Trading System - Designer Workflow Guide
March 7, 2026 · View on GitHub
Overview
This guide provides step-by-step workflows for game designers to create and configure trading content without writing C++ code. All examples use Blueprint and Data Assets.
Important: The trading system integrates with the Way System, where specialized guilds (Ways) and their networks manage day-to-day economic activities, supply chains, and trade relationships. This guide covers the technical setup of trade items and markets.
Table of Contents
- Creating Trade Items
- Setting Up Markets
- Designing Contracts
- Configuring AI Traders
- Creating Market Events
- Balancing Economy
- Testing & Iteration
Creating Trade Items
Workflow 1: Basic Trade Item (Raw Material)
Goal: Create iron ore as a basic tradeable resource
Steps:
-
Open Content Browser
- Navigate to
Content/Trading/Items/ - Create folder if it doesn't exist
- Navigate to
-
Create Data Asset
- Right-click → Miscellaneous → Data Asset
- Select
TradeItemDataAsset - Name:
DA_TradeItem_IronOre
-
Configure Basic Info
Item Name: "Iron Ore" Item ID: "TradeItem_IronOre" Category: Raw Materials Description: "Raw iron ore extracted from asteroids. Essential for metal production." -
Set Pricing
Base Price: 50 Price Volatility: - Volatility Multiplier: 1.2 - Min Price Deviation: 0.6 - Max Price Deviation: 1.8 Affected By Supply Demand: ✓ Affected By Market Events: ✓ -
Configure Legality
Legality Status: Legal Min Reputation Required: -100 -
Set Physical Properties
Volume Per Unit: 1.0 Mass Per Unit: 2.5 Standard Lot Size: 100 Typical Market Stock: 5000 Replenishment Rate: 500 -
Configure AI Behavior
AI Trade Priority: 6 AI Hoardable: ☐ AI Arbitrage Enabled: ✓ Behavior Tags: BasicResource, Industrial, HighVolume -
Save and Test
- Save the Data Asset
- Add to a test market
- Check pricing calculations
Workflow 2: High-Value Tech Item
Goal: Create quantum processor as rare, valuable technology
Steps:
-
Create Data Asset
DA_TradeItem_QuantumProcessor
-
Configure Basic Info
Item Name: "Quantum Processor" Item ID: "TradeItem_QuantumProcessor" Category: Technology Description: "Advanced quantum computing processor." -
Set Premium Pricing
Base Price: 5000 Price Volatility: - Volatility Multiplier: 2.5 - Min Price Deviation: 0.4 - Max Price Deviation: 3.0 -
Add Restrictions
Legality Status: Regulated Banned Factions: - DA_Faction_PirateAlliance Requires Permit Factions: - DA_Faction_SolarisUnion Min Reputation Required: 25 -
Set Low Volume Properties
Volume Per Unit: 0.1 Mass Per Unit: 0.5 Standard Lot Size: 10 Typical Market Stock: 50 Replenishment Rate: 5 -
High-Priority AI Behavior
AI Trade Priority: 9 AI Hoardable: ✓ AI Arbitrage Enabled: ✓ Behavior Tags: HighValue, Technology, Rare, Regulated
Workflow 3: Contraband Item
Goal: Create illegal drugs for black market trading
Steps:
-
Create Data Asset
DA_TradeItem_NeuralStims
-
Configure as Contraband
Item Name: "Neural Stims" Item ID: "TradeItem_NeuralStims" Category: Contraband Legality Status: Illegal -
Extreme Pricing
Base Price: 1500 Price Volatility: - Volatility Multiplier: 3.0 - Min Price Deviation: 0.3 - Max Price Deviation: 5.0 -
Set Bans and Fines
Banned Factions: - DA_Faction_SolarisUnion - DA_Faction_TerranFederation Contraband Fine Multiplier: 10.0 -
Black Market Properties
Volume Per Unit: 0.05 Mass Per Unit: 0.1 Typical Market Stock: 20 Replenishment Rate: 2 -
High-Risk AI Behavior
AI Trade Priority: 10 AI Hoardable: ✓ Behavior Tags: HighValue, Contraband, HighRisk, BlackMarket
