Startopia

Startopia

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Trade & Economy
By Mazian
How to make the all-mighty E.
   
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Introduction
The purpose of this guide is to provide an overview of the Startopia economy and reveal some of the hidden complexity to the deceptively simple trade system. The content is wholly mine. It is based on Startopia which is wholly theirs. Permission is granted to translate this to an alternate language, but only if attribution is given to me for my original work.

Thanks go to MuckyFeet for developing this game.
About E
Energy (symbol: E) is the currency standard of Startopia.

Storing E

Each Energy Collector structure provides a storage capacity of 100,000 E. Attempting to store more E than you have room for results in E bleed off (read: lost currency).

It is dangerous to build more than one Energy Collector per segment.

Earning E
There are several ways that you can earn E.
  • Energy Collection - After building an Energy Collector (and maintaining enough Power Boosters) you generate a small surplus of energy which is deposited continuously into your E account.
  • Solar Flare (event) - Randomly you will receive notification that a Solar Flare event is occurring. When this happens, you can reconfigure your solar panels to collect the extra energy. This energy is deposited directly into your E account. (It effectively boosts the passive E generation that is always occurring.) This is a timed event and eventually E generation returns to normal.
  • Visitors utilizing station services, including the port to enter the station. Everything a visitor does costs money. So building a thriving economy is dependent upon "tourism." (more on this below)
  • Recycler - depositing trash (or dead bodies, which is just another form of trash in Startopia) into a Recycler allows you to recover a small portion of the energy of that item.
  • Trade - buying and selling cargo with passing traders

Pricing Visitor Services
Any visitor service structure can be selected and the price for use can be adjusted. Too low and you may not be able to afford the cost of running the business (more on consumable costs below), too high and your visitors will run out of money quickly and leave the station.

Visitors are reportedly discouraged by high prices and may end their stay prematurely. Unhappy employees will also depart before they finish emptying their wallets.

NOTE: Need to do some more testing, but I think even employees pay fees. (If this is true...) High prices can result in employees depleting their personal wallets faster and they will leave employment sooner.

Spending E
There are even more ways to spend E.
  • Hiring employees
  • Promoting employees
  • Building structures
  • Queuing jobs to your Factory
  • Fulfilling consumable needs (more on this below)

Consumable costs
Most visitor services have a consumable cost. If the trade good is not in your Cargo Hold when it is needed, it will be synthesized utilizing energy from your E account. Default pricing on all services exceeds the cost of synthesizing something (so you always make a profit).

However, this mechanic offers a few things to consider:
  • Missions where a certain good are required as part of the mission objective may be consumed by visitor services. Having more than the mission objective requires is vital to ensuring mission success.
  • If you manufacture (via the Factory) or grow (via the BioDeck) the supplies needed for a particular Visitor Service, you may end up saving money. Without additional hard numbers, it's hard to say for certain. The Factory costs E to produce any good and the BioDeck requires (?) Karmarama farmers in order to grow plans (which then convert to goods.) Between the two, the BioDeck definitely is the most E-efficient method of generating goods. (It also takes a lot longer than producing something via the Factory.)

NOTE: Mission 6 (The Karmarama Commune) requires you to grow 50 food crates in 100 rotations. The Dine-o-mat consumes Food supplies. To succeed at part one of the mission objective, you must produce more than 50 food crates (as some will be periodically consumed during normal operation of the Dine-o-Mat.)
Trade
About trading
Trade is deceptively simple in Startopia. The Trade interface has helpful emoticons that tell you how good of a deal the player is getting from each exchange. The more happy faces, the better the deal. The more sad faces, the more the player is being ripped off.

With that bit of information, you hardly need more. However, there are a few bits of knowledge that make trading more profitable.

There are ten different traders, one of each of the nine species of aliens and Arona Daal. Arona is the only trader that does not require a StarDock to trade, and his prices are outrageous no matter how much of a deal the smarmy trader tries to convince you he's offering.

Trade with other aliens is conducted through the use of a Comsensor (requiring a Targ employee) and a StarDock. Players also greatly benefit from one or more Cargo Holds.

