Trading Guide Continued ....

<< trading guide part 1

Equipment
In the beginning, you will undoubtly be limited both in skill and cash, to the most basic of equipment. A fast frig, some cargo expanders and maybe an afterburner or microwarp drive. But fear not, this will change quickly. As cash flows in, you can upgrade to more skills, and better ships (more cargo) and higher worth tradegoods. Alot can be said here on the "best" gear to have, but its an area I choose to leave to you to sort out. The most important items id say were, speed and cargo cap. Pick an industrial you wish to fly and train the skill, and buy one. A beastower makes a good choice, as to the lower Mark series Iterions. I started his way, using a beastower for short hauls, making enough until i could buy the Gallente indy skill, and started traing it. The mark V is the ultimate cargo hauler. It can't be beat for maximun cargo, BUT, its a long skill time to train, somewhere around 29 days, learning skills depending. Ask around. Most indy pilots love talking about there ships, as do most other pilots. Some times an Indy or Frig does not fit the bill either. Alot of sucessful traders fly various types of crusiers, destroyers or even interceptors. Each has thier usefulness, but most beginning traders have little spare time to train these skills or the cash to buy them, much less the ships themselves. Point is, be aware that later in your career you may (or should) be looking at other ship options for some runs. More on this later.

Cash
Ahh now heres the rub. It takes money to make money, but how can you make money with no money? Well you can't. You must either do some mining, agent missions or if you are particuarliy brave, pirating. Id recommend Agent running. In a fast ship, you can make several million in just a few days, even at the most basic of agents. If mineing is more your style, then strap on some miners and have at it, but the point is you are going to need at least a few million before you are "viable" as a trader. It can be done with less, but it takes more time. If you have made friends, you might be able to persuade them to part with a bit, to back your venture, however if you choose this route, make sure you pay them back, ontime and without problems. Not doing so may incur the wrath of some up and coming fighter pilots, people you don't need to meet later in your career, flying that fully loaded indy into low security systems, with your life savings aboard.

The Market
The Eve market is where you buy and sell most goods. Some items cannot be listed on the market and are sold on escrow. Im not going to cover Escrow, other then to say its out there, and different. The market screen alows you to sort by the number of jumps from you an item is, the volumn, cost, location and also if its a region, solar system or station buy/sell order. Pay attention to that. Make sure when you buy (or sell something) you have not bought "region/system wide" if you didn't want to. I once bought 40 million in data sheets over the entire Lonetrek region. There are 2/3 options available to you for your search "scope", ie how far away you want to look from where you are. There is also an oftne over looked but very useful history tab, that will tell you the price and vol of an item over varying amounts of time. Use it. It can tell you if the price you are paying (or selling for) is on target, and just as importantly, how much of the item (volumn, in sales) the item is moving. This is very useful in determineing if you are in a busy area, with lots of compeditors, or have the area to your self.

The First few Trades
So, you have a few skills, have missioned or mined your way to your first couple of million, and you have a fast frigite or industrial ship. You have decided to set up "somewhere" and found, useing your noodle and a bit of common sense, a few low cost trade runs. Now you're thinking Ill just buy X ammount of items and load them up and head over, yes? Well, yes and no. There are some things you must ask yourself first. They are.. Is your cargo full? If not, you should look again and see if theres a close (in destination) system that requires something you can bring as well. This must be balanced with the time it takes you both to deliver (and pickup) this "filler" load. Is there a return trip load? In the late 20th century, Fossil fueled delivery vehicles, called 18 wheelers, would often carry cargo to one destination only to find nothing to carry on the return trip, costing them both money, and time. These were called "Deadheads". Avoid this at all cost. Sometimes you can't, but you should try. Are you using the right equipment? If you have found a run that has somewhat high priced items, takeing just a few hundred cargo it may be better to run that fast frig twice, rather then the big slow indy once. Remeber the return trip though. Time is money. Are you running into low security systems? In the beginning Id avoid this. While some juciey runs are in < 0.5, you are not the only person thats going to be there, plenty of pirates know how to use the trade system to find riches too. Be aware of this, and if you must run there, set up insta-jumps first. And use the map.; check the ships/pods destroyed in the last hour setting. If theres been any activity, don't go, its that simple. You have been warned. Of note, the market supply and demand now changes with every buy and sell order processed. When you sell something to an npc the demand price "usually" goes down, as the orders are filled. And the buy price goes up as more is purchased. The temptation is to deliver and sell, deliver and sell, completeing the demand at a station, but doing this will leave some profit behind, as the price changes with every transaction, "most of the time". So get it all there first, and sell it together, buy the same way, all at once.

ADVANCED TRADE
So now you have gotten the hang of it. And are actually making a bit of money. Not alot, but its coming in. So what to do now to increase your profits? Well there are some.

Skills
By now you should have an idea of which skills are becoming important. The Navigation sets, with the afterburner, MWD and handling are critical. So is hull modifications, namely hull upgrades (better cargo expanders). The Starship skills you have chosen should meet the goals you have set for the types of delivery ships you wish to use, and you should be on your way to a "bigger" Industrial. So what of the rest? Well, now we are going to concentrate on the ability to use trade skills to or upmost advantage. You have probably noticed by now that you are getting socked with a hefty sales tax and broker fees. These can put a dampener on your bottom line, every day, every trade. You should have trade V by now, if not get on it. At least to lvl 3. Now go get marketing, broker relations, and Accounting. Broker relations and accounting will decrease the fees you pay when you place a buy order for items not yet listed to sell, and the tax (10% per lvl ) for each and every sale you make (Acct) Why marketing you might ask? Ok ill tell you, but under the market section.

