Captain's Handbook

Trading & Economy

There's no fixed price list anywhere in this galaxy. Every number below is live, and it moves because of what commanders actually do.

A busy trading station with ships docking
01

Port Classes

Every trading port buys some of the three legal commodities and sells others, in one of eight fixed permutations. A port's class tells you which side of the counter you're on for each good — nothing more.

  • Classes 1-8 — commodity ports. Each trades Fuel Ore, Organics, and Equipment in a different buy/sell mix (Class 1 buys Ore and Organics, sells Equipment; Class 7 sells all three; Class 8 buys all three; and so on).
  • Class 0 — an outfitter, not a commodity trader: sells cargo holds, fighters, and shields outright, no commodities at all.
  • Class 9 — isn't really a "port" — it's the StarDock itself, the plane's one hub city (see the StarDock section on this page).
  • Class 10 — the black market, the only place Slaves, Weapons, and Drugs are physically bought and sold. Alignment-gated — see below.

Every commodity port starts with a random maximum stock (1,000-5,000 units per good), roughly half-full, and its own base price and volatility. A port also keeps its own petty cash on hand — it can only buy from you up to however much cash it's actually holding, and selling to it refills that cash. A cash-poor port genuinely can't take your whole hold off your hands in one visit.

A docked Class 6 port's commerce report, showing live buy/sell status and percent-full for Fuel Ore, Organics, and Equipment
Docked at a Class 6 port — the commerce report shows what it's buying, what it's selling, and how full each commodity is right now.
02

How Prices Actually Move

A port's displayed price is calculated fresh from its current stock every time you look — it's never a static number sitting in a database. The formula centers on how full the port is: sitting above half-full pushes the price down (there's plenty, why pay more), sitting below half pushes it up (it's scarce). How sharply it reacts depends on that commodity's own volatility and the port's tech level.

What this means at the trade window: selling into a port that's already near full crashes the price fast; buying from one that's nearly empty gets expensive fast. The market has a real, if short, memory — the next commander to visit sees whatever state you left it in, not a reset board.

03

Haggling

You don't have to accept the board price — you can open negotiations and try to talk it down (buying) or up (selling). The port has its own tolerance:

You'reOffer at or better thanResult
Buying92% of the quoted priceAccepted as offered
BuyingBelow 78% of quoteInstant breach — the port refuses outright
BuyingBetween 78-92%Port counters at exactly 92%
Selling108% of the quoted price or lessAccepted as offered
SellingAbove 122% of quoteInstant breach
SellingBetween 108-122%Port counters at exactly 108%

You only earn experience from a negotiation that actually landed you a better price than the standing quote — just accepting the board price, or a port's own counter-offer, pays no XP. Push too hard too often, though: three breaches at the same port locks you out of it for 24 hours. There's no way to clear that early — you just wait it out, or trade somewhere else.

04

Restocking

Every ten minutes, every port in every universe drifts a little closer to half-full on every commodity it trades, re-pricing as it moves — not an instant snap back, a gradual walk. A port you just emptied doesn't reset by your next visit; it needs several ticks to recover, same as one you just flooded needs time to drain back down.

05

The Black Market

Slaves, Weapons, and Drugs are illegal goods — no ordinary port will touch them. Only a Class 10 port trades them physically, and only certain commanders are welcome there: any alignment except Good or Very Good is admitted (see Rank, Alignment & Corps for the exact bands) — Neutral is enough, you don't have to be a monster to get in the door, just not a paragon.

06

StarDock: Bank & Stock Exchange

Bank
A credit pool completely separate from what you're carrying — deposit, withdraw, or transfer freely. The whole point: banked credits survive a destroyed or robbed ship, since only what's physically aboard is ever at risk.
Stock Exchange
Buy or sell paper positions in any of the six tradeable commodities (including the illegal three — the Exchange itself has no alignment gate, unlike physically walking into a Class 10 port) at a quote derived from the live average price across every operational port. No ship, cargo hold, or port visit required.
Interest on banked credits is on the books but not switched on anywhere yet — don't plan around your balance growing on its own. Banking is still worth it purely as a way to keep credits out of a ship that might get destroyed.
The StarDock's main menu, listing the Bank, Hardware Emporium, Shipyards, Police HQ, Stock Exchange, and CinePlex
The StarDock — every plane's one hub city, sitting safely in the home sector.
07

The Commodities

  • Fuel Ore, Organics, Equipment — the three legal goods, tradeable at any commodity port.
  • Slaves, Weapons, Drugs — illegal, physically tradeable only at a Class 10 black market, but freely tradeable as paper positions on the Stock Exchange.
  • Colonists — not a market good at all. This is cargo-hold space you load with a planet's own unassigned population to move them somewhere else — see Planets & Colonization.
08

Gambling: Taverns & the Casino

Tavern Tri-Cron
Every port-sector tavern runs the same 3-reel game, each reel landing on 1-9. Exactly 2-3-1 wins the tavern's entire jackpot pool plus your bet back, and resets the pool to zero. Any other matching pair pays double your bet. Anything else — all three reels different, no 2-3-1 — loses outright, and your whole bet is added to the jackpot for the next player to chase.
Battlestar Jackpottica
The StarDock's own casino runs a separate, galaxy-wide jackpot pool (seeded at 1,000cr) over a 3-reel game weighted toward Fuel Ore, Organics, and Equipment, with Colonists as the rare jackpot symbol. A flat 5cr spin: three Colonists wins the whole pool (reset to the seed); one of each legal good pays a flat 10cr; three-of-a-kind on Ore, Organics, or Equipment pays 10/20/50cr. Every losing spin still feeds its 5cr stake into the pool, so a jackpot that's gone unclaimed a while is worth watching.
Both games are pure credit sinks and swings, not a reliable income source — the tavern's own jackpot only grows because most spins lose, and the casino's flat 5cr stake keeps the barrier to entry low on purpose.

Ready to Chart Your Own Sector?

No download, no installer — just a browser, a starting Runabout, and a galaxy that's been waiting for you.

Play Trade Empires Free