The Cabal's Secret Hideout

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Web Master: traitor@tw-cabal.com

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The Economy of Tradewars Part 2 - By Traitor

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PART 2: Understanding Ports

To understand TW, one must understand ports.  Below is a typical SBB port as seen from within the game:

Sector : 1995 in uncharted space.
Ports : Cabal's Hideout, Class 3 (SBB)
Warps to Sector(s)
: 952 - 2465

When you port there, you get the following:

The Usurper docked 6 minutes ago.
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 2610 100% 0
Organics Buying 950 100% 0
Equipment Buying 2100 100% 50

You have 3,451,542 credits and 0 empty cargo holds.

We are buying up to 2100. You have 50 in your holds.
How many holds of
Equipment do you want to sell [50]?

Here is what that same port looks like from within T-Edit:
Port number: 1484
<A> Name: Cabal's Hideout
<W> Last ship to port: The Usurper
<T> Last robbed by : Traitor
<B> Class: 3
<C> Ore: 2610
<D> Org: 0
<E> Equ: 0
Productivity
(units per day)
<F> Ore: 261 <G> Org: 95 <H> Equ: 210
Maximum change in cost (percent)
<I> Ore: 61 <J> Org: -60 <K> Equ: -51
< > Accumulated Trading Credits: 240

WARNING: I suggest you do not change values <F> through <K>!
The INITPORT.EXE program will adjust those values for you.

KEY:
B: See here for more detail on port Classes.
C, D, and E: These settings control how much product is actually on the port.  Note how C in this example is at 2610.  That means that there are 2,610 holds worth of Fuel Ore on the port.  D and E are at 0, indicating that there is no Organics or Equipment available.  When the port is buying a particular product, and that number is at 0, it means that the port is at 100% and ready to buy up to its maximum.  When the port is selling product, and that number is at 0, it means the port is at 0%, and can't sell you any product.  These numbers never go negative.  
F, G, and H: These settings are what control how much product the port can sell or buy.  The amount of product that they can handle is equal to 10 times the number.  So, in the above example, this port can buy 950 holds of Organics and 2100 holds of Equipment.  It can also sell 2610 holds of Fuel Ore.  The maximum value of these numbers is 3276 (32,760 holds worth) in MBBS mode, and 6553 (65,530 holds worth) in Gold mode.  These numbers don't go negative either.  These numbers explain why you can only upgrade ports 10 units at a time.  (This can be a painful lesson to learn if you want to put 250 units of EQ on a port for some SST'ing, and you forget the 10 to 1 conversion.  Instead of 22,500 credits you spend 225,000!)
Accumulated Trading Credits: This is how many credits are actually on the port.  If you were to try to rob this port, it would only show 618 being available.  Remember the 11%?  This is where it is.  One thing to remember about running MR's is that however many credits you put into the port, they will be there when you go to rob it.  It's a good idea to keep track of how much you put in, so you can be sure to rob it all back.  There has been rumors about the Accumulated Trading Credits disappearing over time.  I have tracked a port for 48 hours, and can safely say that this doesn't happen.  
I, J, and K
:
Maximum Change In Cost (MCIC).  These are the interesting settings, and what this section is mostly about.  These settings control the PRICE of product on the port.  Positive numbers indicate that it's selling that product, negative numbers mean it's buying.  The further away from zero the number is, the more the product costs if it's selling, or the more it pays if it's buying.  The closer to zero the number is, the cheaper it is to buy product, but the less it pays for product.  50 or -50 is "average".  Player created ports ALWAYS sell at 50, and buy at -60.  If you ever noticed that your own buy ports seemed to be better than most ports, it's because you were right!  The full range is -100 to 100.  So, what's the difference between -30, -50, and -65?  Take a look at the chart below to get a general idea.
Setting for Equipment Amount offered for a 32760 hold planet trade (from a MR) Amount they will accept % difference
-30 3,733,821 3,845,836 3.0%
-40 3,978,374 4,141,487 4.1%
-50 4,217,031 4,436,317 5.2%
-60 4,449,791 4,734,578 6.4%
-65 4,563,959 4,883,436 7.0%