Trading stages & notifications
Trading with most aliens happens in two stages:
  • Contact & approach - a green ship notification icon appears alerting the player of a hail from a passing trader. If you reply (select the green checkmark) the trader will dock and be available for trade.
  • Docked - the green ship notification icon is replaced with a purple icon and the ship or the icon can be selected to begin trade.

Trading with Arona Daal happens in one stage. A golden "a" notification icon appears. Select the icon to begin trading with Arona Daal.

Tips
  • Trading with aliens or Arona is a random event. There is no way to control which aliens visit or how frequently they visit. Although, which aliens arrive is sometimes limited within the mission being played.
  • Contact notifications, docking notifications and Arona notifications have a time limit before expiration. Do not take too long to respond if you want to trade with them.
  • You can only trade with a single alien at a time. You cannot trade with Arona and any other alien trader at the same time. Certain events can occur dynamically and simultaneously with trade (such as biodeck harvesting and factory production.) Attempting to start a second trade will result in closure of the first trade.
  • You only get one trade opportunity per visit. If you exit the trade window, the trader will depart.
  • If you have a Cargo Hold, there is a short delay after purchasing something from a trader before that item is usable.
  • Any cargo outside of the pattern buffer or Cargo Hold structure will eventually decay and become useless garbage.

Now we'll review the best trades available from each Alien race. (We will not review Arona trades further, as no trade with Arona is a good trade. At best you can get a mid-level price out of him (no sad faces), but you never get a good price (happy faces) from Arona.)

NOTE: All trades are described from the alien's perspective (the trader will buy from you, the trader will sell to you.)
Trading with Gem Slugs
Gem Slugs love Black Market Goods and will pay 1250-1500 E to buy them from you.
Trading with Gors (Kasvagorian)
Buying
  • Food, 312-375 E per unit.
  • Technology: Security Column, 13750-15000 E per unit.

Selling
  • Lockdown Brig
  • Security Column, 2500-3750 E per unit.
  • Security Control
Trading with Greys
Buying
  • Comsensor
  • Luxury Goods, 1250-1500 E per unit

Selling
  • Medical Supplies, 500-750 E per unit.
  • Sick Bay
Trading with Karmarama
Karmarama offer no special pricing on anything they purchase. Their much too groovy for material needs.

Selling
  • Black Market Goods, 500-750 E per unit.
  • Food Supplies, 125-188 E per unit.
Trading with Salt Hogs
Selling
  • Factory
  • Lavotron
  • Recycler
Trading with Sirens
Buying
  • Medical Supplies, 1250-1500 E per unit.

Selling
  • Love Nest
  • Luxury Goods, 500-750 E per unit.
Trading with Targs
Selling
  • Black Market Goods, 500-750 E per unit.
  • Comsensor
Trading with Turakken
Buying
  • Love Nest

Selling
  • Laboratory
  • Matter Anti-Matter
15 Comments
Captain Seasick 15 Mar, 2023 @ 7:42am 
NOTE: Building more than one collector per segment has NO EFFECT ON GAMEPLAY. It just says that in the F1 tooltip of the collectors 'cause it's a hold-over from an early planned feature that they never implemented, 'cause they decided it really was just a dumb and useless non-feature.
Norard 13 Sep, 2021 @ 10:02am 
If I've a factory, I never buy unless I'm desperate. Manufacturing goods always results in better profits, especially if you make your scientists research a good to bring down their energy costs.
fuchsjo 4 Jul, 2021 @ 12:16am 
If you have a Comsensor and a Sickbay, you can accept Ambulances.

Ambulances have upto 12 patients. Each patient pay the entrance fee at the port and the treatment at the Sickbay, upon beeing cured, they will also give a 1000E bonus.

And a 10000E Bonus for curing all patients. You can hire sick Greys without problem, as standing on the Diagnosis Unit recovers their health points, at the end of their shift they will seek treatment from their colleagues. But that may delay the payout of the 10000E Bonus for curing all patients.

Just make sure to always hire Grey with ATLEAST ONE POINT IN SKILL!!! or they will kill patients costing 1000E each.

Just do not accept the Nostromo class shuttles as they are difficult to cure and bring scrashers aboard your station.
fuchsjo 3 Jul, 2021 @ 11:56pm 
The Zedem should almost always be conscripted on the spot.

