- Beginner start by docking on all possible ports and look for crates and locker. Sometimes you find credits but more often wares that can be sold to NPC traders like junk trader, ship technician, mining trader etc. . An alternative are wares form containers that either drop from destroyed ships or can be found by using the long range scan.
Advanced trading requires a freighter which can be purchased from ship traders at ship yards or captured using a marine commander and marines. Note that freighters have different storage corresponding the the wares they can carry (liquid, energy, bulk and container). Check the trade menu to see what ware is of which type. Once you own a freighter (it must be in your squad) use the trade menu to send your ship for trade runs (current limit is 3 batches).
Expert trading requires a station run by a manager. If the manager has freighters under his command then he will use these automatically to buy resources and sell products.
To build a station you need a construction vessel (CV) equipped with an architect. Once the CV is in your squad you will see new icons in the zone, the construction sites. There are usually two in each zone. Click this icon to select "Build". The manager will provide a list of all possible stations to build. Once the initial stage of a station is finished you can dock and deploy the manager.
To increase the effectiveness of your station you can assign freighters to the station manager. Hail the freighter and select a new superior. There are NPCs for hire which can increase the production of some types of stations.
Trading
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Trading
Some info on trading:
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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With the trade computer equipped you need to be only close to a station to receive all trade offers. No need to check every trade offer icon. However, the offers unlocked will only stay as long as they are not reserved/done by an NPC trader or one of your traders for a maximum duration of 2 hours. After that you have to fly around to unlock new trade offers. But you do that anywayaegisx wrote:I have seen mention of a Trade computer and Manager NPC's... what part do they play in trading?

Concening the manager and other NPCs for hire please check this thread.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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it is not possible to keep the trades updated. even if all you do is fly around the galaxy hitting every station (and that is ALL you do), it still takes longer than two hours.
and that leaves no time for you to do any management of your other ships, etc. and certainly leaves no time to get discounts.
trade interface (computer) needs to be much more 'connected' in order to keep the data up to date. maybe a subscription service to galactic trade?
its the only way to make this scalable. unless you plan to just build 20 stations and have 50 freighters all in auto pilot?
thoughts?
and that leaves no time for you to do any management of your other ships, etc. and certainly leaves no time to get discounts.
trade interface (computer) needs to be much more 'connected' in order to keep the data up to date. maybe a subscription service to galactic trade?
its the only way to make this scalable. unless you plan to just build 20 stations and have 50 freighters all in auto pilot?
thoughts?
"Pass me the duct tape" hahah
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I think its a good idea actually what you suggest here. As you scale your empire, you need different tools to manage things, different tradeoffs.SlappyChicken wrote:it is not possible to keep the trades updated. even if all you do is fly around the galaxy hitting every station (and that is ALL you do), it still takes longer than two hours.
and that leaves no time for you to do any management of your other ships, etc. and certainly leaves no time to get discounts.
trade interface (computer) needs to be much more 'connected' in order to keep the data up to date. maybe a subscription service to galactic trade?
its the only way to make this scalable. unless you plan to just build 20 stations and have 50 freighters all in auto pilot?
thoughts?
The Galactic Trade Network could be a cool option. Could serve the same information as if you flew to the stations yourself with a Trade computer, bit IT would choose what stations update information on the Network. i.e. you can fly around to the stations you know you want offers from to keep things updated, or pay a periodic fee for the Galactic Network to get a random and periodic refresh you don't really control (or do both). Its more out of money expenses but serves a good purpose for those of us who regale in macromanagement late game.
Another similar idea, and perhaps the game already does this, is to have Trade Computers default on certain cap ships (like all trade ships), and to send these ships to stations to get the data for you while you're elsewhere. i.e. you could send your Rahana to scan a station you think has what you need for you, and once there may find the right buy/sell port you need (or not), essentially depending on the Captain's management skill to get Trades from the station without you doing it for them.
Both ways of doing things, or a combination of the two would be very cool, will keep the realism of changing trade deals and info from stations, and stations you never go back to "going dark".
All good, and not particularly difficult to code any of these things.
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Brand new to any X games so I am on a serious learning curve here. This is primarily for the greenest of green beginners such as myself.
