Trading for influence - any conclusions for 2020?

O7 CMDRs

I've been reading a LOT, including multiple explanations by Jane and Jmanis. Most of the info was current back in 2019 but I don't think I really found a definitive conclusion even then. Apologies in advance if obvious answers are somewhere, but I haven't found them.

When selling for profit, specifically for influence gain - what is most effective? Profit per unit, which presumably includes a minimum profit threshold - is there a minimum unit threshold? Or total profit per sale, again presumably with a minimum total profit threshold?

I.e. Is it better to sell, at the same time, 100T each of 4x commodities at 700cr per/t? Or, just 400T of one commodity at 700cr per/t?

What exactly would I need to aim for to gain the equivalent influence to a INF++ mission? I'd imagine selling anything for profit would contribute to a 'pot', but how much is needed to fill that pot?

I've seen various graphs/charts explaining diminishing returns etc, and although I'm not afraid to admit I don't fully understand to that extent, my problem is knowing what to START with.

Disclaimer: I'm only just looking at trade for the first time in two years! I know the basics, buy from A, sell to B for profit.
 
@goemon is the one you want for this :)

 
Jmanis has already linked the thread, but i'll answer here as well :)

Most of the info was current back in 2019
tests of aboves thread were conducted after FC update, so 2020.

When selling for profit, specifically for influence gain - what is most effective? Profit per unit, which presumably includes a minimum profit threshold
you have two different curves, one on profit/t, one on tonnage.
the tonnage curve is wonky below ~50t, goes steeply up until ~150t, after 150t you gain around 1,4 for doubling tonnage.
the profit curve increases more even, until it caps out at 2000 cr/t - but in practice i wouldn't care much about the profit >1000 cr/t , as you get ~80% at 1000 cr/t at what you'd get at 2000 cr/t

- is there a minimum unit threshold?
no, you can get an influence gain with 4t for exampel. it's just very wonky. (see last "caveeat" in above linked thread)

Or total profit per sale, again presumably with a minimum total profit threshold?
no, in so far as you can get different influence increase for same total profit.
yes, insofar as total profit is a combination of tonnage and profit/ton.
we haven't tested minimum (total profit) threshold, but even at low profit/ton of ~100 cr/t you still gain influence.
i would be interested to read a test on it (the thread above gives a lot of exampels how to test things for yourself).

I.e. Is it better to sell, at the same time, 100T each of 4x commodities at 700cr per/t? Or, just 400T of one commodity at 700cr per/t?
neither, for the weird shape of the tonage curve. you should aim for 150t, adding more tonnage after hitting 150t, if you can make it 100t or more. so, with your exampel, it is: 2x150t @700 cr/t profit + 100t @700 cr/t profit.
have in mind, that this applies to commodities of same profit. things might looks different, if you have commodities of vastly different profit (it would be better to trade 400t@2000 cr/t profit, than to trade 150t@2000 cr/t profit + 150t+100t@100 cr/t profit.

What exactly would I need to aim for to gain the equivalent influence to a INF++ mission? I'd imagine selling anything for profit would contribute to a 'pot', but how much is needed to fill that pot??
Jane Turner and her team linked influence gain of missions inf + back to population size.
but above test on trade showed, that in the case of bulk trade (!), trade gains work independent of population (figure 5).
i assume, that's only the case pre hitting a bucket cap. but for that reason it isn't possible to answer your question without taking population size into account. our test leads to the contra-intuitive conclusion, that you gonna fill the trade bucket in a large (!) population system faster (!), than in a small population system (!).

I've seen various graphs/charts explaining diminishing returns etc, and although I'm not afraid to admit I don't fully understand to that extent, my problem is knowing what to START with.
the thread gives a lot of starter points to test for yourself. the most important change is, that stacking low tonnage of different commodities doesn't work anymore.

enjoy!
 
@goemon is the one you want for this :)


This thread must be the only one I didn't read! It didn't come up in my search results anyway. This is what I needed.

So trading 4x 100T of anything giving 500+ cr per unit should work nicely. Any ideas on equivalency to mission INF+?

Unfortunately the systems I'm working are seeing mixed traffic levels of late, the majority of which seem to be working against everything I'm doing, so I don't even have time to find 0-traffic systems to test.

Thanks Jmanis and goemon for replying.
 
This thread must be the only one I didn't read! It didn't come up in my search results anyway. This is what I needed.

So trading 4x 100T of anything giving 500+ cr per unit should work nicely. Any ideas on equivalency to mission INF+?

Unfortunately the systems I'm working are seeing mixed traffic levels of late, the majority of which seem to be working against everything I'm doing, so I don't even have time to find 0-traffic systems to test.

