Station Trading
Station trading, buying and selling, resolves the instant you confirm it, no tick wait; a ship anywhere in the system can buy at its stations, eight tradeable goods move at the counter alongside the ore, and a station's repair bay puts a damaged hull back to full for credits.
Station trading, buying and selling, resolves the instant you confirm it, no tick wait; a ship anywhere in the system can buy at its stations, eight tradeable goods move at the counter alongside the ore, and a station's repair bay puts a damaged hull back to full for credits.
Buy low, haul far, sell high; the market never waits on a tick.
The Instant Market
Dock at any station and the market opens immediately. Sell your hold at the mineral's going price, buy what you need, and walk away with the difference; every transaction settles the moment you confirm it, with nothing carried over to the next tick. The same danger-tier premium that rewards a deeper extraction run pays out again here.
Reach a Station From Anywhere in the System
Buying no longer needs a ship parked in the station's own sector — any ship anywhere in the same system unlocks the counter, and a bought hull appears at the station whatever sector the rest of your fleet sits in. Loading a bought good onto a ship, and selling, both still need that ship physically docked at the station: hauling stays a real constraint, only reaching the counter got easier.
Eight Goods, Bought and Sold Like Ore
Every station stocks eight tradeable goods — Provisions, Machine parts, Medical supplies, Data cores, Fuel cells, Bio pods, Hull plating and Luxury goods — buyable and sellable at the counter under their own Goods filter, exactly like a mineral. Every station specializes: it sells cheaply the goods it produces and pays a premium for the goods it consumes, so a hold bought where a good is made and sold where it is wanted turns a real profit. That gap does not hold forever — each trade nudges the price against the trader who made it, so a few full-hold runs close the window before it drifts back open. Buying a good and reselling it straight back across the same counter always loses: the same guard that protects ore protects the goods too. Contract freight is a different cargo entirely, bought for one specific delivery and pushed non-resellable — it can only be delivered, never sold back at any counter.
Patch Up at the Counter
Every station in the game offers a repair service: dock a damaged ship and the repair panel restores it to full hull instantly for credits. The bill scales with how much hull is missing and with the hull's own catalogue value, so buffing out a scratch on a cheap ship costs little while rebuilding an expensive hull from nothing costs a real sum — always a fraction of buying the hull outright.
More Than a Counter
Stations do more than buy and sell ore; they stock ships for sale and post the contract boards that fund your next hull. A single dock can be the start of a new mining run, a new escort, or a new job entirely.
Standing Sets the Price
The counter reads your Reputation with the faction that runs the station before it quotes a number. Fall to Hostile and the station refuses to trade with you at all; short of that, buying and repairing cost more the less a faction trusts you and less the more it does, and cargo you sell moves the same way in reverse.
By the Numbers
- Settlement time — Instant
- Value per danger tier — x2
- Tradeable goods — 8
Buying and selling at a station resolves the instant you confirm it. No tick to wait out; credits and cargo update immediately.