The "How to" Trade in the Background Simulation Guide - Help Needed

Right now the complexity of this background sim is beyond what a normal gamer would want to indulge in. While I love taking the time to learn a new cockpit in DCS which can take hours, learning this feels BGS is like sitting in a dentist chair. No real clear guides and even though the missions are presented differently it still really doesn't convey where in the galaxy things are needed.

If anyone has another link or spreadsheet please do share.

So what we need is a "Cheat Sheet" for us Traders who like to play the simulation now that it is indeed profitable.

Last night I ran some Medical Diagnostic units and made good coin. Though it took me a couple hours of tinkering and using "external" sites to try and find the right run I finally was able to make a couple million. Small change to most but once the run was set, I could repeat it all night if I had the time. It still didn't make sense. I know some of this is still broken.

Things would go much smoother if we had a commodity list of desires that each state wants. Is there such a thing? I'll edit this as the answers come in.

(List taken from Reddit)


Expansion: Expansion occurs when a minor faction reaches a sufficient influence rating and there is a populated system within striking distance. The act of expansion is a costly one and the wealth and development rating suffers during the period of expansion.

What commodity do they WANT?
What commodity will be cheap to buy?





Civil war: Civil wars take place between minor factions in the same system over ownership of major assets like starports. During civil wars only combat missions and activities help bring the conflict to a resolution. Security, development level and standard of living indicators all drop for the duration of the civil war.

What commodity do they WANT?
What commodity will be cheap to buy?





War: Wars occur when a minor faction invades another star system. For the duration of the conflict standard of living, wealth and security are all severely impacted. Combat missions and activates determines who wins the war. If no winner emerges then the war will end in a ceasefire.

What commodity do they WANT?
What commodity will be cheap to buy?





Elections: Elections occur when two minor factions are of a similar political structure resolve a conflict over ownership and influence within a system.

What commodity do they WANT?
What commodity will be cheap to buy?





Famine: Famines cause a massive drop in the standard of living for the systems inhabitants. Food trade and related contracts are essential to alleviate the suffering of the populace. Due to the state of emergency combat missions and activities provide no effect on influence.

What commodity do they WANT? Food obviously but which commodities are the most profitable?
We can assume there won't be many exports - but they'll need to buy the food with something? Is there anything cheap?





Outbreak: Like famines, outbreaks cause a major disruption to the inhabitants’ standard of living. Resupply of medicines and related trade contracts are needed to end the outbreak. Due to the state of emergency combat missions and activities provide no effect on influence.

What commodity do they WANT? - What type of medicines?
What commodity will be cheap to buy?




Lockdown: Lockdowns increase the security rating for a system but also have a negative effect on the system’s wealth. Increased bounty hunting activity can reduce the lockdown period.

What commodity do they WANT?
Weapons etc? Illegal goods?
What commodity will be cheap to buy?




Civil unrest: Civil unrest is caused by illegal activity within the system as well completing contracts from more nefarious sources. The wealth rating and standard of living will suffer when a system contains civil unrest. Combat missions and activities can be utilised to end civil unrest.

What commodity do they WANT? Narcotics?
What commodity will be cheap to buy?




Boom: When in boom the wealth of the system is increased for the duration and all trade missions have doubled effects on influence. It can also positively increase the minor faction’s influence. Boom can be entered by consistent trade profits and completed trade contracts. Booms tend to last until they run out or some other indicator takes precedence, such as famine.

What commodity do they WANT?
What commodity will be cheap to buy?





Bust: The wealth of a system diminishes while in bust and the minor faction’s influence is also lessened. The effect of trade contracts and actions do not contribute to boom while a bust is active. A bust generally has to run its course before ending.

What commodity do they WANT? (Obviously nothing will be bought at high prices here)
What commodity will be cheap to buy? May be some cheap deals to buy?




Retreat: state for factions with low influence levels not in their home system

What commodity do they WANT?
What commodity will be cheap to buy?





Investment: state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand

What commodity do they WANT?
What commodity will be cheap to buy?
 
Hi there cmdr Kenny,

I just started looking into this. No info yet, but i'll check back later.
Thanks for starting a thread to consolidate any information - hopefully others will share their findings too.


Cheers,
Metkis
 
Part of the complexity is that the answer to the "what commodity do they want?" question often has no answer. Retreat, for instance, doesn't seem to be an economic state with effects on the markets, as far as I currently know, and rather impacts on the available missions and their payouts. Indeed, the answer to the question for boom/bust is dependent on the economy type - selling computer parts to an industrial during boom might give you a profit if traded between two industrials, but you'll get a far better price selling computer parts from an industrial in boom to a high-tech in boom.

As a place to start, I'd suggest looking at the state filters in the galaxy map and working from there. Conflicts, for example, cause trade Signal Sources to spawn again - "seeking weapons" - where you'll get an excellent price for your trusty communist-produced battle weapons (the AK-47 is probably still in use in the 33rd century; they're that reliable)

I've found pre-2.1 that systems in outbreak pay handsomely for all medical supplies, from basic medicines to progenitor cells, while systems in famine do the same for all foodstuffs. In other words, I don't think it's that complicated - if you're starving to death, McDonald's is going to seem pretty delish regardless of whether or not you're into gluten-free foods. I'd just follow the production-export notes on the commodity in the market: Produced by <economy type> and exported to <economy type>.

I'd add that importing drugs into a system in civil unrest will have the effect of inducing lockdown, which will close the market if its trigger is reached.
 
