On this page
  1. A game
  2. Markets
  3. Haggling
  4. Cargo and banks
  5. Growth
  6. Related
  7. Mechanics
  8. References
  9. Sources

Star Trader is a text trading game in BASIC whose players captain merchant ships between star systems, buying and selling goods1. Two to twelve can play2. People’s Computer Company (PCC) described it in its newsletter in January 1974 and sold it on two paper tapes for the HP 2000F3. The newsletter names no author; Dave Kaufman was the contact for more information3.

The program survives as a printed listing. PCC Games (1974) prints its two modules4, and What to Do After You Hit Return (1975) reprints a revised version with a guide to the bargaining and the economy5. Every rule below is read in the 1974 listing, through the OCR text of the Internet Archive’s scan, with the lines the OCR garbles read on the page images.

#A game

Players new to the game get the default: two to four players, two ships each, three star systems per player plus one, and 5 years6,6. Experienced players can set each of those, the cargo limit, the spacing of the stars, the number of bids, and the profit margin2. The set-up module holds the defaults in code7. Every ship starts at Sol with 5,000 in cash and 15 units of heavy equipment, 10 of medicine, and 10 of software8.

The calendar starts on January 1, 2070, and its year has 360 days9 in twelve 30-day months9. A voyage takes the straight-line distance divided by the ship’s speed, 2/7 of a light-year a day10, rounded down to whole days10. The map is 100 light-years square10.

The game has no rounds. The program always moves the ship with the earliest arrival date, breaking a tie with a coin flip, and the calendar jumps to that date11. A landing is a turn: the captain trades, visits the bank if the system has one, and names the next port of call11.

Voyages run late. Before departure, with probability 0.05 by default, a voyage is held 1 to 3 weeks for an inspection, the crew’s vacation, or a local holiday12. After printing the arrival date, the program adds 1 to 3 more weeks to all but one voyage in twenty, and the ship reports the delay on landing as a computer mistake, getting lost, or pirates12.

When the next arrival falls in a new year, the program prints a yearly report: every system’s prices, and each player’s cash aboard, bank balance, and cargo valued at the fixed prices, with a total13. The game ends when the next arrival falls in its last year, after that year’s January 1 report and before the landing14. Typing SAVE as a port of call punches the game onto paper tape to finish later14. The listing names no winner13.

#Markets

Each of the six goods has a fixed price Q, from 3,000 to 5,00015,15. Each system makes or consumes each good at a monthly rate G, set by its development level L and two DATA tables, M and C, for its development bracket16:

G=(1+L15)(ML+C)

A positive rate means the system produces the good, a negative one that it consumes it16. Young systems produce uranium, metals, and gems and need the other three goods; developed systems are the reverse16. A frontier system makes 1 uranium a month and consumes 1 software, and Sol makes 2 software and consumes 2 uranium17.

A system’s stock S of a good grows by G each month. The program brings it up to date whenever a ship lands, capped at 12 months18 of the rate18. A positive stock is for sale, and a negative one is a need the merchants buy against18.

The fair price P follows the stock, scaled by the profit-margin constant X9 and rounded to the nearest 10019:

P=Q(1−sgn⁡(S)|SGX9|)

A surplus lowers the price, and a need raises it19. The profit-margin setting n, from 1 to 5, makes X9=18n20. Since the stock never exceeds 12 months of the rate, a fair price stays within Q(1±12/X9), which is ±⅓ of the fixed price21 at the default setting of 221.

The update gives the stock the sign of the rate. Selling a needy system more than it needs therefore leaves a surplus that the next update books as a need of the same size, less the consumption since22.

#Haggling

Merchants buy against their system’s needs and sell from its stock18. Offered more than they need, they bid on at most twice their need23. They open at 90% (buying) and 110% (selling)24 of the lot’s fair value, and they haggle for at most 3 rounds25; when more than one round is allowed, they announce the last as their final offer25.

When the merchants buy X units, each round runs26,24

for round k = 1 to K9:
    offer 0.9 × P × X, rounded to 100
    read the player's bid Y
    if Y ≤ P × X:           "WE'LL BUY!" at Y; stop
    if Y > (1 + z) × P × X: "WE'LL PASS THIS ONE"; stop
    P = 0.8 × P + 0.2 × Y / X
"WE'LL PASS THIS ONE"

When they sell, the test mirrors it: an offer at or above PX buys, and one below (1−z)PX gets “THAT’S TOO LOW”26. A deal closes at the player’s figure, and the price change lasts only for the visit26.