Playing on version 1.18 Playing free play style.
My own experience as a beginner has been the best way to get starting credits is to do the loose cargo hunt thing. The Big Empty is a good place to do this. There is a part in the early stage of the mission game where Yisha will tell you about this trick.
My method is I first high light an ( i ) info point anywhere on the station and leave it active because if you do not pay attention to your location you can wander to far out and get lost out in open space. The first time I did this, which was just yesterday, I did not pay attention and wandered out into open space several hundred kilometers from the city. Having an active point will light up the outer white waypoint locater ring in the HUD display pointing back to that point giving you at least a general direction to head back to if you wander out to far. It was a real pain in the dink trying to get back to the station with no marker guide. You do not have to wander out like I did. It was my first time and I simply screwed up by chasing pods out into the far nether regions. You can just work a circle around the city which is what I do now. These container pods respawn very quickly. You will not run out of pods to collect no matter how much time you spend collecting them. Just fly around and keep pinging the area.
The nice thing about this is the station containers have just a couple generic items in each crate/locker whereas the cargo pods contain bulk numbers. You build up your number of items fairly fast hunting the pods. I have received 250 space suits from 1 pod. The pods contain just about every item there is in the game. I have upon rare occasion found missiles. These are automatically added to your weapons inventory. Not very often but it does happen. Everything is random. You may only get 15 suits or what ever from one pod but the higher numbers are more prevalent than the lower number of items. What really makes this worth while is there is a relatively fair instance of high value cargo in pods as compared to station crawling such as space flies, artifacts etc. These very special containers usually have 10 to 20 such items in them as compared to 1 space fly or the occasional artifact stashed in a station vent somewhere. These high value pods are not so much "rare" but are not as common is a better way to say it. Mid range stuff is the most common. Gold, Visa's, Blank ID's etc all in usually good bulk numbers ranging from 20 to 200 per pod on average. I have hit 300 items on some pods but not all that often. 100 to 200 is average for mid range items. These all add up fairly fast. On a good hunt after about an hour I can have 2 to 3 million in credits worth of goods in my inventory. Most I have made is 3 million. My lowest a little over a million. Even my lowest you could not do that in a month straight of station crawling but some hunts are better than others.
So set your home base way point and,
1. hit ENTER to open your HUD options menu.
2. Select option 1- MODES. This opens the sub menu that shows the various scan options available.
3. Select LONG RANGE SCAN MODE. This is choice 5 and can be selected either by clicking on the choice in the HUD or you can just push the 5 key on your key board
A message sequence starts to inform you that you are now in scan mode.
4. In this mode use the R key to scan for pods. The loose cargo pods will show as pings and they are far off in the distance and moving towards you. Do not try to chase all the pings at one time. Pick one you think is closest to you and stick with it and keep pinging it for range. You want to also be moving towards your targeted pod. Using the R key is a press and release type thing. If you leave it pressed to long the ship shakes and shudders due to a system overload. This causes no damage but you may miss the pod you were trying to track. There is a sound associated with pressing the R key that lets you know when to release. The more strained the sound the closer to over load you are. You only get a couple seconds at best per R key use. There are in game user prompts that will guide you through using the scanner. It recharges quickly. Very simple and easy. You will not suffer any brain damage trying to figure any of this out. The In game prompt will tell you to hold the R key for as long as possible but do that only when searching for new targets. As your selected target gets closer just a tap on the R key is enough to show its location. It is not holding down the R key that shows the target. It is the release. Holding down the key powers up the scanner. Releasing the key releases the power from the scanner in a ring that expands outward from the ship. So if the pod you are after is close and you are holding down the R key trying for maximum power your pod may fly right past you before you release the key.
I should add that to close to the city all the ships there show as pings. I try to stay away from the city proper so I do not accidently fire on a ship or structure. I try to keep the city in sight but far enough away to not hit anything. I am usually about 20 to 40 Km out. It is easy to tell the difference between a pod and a ship but if you are to close to another ship and miss the pod......!
