Medicine is perhaps the worst, with a random one-world-only
delivery requirement. However, the
pickup can be done anywhere there is an ocean, which is quite broad. Trading is a pile of options consisting of
one pickup destination and seven or eight delivery destinations, with a
commitment to engage in a given set of delivery destinations upon pickup. That doesn’t sound so bad to start, but there
are two additional caveats; because of restrictions on how much of a good may
be bought and sold in one turn and the lowering of prices as a good is
delivered, trading is most efficient with high value goods, reducing the pool
of reasonably profitable origin and delivery locations drastically. Trading is also only efficient if goods are
delivered to whatever colonies have high prices, further lowering the pool of
potential delivery points to only two or three destinations per factory. Without even attempting to numerically
account for the chance that someone will ruin the sale price at your intended
destination just before you arrive, the location strictures situation for
trading goods is perfectly awful.
For
further comparison, adventuring can theoretically be done almost
anywhere. As a practical matter, its efficeincy as a source of
income increases with officer skill, raising the number of adventures
that are performable out of those found, and sensor %, revealing
adventures unknown to available databases as well as eliminating the
one turn delay associated with exploration. Asteroid mining can be done at an abundance of locations with no origin
or destination requirements. Star skimming
can be done at even more locations, with the corresponding offsetting factor of
solar flares. Alien hunting is widely
available. Player hunting is less so,
but I am not convinced that player hunting is a terrific income strategy in any
case, be it labeled piracy or not. Intimidating
may be done at any homeworld location where the effects of kamikaze tactics may
be minimized, generally but not directly increasing with ship size, as the
minimization is subject to optimizations like a high sensor percentage. Of
course, intimidation requires a high power index, and
intimidation income is somewhat unpredictable since it depends on
the time since someone else last intimidated. Intimidation might
involve significant warp costs and travel time that could cut into
average profit. Anything that potentially nets +$1000 per turn at
a fair number of locations isn't to be disregarded, though. To
paint with a broad brush, trading efficiency
strictures due to location requirements wind up being far more
restrictive than
the other readily available forms of income, making it a problematic
choice of
activity at best.
Our kindest regards,
FUI Public Essay Series,
Article 1
Coming soon in our
public essay series, ‘How I Learned to Quit Worrying and Sell All My Warp
Drives’, or possibly: ‘The Insane Player’s Guide to Demo Ship Design’.
For questions, comments, suggestions, or spotted errors, please feel free to contact FUI Here or the author directly Here. While acknowledging that some educated guesswork is often unavoidable in this sort of analysis, we strive for accuracy in every detail and welcome corrections and improvements from the community.