The price window z narrows each round k and is widest for a lot that meets the merchants’ whole need or supply |S|27:

z={0.5/kX≥|S|X/(2|S|k)X<|S|

The 1975 guide says the same: the window “gets narrower each round of bidding”27. A player who agrees a price above the cash aboard can draw the difference from the bank in a system that has one; elsewhere the offer fails as too low28.

#Cargo and banks

A ship carries at most 30 tons29, and gems and software don’t count toward the limit29.

Only Class I and II systems have banks, and each player’s one account serves all their ships30. Interest is 5% a year31. With t the time in years since the account’s last update, the bank sets B←B(1+0.05t), without rounding31. It updates an account at each bank visit and every account in each yearly report, so interest compounds at least once a year31.

#Growth

After a ship’s visit, the program raises the system’s development level by 1.25 if no need there exceeds a month’s consumption and at most one good is still needed32. It announces a new class at each multiple of 532. Once the average level reaches 10, a new Class IV system appears, up to 15 in all32. The newsletter says that systems on brisker trading routes grow faster32.

Mechanics

MechanicKindHow
Commodity tradingsix goods priced by each system's stock or need, and haggling over every lot
Price fluctuationa price follows the system's stock, which grows each month and moves with every trade
Inventory capacityMass30 tons a ship by default; gems and software weigh nothing
Compound interest5% a year, simple between updates and added to the balance at each bank visit and each yearly report
CalendarMonthstwelve 30-day months from January 1, 2070; a voyage takes whole days
Day limita set number of years, 5 by default, ending on January 1 of the last
Random eventsvoyage delays of up to 3 weeks, some announced at departure and some only on landing
Every claim about this game, by concept (31)
generalIn January 1974 the People's Computer Company newsletter described Star Trader over two pages, sent readers to Dave Kaufman for more information, and sold the program on two paper tapes with instructions for $10, written for the HP 2000F.Publisher
PCC Games (1974) prints Star Trader's BASIC listing in two modules, a main module of 6,819 words and a set-up module of 3,290 words, each headed with a pointer back to the January 1974 newsletter.Publisher
What to Do After You Hit Return (1975) reprints the two modules on pp. 143–149 in a revised version, with two pages of ideas and an explanation of the bargaining and the economic model.Publisher
Star Trader moves its ships one at a time in order of arrival, always taking the ship whose arrival date is earliest and breaking a tie with a coin flip, so the date jumps to that arrival.Publisher
CalendarStar Trader's calendar has twelve 30-day months in a 360-day year and starts on January 1, 2070.Publisher
A Star Trader voyage takes the straight-line distance divided by the ship's speed, R9 light-years a day (2/7 by default, 2 a week), rounded down to whole days, on a map 100 light-years square.Publisher
Commodity tradingStar Trader's set-up module sets its defaults in code: ships travel 2/7 of a light-year a day, stars stand at least 15 light-years apart, the delay constant Q, which a comment calls the probability of a delay, is 0.1, merchants make up to 3 bids, a ship carries 30 tons, the profit-margin constant X9 is 36, and development grows in steps of 1.25.Publisher
Star Trader's profit-margin setting n, asked for as 1 to 5 and usually 2, sets X9 to 18n, so the default X9 is 36; the prompt says a higher number gives a lower profit.Publisher
Star Trader has six goods, each with a fixed price: uranium 5,000, metals 3,500, heavy equipment 4,000, medicine 4,500, computer software 3,000, and star gems 3,000.Publisher
Each Star Trader system makes or needs each good at a monthly rate G=(1+L/15)(ML+C), where L is the system's development level and M and C come from DATA statements for its development bracket; a positive rate means it produces the good, a negative one that it consumes it.Publisher
Computed from Star Trader's DATA tables: a frontier system, at development level 0, makes 1 uranium, 0.75 metals, and 0.5 gems a month and consumes 0.75 heavy equipment, 0.5 medicine, and 1 software; Sol, at level 15, makes 1.5 heavy equipment, 1 medicine, and 2 software and consumes 2 uranium, 1.5 metals, and 1 gems.Publisher
