SunDog: Frozen Legacy

Trading

Buy where it's made, sell where it's wanted, and don't flood the market.

The trade center, where you buy and sell cargo. Walk in at the top left, or drive the pod in at the bottom right
The trade center, where you buy and sell cargo. Walk in at the top left, or drive the pod in at the bottom right

Quick tips

  • Most planets make one good cheaply and crave another. Buy where it's made, sell where it's wanted.
  • Rich systems pay more for everything: Jadul pays ×1.38, Enlie only ×0.80.
  • Tech goods (chronographs to droids) are worth up to double in low-tech systems. Buy them where tech is high, sell where it's low.
  • Every sale knocks the city's demand down a little, so spread a big load across a few cities.
  • Markets recover while you're away, one step at a time.
  • The trade center has two doors: walk in at the top left, or drive the pod straight in at the bottom right.

What each planet makes and wants

Most planets have a speciality: one good that's always fully stocked and that nobody there wants. Many also have one good in full demand that nobody has. These are the same in every game:

SystemPlanetMakes (buy here)Wants (sell here)
JonddJondd——
JonddHeavyantimatternullgravs
FerrFerr—radioactives
FerrFerrwerkrare earthsdroids
FerrSnowballfurs/silksfruits/vegs
EnlieEnliah——
HepaHepah—sunsuns
ShootShootstock embryosorganics
KalManDaaKala—meats
GloryGlory Ipharmaceuticalart objects
GloryGlory IImeatsnullgravs
GloryGlory IIIgrains/cerealsseeds/sprouts
SosaiVahevelasilichipscadcams
LafserTcanawoods/fibersclothing
WoremedW'orradhand weaponsgold
New ShootHellradioactivespharmaceutical
New ShootNew Shoot—grains/cereals
JadulKrakorumcadcamsstimulants

How prices move

Demand and supply

Every city tracks a demand and a supply level from 0 to 7 for each good. High demand and low supply nearly doubles the price; the other way round nearly halves it. This matters more than anything else.

Selling and buying

Each sale drops that city's demand by 0–2 steps, and each purchase drops its supply the same way. Levels creep back up to the planet's limits while you're away. The first time you visit a city, its levels are rolled at random.

Wealth, tech and quality

Wealth scales every price. Tech goods (chronographs, silichips, biochips, cadcams, synthesizers, sunsuns, comgear, nullgravs, droids) also sell higher where tech is low. The quality of the load counts too, and each planet's main city prices a little differently from the rest.

A real run: antimatter

A load of quality G antimatter was offered 19,000 Cr at Sheshco. Running the price rules predicted about 25,700 Cr at Lagosal on Glory I, and the real offer there was 25,500 Cr. Heavy, which makes antimatter, would have paid only about 7,000–8,500.

How it works

A price starts from the good's base value (on the Items page; antimatter is 243) and goes through a chain of steps. Each step compares two numbers a and b: if a ≥ b it multiplies by (8 + (a − b)) ÷ 8, otherwise by 8 ÷ (8 + (b − a)).

Stepa vs bRange
Demand and supplydemand vs supply×0.53 to ×1.875
Wealthwealth ÷ 2 vs 4×0.67 to ×1.375
Qualitythe load's quality value (0–7) vs 6 letter mapping open×0.57 to ×1.125
Tech goods only9 vs tech×0.57 to ×2
Main city8 vs 7 or 7 vs 8 which way round is open×1.125 or ×0.89
Dealer's cut—−5% on sales

A sale credits about price × 50 Cr. Levels climb back by 1 for every 7 time units you're away. The limits per planet come from an 18-entry table on the disk, shuffled between planets each game.