Inevitably it is the fighting in the game that generates the market economy. As in Patrician you can't do it without at least some fighting but once you build up a security force you can get on with trade. You the player choose your way of playing. However, if that was a favourite of yours imagine Patrician with more potential foes from different factions more pirates more building no footsoldiers way more ships and way more complexity but importantly LESS linear. X4 is more like Patrician in space than X3 was. The core difference between X3 and X4 is teh dynamic universe. Well since you were unsatisfied with X3 maybe the best way to get an answer is to say exactly what left you unsatisfied with it THEN see if X4 changed it. ![]() Since that is the case, good trade deal are gone by the time you get to a station, because other NPC ships are also reserving their wares in advance even before they get to the station. They would need some separate interface for telling the computer that you personally wish to fly to a certain place, and make a certain trade. The game does not know what you, the player, have planned. I think the reason it is like this is because the game does not allow you to give orders to yourself. When you pilot the freighter yourself, you cannot lock down these prices in advance. So the NPC piloted freighter can take his time getting there. You give an order to buy a certain amount of goods at a certain price at station A, and sell those goods for a certain price at station B. When you have a ship with an NPC captain, you can lock in prices at both ends of the trade ahead of time. The reason is the ware reservation system. The most efficient way to trade actually is to have an NPC captain do trades for you. That is, as the captain, fly to station, buy wares, fly to another station, sell wares. ![]() ![]() The problem the OP is encountering is likely because he is trying to trade manually.
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