Thanks Jmanis and goemon for replying.
a) trading 2x150t plus 100t at same profit should work better

b) as detailed above, trade gains work independently from populationsize (assumed till capped by bucketsize), while jane turners work on inf-gain by missions+ bind those to population size.

for a guesstimate we work with max. influence gain (at current influence by population size) divided by 4 (because we assume mission-bucket, trade bucket, exploration data bucket, bounty/bond bucket), but the size of the different buckets, and whether they are truly independent, has not been tested to my knowledge.
so your question on relation of trade vs. mission-gains can't really be answered.

in most cases it should anyway burn down to not more than 4-5 single commodity 150t python runs, and 2-3 4 commodities t9 runs at ~1000-2000 cr/t profit each. (if unopposed)
 
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Jane Turner and her team linked influence gain of missions inf + back to population size.
but above test on trade showed, that in the case of bulk trade (!), trade gains work independent of population (figure 5).
i assume, that's only the case pre hitting a bucket cap. but for that reason it isn't possible to answer your question without taking population size into account. our test leads to the contra-intuitive conclusion, that you gonna fill the trade bucket in a large (!) population system faster (!), than in a small population system (!).
Followup question that I couldn't figure out for myself from your excellent thread - how do I relate trade gains to the population-based influence cap?

More concretely - let's say I've looked up the faction I'm interested in in Jane's table, so I know what their maximum gain is for the day. How would I figure out how many trade lots of, say, 150t @ 1000cr/t would fill that cap? I'm clearly missing some key piece of information that would let me map between the two.
 
Followup question that I couldn't figure out for myself from your excellent thread - how do I relate trade gains to the population-based influence cap?

More concretely - let's say I've looked up the faction I'm interested in in Jane's table, so I know what their maximum gain is for the day. How would I figure out how many trade lots of, say, 150t @ 1000cr/t would fill that cap? I'm clearly missing some key piece of information that would let me map between the two.
i'll try to answer step by step (and note where we get to assumptions)

a) turners max influence change, which, as far as i understand is drawn from recorded maxinums, has 2 values taken into account:
  • Population (which is fixed)
  • starting influence.

b) starting influence is important, as the maximum influence change is lower for a high influence faction, than for a low influence faction.

c) that means, the same action will yield a higher influence gain for a low influence faction, than for a high influence faction. e.g.: 5 missions with 10+ inf will gain more for a faction starting at 10%, than for a faction at 50% influence.

d) but if we want to compare influence effects between factions of low and high influence, we need to calculate the "raw influence gain", the "gross", "influence points", "brutto influence gain" - the number before that influence gain is "normalised" or "mapped" as fdev calls it to stsrting influence and total system influence of 100%.

d) while fdev probably does it a bit different, a well established model for this is (for positive actions for one faction only):
new_influence=(old_influence + influence_gross)/(100+influence_gross)*100

e) turners table follows broadly aboves formula. if you punch in for a system of one population size for any starting influence max inf as new_influence and starting inf as old_influence, you'll see that influence_gross is the same.(because the gross is capped due to max inf change mechanic).

f) our test tabled gross for a set of trades. for exampel:
your gross will be 2,0 at ~1250 cr/t profit with 540t of 1 commodity.
so, if your starting influence is 40%, with aboves formula you can calculate your new iinfluence:
new_influence = (40 + 2) / (100+2) = 41,1765.

WE ARE NOW LEAVING THE TESTED SECTOR

g) it's a long standing thinking, that the max inf change from turners table is implemented by different +inf buckets. for various reasons people assume (me as well), that there are 3 or 4 of them: trade, exploration, combat, missions.

h) i don't know of any test trying to test the size of each bucket. is it the same for each? or is for exampel missions half of the max inf change, while trade, combat and exploration are each 1/6 of it? i also don't know of any test , whether e.g. trade missions add to the trade bucket, or whether they add to a seperate mission bucket (i assume so, but - untested!). are the buckets calculated seperately at the end? is there a kind of overspill applied - for exampel, if there are only trade actions, you can gain more than 1/4 of the max inf change by trade only? is the starting influence for calculation changed for the next bucket after one bucket is calculated?

i) our working assumption is there are 4 +inf buckets (trade, exploration, combat, missions). we also assume each of the buckets have the same size.
which means, at a 1 mio pop system and starting influence 40% - according to turners table - the max inf change is 48,3-40=8,3%.
if we assume each bucket get's one fourth, that means trade is capped at 2,075%. so, no matter how much you trade, you'll sit at 42,075% the next tick.

GOING BACK TO THE TESTED SECTOR

j) using aboves formula, we can calculate the gross needed for going from 40->42,025. it's 3,5.

k) looking at the thread linked above, we can see, that 540t @1300 cr/t profit will gain 2, and 540t@500 cr/t profit will gain 1,5. together that's 3,5. after that you shouldn't gain more from trade (in a 1 mio pop system and starting influence of 40% - if the trade bucket is in fact 1/4th of max inf change)
___

does this answer "how much will i gain from 100t@367 cr/t profit, 322t@1387 cr/t profit and 200t@855 cr/t profit? No, because the testing was done on round numbers, to draw curves.

does this answer "how much do i have to trade, until i have filled the trade bucket?" - no, because
a) size of trade bucket is unknown and untested (I'm happy to read somebodies testing on it!)
b) the concrete combination of tonnage and profit each varies the gross from trade.

but it allows educated guesses as i have done above: "in most cases it should anyway burn down to not more than 4-5 single commodity 150+t python runs, and 2-3 4 commodities t9 runs at ~1000-2000 cr/t profit each. (if unopposed) "

take it as a hint why turner and her group, who take care of a few hundred systems afaik, work with a guesstimate formula of total profit. because that is actually practical.
even if it does not match the mechanics of the game, drawn from experimental testing with edge cases, which you can read in the thread linked above :)
 
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