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Post by drspendlove on Mar 24, 2018 14:29:34 GMT -5
I noticed there's a layer of this game I don't fully understand (again.) Goods purchased have the nationality "stamped" onto them. How does this impact the game?
It seems to make it so that goods purchased by a faction involved in a trade ban/war cannot be sold without risking rep loss. Are there other considerations?
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Post by LordofSyn on Mar 24, 2018 15:40:33 GMT -5
I noticed there's a layer of this game I don't fully understand (again.) Goods purchased have the nationality "stamped" onto them. How does this impact the game? It seems to make it so that goods purchased by a faction involved in a trade ban/war cannot be sold without risking rep loss. Are there other considerations? Trade wars Trade bans Embargos Black Market Different political events can make or break trades with stamped goods. Also note that Indie zones will usually buy anyone else's goods depending on the Trade Law in those zones and that other Factions may flat out refuse Indie goods or demand for them lower as Indies are not seen in a good light by other Factions. I know there is more and the Wiki should provide information too.
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Post by LordofSyn on Mar 24, 2018 15:43:09 GMT -5
I noticed there's a layer of this game I don't fully understand (again.) Goods purchased have the nationality "stamped" onto them. How does this impact the game? It seems to make it so that goods purchased by a faction involved in a trade ban/war cannot be sold without risking rep loss. Are there other considerations? Trade wars Trade bans Embargos Black Market Different political events can make or break trades with stamped goods. Also note that Indie zones will usually buy anyone else's goods depending on the Trade Law in those zones and that other Factions may flat out refuse Indie goods or demand for them lower as Indies are not seen in a good light by other Factions. I know there is more and the Wiki should provide information too. Also note that permitted goods (meaning they require a permit of a specific level to trade) are more controlled and logged than those of non permit level or illegal goods on a low TL zone. I hope that was not confusing and I apologize (in advance) if I have gotten any of this wrong.
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Post by fallen on Mar 24, 2018 16:34:50 GMT -5
Selling goods across Faction lines increase sale price. Moklumnue has special rules that give them a similar bonus when selling within their Faction (Mok-to-Mok).
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Post by Brutus Aurelius on Mar 26, 2018 8:38:55 GMT -5
When X Faction is in a Trade Ban or Trade War with Faction Y, each Faction will refuse to buy the other's goods. They will also penalize you for selling in the Exchanges of their rival.
As Andrew said, sales across Faction lines increase the profit, I think by 25%.
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Post by drspendlove on Mar 26, 2018 9:02:51 GMT -5
Does that cross-faction boost apply to independents?
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Post by Brutus Aurelius on Mar 26, 2018 9:04:31 GMT -5
No, not as far as I know
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Post by fallen on Mar 26, 2018 9:13:34 GMT -5
Does that cross-faction boost apply to independents? No, Indies get a negative modifier. They have the worst possible Exchanges.
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Post by uglymug on Mar 26, 2018 17:04:24 GMT -5
Yeah, I like how there's benefits and drawbacks to all the types of trade.
- Indies have poor supply and prices and will often charge you an arm and leg for fuel.
- Legal, factional trading requires expensive permits and goods will often be restricted by local trade law regardless of permit status. Also you have to remain on good terms with the sponsoring faction lest the permit get revoked.
- Black Market is restricted to a handful of contacts with BM access, good status with those contacts, and requires a specialized crew member as well as risk in the minicard game.
And the most effective traders will find a way to combine all three. Particularly if they're attempting to trade around bans or trade wars.
However, one thing that is a bit annoying about goods with factional stamps is that that prices tend to crater once you touch the exchange with any particular good. If you have two stacks of the same good with different factional stamps, you can't sell them both at once for the preminum price. I wonder if it'd be possible to update the exchange on take-off instead of after the sale to get around this.
This would, however, have the side effect of making the game a bit less transparent and intuitive for new players, since they would no longer see the immediate feedback of sales impacting sale prices. And judging from the Steam forums atm, players seem to be struggling with the opacity of the game.
So I dunno, if I have 10 Cador Fighter Component Parts and 8 Independent Fighter Component Parts and a planet is buying them for "B" prices, I'd like to be able to sell all 18 at B prices instead of settling for D or F on the second stack or stashing them until prices recover.
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Post by fallen on Mar 26, 2018 17:45:51 GMT -5
uglymug - thanks for the feedback and glad that you like all the layers of the trading simulation. We aren't planning any changes at that moment to bundle sales into single offers at the exchange auction. I don't see this as an area where any large number of players are struggling and over the 3 months of EA we've seen reports of struggling greatly reduce as we've continued to improve the game.
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Post by Cory Trese on Mar 26, 2018 18:26:53 GMT -5
Also Cargo Faction has impact on tariffs, Pirate Behavior, Looting logic, Searched logic
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Post by Cory Trese on Mar 26, 2018 18:27:50 GMT -5
However, one thing that is a bit annoying about goods with factional stamps is that that prices tend to crater once you touch the exchange with any particular good. If you have two stacks of the same good with different factional stamps, you can't sell them both at once for the premium price. I wonder if it'd be possible to update the exchange on take-off instead of after the sale to get around this. No, I don't think that is a very good idea for the game (sorry!) In this case, you want to use the Black Market or the Stash system. Or use Rumors, or find Conflicts.
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Post by drspendlove on Mar 26, 2018 18:35:08 GMT -5
While quirky, and initially distressing, I've grown to like this feature of the trading system. Also, AFAICT, if you have a stack of three goods that you sell, the first item sells for the top profit value, the second does so at slightly less, and the third does so at an even lower amount. This is just more obvious when you have two large stacks and were planning on selling both of them. To maximize profits, I now diversify my cargo hold, even for a single target planet type.
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Post by Cory Trese on Mar 26, 2018 19:23:49 GMT -5
There are a set of new Jobs and Talents that will work within this system as well.
- Talents that will trigger to block Demand/Supply adjustments - Active Talents that will allow the player to "counterfeit" by swapping Faction flags, merging Faction cargo stacks, or stripping Faction flags
However, the ultimate profit source for trade goods is the Black Market. Trades there can be made without any reduction in price (because Supply / Demand) are not adjusted, since the trade is into the normal planetary economy not the quota-controlled and charter-bid environment of the Exchange.
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Post by uglymug on Mar 26, 2018 19:51:13 GMT -5
To maximize profits, I now diversify my cargo hold, even for a single target planet type. Well, it's more a problem for players that engage in piracy and are likely to end up with a grabbag of goods across different factions. I can respect Cory's thoughts on it, though, and am looking forward to the new talents.
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