There are several things to notice in the above chart.  First off, there is a big difference between how much the -30 port offers, and how much the -65 port offers.  830,138 credits difference, and it's 1,149,615 credits if you haggle!  Then take a look at the % difference.  Notice the pattern?  If you know the MCIC number, you know how much you can haggle, often to the credit.  (it's actually significant out to like 5 digits, but I chose to round for the sake of simplicity.  The port will actually accept slightly more than what I put there, but it's not worth figuring it out to the credit.)  I chose to use a buy port with a planet trade for this example, because planet trades are always consistent.  There will be more charts to come that explain why I stopped this chart at -65. :-)

EXPERIENCE MATTERS

If you aren't doing a planetary negotiation, then the amount that a port will offer is based on the Maximum Change In Cost (MCIC) and your experience.  The more experience you have, the cheaper things are to buy, and the more they are worth when you sell up to around 1,000 exp.  After 1,000 experience, there doesn't seem to be a difference  between 1,000 exp, 10,000 exp, or 1,000,000 exp.  See the following chart:
Current Exp Average Amount Offered for 250 holds of EQ at a 50 MCIC Port (Sell Port) Difference between each successive offer   Current Exp Average Amount Offered for 250 holds of EQ at a -50 MCIC Port (Buy Port) Difference between each successive offer   Current Exp Average Amount Offered for 250 holds of EQ with 100% planet trade at a -50 MCIC Port  (Buy Port)
0 11,760     0 32,405     0 32,181
100 11,443 317   100 32,779 374   100 32,181
200 11,219 225   200 32,963 184   200 32,181
300 10,953 265   300 33,077 114   300 32,181
400 10,774 179   400 33,277 201   400 32,181
500 10,476 298   500 33,582 305   500 32,181
600 10,173 304   600 33,723 140   600 32,181
700 9,965 208   700 33,976 253   700 32,181
800 9,613 352   800 34,206 230   800 32,181
900 9,426 186   900 34,474 269   900 32,181
1,000 9,097 329   1,000 34,646 172   1,000 32,181
1,100 9,118 -21   1,100 34,657 11   1,100 32,181
1,200 9,102 16   1,200 34,734 77   1,200 32,181
1,300 9,156 -54   1,300 34,655 -79   1,300 32,181
1,400 9,061 95   1,400 34,710 55   1,400 32,181
1,500 9,130 -69   1,500 34,739 29   1,500 32,181
10,000 9,217 -87   10,000 34,697 -42   10,000 32,181
20,000 9,134 83   20,000 34,672 -26   20,000 32,181
30,000 9,145 -11   30,000 34,688 16   30,000 32,181
40,000 9,062 83   40,000 34,600 -88   40,000 32,181
50,000 9,223 -161   50,000 34,651 51   50,000 32,181
100,000 9,142 81   100,000 34,657 5   100,000 32,181
1,000,000 9,082 60   1,000,000 34,757 100   1,000,000 32,181
4,500,000 9,095 -13   4,500,000 34,721 -36   4,500,000 32,181

This chart was made using 2 scripts, one that reset the port after a trade (back to 100%), and one that did the actual trade.  These are the offered prices, not the haggled prices.  Each experience value was run 20 times, and I took the average.  I re-ran all the tests 5 times, for a total of 100 trades at each exp value.  The averages were consistently within +/- 2%.  

Notice that Planet Trade Offers NEVER change.  Also keep in mind that Alignment has nothing to do with it either.  I've tested this at -4,000,000 and 4,000,000 alignment, and at every 10k increment in between.  Based on this chart, you can see that the PPT'er with 1000 exp is going to make more money than the guy with 0 exp.   

It shouldn't take you long to come to the same conclusion that I did once I realized how experience and MCIC worked.  If you want to make real money, you have to find buy ports with LOW MCIC's, like -60 or less.  Particularly if you are planning on going through all the trouble and expense to upgrade them for Planet Trading or MR's.  