When I first tried this there was some kind of key conflict for the scanner the conflict being the game said right mouse and for me this did not work. I checked this out on line and others said use the L key but in my game it is the R key and I am using the default set up. I have made no changes to my keys. If you have changed your default keys to a custom set up you may have to go back into settings and find out what key or even assign a key to use your scanners.
5. Using the press and release method track your target as it moves towards you. At first you most likely will see nothing at all except the ping itself and then eventually a speck that grows larger as it moves toward you.
When you think the pod is a comfortable shooting distance from you use the mining laser to destroy the pod. Destroying the pod releases the cargo for pick up. When the pod blows the cargo will show as a blue segmented
spinning ring still moving towards you. Just fly right into it to pick it up. If pick up is successful Yisha will tell you the cargo is now in storage. The lower right info window will also tell you what item and how many you have picked up.
I prefer the mining laser because when you first shoot you will probably be just a bit off target. You can move the active laser beam just like a pointer to the target and blow it up. They are not well armored and it does not take much to blow them but you do still have hit the things to blow them.
There is the occasional empty pod. You shoot it it blows but no blue ring. But a good 95% of the pods do have something of value in them. Something I have run into and I do not know if it is a bug or intended but sometimes you blow the pod and it does have cargo in it but the cargo will hit the hull as a solid instead of being collected and make lots of banging noises and bounce off into space gone for ever. If a pod or cargo flies by you just let it go and find another target. It is gone and there are plenty of other pods to shoot. When this happens it causes no damage to the ship. It is just annoying to loose the cargo.
For those like me who are brand new you can check you ship board inventory to see how much of what you have on board.
Press ENTER, Select option 2 -INFO and then select option 1 -MY OWN STATUS.
This opens the STATUS MENU. There is a section in this menu labeled INVENTORY. On the right is a button I cannot tell if it is OE or DE but you will see it. Push that button and it will open your onboard cargo inventory menu.
Now here is an actual bug I have had and here is how I work around it. When I get back to the station to sell my goods if I try to sell everything in one visit my HUD window crashes. I get back to the ship and the auto save kicks in and all looks good until I try to access my inventory. That is the window that crashes. Where the chair turns and the pop up menu is supposed to show well it does not pop up. It will not pop up for anything. Not for trade functions mission manager etc. Nada nothing it is dead as a door nail.
My guess here is there is something wrong with the Inventory subtraction code. If it has to subtract to much at once it chokes. Just a guess here but this bug has to do with the inventory and calculation. When I visit to sell after a loose cargo hunt I have at least 2 to 3 million worth of items to sell. Selling in small amounts has never caused me a problem. Only when I use multiple vendors all in one shot. So what I do now is land, sell to say black market vendor, leave. Check my HUD to see if all is well. If all is well I quick save using F5 and then land again, pick another vendor, sell to them rinse and repeat. As long as I sell to just one vendor at a time per visit I do not get the HUD crash.
When I visit that vendor I do sell all items that particular vendor can buy in one shot. Using just one vendor at a time has not caused me any grief.
In closing the only thing I can add is pods on a lighter back ground will show better and sooner than pods on a dark back ground. Having a light colored planet or a sun in the back ground will help the target appear with out scanning sooner. It seems that such systems are better over all. I tried a hunt in Shady Vault which has mostly asteroids in it and it was really slim pickings and I gave up on that one. I tried another spot that has pretty much the same back ground as the Big Empty and it was just as good hunting as the Empty. But for a guaranteed good hunt use the Big Empty for your first hunt until you get the hang of it and then go experiment for your self in other areas.
Obviously you would not want to use this technique to achieve the billion credits award but if you need quick cash to hire an NPC or get a ship upgrade this comes in pretty handy.
Playing on version 1.18 Playing free play style.
My own experience as a beginner has been the best way to get starting credits is to do the loose cargo hunt thing. The Big Empty is a good place to do this. There is a part in the early stage of the mission game where Yisha will tell you about this trick.
