Basic Trading
The simple facts of buying and selling. Work out your profit per unit, weigh the risks and haul some freight. Or just skip to the summary points.

Buy Low, Sell High
The whole idea of trading is to make a profit. If you can't sell it for more than you bought it, sell it somewhere else. Get maximum profit with minimum loss of time, effort and equipment.

StevenKeel: "Once you find a decent trade route, don't forget it. Write it down and remember it. Sometimes the best trade routes are discovered by accident so keep watching your database for Best Known Prices and remember how much you bought it for!"

Building a Price Database
Dock at as many places as you can, because once you've docked, you have their trade info on your computer, so in future, all you need to do is check their Information (f9) or select the cargo in your cargo bay and click Trade Routes to open up your database.

Example of trade database. Look for the 'Best Known Price'.

Profit per Unit
The profit you make on each unit of cargo is your profit-per-unit or PPU. Use this when you note down trade routes, as it gives you quick and easy info on how good a route is. Here's an example: "cons.goods Houston, Texas to Fp2, Bering 114ppu". This tells us Consumer Goods from Houston Texas will get us 114 profit per unit if taken to Freeport 2 in Bering system. You can even add notes like "1sys", meaning the sale is only one system away.

Example of selling 60 Polymers at Newark Station, note the green trade circle icon means a good price. A $24840 total sale price is definitely good.

Hauling Freight
To make really big profits you need a freighter with a lot of cargo space, such as a Drone, Humpback or the Dromedary. With these ships, a 300 profit per unit can turn into $82500 total profit for the sale, more than enough to make up for travelling across a few systems.

ChoiceofWeapon: "Without a freighter, you will make less profit, but at least you can loot more successfully with a fighter, and looting is 100% profit, baby!"

Running the Risk
Look at the factions most common to a system, and figure out how much trouble you'll run into on your route, and don't forget to check to see if you could get the same profit (or better) closer to home, otherwise you'll waste valuable time and credits.

Knuckles: "Sometimes its quicker and easier to do some missions instead of run cargo. Trade routes give you an excuse to see what else is out there, though."

Chilli: "Discovering decent trade routes is pretty rewarding, but if you get a good route from someone else, at least give them some credits or cargo for the information. It's the honorable thing, dammit."

Points to Remember
Dock at lots of different places to put more info into your trade database.

The difference between buying price and selling price is the profit per unit. Multiply that by the amount of cargo space you have.. and the result is the total profit for each trip.. simple.

If you lose your ship, you lose your cargo, so stay in one piece.

Looting means free cargo, but it's dangerous. Remember to pick and choose what you tractor beam up, some stuff is so cheap it's not worth selling anywhere. Target the loot you want and use shift+b to tractor it in.

Pirates will sometimes demand your cargo, and they can even cruise after you, so be prepared to escape by a trade lane or fight.

If you're carrying Illegal goods, make sure the police don't scan you. If they finish their scan, they will demand your cargo, so hurry to the next lane before any cops can start or finish their scan!

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For info or advice, you can always Mail The Drunken Lancers