Setting Up Markets
Workflow 4: Open Trading Hub
Goal: Create a general-purpose trading station
Steps:
-
Create Market Data Asset
- Navigate to
Content/Trading/Markets/ - Create
MarketDataAsset - Name:
DA_Market_FreePort
- Navigate to
-
Configure Basic Info
Market Name: "Free Port Station" Market ID: "Market_FreePort" Market Type: Open Market Market Size: Large Controlling Faction: DA_Faction_FreeTraders -
Set Pricing Parameters
Transaction Tax Rate: 0.05 (5%) Sell Price Markup: 1.15 (players pay 15% more) Buy Price Markdown: 0.85 (players sell for 15% less) -
Configure Access
Allow Player Buying: ✓ Allow Player Selling: ✓ Allow AI Traders: ✓ Min Reputation Required: -50 -
Add Inventory
- Click "+" on Inventory array
- For each item:
Trade Item: DA_TradeItem_[ItemName] Current Stock: [Initial quantity] Max Stock: [Maximum quantity] Supply Level: 1.0 Demand Level: 1.0 In Stock: ✓
-
Stock Management
Stock Refresh Rate: 24.0 (hours) -
Configure AI Traders
AI Trader Count: 15 AI Trade Frequency: 20 Allow AI Price Manipulation: ✓ -
Add Market Events (optional)
- Configure in Event System (see Workflow 8)
Workflow 5: Black Market
Goal: Create hidden market for contraband
Steps:
-
Create Market Data Asset
DA_Market_ShadowHaven
-
Configure as Black Market
Market Name: "Shadow Haven" Market ID: "Market_ShadowHaven" Market Type: Black Market Market Size: Small Controlling Faction: DA_Faction_PirateAlliance -
High Fees
Transaction Tax Rate: 0.20 (20%) Sell Price Markup: 1.5 (50% markup) Buy Price Markdown: 0.6 (40% markdown) -
Restricted Access
Min Reputation Required: -25 (pirates only) Random Event Chance: 0.25 (25% - higher risk) -
Contraband Inventory
- Focus on illegal items
- High prices, low stock
- Fast refresh for hot goods
-
Aggressive AI
AI Trader Count: 5 AI Trade Frequency: 15 Allow AI Price Manipulation: ✓
Workflow 6: Faction-Exclusive Market
Goal: Create market requiring faction membership
Steps:
-
Create Market Data Asset
DA_Market_MilitaryDepot
-
Configure Restrictions
Market Type: Faction Exclusive Controlling Faction: DA_Faction_SolarisUnion Min Reputation Required: 50 (faction member) -
Specialized Inventory
- Military equipment only
- High-tech items
- Faction-specific goods
-
Better Prices for Members
Transaction Tax Rate: 0.02 (2% for members) Sell Price Markup: 1.05 (small markup) Buy Price Markdown: 0.95 (fair buyback)
Designing Contracts
Workflow 7: Basic Delivery Contract
Goal: Create simple cargo delivery mission
Steps:
-
Create Contract Data Asset
- Navigate to
Content/Trading/Contracts/ - Create
TradeContractDataAsset - Name:
DA_Contract_SupplyDelivery_001
- Navigate to
-
Configure Basic Info
Contract Name: "Routine Supply Delivery" Contract ID: "Contract_SupplyDelivery_001" Contract Type: Delivery Difficulty: Easy Contract Giver: DA_Faction_FreeTraders -
Set Cargo Requirements
- Click "+" on Required Cargo array
- Add entries:
Entry 1: Trade Item: DA_TradeItem_FoodRations Quantity: 500 Requires Pristine Condition: ☐ Entry 2: Trade Item: DA_TradeItem_MedicalSupplies Quantity: 100 Requires Pristine Condition: ✓
-
Configure Locations
Origin Location: Location Name: "Free Port Station" Coordinates: X=1000, Y=2000, Z=500 Market ID: "Market_FreePort" Destination Location: Location Name: "Mining Colony Alpha" Coordinates: X=5000, Y=3000, Z=1000 Market ID: "Market_MiningColony" -
Calculate Distance
Distance: 5500.0(Use: sqrt((x2-x1)² + (y2-y1)² + (z2-z1)²))
-
Set Time Limit
Time Limit: 48.0 (hours, 0 = no limit) Min Reputation Required: 0 -