My method is I first high light an ( i ) info point anywhere on the station and leave it active because if you do not pay attention to your location you can wander to far out and get lost out in open space. The first time I did this, which was just yesterday, I did not pay attention and wandered out into open space several hundred kilometers from the city. Having an active point will light up the outer white waypoint locater ring in the HUD display pointing back to that point giving you at least a general direction to head back to if you wander out to far. It was a real pain in the dink trying to get back to the station with no marker guide. You do not have to wander out like I did. It was my first time and I simply screwed up by chasing pods out into the far nether regions. You can just work a circle around the city which is what I do now. These container pods respawn very quickly. You will not run out of pods to collect no matter how much time you spend collecting them. Just fly around and keep pinging the area.
The nice thing about this is the station containers have just a couple generic items in each crate/locker whereas the cargo pods contain bulk numbers. You build up your number of items fairly fast hunting the pods. I have received 250 space suits from 1 pod. The pods contain just about every item there is in the game. I have upon rare occasion found missiles. These are automatically added to your weapons inventory. Not very often but it does happen. Everything is random. You may only get 15 suits or what ever from one pod but the higher numbers are more prevalent than the lower number of items. What really makes this worth while is there is a relatively fair instance of high value cargo in pods as compared to station crawling such as space flies, artifacts etc. These very special containers usually have 10 to 20 such items in them as compared to 1 space fly or the occasional artifact stashed in a station vent somewhere. These high value pods are not so much "rare" but are not as common is a better way to say it. Mid range stuff is the most common. Gold, Visa's, Blank ID's etc all in usually good bulk numbers ranging from 20 to 200 per pod on average. I have hit 300 items on some pods but not all that often. 100 to 200 is average for mid range items. These all add up fairly fast. On a good hunt after about an hour I can have 2 to 3 million in credits worth of goods in my inventory. Most I have made is 3 million. My lowest a little over a million. Even my lowest you could not do that in a month straight of station crawling but some hunts are better than others.
So set your home base way point and,
1. hit ENTER to open your HUD options menu.
2. Select option 1- MODES. This opens the sub menu that shows the various scan options available.
3. Select LONG RANGE SCAN MODE. This is choice 5 and can be selected either by clicking on the choice in the HUD or you can just push the 5 key on your key board
A message sequence starts to inform you that you are now in scan mode.
4. In this mode use the R key to scan for pods. The loose cargo pods will show as pings and they are far off in the distance and moving towards you. Do not try to chase all the pings at one time. Pick one you think is closest to you and stick with it and keep pinging it for range. You want to also be moving towards your targeted pod. Using the R key is a press and release type thing. If you leave it pressed to long the ship shakes and shudders due to a system overload. This causes no damage but you may miss the pod you were trying to track. There is a sound associated with pressing the R key that lets you know when to release. The more strained the sound the closer to over load you are. You only get a couple seconds at best per R key use. There are in game user prompts that will guide you through using the scanner. It recharges quickly. Very simple and easy. You will not suffer any brain damage trying to figure any of this out. The In game prompt will tell you to hold the R key for as long as possible but do that only when searching for new targets. As your selected target gets closer just a tap on the R key is enough to show its location. It is not holding down the R key that shows the target. It is the release. Holding down the key powers up the scanner. Releasing the key releases the power from the scanner in a ring that expands outward from the ship. So if the pod you are after is close and you are holding down the R key trying for maximum power your pod may fly right past you before you release the key.
I should add that to close to the city all the ships there show as pings. I try to stay away from the city proper so I do not accidently fire on a ship or structure. I try to keep the city in sight but far enough away to not hit anything. I am usually about 20 to 40 Km out. It is easy to tell the difference between a pod and a ship but if you are to close to another ship and miss the pod......!
When I first tried this there was some kind of key conflict for the scanner the conflict being the game said right mouse and for me this did not work. I checked this out on line and others said use the L key but in my game it is the R key and I am using the default set up. I have made no changes to my keys. If you have changed your default keys to a custom set up you may have to go back into settings and find out what key or even assign a key to use your scanners.
5. Using the press and release method track your target as it moves towards you. At first you most likely will see nothing at all except the ping itself and then eventually a speck that grows larger as it moves toward you.
When you think the pod is a comfortable shooting distance from you use the mining laser to destroy the pod. Destroying the pod releases the cargo for pick up. When the pod blows the cargo will show as a blue segmented
spinning ring still moving towards you. Just fly right into it to pick it up. If pick up is successful Yisha will tell you the cargo is now in storage. The lower right info window will also tell you what item and how many you have picked up.
