|Update: This guide was created in 2015 and is very outdated.|
Base Ship Cost
Trading Spec Cost (B-rated FSD)
|Insurance Cost||Cargo Capacity||Earnings||ED Shipyard|
Can land on:
|Sidewinder||32,000 Cr||244,163 Cr||12,208 Cr||0 T||200,000 Cr/hr||Link||Small Pads||Bounty Hunting|
|Eagle||44,800 Cr||497,810 Cr||24,891 Cr||0 T||400,000 Cr/hr||Link||Small Pads||Bounty Hunting|
|Hauler||52,720 Cr||212,042 Cr||10,602 Cr||16 T||500,000 Cr/hr||Link||Small Pads||Rare Commodities|
|Adder||87,808 Cr||381,609 Cr||19,080 Cr||26 T||700,000 Cr/hr||Link||Small Pads||Rare Commodities|
|Cobra MK III||379,718 Cr||1,366,512 Cr||68,326 Cr||40 T||1,000,000 Cr/hr||Link||Small Pads||Rare Commodities|
|Type-6 Transporter||1,045,945 Cr||1,840,125 Cr||92,006 Cr||104 T||1,700,000 Cr/hr||Link|
|Asp Explorer||6,661,153 Cr||9,458,685 Cr||472,934 Cr||120 T||2,300,000 Cr/hr||Link|
|Type-7 Transporter||17,472,252 Cr||20,020,585 Cr||1,001,029 Cr||216 T||2,700,000 Cr/hr||Link||Large Pads|
|Imperial Clipper||22,295,860 Cr||24,466,403 Cr||1,223,320 Cr||240 T||3,400,000 Cr/hr||Link||Large Pads|
|Python||55,171,395 Cr||60,296,940 Cr||3,014,847 Cr||284 T||4,500,000 Cr/hr||Link|
|Type 9||76,555,842 Cr||92,386,884 Cr||4,619,344 Cr||500 T||5,500,000 Cr/hr||Link||Large Pads|
|Anaconda||146,969,451 Cr||157,319,738 Cr||7,865,987 Cr||452 T||6,500,000 Cr/hr||Link||Large Pads|
|* Invaluable Links:||Trader Bible||Regulated Noise||Elite Trading Tool||EDDB|
|* If you bought the game in alpha/beta/gamma, your insurance costs will be less. You can use Elite Shipyard to figure out what the insurance costs will be.|
|* All builds assume you're running with the minimum class D-rated shields that you ship can have. Flying without shields is a quick way to lose a few million Cr!|
|* You lose 10% of your total ship cost when you sell it (hence the "upgrade loss"). You should always sell your modules and swap the ones you can't sell with the cheapest|
|before you sell your ship because you don't lose money when you sell modules back individually. Basically, strip your ship to the cheapest you can make it and then sell it.|
|* Earnings are average estimates based on my own routes. YMMV. For example, some people have found 6mil/hr Python routes, and others 8mil/hr Anaconda routes.|
* Some of the best routes I've found are 3-leg routes.
|* I prefer to always buy the next trading ship with a Rating B FSD and then upgrade to rating A. That way I stay in the smaller ship for a few hours less than I otherwise would.|
* When you have the money, upgrade your power plant and fill your utility slots with class A shield boosters for extra survivability. 5 rating A shield boosters will double your shield capacity!
* Rating A modules perform the best but use the most power, rating B modules weigh the most but have a good price / performance ratio, and rating D modules weigh the least.
Because rating D modules weigh the least, you always want to outfit your trading vessel with rating D modules, except for the frame shift drive, which you should aim to get an A-rated FSD to
maximize your jump range. Remember class size on your modules matters more than rating! For example, the Cobra has a class 4 FSD slot. Fitting a 3A gives you a 6.49LY jump range while a 4E
will give you a 11.07LY jump range. I find it useful to always sort outfitting by class descending, then you will always see the best rated highest class items first.
|* Don't haul cargo in a sidewinder or eagle. Do delivery missions and go to navigation beacons and resource extraction sites. Shoot up wanted AI and earn the big credits.|
|* Skip the Type 9. It's slow and cumbersome and has a max 13.6LY jump range. If you look hard enough you can find a 6-7mil/hr route in a Python.|
|* The Python is currently the best multipurpose ship in the game. Flies like a dream, wrecks any ship in combat. It's only downside is a max jump range of ~16.4LY (for trading). You can land on outposts!|
|* Don't bother upgrading the Anaconda past trading spec. Just use it to fund your fun ships. With a 20LY loaded jump range and 452T cargo it's the best trading ship. Also, 6-7mil/hr.|
|* The Imperial Clipper is worth getting over the Type 7. It suffers from the Python's short jump range syndrome, but if you put rating A thrusters and power distributor on it you can boost|
|to 440 even with full cargo. No pirate is going to catch you and none of the ships that can mass-lock you can boost as fast. It's so nimble it's like trading in a 240T cargo viper.|
|* Here's are some good links to start you with trading rares:|
Hauler rare trader
|Rares System Distances|
Sample Rare Circuit
* The progression tabs assume you're selling your trading ship to move up to the next ship.