Configure Rewards
Rewards: Credits: 5000 Reputation Gain: 10 Experience Points: 100 -
Set Penalties
Penalties: Credit Penalty: 1000 Reputation Penalty: 5 Collateral Deposit: 500 -
Special Conditions
Repeatable: ✓ Requires Stealth: ☐ Combat Expected: ☐ Hostile Factions: (none) -
Add Tags
Contract Tags: BasicDelivery, LowRisk, Repeatable
Workflow 8: Smuggling Contract
Goal: Create high-risk contraband delivery
Steps:
-
Create Contract Data Asset
DA_Contract_Smuggling_NeuralStims
-
Configure as Smuggling
Contract Name: "Shadow Run: Neural Stim Delivery" Contract Type: Smuggling Difficulty: Very Hard Contract Giver: DA_Faction_PirateAlliance -
Contraband Cargo
Required Cargo: Trade Item: DA_TradeItem_NeuralStims Quantity: 50 Requires Pristine Condition: ✓ -
Dangerous Route
Origin: Shadow Haven (pirate space) Destination: Corporate Megalopolis (corporate space) Distance: 18500.0 Time Limit: 72.0 -
High Rewards
Rewards: Credits: 75000 Reputation Gain: 25 Experience Points: 500 Bonus Items: DA_TradeItem_SmugglerBadge -
Severe Penalties
Penalties: Credit Penalty: 50000 Reputation Penalty: 50 Collateral Deposit: 25000 -
Special Conditions
Repeatable: ☐ (one-time) Requires Stealth: ✓ Combat Expected: ✓ Hostile Factions: - DA_Faction_SolarisUnion - DA_Faction_AuthorityPatrol Contract Tags: Smuggling, HighRisk, HighReward, Contraband
Configuring AI Traders
Workflow 9: Conservative Trader
Goal: Create safe, steady profit-seeking AI
Steps:
-
Add AI Trader Component to Actor
- Select station or ship actor
- Add Component → AI Trader Component
-
Configure Strategy
Trader Faction: DA_Faction_FreeTraders Strategy: Conservative Trading Capital: 25000 Cargo Capacity: 500.0 Travel Speed: 100.0 -
Set Skills and Risk
Trading Skill: 5 (average) Risk Tolerance: 0.2 (very risk-averse) Min Profit Margin: 0.20 (20% minimum) -
Enable Safe Behaviors
Enabled Behaviors: ✓ Market Making ✓ Route Planning ☐ Speculative Buying ☐ Market Manipulation -
Permissions
Can Manipulate Prices: ☐ Operates In Black Markets: ☐ Accepts Contracts: ✓ Trade Frequency: 10 (per day) -
Initialize in Blueprint
- Create BeginPlay event
- Call
Initializewith starting capital and market
Workflow 10: Aggressive Speculator
Goal: Create high-risk, high-reward AI trader
Steps:
-
Add AI Trader Component
-
Configure Aggressive Strategy
Strategy: Aggressive Trading Capital: 100000 Cargo Capacity: 1500.0 Trading Skill: 8 (expert) Risk Tolerance: 0.8 (risk-seeking) Min Profit Margin: 0.30 (30% minimum) -
Enable All Behaviors
Enabled Behaviors: ✓ Market Making ✓ Arbitrage ✓ Route Planning ✓ Speculative Buying ✓ Event Reaction ✓ Hoarding ✓ Market Manipulation -
High-Risk Permissions
Can Manipulate Prices: ✓ Operates In Black Markets: ✓ Accepts Contracts: ✓ Trade Frequency: 25 -
Set Relationships (optional)
- Add rival traders (competes against)
- Add friendly traders (cooperates with)
Creating Market Events
Workflow 11: Supply Shortage Event
Goal: Create temporary shortage of raw materials
Steps:
-
Open Market Data Asset
- Select market that will experience event
-
Add to Active Events Array
- Click "+" on Active Events
-
Configure Event
Event Name: "Iron Ore Shortage" Event ID: "Event_Shortage_IronOre" Event Description: "Mining operations disrupted by asteroid storm. Iron ore scarce." -
Set Affected Items
Affected Item IDs: - TradeItem_IronOre - TradeItem_SteelIngot (processed from iron) -
Configure Impact
Price Multiplier: 1.5 (50% price increase) Supply Multiplier: 0.5 (supply halved) Demand Multiplier: 1.5 (increased demand) Duration Hours: 48.0 -