I prefer the mining laser because when you first shoot you will probably be just a bit off target. You can move the active laser beam just like a pointer to the target and blow it up. They are not well armored and it does not take much to blow them but you do still have hit the things to blow them.
There is the occasional empty pod. You shoot it it blows but no blue ring. But a good 95% of the pods do have something of value in them. Something I have run into and I do not know if it is a bug or intended but sometimes you blow the pod and it does have cargo in it but the cargo will hit the hull as a solid instead of being collected and make lots of banging noises and bounce off into space gone for ever. If a pod or cargo flies by you just let it go and find another target. It is gone and there are plenty of other pods to shoot. When this happens it causes no damage to the ship. It is just annoying to loose the cargo.
For those like me who are brand new you can check you ship board inventory to see how much of what you have on board.
Press ENTER, Select option 2 -INFO and then select option 1 -MY OWN STATUS.
This opens the STATUS MENU. There is a section in this menu labeled INVENTORY. On the right is a button I cannot tell if it is OE or DE but you will see it. Push that button and it will open your onboard cargo inventory menu.
Now here is an actual bug I have had and here is how I work around it. When I get back to the station to sell my goods if I try to sell everything in one visit my HUD window crashes. I get back to the ship and the auto save kicks in and all looks good until I try to access my inventory. That is the window that crashes. Where the chair turns and the pop up menu is supposed to show well it does not pop up. It will not pop up for anything. Not for trade functions mission manager etc. Nada nothing it is dead as a door nail.
My guess here is there is something wrong with the Inventory subtraction code. If it has to subtract to much at once it chokes. Just a guess here but this bug has to do with the inventory and calculation. When I visit to sell after a loose cargo hunt I have at least 2 to 3 million worth of items to sell. Selling in small amounts has never caused me a problem. Only when I use multiple vendors all in one shot. So what I do now is land, sell to say black market vendor, leave. Check my HUD to see if all is well. If all is well I quick save using F5 and then land again, pick another vendor, sell to them rinse and repeat. As long as I sell to just one vendor at a time per visit I do not get the HUD crash.
When I visit that vendor I do sell all items that particular vendor can buy in one shot. Using just one vendor at a time has not caused me any grief.
In closing the only thing I can add is pods on a lighter back ground will show better and sooner than pods on a dark back ground. Having a light colored planet or a sun in the back ground will help the target appear with out scanning sooner. It seems that such systems are better over all. I tried a hunt in Shady Vault which has mostly asteroids in it and it was really slim pickings and I gave up on that one. I tried another spot that has pretty much the same back ground as the Big Empty and it was just as good hunting as the Empty. But for a guaranteed good hunt use the Big Empty for your first hunt until you get the hang of it and then go experiment for your self in other areas.
Obviously you would not want to use this technique to achieve the billion credits award but if you need quick cash to hire an NPC or get a ship upgrade this comes in pretty handy.
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So let me check I have understood this correctly. The only way to get 'universe traders', similar to the x3 freighters, is to get a station and assign them to a manager?
Otherwise you must manually control the trades yourself?
I am just trying to get my head around the new system as I loved the fact that you could start off in x3 with a freighter and work your way from rags to riches via trade. Beyond clicking a few buttons in the trade menu, do you actually have any involvement in trade or economics? Or is it all controlled by NPC's that you employ?
I am not really interested in flying around killing the same pirates and am hoping that there is a deep economic structure that I have missed. Otherwise this just seems like a pirate killing simulator with little/no player driven economy (beyond plopping stations and employing a manager for that station).
Otherwise you must manually control the trades yourself?
I am just trying to get my head around the new system as I loved the fact that you could start off in x3 with a freighter and work your way from rags to riches via trade. Beyond clicking a few buttons in the trade menu, do you actually have any involvement in trade or economics? Or is it all controlled by NPC's that you employ?
I am not really interested in flying around killing the same pirates and am hoping that there is a deep economic structure that I have missed. Otherwise this just seems like a pirate killing simulator with little/no player driven economy (beyond plopping stations and employing a manager for that station).
