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

  1. Creating Trade Items
  2. Setting Up Markets
  3. Designing Contracts
  4. Configuring AI Traders
  5. Creating Market Events
  6. Balancing Economy
  7. Testing & Iteration

Creating Trade Items

Workflow 1: Basic Trade Item (Raw Material)

Goal: Create iron ore as a basic tradeable resource

Steps:

  1. Open Content Browser

    • Navigate to Content/Trading/Items/
    • Create folder if it doesn't exist
  2. Create Data Asset

    • Right-click → Miscellaneous → Data Asset
    • Select TradeItemDataAsset
    • Name: DA_TradeItem_IronOre
  3. 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."
    
  4. 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: ✓
    
  5. Configure Legality

    Legality Status: Legal
    Min Reputation Required: -100
    
  6. Set Physical Properties

    Volume Per Unit: 1.0
    Mass Per Unit: 2.5
    Standard Lot Size: 100
    Typical Market Stock: 5000
    Replenishment Rate: 500
    
  7. Configure AI Behavior

    AI Trade Priority: 6
    AI Hoardable: ☐
    AI Arbitrage Enabled: ✓
    Behavior Tags: BasicResource, Industrial, HighVolume
    
  8. 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:

  1. Create Data Asset

    • DA_TradeItem_QuantumProcessor
  2. Configure Basic Info

    Item Name: "Quantum Processor"
    Item ID: "TradeItem_QuantumProcessor"
    Category: Technology
    Description: "Advanced quantum computing processor."
    
  3. Set Premium Pricing

    Base Price: 5000
    Price Volatility:
      - Volatility Multiplier: 2.5
      - Min Price Deviation: 0.4
      - Max Price Deviation: 3.0
    
  4. Add Restrictions

    Legality Status: Regulated
    Banned Factions:
      - DA_Faction_PirateAlliance
    Requires Permit Factions:
      - DA_Faction_SolarisUnion
    Min Reputation Required: 25
    
  5. 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
    
  6. 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:

  1. Create Data Asset

    • DA_TradeItem_NeuralStims
  2. Configure as Contraband

    Item Name: "Neural Stims"
    Item ID: "TradeItem_NeuralStims"
    Category: Contraband
    Legality Status: Illegal
    
  3. Extreme Pricing

    Base Price: 1500
    Price Volatility:
      - Volatility Multiplier: 3.0
      - Min Price Deviation: 0.3
      - Max Price Deviation: 5.0
    
  4. Set Bans and Fines

    Banned Factions:
      - DA_Faction_SolarisUnion
      - DA_Faction_TerranFederation
    Contraband Fine Multiplier: 10.0
    
  5. Black Market Properties

    Volume Per Unit: 0.05
    Mass Per Unit: 0.1
    Typical Market Stock: 20
    Replenishment Rate: 2
    
  6. 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:

  1. Create Market Data Asset

    • Navigate to Content/Trading/Markets/
    • Create MarketDataAsset
    • Name: DA_Market_FreePort
  2. Configure Basic Info

    Market Name: "Free Port Station"
    Market ID: "Market_FreePort"
    Market Type: Open Market
    Market Size: Large
    Controlling Faction: DA_Faction_FreeTraders
    
  3. 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)
    
  4. Configure Access

    Allow Player Buying: ✓
    Allow Player Selling: ✓
    Allow AI Traders: ✓
    Min Reputation Required: -50
    
  5. 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: ✓
      
  6. Stock Management

    Stock Refresh Rate: 24.0 (hours)
    
  7. Configure AI Traders

    AI Trader Count: 15
    AI Trade Frequency: 20
    Allow AI Price Manipulation: ✓
    
  8. Add Market Events (optional)

    • Configure in Event System (see Workflow 8)

Workflow 5: Black Market

Goal: Create hidden market for contraband

Steps:

  1. Create Market Data Asset

    • DA_Market_ShadowHaven
  2. Configure as Black Market

    Market Name: "Shadow Haven"
    Market ID: "Market_ShadowHaven"
    Market Type: Black Market
    Market Size: Small
    Controlling Faction: DA_Faction_PirateAlliance
    
  3. High Fees

    Transaction Tax Rate: 0.20 (20%)
    Sell Price Markup: 1.5 (50% markup)
    Buy Price Markdown: 0.6 (40% markdown)
    