Star Trader sets a system's fair price for a good from its fixed price Q, its stock S, its rate G, and the profit-margin constant X9: P=Q(1−sgn⁡(S)|S/(GX9)|), rounded to the nearest 100, so a surplus lowers the price and a need raises it.Publisher
Computed from lines 3940–3950: since the stock never exceeds 12 months of the rate, a fair price stays within Q(1±12/X9), which is ±⅓ of the fixed price at the default margin of 2, ±⅔ at 1, and ±2/15 at 5.Publisher
When a Star Trader player offers merchants more of a good than they need, they bid on at most twice their need.Publisher
Star Trader's merchants open each round at 90% of the fair value of the units when buying from the player and 110% when selling to the player, rounded to the nearest 100.Publisher
Star Trader's merchants haggle over each good for at most K9 rounds, 3 by default; when K9 is 2 or more, they announce the last round as their final offer.Publisher
When Star Trader's merchants buy X units at fair price P, a player's bid Y at or under PX sells, one over (1+z)PX ends the deal, and one between moves the price to 0.8P+0.2Y/X for another round; when they sell, an offer at or over PX buys, one under (1−z)PX ends the deal, and one between moves the price the same way.Publisher
Star Trader's price window z is 0.5/k in round k when the player trades at least the merchants' whole need or supply |S|, and X/(2|S|k) for a smaller lot of X units, so it narrows each round and is widest for a full lot.Publisher
In a Star Trader system with a bank, a player whose accepted offer exceeds the cash aboard may draw on the bank to pay; elsewhere, or if the bank can't cover it, the offer fails as too low.Publisher
Each year Star Trader prints every system's prices and each player's cash aboard ships, bank balance, and cargo valued at the fixed prices, with their total.Publisher
After a ship's visit, Star Trader raises the system's development level by G9 (1.25 by default) if no need left there exceeds one month's consumption and at most one good is still needed; it announces a new class at each multiple of 5, and once the average level reaches 10, a new Class IV system appears, up to 15 systems.Publisher
Compound interestStar Trader's banks are only in Class I and II systems, and each player has one account that every one of their ships can use.Publisher
Star Trader's bank multiplies a balance by 1+0.05t, where t is the time in years since the account's last update, with no rounding; it updates a player's account on each bank visit and every account in each yearly report, so interest compounds at least once a year.Publisher
Day limitWhen any player hasn't played before, Star Trader skips the setup questions and starts a game for 2 to 4 players with two ships each, three stars per player plus one, lasting 5 years.Publisher
A custom game of Star Trader takes 2 to 12 players with at most 12 ships in all, 4 to 13 stars, any whole number of years, a cargo limit of at least 25 tons, a minimum star spacing of 10 to 25 light-years, at least one bid, and a profit-margin setting that the prompt asks to be 1 to 5 and the code caps at 5, with no lower bound.Publisher
A Star Trader game lasts a set number of years and ends when the next arrival falls in its last year, Y9, after the January 1 report for that year and before the landing.Publisher
Inventory capacityEvery Star Trader ship starts at Sol with 5,000 in cash and 15 units of heavy equipment, 10 of medicine, and 10 of software, a net weight of 25 tons because software is weightless.Publisher
A Star Trader ship carries at most W tons, 30 by default, and gems and software don't count toward it.Publisher
Price fluctuationOn each visit Star Trader adds the months since the system's last update times its rate G to the system's stock of each good, then caps the stock at 12 months of the rate and gives it the sign of G.Publisher
Computed from line 3940: because the update gives the stock the sign of the rate, a surplus the player sold into a system that needs a good is booked at the next update as a need of the same size, less the consumption since.Publisher
Random eventsStar Trader can delay a voyage twice: before departure, with probability Q/2 (0.05 by default), it announces a delay of 1 to 3 weeks for an inspection, a crew's vacation, or a local holiday; after printing the arrival date, with probability 1−Q/2 (0.95 by default), it adds a further 1 to 3 weeks that the ship reports on landing as a computer mistake, getting lost, or pirates.Publisher