If you keep up with that, from the beginnig of the game, then after a time you will have messages poping up telling you you get 5000E

Zedem in your employ will work to convert sinners to their faith and turn them into pentients, netting you a 5000E Bonus from the Zedem Conclave, but the Peep, who once has been a Resident or a Visitor can then not do anything but hang arround and be obnoxious.

The Ascensoin Ritual from the Campaign Mission 7 doesnt work in the other scenarios or sandbox, but thankfully they will sometimes leave through the Port and the 5000E is plenty to hire replacements.

If you have a Commsensor, you will be able to contact pilgrimms, who will pay the entrance fee and have decreased soul stat, meaning your Zedem have a higher chance to convert them.

Because of their decreased soul stats, Pilgrimms also have a higher chance to turn to crime, but then you could still turn a profit with Lockdown Briggs.
fuchsjo 3 Jul, 2021 @ 11:37pm 
No one here mentioned the Zedem and the Sickbay or the Commsensor.

Commsensor:

Solar Flares, if you react to them you will collect ca. 5000E over a period of time.
But only if you have a Commsensor.

The Commsensor is also vital for contact with Tourists, Pilgrimms, and Ambulances.

Tourists, will pay the entrance fee for the station and are more likely to use entertainment facilitys because of their decreased entertainment stat.

More on Pilgrimms and Tourists later.
khermage 13 Aug, 2020 @ 6:02am 
Factories construct Facilities and equipment at 75% the cost of fabricating it directly. (I.e. a Lavotron is built directly for 2000 E, but in a Factory it only costs 1500 E). However, you can also take an item, dump it into the lab, and if there are no subsequent items needing research on it your Turakken Scientists will research and reduce the price of the item by 5% of its starting value, to a max of 9 times resulting in 30% the starting cost.

If you are building 12 or more of an item, you are better off researching it to level 9 (i.e. Scuzzers & Cargo crates). Otherwise, don't perform the extra research. To get to level 9 in the cheapest fashion, you need to manufacture the item at the 75% cost, research that, then manufacture the items at the 70% cost, research that, aso, until you have finally achieved the 9th improvement
zifro 10 Jun, 2020 @ 7:31am 
If you actually want to make a profit trading, it is important to not overstock and regularly empty your inventory.

Traders will always sell more than they will buy.

You must do the same to make a profit.



Also do not be affraid to sell your goods with less than three green smillies.

If you bought cheap, there is no need to wait selling your goods.


Production on the biodeck is so cheap, that you can even make a profit from selling to Arona.
Do so whenever you dont have dock, sell him everything left after filling your shops and sickbays and Dine O mats.

TL,DR : A high number of trade actions that bring still profit is better then sitting on huge stockpilles of dead money, waiting to sell for three green smillies.

Kallowe 27 Oct, 2017 @ 10:12pm 
It's worth noting that residents do not pay for any services except maybe Roulesse. I'm still looking into this as it may be the only way to get their energy.
Also the Karmarama traders do buy Mineral ores at an increased price.
Fantastic Fwoosh 18 Feb, 2017 @ 3:49pm 
Food crates i find only really matter if you're actively stocking the dine-o-mat with "Real food" from the 2nd green button when you click it, then it starts to consume food (though it might do so anyway and i may have just not noticed)

You could comfortably put all three types "Synthetic Food (base)" "Real Food" "Mineral Based Food (consumes ore boxes, not sure on difference)" on higher pricing if they are simultaneous or active.
Kiros 16 Feb, 2015 @ 4:48pm 
You can also earn e with the Lockdown Brig, 1000e per rehabilitated criminal and by converting peeps into penitents (5000e per conversion) by hiring Zedem monks, I had to do this on one mission because the other players on the station were stealing all the trade ships before I could click accept.

More detail on Increased prices, there's a pie chart showing your aproval rating in the peeps window, 4th tab I believe, if there are other players in the station you will have a smaller portion of the pie chart and less peeps will come to your section of the station(not sure if the same effect occurs when you are the only player), at one point I only had 5 visitors and I noticed at max price on the port, some peeps simply didn't pay it when boarding.