Equipment
Upgrades, Upgrades, Upgrades! Price better cargo expanders and buy them if you can afford them. Buy them one at a time, if you must, but get more cargo capeability. Remeber you are selling your cargo space, and if by expanding your cargo, you can shorten the number of trips you make per run, then do it. Also, buy some GSC's (giant secure containers), as many as you can fit in your hold. They can be a "poor mans expander" if you get them cheaply enough. All cargo containers have the special ability that allows you to put more volumn in them then they take to carry themselves. It isn't a whole lot but every little bit helps. Another bonus is, should you meet an unfortuneate demise, a secure can (password protected) can be anchored wherever you died, prohibiting the offending party from scooping the cans and opening them, getting your cargo. Corp management and anchoring skill is required for this though. It doesn't always work (high security regions, cans too close to each other) but it can save you some if you are lucky.

The Market
Ok the "new" Shiva market. And new stragities. Pre-shiva, you were limited (forced) to buy your goods, deliver them, and sell them while you were there, or put in a sell order and hope someone else docked and wanted that very item. Not any more. Now theres a whole new world of buying and selling, and some VERY creative ways to do it. The marketing skill allows you the ability to buy (and sell) remotely! ie: you don't have to be in the station, or even the same system. Now with a high enough skill you can manage your profits without ever having to leave the station.

Advanced Trade goods

Strategy One
Lets say you find a good deal on those antibotics we talked about earlier. But, they are wanting over 100k of them, and you find yourself looking at 17 differnt stations selling just 8k vol each. Do you spend a day flying around and gathering them all to one station? You could, but chances are someone will beat you to it, or at least part of them, dropping the buy price by the time you get them all there. What to do? Stockpile. Don't sell them for less just gather them. The market rises and falls with every order filled, remeber, so they will go back up and you can still make the money you intended. With the marketing skill you can login in a day or so, check the market, and if your number is met, just open assests and click sell. Assuming you are in range (level dependent) you never have to undock.

Stratgey 2

Building on the above you can take it a step further. Pay people to haul those scattered assets for you! Set up courrier missions (you must be in target station unfortuatley) and pay those young indy haulers just a bit of your profits to move your stuff for you. Now you are saving tons of time to do other things, make the "commisions" back that you pay for this service, or whatever. Point is you have others doing you hauling for you, and you just sell it when it arrives. You must be in a good position cash wise, and be prepared to wait for your orders to arrive, but for those with alot of cash and better things to do with thier time, this is a viable option.

Other goods
Minerals, the life blood of all production corps. Volumns could be written on tradeing minerals. Some regions don't have access to noxcium, others have probelms finding Isogen. Learn what is in demand and the current prices. And stay current. Mineral prices rise and fall like a nun in a cucumber patch, so just because you sold iso one day at 100 doesn't mean you can do it a week from now, or tomorrow. Mineral tradeing takes alot of effort and time (research) but the rewards are huge. Module tradeing. This I liken to speciality tradeing, a nich market, takeing even more research and time to effectively manage. Some modules can cost millions and millions for just one item. For those brave enough, with enough cash, this is probably the highest tier of tradeing in EVE. Its not for the faint of heart. As of this writing I have yet to dabble in this and I have a sizable bankroll. While the rewards are great, the risk is even greater.

Black market tradeing
Contraband. Ileagal stuff. I don't do this. I value my corperate standings too much to risk getting caught (and my wallet size) and its still so new I can't speak with authority on any of the methods and risks associated with it. There are others out there that do, and some have written up tidbits to this end, but you won't find this info from me. Seek out others if you wish to travel this route.

Summary Tips
A few lessions to learn, and reinforce. They are:

Don't fly empty, ever, if you can help it.

Do you research, your homework, and especially the math, do not forget these three points if you want to make it worth while.

Train skills towards the future. Lean towards bettering your ship, setup, and profits. Check your route for security concerns, never fly into ships/pods destroyed unless you KNOW you will be safe doing it, ever.

Never "Gang" with anyone that you do not trust. Many an Indy have been ganked by pirates spamming gang invites and killing you, gang memebrs don't take sec hits. Use cargo cans to increase your hold space

Upgrade your gear.

One more thing
He sat back in his chair, completley drained, trying to digest, to remeber all she had put before him. So much to know, so much to learn he thought. This was going to take some time. She watched him as he stood, thanked her for her time, and exited the observation deck. Draining the last sip of her Quafe-Ultra she stood herself, and headed towads the hanger deck. The loading was surely completed by now, she had spent far too much time already. Still, 10 million ISK was nothing to sneeze at, she had worked harder for less. And as she climed into her pod on the deck of the hulking Iteron Mark V, she couldn't help but give him another thought.

"I will have to keep an eye on this one.." she mumbled under her breath as she eased the massive ship away from the docking clamps, out of the hanger and towards the warpgate beacon.

<< trading guide part 1


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