References

  1. ^Star Trader, which People's Computer Company printed in January 1974, has each player captain trading ships between star systems, buying and selling merchandise.PublisherPeople's Computer Company, Jan. 1974
    How we know
    YOU WILL TRAVEL FROM STAR SYSTEM TO STAR SYSTEM, BUYING AND SELLING MERCHANDISE.
    p. 4 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  2. ^ abA custom game of Star Trader takes 2 to 12 players with at most 12 ships in all, 4 to 13 stars, any whole number of years, a cargo limit of at least 25 tons, a minimum star spacing of 10 to 25 light-years, at least one bid, and a profit-margin setting that the prompt asks to be 1 to 5 and the code caps at 5, with no lower bound.PublisherPCC Games, 1974 · What to Do After You Hit Returnrevised
    How we know
    970 PRINT "2,3,4, ... ,12 CAN PLAY"
    p. 29, set-up module lines 960–970 · archived copy ↗
    1030 IF T9 <= 12 THEN 1070 1040 PRINT "I CAN'T KEEP TRACK OF MORE THAN 12 SHIPS;" … 1100 PRINT "FROM 4 TO 13 STARS" … 1120 PRINT "ENTER THE LENGTH OF GAME IN YEARS"; … 1140 IF X >= 1 AND INT(X)=X THEN 1170 … 1200 IF W<25 THEN 1180 … 1240 PRINT "MIN SPACING 10, MAX 25" … 1280 IF K9<1 THEN 1260
    p. 30, set-up module lines 1030–1330 · archived copy ↗
    Pick any length game (a million years?)
    p. 96 · archived copy ↗

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  3. ^ abIn January 1974 the People's Computer Company newsletter described Star Trader over two pages, sent readers to Dave Kaufman for more information, and sold the program on two paper tapes with instructions for $10, written for the HP 2000F.PublisherPeople's Computer Company, Jan. 1974
    How we know
    A copy of the two tapes with instructions costs $10. It's written for the HP 2000F, with PRINT USING, HP strings, but no files or ENTER statements. … For more info, write to … Dave Kaufman
    p. 4 · archived copy ↗

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  4. ^PCC Games (1974) prints Star Trader's BASIC listing in two modules, a main module of 6,819 words and a set-up module of 3,290 words, each headed with a pointer back to the January 1974 newsletter.PublisherPCC Games, 1974
    How we know
    See Jan. '74 issue PCC Vol. 2, No. 3, pages 4,5. … Length: 6819 words.
    p. 25 · archived copy ↗
    Length: 3290 words.
    p. 29 · archived copy ↗

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  5. ^What to Do After You Hit Return (1975) reprints the two modules on pp. 143–149 in a revised version, with two pages of ideas and an explanation of the bargaining and the economic model.PublisherWhat to Do After You Hit Returnrevised
    How we know
    (set-up module)
    p. 143 · archived copy ↗
    (main module)
    p. 145 · archived copy ↗
    HOW LOCAL MERCHANTS BARGAIN
    p. 97 · archived copy ↗
    IS ENROUTE TO
    p. 145, lines 406–428 · archived copy ↗
    IF GO#5 AND GO#10 AND GO#15 THEN 2220
    p. 147, line 2162 · archived copy ↗

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  6. ^ abWhen any player hasn't played before, Star Trader skips the setup questions and starts a game for 2 to 4 players with two ships each, three stars per player plus one, lasting 5 years.PublisherPCC Games, 1974
    How we know
    590 PRINT "HAVE ALL PLAYERS PLAYED BEFORE"; … 690 PRINT "2,3, OR 4 CAN PLAY" 700 GOTO 660 710 T9=2*P9 720 S9=3*P9+1 730 Y9=Y1+5
    p. 29, set-up module lines 590–740 · archived copy ↗

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  7. ^Star Trader's set-up module sets its defaults in code: ships travel 2/7 of a light-year a day, stars stand at least 15 light-years apart, the delay constant Q, which a comment calls the probability of a delay, is 0.1, merchants make up to 3 bids, a ship carries 30 tons, the profit-margin constant X9 is 36, and development grows in steps of 1.25.PublisherPCC Games, 1974revised
    How we know
    200 LET R9=2/7 210 LET D9=15 220 LET Q=.1 230 LET K9=3 240 LET W=30 250 LET X9=36 260 LET G9=1.25
    p. 29, set-up module lines 130–260 · archived copy ↗
    130 REM R9 IS THE SPEED OF A SHIP IN LIGHT-YEARS PER DAY … 150 REM Q IS THE PROBABILITY OF A DELAY 160 REM K9 IS THE MAX NUMBER OF BIDDING ROUNDS 170 REM W IS THE MAX WEIGHT OF A TRADING SHIP 180 REM X9 CONTROLS THE PROFIT MARGIN; HIGH X9 LIMITS THE % 190 REM G9 IS THE STELLAR DEVELOPMENT INCREMENT 1<=G9<=5
    p. 29, set-up module lines 130–190 · archived copy ↗