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I'm not entirely sure these are quite the right questions either.
Surely the baseline economy type plays a key role and the effects of the states are wider than commodity prices.

And I guess we're assuming that faction states only impact the stations they control.
Is this true, or does say a 'Lockdown' by the faction controlling the system, impact all stations in the system, not just the ones they directly control?
 
I'm not entirely sure these are quite the right questions either.
Surely the baseline economy type plays a key role and the effects of the states are wider than commodity prices.

And I guess we're assuming that faction states only impact the stations they control.
Is this true, or does say a 'Lockdown' by the faction controlling the system, impact all stations in the system, not just the ones they directly control?
You were right in your original thought - faction states only apply to factions, not the whole system.
 
While the economy type is most important, i'm wondering if the faction state might modify demand a little for certain items, creating an edge that might pay off proffitably in some combinatons.

Thanks for the thoughts cmdr Monkey - thats a good place to start :)

Metkis
 
I spent most of my time mining so I've not been able to compile a list yet. I initially did make a lot of money doing some medical runs. But its become unsafe to travel with any sort of cargo.
 
Yeah, i've refitted my trade ship to up its survivability. Folk seem to be having success with missiles and mines. Point defence and strong shields seem to be must haves too. About to investigate 2 boom systems, then try taking weapons to a system at war.
Long travel times though...wish me luck :)

Cheers,

Metkis

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This looks like an incredibly useful thread. I hope folk can give you teh information that you need.

Hi cmdr Ryder,

Agreed!
Always nice to be able to work out a tasty edge in your galactic trading endeavours :)

Metkis
 
Yeah, i've refitted my trade ship to up its survivability. Folk seem to be having success with missiles and mines. Point defence and strong shields seem to be must haves too. About to investigate 2 boom systems, then try taking weapons to a system at war.
Long travel times though...wish me luck :)

Cheers,

Metkis

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Hi cmdr Ryder,

Agreed!
Always nice to be able to work out a tasty edge in your galactic trading endeavours :)

Metkis

I tried the mine route and it did work but I hi waked out anyway so it didn't damage them in any way. So I don't know if the mines work.

Lucky they got rid of those rapid fire rail guns and plasma guns! We have a chance at least now to get away.
 
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War/Civil War: They pay more for weapons

Boom: They have higher supply of everything they normally produce and lower demand of what they normally buy.

Famine: They pay more for food

Outbreak: They pay more for Basic Medicines and Advanced Medicines

Lockdown removes the commodites market altogether, so no trade.

Expansion reduces wealth level, so trade should be slightly worse in all aspects. Same goes for Bust and maybe Elections.

Civil Unrest i haven't paid any attention to.
 

Deleted member 38366

D
Q: Faction is in state X, what Commodity do they want the most ?
A: Check their Mission Board, running any of these is 10x more effective and upto 100x more profitable than Trading the same Commodity without Mission.

Q: Faction is in state X, what's the best Commodity they offer to export?
A: Check their Mission Board, running any of these is 10x more effective and upto 100x more profitable than Trading the same Commodity without Mission.

A tad simplistic - but that's how the System essentially works.
Pure (non-Mission) based Trading has minimal effect compared to the BGS effect of running Missions in terms of generated % Influence.
The difference between pure Trading and Missions has increased several times since V1.0 (back then, trading high-volume in a large asset was often more influencial than running some of the limited Missions ; nowadays a Cobra MK.III running X Missions can typically outdo the effect of someone trading X times in a Cutter).
 
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I tried the mine route and it did work but I hi waked out anyway so it didn't damage them in any way. So I don't know if the mines work.

Lucky they got rid of those rapid fire rail guns and plasma guns! We have a chance at least now to get away.

Yes, just swapped out a missile pylon for some mines. Rocky road ahead (behind) for any pirates!

War/Civil War: They pay more for weapons

Boom: They have higher supply of everything they normally produce and lower demand of what they normally buy.

Famine: They pay more for food

Outbreak: They pay more for Basic Medicines and Advanced Medicines

Lockdown removes the commodites market altogether, so no trade.

Expansion reduces wealth level, so trade should be slightly worse in all aspects. Same goes for Bust and maybe Elections.

Civil Unrest i haven't paid any attention to.

Interesting...maybe some edge in trades where the route alredy delivers profit :)
Are you sure that boom states reduce demand/selling prices for goods not produced there? I'd have thought maybe the wealth increase would translate to more demand?


Thats good info, but rather old. Anyone know if there's updated info anywhere as the design may have evolved?

Q: Faction is in state X, what Commodity do they want the most ?
A: Check their Mission Board, running any of these is 10x more effective and upto 100x more profitable than Trading the same Commodity without Mission.

Q: Faction is in state X, what's the best Commodity they offer to export?
A: Check their Mission Board, running any of these is 10x more effective and upto 100x more profitable than Trading the same Commodity without Mission.

A tad simplistic - but that's how the System essentially works.
Pure (non-Mission) based Trading has minimal effect compared to the BGS effect of running Missions in terms of generated % Influence.
The difference between pure Trading and Missions has increased several times since V1.0 (back then, trading high-volume in a large asset was often more influencial than running some of the limited Missions ; nowadays a Cobra MK.III running X Missions can typically outdo the effect of someone trading X times in a Cutter).

Missions are great, and a good indicator for side trade, but One needs good rep with local factions, and as a wandering trader (currently) i'm looking for exploitable changes in system state leading to enhanced routes without getting locally friendly. If local rep is a goal, then missions beat independant trading, no question.

cheers all,
Metkis
 
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