Trigger Event in Blueprint
Event Graph: - When condition met (quest, timer, random) - Set bIsActive = true - Set StartTime = Current Game Time - Call OnMarketEventStarted
Workflow 12: Technology Expo Event
Goal: Create demand spike for tech items
Steps:
-
Configure Event
Event Name: "Galactic Tech Expo" Event ID: "Event_TechExpo" -
Affect Tech Items
Affected Item IDs: - TradeItem_QuantumProcessor - TradeItem_DataCore - TradeItem_AIChip -
Boost Demand
Price Multiplier: 1.3 Supply Multiplier: 1.2 (vendors stock up) Demand Multiplier: 1.8 (high interest) Duration Hours: 72.0 (3-day event)
Balancing Economy
Balancing Checklist
Price Ranges:
- Basic materials: 10-100 credits
- Refined goods: 100-500 credits
- Components: 500-2000 credits
- Technology: 2000-10000 credits
- Luxury: 5000-50000 credits
- Contraband: 1000-20000 credits
Profit Margins:
- Low-risk trades: 10-20% profit
- Medium-risk: 20-40% profit
- High-risk: 40-100% profit
- Contraband: 100-300% profit
Contract Rewards:
- Easy: 1000-5000 credits
- Medium: 5000-20000 credits
- Hard: 20000-50000 credits
- Very Hard: 50000-100000 credits
- Extreme: 100000+ credits
Stock Levels:
- Common items: 1000-10000 units
- Uncommon: 100-1000 units
- Rare: 10-100 units
- Very rare: 1-10 units
Testing Scenarios
Test 1: Basic Trading Loop
- Buy iron ore at mining station (cheap)
- Transport to industrial hub
- Sell for profit
- Verify profit is 15-25%
Test 2: Arbitrage
- Identify price difference between markets
- Calculate profit after transport costs
- Execute trade
- Verify AI traders also exploit opportunity
Test 3: Market Event
- Trigger shortage event
- Verify prices increase
- Verify stock depletes
- Confirm event expires after duration
Test 4: Contraband
- Buy contraband at black market
- Attempt to sell at legal market
- Verify rejection or fine
- Sell at another black market for profit
Test 5: AI Competition
- Spawn aggressive AI trader
- Monitor same markets as AI
- Verify AI competes for opportunities
- Check if prices are manipulated
Testing & Iteration
Debug Tools
Enable Debug Mode:
In Blueprint:
- Add debug display for prices
- Show AI trader decisions
- Log all transactions
- Display market events
Test Commands (if implemented):
trading.debug 1
trading.showroutes 1
trading.logtransactions 1
Analytics to Monitor
-
Price Stability
- Track price over time
- Identify excessive volatility
- Balance volatility multipliers
-
Player Profit
- Track total player earnings
- Ensure positive but not excessive
- Balance against other income sources
-
AI Performance
- Monitor AI trader profits
- Verify AI makes logical decisions
- Balance AI competitiveness
-
Market Activity
- Transaction volume per item
- Most/least traded items
- Market event frequency
-
Contract Completion
- Success rate by difficulty
- Average profit per contract
- Time to completion
Iteration Workflow
-
Gather Data
- Playtest sessions
- Transaction logs
- Player feedback
-
Identify Issues
- Overpowered strategies
- Underused systems
- Balance problems
-
Make Changes
- Adjust prices
- Modify event frequency
- Rebalance rewards
-
Test Changes
- Focused playtests
- Verify fixes
- Check for new issues
-
Document Changes
- Update balance spreadsheet
- Note design decisions
- Track iterations
Common Patterns
Pattern 1: Tiered Item Progression
Create item chains with increasing value:
Iron Ore (50) → Steel Ingot (150) → Ship Hull Plate (500) →
Complete Hull (2000)
Each step adds value through processing.
