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1995-05-16
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TRADING
*******
THE GAME PLAN
=============
Trading strategies may vary from pilot to pilot but all shrewd tacticians map
their trading routes with great care, investing profits into the accumulation
of hardware. The Cobra must be armed as fully and quickly as possible.
Study the trading section of this manual, and establish profitable trading
routes. Spacers must consider how close to the viper’s sting they wish to
fly. For the successful fulfilment of more risky pursuits, e.g. travel to
dangerous planets or trade in contraband, may be rewarded with great yields.
Conversely, this attracts vicious encounters with powerful ships.
THE TRADE MONITOR
=================
All trading must be with space stations, free-space trading is impossible.
Following new regulations the trading process has been made far easier. The
trade monitor (F3) displays sell and buy prices for each product and the
quantity available. The hold column shows the amount of each item in the
Cobra's cargo hold (F9). The buy and sell prices advertised by a space
station are not always fixed. For traders with vast quantities of a sought
after product, stations have been known to allow negotiations or margin
squeezing.
Cargo Exchanges
---------------
To sell cargo from the hold to the space station use minus, to buy use add.
This is conducted in single unit measures but to speed up trading, press one
of the Shift keys on the astrogation board in conjunction with Mous button.
TRADING WITH WORLDS
===================
Ancillary Computer Predictions
------------------------------
It is very difficult to predict demand for carried goods, however the
ancillary computer supplied with the Cobra can be used at all times to
perform stock market analysis. To enter the computer use F12 or desk from the
SelectaBar.
Insider Trading
---------------
To complicate matters further, GalCop prohibit planets from advertising their
needs or announcing market prices beyond their own system. Insider trading
carries the death penalty: a loss far in excess of any profits that could be
gained! Without any inside information, all transactions are a risk.
A Trading Formula
-----------------
With vigilance a trading formula can be calculated: Agricultural worlds by
their nature, have excess food produce at low purchase prices and a constant
requirement of machinery and spare parts. Rich agricultural worlds produce
vast quantities of food and textiles at very low prices. They will buy
luxuries and other population servers with little concern for price.
Industrial worlds have a terrific demand for agricultural produce needed to
fill workers’ stomachs. They need raw materials for refining and like rich
agriculturals require high tech goods and luxuries.
The easiest method for reaping high yields from cargo is rooted in patience.
If a price is not as high as expected, trade goods elsewhere or wait for an
increase in demand. Hungry worlds do not need luxuries or computers.
Risks vs Returns
----------------
To reap substantial profits pilots may occasionally have to journey into
unsociable systems. The worst of these are the Anarchies, with Feudal States
following close behind. Traders should have well equipped craft and a great
knowledge of pirate ambush patterns. Inexperienced pilots take a chance by
travelling through a Multi-Government or Dictatorship as their policy on
traders is in the hands of the largest party or leader. The slightly
turbulent world of the Communist and Confederacy should not pose any great
problem to a poor or average pilot. Happily, in a Corporate State or
Democracy spacers are safe. These types of worlds welcome and protect their
traders. Whatever the world every journey with cargo is a risk. If a trader
is conscious of this, success will be his echo.