  4. Restricted Access

    Min Reputation Required: -25 (pirates only)
    Random Event Chance: 0.25 (25% - higher risk)
    
  5. Contraband Inventory

    • Focus on illegal items
    • High prices, low stock
    • Fast refresh for hot goods
  6. 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:

  1. Create Market Data Asset

    • DA_Market_MilitaryDepot
  2. Configure Restrictions

    Market Type: Faction Exclusive
    Controlling Faction: DA_Faction_SolarisUnion
    Min Reputation Required: 50 (faction member)
    
  3. Specialized Inventory

    • Military equipment only
    • High-tech items
    • Faction-specific goods
  4. 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:

  1. Create Contract Data Asset

    • Navigate to Content/Trading/Contracts/
    • Create TradeContractDataAsset
    • Name: DA_Contract_SupplyDelivery_001
  2. Configure Basic Info

    Contract Name: "Routine Supply Delivery"
    Contract ID: "Contract_SupplyDelivery_001"
    Contract Type: Delivery
    Difficulty: Easy
    Contract Giver: DA_Faction_FreeTraders
    
  3. 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: ✓
      
  4. 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"
    
  5. Calculate Distance

    Distance: 5500.0
    

    (Use: sqrt((x2-x1)² + (y2-y1)² + (z2-z1)²))

  6. Set Time Limit

    Time Limit: 48.0 (hours, 0 = no limit)
    Min Reputation Required: 0
    
  7. Configure Rewards

    Rewards:
      Credits: 5000
      Reputation Gain: 10
      Experience Points: 100
    
  8. Set Penalties

    Penalties:
      Credit Penalty: 1000
      Reputation Penalty: 5
      Collateral Deposit: 500
    
  9. Special Conditions

    Repeatable: ✓
    Requires Stealth: ☐
    Combat Expected: ☐
    Hostile Factions: (none)
    
  10. Add Tags

    Contract Tags: BasicDelivery, LowRisk, Repeatable
    

Workflow 8: Smuggling Contract

Goal: Create high-risk contraband delivery

Steps:

  1. Create Contract Data Asset

    • DA_Contract_Smuggling_NeuralStims
  2. Configure as Smuggling

    Contract Name: "Shadow Run: Neural Stim Delivery"
    Contract Type: Smuggling
    Difficulty: Very Hard
    Contract Giver: DA_Faction_PirateAlliance
    
  3. Contraband Cargo

    Required Cargo:
      Trade Item: DA_TradeItem_NeuralStims
      Quantity: 50
      Requires Pristine Condition: ✓
    
  4. Dangerous Route

    Origin: Shadow Haven (pirate space)
    Destination: Corporate Megalopolis (corporate space)
    Distance: 18500.0
    Time Limit: 72.0
    
  5. High Rewards

    Rewards:
      Credits: 75000
      Reputation Gain: 25
      Experience Points: 500
      Bonus Items: DA_TradeItem_SmugglerBadge
    
  6. Severe Penalties

    Penalties:
      Credit Penalty: 50000
      Reputation Penalty: 50
      Collateral Deposit: 25000
    
  7. 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:

  1. Add AI Trader Component to Actor

    • Select station or ship actor
    • Add Component → AI Trader Component
  2. Configure Strategy

    Trader Faction: DA_Faction_FreeTraders
    Strategy: Conservative
    Trading Capital: 25000
    Cargo Capacity: 500.0
    Travel Speed: 100.0
    
  3. Set Skills and Risk

    Trading Skill: 5 (average)
    Risk Tolerance: 0.2 (very risk-averse)
    Min Profit Margin: 0.20 (20% minimum)
    
  4. Enable Safe Behaviors

    Enabled Behaviors:
      ✓ Market Making
      ✓ Route Planning
      ☐ Speculative Buying
      ☐ Market Manipulation
    
  5. Permissions

    Can Manipulate Prices: ☐
    Operates In Black Markets: ☐
    Accepts Contracts: ✓
    Trade Frequency: 10 (per day)
    
  6. Initialize in Blueprint

    • Create BeginPlay event
    • Call Initialize with starting capital and market

Workflow 10: Aggressive Speculator

Goal: Create high-risk, high-reward AI trader

Steps:

  1. Add AI Trader Component

  2. 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)
    
