So this intrigues me...


As a result of the community drives to build these starports, there have been fluctuations on the trading market. The availability of several commodities has been reduced, resulting in increased prices and profit margins. The items affected include:

Bauxite
Building fabricators
Gallite
Power generators
Rutile
Thermal cooling units

Anyone got more info? Is it galaxy wide? Or just those stations?
 
Looks like Building Fabricators, Power Generators and Thermal Cooling Units are all between 2-4k now, galaxy-wide.

EDIT: Also,

Bauxite - 700-1500
Gallite - 2,000-3000
Rutile - 1500-2500

Eeh 🤷‍♀️
 
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So theres a boost to profits from trading certain goods atm, handy for people saving up for a Cutter right now...
Still doesn't have a shade on the usual "Mining/Massacre Stacking", which always knocks the wind out of this sort of thing.
 
I was thinking its an alternative, bit of temporary balancing or thinking ahead...

not a CG - rescue passengers for Imp rank
CG - get Achenar Permit & discount on ranked Imp ships
not a CG - get some extra money to buy ships

Somethings happening soon in Achenar......

Not as profitable as other trades, dunno if therell be any specific trade source mission that add extra, think its just a 'bonus' to normal traders who prefer to trade and dont want to switch just to get the money for the ships. Its also a lore or story driven price increase which is good to see, seems a lot of thought has gone into this current new phase from all angles, besides, every little helps :)
 
Galaxy wide, even out here. Copied from my post in Dangerous Discussion...
- Power Generators, prices gone from 400-1600 range to 2500-3500 range in normal states. Still waiting for an update on how this affects Infrastructure Failure and Natural Disaster but it could be pretty big profits there if the effect table is unchanged. Supply values down to ~25%, demand values down to ~50%

- Building Fabricators, supply about halved, demand unchanged, price up by about 1k/tonne across the board

- Thermal cooling units, supply down about 90%, demand down 75%, not many data points yet but seems to have gone from 200-800/t to 2500-5000/t

- Bauxite, 87% drop in supply, price up from 55 to 700 credits. Demand down about 75%, price up from 500 to 1200 credits.

- Gallite, 25% drop in supply, price up from 1500 to 2200 credits. Demand up noticeably, price up from 2500 to 3500 credits

- Rutile, 80% drop in supply, price up from 200 to 1500 credits. Demand halved, price up from 700 to 2200 credits.

Interestingly this makes Aluminium cheaper per tonne than Bauxite and Titanium cheaper per tonne than Rutile, which surely can't last very long.

The significant drop in supply/demand amounts for most of them will make markets a little easier to run dry, though for most of these goods that won't be noticeable most of the time - depends if it's affected the restock rates as well, which won't be clear for a while. If that sort of thing happened to other commodities as well then more markets might start to get interesting - though this probably isn't enough yet.

Makes Rocky mining merely terrible rather than "won't pay for the limpets", too.
 
1t of painite, or maybe 2 overcomes any profits you can do with such trades :D
Just for fun made 45 mins route for 220ly trading on stations (made by eddb.io). 10 mils total profit = 15t of painite which takes 7 mins at most.
 
I dont like mining. Im British. We are known for understating things.

I quite like proper trading when Im in the mood, or just hopping around paying for the fuel with small bits:)
 
Oh, the fact that you can get more money with Painite is irrelevant. You can get more money than most trade goods with bounties / combat missions / exploration / passengers too, and those are set entirely arbitrarily with respect to the commodity markets.

The supply/demand quantity changes are the more important ones, as they give more scope for interesting non-financial consequences.
 
Oh, the fact that you can get more money with Painite is irrelevant. You can get more money than most trade goods with bounties / combat missions / exploration / passengers too, and those are set entirely arbitrarily with respect to the commodity markets.

The supply/demand quantity changes are the more important ones, as they give more scope for interesting non-financial consequences.

These materials were the much needed ones in the CG (bauxite-gallite-rutile on Nagasairu, and the other 3 types on Tenche), so its logical they run out of these, the construction consumed them.
 
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These materials were the much needed ones in the CG (bauxite-gallite-rutile on Nagasairu, and the other 3 types on Tenche), so its logical they run out of these, the construction comsumed them.
Not really ...it had to run out during. Not a week later :D
It was already delivered and something left there. Now they say that left over magically shrinked.
 
I wonder if this is the start of an economy-based strand to the story. Maybe economic turbulence caused as a side-effect of the empire-tears-itself-aart strand.

Though other than the unbalanced mine-ables I'm not sure that there has been much of a call for that 🤔
 
I wonder if this is the start of an economy-based strand to the story. Maybe economic turbulence caused as a side-effect of the empire-tears-itself-aart strand.

Though other than the unbalanced mine-ables I'm not sure that there has been much of a call for that 🤔
In fairness, I've been calling for "interesting economy-based storylines" for years. :)

I am really impressed with these new storylines so far - they seem to be taking the best of the 2015/2018 fluff writing, and combining it with 2019-style Interstellar Initiative in-game effects turned up to 11.
 
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