PORT GENERATION

By now, you're probably wondering how to find a -80 buy eq port, right?  Well, it's a bit more complicated than that.  I need to touch on how ports are generated in TWGS first.  Port numbers and sector numbers are not directly tied to each other.  When the game pre-generates ports, it assigns the ports to random sectors.   (So port 1522 isn't going to be in sector 1522.)  Interestingly, there are more class 1, 2, and 3 ports than any other type.  For a standard bang (40% port density and 95% built ports), there are 1900 ports generated.  4 of those ports are the special ports, so that leaves only 1896 ports.  The chart below shows their distribution.  
Port Class Quantity of Ports with Port Bang Settings at 40% total and 95% built Percent of Total Ports Quantity of Ports with Port Bang Settings at 80% total and 95% built Percent of Total Ports
1 378 19.94% 758 19.97%
2 379 19.99% 759 19.99%
3 379 19.99% 759 19.99%
4 189 9.97% 379 9.98%
5 189 9.97% 379 9.98%
6 189 9.97% 379 9.98%
7 94 4.96% 189 4.98%
8 99 5.22% 194 5.11%
Totals:

1896

100.00%

3796

100.00%

I banged 20 games with each of the port settings, and got the same results every time.   It's roughly 20% for 1-3, 10% for 4-6 and 5% for 7 and 8.

I also tracked the MCIC numbers for all the ports and found the following:
Product Type Low MCIC for Buy Port High MCIC for Buy port Low MCIC for Sell Port High MCIC for Sell Port
Equipment -65 -20 20 65
Organics -75 -30 30 75
Fuel Ore -90 -40 40 90

These maximum and minimum numbers were consistent regardless of the number of ports.  That means that you will never find a Buy EQ port better than -65.  Sucks, huh?  So, I decided to track the frequency of ports, and found that the distribution was flat, and that you can expect there to be approximately 21 equipment ports for each value of MCIC, 21 organics ports for each value of MCIC, and 19 fuel ore ports for each value of MCIC.  However, you're just as likely to find a -65 EQ, -20 org, -90 fuel port as you will a 20 eq, 75 org, 20 fuel port.  Basically, in an average bang, there will be 126 buy EQ ports at -60 or less.  The only way to find them is trial and error.  I will tell you that while it's a pain to track down the -60's, it's worth your while to AVOID the -20's!  If you aren't getting at least 34,500 credits for 250 holds with 1k or more exp, (or 32,181 for a 250 hold planet trade) you shouldn't bother working with that port.  Two more charts, showing the value in credits for all product at various MCIC settings.
SELL PORTS: MCIC VALUE                
  90 80 75 70 65 60 55 50 40 30 20
Normal Trade Fuel Ore, 250 holds 1,092 1,754 2,082 2,407 2,730 3,049 3,361 3,675 4,302 N/A N/A
Normal Trade Organics, 250 holds N/A N/A 3,768 4,406 5,054 5,696 6,330 6,964 8,189 9,414 N/A
Normal Trade Equipment, 250 holds N/A N/A N/A N/A 8,787 9,945 11,059 12,190 14,434 16,603 18,725

The above chart assumes Zero experience, the sell port is at 100%, and no haggling.  

 
BUY PORTS: MCIC VALUE
-90 -80 -75 -70 -65 -60 -55 -50 -40 -30 -20
Normal Trade Fuel Ore, 250 holds 10,678 10,226 10,030 9,772 9,517 9,293 9,035 8,791 8,276 N/A N/A
Normal Trade Organics, 250 holds N/A N/A 20,144 19,646 19,176 18,698 18,184 17,712 16,659 15,634 N/A
Normal Trade Equipment, 250 holds N/A N/A N/A N/A 34,647 33,701 32,853 31,910 30,108 28,257 26,380
Planet Trade Fuel Ore, 250 Holds 10,920 10,465 10,233 9,998 9,759 9,518 9,273 9,025 8,520 N/A N/A
Planet Trade Organics, 250 Holds N/A N/A 20,350 19,879 19,401 18,918 18,428 17,931 16,920 15,884 N/A
Planet Trade Equipment, 250 Holds N/A N/A N/A N/A 34,829 33,958 33,075 32,181 30,360 28,494 26,583

The above chart assumes zero experience, the buy port is at 100%, and no haggle.

Those two charts show average numbers.  The exact numbers, except for the planet trades, will vary somewhat because ports offer around 25 different prices for any given amount of product.  I have a much more detailed chart that covers all the ranges, and what each of those offers are, but there isn't room on my site for it.  This information should cover about 99% of the situations you might encounter anyway.  Well, enough about ports.

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Copyright 2002 - 2005, Chris Kent aka Traitor.  All rights reserved.  See About.html for more info.