
These are commonly found in home waters (note that friendly ships carrying contraband are fair game and won't turn you into a pirate), and even more plentiful around freeports. You should learn enough about sailing to capture an NPC trader. Until (or unless) you want to hire a fleet, speed is your primary advantage. You might be surprised to find that a short voyage with a lot of coal is worth more than a long voyage with an affordable amount of compass wood. Either develop a geographic sense of the time a trade might take or use a tool such as to chart a course, develop a table, and divide the profit by the exact distance.
Distance - The hidden currency in all of trading is time, so trades that might make sense on a 15 minute round trip may not make sense over an hour. Subtract the values to find the profit margin. Minimum buy and maximum sell prices in a port cluster - If you're keeping track in a spreadsheet (as I ashamedly do), this is a simple formula. It's good to have a record of what you can find where and for what price. Buy and sell prices - Granted these can change drastically in the course of a day, but you'll generally find that prices stay somewhat stable over time. Note that these do not change from day to day, but may change after patches. Specific goods a port produces and consumes tend to have much more stable prices than other goods. What a port produces and consumes - Assuming no player interaction, this determines what's cheap to buy and profitable to sell at a port. I'd recommend tracking the following, grouped by port cluster (ports in reasonable range of each other): So if you're like me, keep a log of some sort. Note that you can teleport to an outpost from any port with an outpost, but you can't bring your ship to an outpost other than your home port.Īs far as This is where my OCD nature comes out to play, so if keeping notes on a game feels too much like work, please skip the rest of this section. When you find a cluster of ports that seem to rely on each other, plunk down an outpost. Apart from player interaction via contracts, prices tend to remain fairly fixed over time. Look at the shop every time you're in port and try to get a sense of what prices are. So, once you have enough spare gold to buy the permit and build a second outpost (around 25k), carve yourself out an evening to take your basic cutter and explore some out-of-the-way trading routes. Past 4th rank you cannot hire any more ships, but can use the ones you've hired. These hirelings are your scapegoats - they can help dissuade an attack or soak up damage while you sail away. One note if you plan to solo trade: don't level past 4th rank without hiring a fleet of AI cutters. Plus, you should gain some comfort with navigating via the compass while sailing out of sight of land, since the game won't track your location on the map.
Missions help you learn the finer points of fighting and sailing well before mistakes become costly. Trading is a potentially risky and time consuming enterprise, so if you're just starting out, do missions to make money and rank up a bit. Just like in the real world, if you take the time to research and establish your commerce, pay attention to buying and selling prices, and make smart, patient decisions on what to buy and sell, you can be richly rewarded for your efforts. If you view trading as a get rich quick scheme, you can lose a lot of time and money through bad trades and lost cargo. If you enjoy crafting, trading will help you find much cheaper raw materials than may be otherwise available in your crafting outpost.Ī warning, though.
If you enjoy combat or conquest, trading can help you buy the best possible ships for your rank.
Trading is the perfect compliment to all of your in-game activities in Naval Action.