Pattern 2: Regional Specialization
Different markets specialize:
- Mining stations: Cheap raw materials
- Industrial hubs: Refined goods
- Tech centers: Advanced components
- Luxury stations: High-end items
Creates natural trade routes.
Pattern 3: Event Chains
Events trigger follow-up events:
Mining Accident → Ore Shortage → Metal Price Spike →
Component Shortage → Ship Price Increase
Creates economic ripple effects.
Pattern 4: Seasonal Economy
Rotating events create seasons:
- Spring: Agriculture boom (food cheap)
- Summer: Tech expo (tech demand)
- Fall: Military exercises (weapons demand)
- Winter: Fuel shortage (energy prices up)
Pattern 5: Quest-Driven Economy
Quests affect economy:
- War quest → Military equipment demand
- Plague quest → Medical supplies shortage
- Discovery quest → Research materials wanted
Appendix: Quick Reference Tables
Trade Item Categories
| Category | Base Price Range | Volume | Legality | AI Priority |
|---|---|---|---|---|
| Raw Materials | 10-100 | High | Legal | 5-6 |
| Refined Goods | 100-500 | Medium | Legal | 6-7 |
| Components | 500-2000 | Medium | Legal | 7-8 |
| Technology | 2000-10000 | Low | Regulated | 8-9 |
| Food | 10-200 | High | Legal | 5-6 |
| Luxury | 5000-50000 | Very Low | Legal | 7-9 |
| Contraband | 1000-20000 | Low | Illegal | 9-10 |
| Military | 2000-20000 | Low | Restricted | 8-9 |
| Medical | 100-5000 | Medium | Legal | 6-8 |
Market Type Comparison
| Type | Tax | Markup | Access | Items |
|---|---|---|---|---|
| Open Market | 5% | 15% | Easy | All Legal |
| Black Market | 20% | 50% | Hard | All Including Illegal |
| Faction Exclusive | 2% | 5% | Faction Only | Specialized |
| Commodity Exchange | 1% | 5% | Easy | Raw Materials |
| Luxury Bazaar | 10% | 30% | Reputation | Luxury |
| Military Supply | 5% | 10% | Restricted | Military |
AI Trader Strategies
| Strategy | Risk | Behaviors | Capital | Profit Target |
|---|---|---|---|---|
| Conservative | Low | Market Making, Route Planning | 25K | 10-20% |
| Balanced | Medium | All Basic | 50K | 20-30% |
| Aggressive | High | All Including Manipulation | 100K | 30-50% |
| Opportunistic | Variable | Event-Driven | 75K | Variable |
| Specialist | Medium | Category-Focused | 60K | 25-40% |
| Manipulator | High | Price Manipulation | 150K | 40-100% |
Next Steps:
- Review TradingSystemGuide.md for complete reference
- Check TradingBlueprintExamples.md for Blueprint examples
- See TradingTemplates/ for YAML configuration templates