  3. Enable All Behaviors

    Enabled Behaviors:
      ✓ Market Making
      ✓ Arbitrage
      ✓ Route Planning
      ✓ Speculative Buying
      ✓ Event Reaction
      ✓ Hoarding
      ✓ Market Manipulation
    
  4. High-Risk Permissions

    Can Manipulate Prices: ✓
    Operates In Black Markets: ✓
    Accepts Contracts: ✓
    Trade Frequency: 25
    
  5. 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:

  1. Open Market Data Asset

    • Select market that will experience event
  2. Add to Active Events Array

    • Click "+" on Active Events
  3. Configure Event

    Event Name: "Iron Ore Shortage"
    Event ID: "Event_Shortage_IronOre"
    Event Description: "Mining operations disrupted by
                        asteroid storm. Iron ore scarce."
    
  4. Set Affected Items

    Affected Item IDs:
      - TradeItem_IronOre
      - TradeItem_SteelIngot (processed from iron)
    
  5. 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
    
  6. 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:

  1. Configure Event

    Event Name: "Galactic Tech Expo"
    Event ID: "Event_TechExpo"
    
  2. Affect Tech Items

    Affected Item IDs:
      - TradeItem_QuantumProcessor
      - TradeItem_DataCore
      - TradeItem_AIChip
    
  3. 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

  1. Buy iron ore at mining station (cheap)
  2. Transport to industrial hub
  3. Sell for profit
  4. Verify profit is 15-25%

Test 2: Arbitrage

  1. Identify price difference between markets
  2. Calculate profit after transport costs
  3. Execute trade
  4. Verify AI traders also exploit opportunity

Test 3: Market Event

  1. Trigger shortage event
  2. Verify prices increase
  3. Verify stock depletes
  4. Confirm event expires after duration

Test 4: Contraband

  1. Buy contraband at black market
  2. Attempt to sell at legal market
  3. Verify rejection or fine
  4. Sell at another black market for profit

Test 5: AI Competition

  1. Spawn aggressive AI trader
  2. Monitor same markets as AI
  3. Verify AI competes for opportunities
  4. 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

  1. Price Stability

    • Track price over time
    • Identify excessive volatility
    • Balance volatility multipliers
  2. Player Profit

    • Track total player earnings
    • Ensure positive but not excessive
    • Balance against other income sources
  3. AI Performance

    • Monitor AI trader profits
    • Verify AI makes logical decisions
    • Balance AI competitiveness
  4. Market Activity

    • Transaction volume per item
    • Most/least traded items
    • Market event frequency
  5. Contract Completion

    • Success rate by difficulty
    • Average profit per contract
    • Time to completion

Iteration Workflow

  1. Gather Data

    • Playtest sessions
    • Transaction logs
    • Player feedback
  2. Identify Issues

    • Overpowered strategies
    • Underused systems
    • Balance problems
  3. Make Changes

    • Adjust prices
    • Modify event frequency
    • Rebalance rewards
  4. Test Changes

    • Focused playtests
    • Verify fixes
    • Check for new issues
  5. 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

CategoryBase Price RangeVolumeLegalityAI Priority
Raw Materials10-100HighLegal5-6
Refined Goods100-500MediumLegal6-7
Components500-2000MediumLegal7-8
Technology2000-10000LowRegulated8-9
Food10-200HighLegal5-6
Luxury5000-50000Very LowLegal7-9
Contraband1000-20000LowIllegal9-10
Military2000-20000LowRestricted8-9
Medical100-5000MediumLegal6-8

Market Type Comparison

TypeTaxMarkupAccessItems
Open Market5%15%EasyAll Legal
Black Market20%50%HardAll Including Illegal
Faction Exclusive2%5%Faction OnlySpecialized
Commodity Exchange1%5%EasyRaw Materials
Luxury Bazaar10%30%ReputationLuxury
Military Supply5%10%RestrictedMilitary

AI Trader Strategies

StrategyRiskBehaviorsCapitalProfit Target
ConservativeLowMarket Making, Route Planning25K10-20%
BalancedMediumAll Basic50K20-30%
AggressiveHighAll Including Manipulation100K30-50%
OpportunisticVariableEvent-Driven75KVariable
SpecialistMediumCategory-Focused60K25-40%
ManipulatorHighPrice Manipulation150K40-100%

Next Steps: