Commodities and prices

The 18 commodities of the frontier, how scarcity sets the price and where things are cheaper.

Frontier markets trade 18 commodities: 15 legal and 3 prohibited. Prices are in credits per tonne. The first number is what you pay, the second is what you get when selling.

How the price is formed

Each station has a target stock for every commodity. Buying takes a tonne from the warehouse and creates scarcity; selling returns a tonne.

scarcity = (target stock − current) / target stock
buy price = base × (1 + scarcity × 0.75)
sell price = base × (1 + scarcity × 0.60)

Scarcity raises both prices; a surplus lowers them. A commodity with zero stock cannot be bought.

Base prices in Vesper

Commodity DF-01 RS-02 AX-03
Water 18 / 14 29 / 23 24 / 19
Food 32 / 25 21 / 17 28 / 22
Metals 74 / 61 96 / 84 68 / 57
Medical supplies 120 / 102 155 / 135 105 / 90
Machinery 210 / 180 175 / 148 230 / 195
Electronics 260 / 225 310 / 275 220 / 190
Textiles 45 / 34 62 / 50 58 / 44
Polymers 88 / 70 105 / 91 78 / 63
Fuel cells 150 / 128 138 / 116 165 / 140
Mining equipment 190 / 160 240 / 210 175 / 148
Construction materials 65 / 52 82 / 70 72 / 58
Biological samples 320 / 270 390 / 345 220 / 185
Luxury goods 450 / 380 520 / 465 580 / 500
Computer components 285 / 250 340 / 300 230 / 198
Fertilizer 40 / 31 55 / 44 47 / 37
Combat stimulants 720 / 590 860 / 750 780 / 650
Weapon components 640 / 540 780 / 680 700 / 590
Classified data 950 / 800 1,150 / 1,010 820 / 700

Prohibited goods are in bold. Read about the risks of hauling them on the Law and contraband page.

Stations in other systems

The stations of the five new systems are generated from archetypes. Their own products are 28% cheaper than the base value, and the goods they need are 30% more expensive.