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Hi PureCruncherPureCruncher wrote:So let me check I have understood this correctly. The only way to get 'universe traders', similar to the x3 freighters, is to get a station and assign them to a manager?
Otherwise you must manually control the trades yourself? ....

And, yes, in a vanilla game these are the two options.
However, even if assigned to the manager of one of your stations the freighter will only trade in wares (sell products, deliver resources) of the very station within the cluster the station is located.
The manual control (read: add a freighter to your squad and select the trade option in the player menu) provides more freedom because the freighter will take on every trade you see in the trade menu.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Ok. Thanks for the reply.

I was just surprised as I was used to being able to control every aspect of my entire corporation. Now I can delegate!
What is in place to keep you engaged with the economy (apart from manual trades) as it seems like once you have set up a station you just leave it. Is this true or do you need to check and refine your production lines?
I am just worried that by enabling you to delegate they have removed the pleasure that is generated from spending hours trying to get everything working, for it to tie together beautifully at the end.
This is not a moan but a genuine question as I am just trying to learn the mechanics behind this very different game.


I was just surprised as I was used to being able to control every aspect of my entire corporation. Now I can delegate!
What is in place to keep you engaged with the economy (apart from manual trades) as it seems like once you have set up a station you just leave it. Is this true or do you need to check and refine your production lines?
I am just worried that by enabling you to delegate they have removed the pleasure that is generated from spending hours trying to get everything working, for it to tie together beautifully at the end.
This is not a moan but a genuine question as I am just trying to learn the mechanics behind this very different game.

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Yup, you can almost forget it once you've set it up fully. Just pass some credits to the manager, assign one or more freighters (if the station needs collectibles like ore, plasma etc. do not forget to give at least one of the freighters a few surface and scooper drones), have a destroyer assigned to the stations's defense officer (set him on attack and replenish drone & ammo) and finish all stages and upgrades of the station via the architect.PureCruncher wrote: ......
What is in place to keep you engaged with the economy (apart from manual trades) as it seems like once you have set up a station you just leave it. Is this true or do you need to check and refine your production lines?
......
When all that is done then there is little you can improve. Maybe a specialist NPC (depends what the station produces) to increase the production outcome.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Can I get some help with the Trade window Euclid?
Ok, so in the start of the campaign, I get my freighter, got a pilot etc... I found the 100 Energy cells, flew to where cells to be transferred to... Watch freighter transfer the cells....
Now, I want my freighter to fly back to t hat same energy cell factory, grab as much cells as it can (since I had a great discount there) and sell the cells to the station it just dropped off 100 cells at.
I open Trade window, but cannot figure our how to do it?
Ok, so in the start of the campaign, I get my freighter, got a pilot etc... I found the 100 Energy cells, flew to where cells to be transferred to... Watch freighter transfer the cells....
Now, I want my freighter to fly back to t hat same energy cell factory, grab as much cells as it can (since I had a great discount there) and sell the cells to the station it just dropped off 100 cells at.
I open Trade window, but cannot figure our how to do it?
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Hey Rocky,Rockstar wrote:Can I get some help with the Trade window Euclid?
Ok, so in the start of the campaign, I get my freighter, got a pilot etc... I found the 100 Energy cells, flew to where cells to be transferred to... Watch freighter transfer the cells....
Now, I want my freighter to fly back to t hat same energy cell factory, grab as much cells as it can (since I had a great discount there) and sell the cells to the station it just dropped off 100 cells at.
I open Trade window, but cannot figure our how to do it?
First, add your ship to your squad, then open the trade window. All the trade ships in your squad will be scrollable in the first option at the top (arrows pointing left and right). Make sure you're giving a buy order by clicking the 'buy' and 'sell' buttons at the bottom of that window. Find the ware in the list with the correct ship selected and you're away

Sig
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Question; does trading improve the players reputation with factions at all? Due to the numerous bugs I have been unable to play the game much until recently so I have not yet been able to figure this out on my own, previous X games had this rep bonus and building a station in a strategic location would give a permanent trickle boost to rep that was incredibly valuable but X:R is a brand new game and has little in common with the old ones...