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  8. ^Every Star Trader ship starts at Sol with 5,000 in cash and 15 units of heavy equipment, 10 of medicine, and 10 of software, a net weight of 25 tons because software is weightless.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974revised
    How we know
    450 PRINT "ALL SHIPS START AT SOL"
    p. 25, line 450 · archived copy ↗
    1700 T[1,T1]=T[2,T1]=T[6,T1]=0 1710 T[3,T1]=15 1720 T[4,T1]=T[5,T1]=10 1730 T[7,T1]=25 … 1760 T[11,T1]=5000
    p. 30, set-up module lines 1700–1760 (block · archived copy ↗
    $ ON BOARD UR MET HE MED SOFT GEMS NET WT
    p. 5 · archived copy ↗

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  9. ^ abStar Trader's calendar has twelve 30-day months in a 360-day year and starts on January 1, 2070.PublisherPCC Games, 1974
    How we know
    270 REM D1 IS THE DAY OF THIS YEAR (1<=D1<=360) 280 REM Y1 IS THIS YEAR 290 LET D1=1 300 LET Y1=2070
    p. 29, set-up module lines 270–300 · archived copy ↗
    3040 IF T[9,T1] <= 360 THEN 3070 3050 T[9,T1]=T[9,T1]-360 3060 T[10,T1]=T[10,T1]+1 3070 M=INT((T[9,T1]-1)/30)
    p. 27, lines 3040–3070 · archived copy ↗

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  10. ^ abcA Star Trader voyage takes the straight-line distance divided by the ship's speed, R9 light-years a day (2/7 by default, 2 a week), rounded down to whole days, on a map 100 light-years square.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974
    How we know
    2910 D2=SQR((S[11,S1]-S[11,I])^2+(S[12,S1]-S[12,I])^2)/R9 2920 D2=INT(D2)
    p. 27, lines 2910–2920 · archived copy ↗
    THE MAP IS 100 LIGHT-YEARS BY 100 LIGHT-YEARS.
    p. 29, line 5470 · archived copy ↗
    YOUR SHIPS CAN TRAVEL ABOUT TWO LIGHTYEARS IN A WEEK AND CAN CARRY UP TO 30 TONS OF CARGO.
    p. 4 · archived copy ↗

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  11. ^ abStar Trader moves its ships one at a time in order of arrival, always taking the ship whose arrival date is earliest and breaking a tie with a coin flip, so the date jumps to that arrival.PublisherPCC Games, 1974
    How we know
    690 FOR I=2 TO T9 700 IF T[10,I]<Y THEN 740 710 IF T[10,I]>Y THEN 770 720 IF T[9,I]>D THEN 770 730 IF T[9,I]=D AND RND(0)>.5 THEN 770
    p. 25, lines 660–770 · archived copy ↗

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  12. ^ abStar Trader can delay a voyage twice: before departure, with probability Q/2 (0.05 by default), it announces a delay of 1 to 3 weeks for an inspection, a crew's vacation, or a local holiday; after printing the arrival date, with probability 1−Q/2 (0.95 by default), it adds a further 1 to 3 weeks that the ship reports on landing as a computer mistake, getting lost, or pirates.PublisherPCC Games, 1974revised
    How we know
    2960 PRINT "SHIP DOES NOT PASS INSPECTION"; … 2980 PRINT "CREWMEN DEMAND A VACATION"; … 3000 PRINT "LOCAL HOLIDAY SOON" 3010 PRINT " - ";I;" WEEK DELAY."
    p. 27, lines 2930–3020 · archived copy ↗
    3100 REM UPDATE ETA PLUS RANOM DELAY FACTOR (0,1,2 OR 3 WEEKS) 3110 I=(INT(RND(0)*3)+1)*(RND(0)>Q/2)
    p. 27, line 3100 · archived copy ↗
    2930 IF RND(0)>Q/2 THEN 3030
    p. 27, line 2930 · archived copy ↗
    1020 PRINT "3 WEEKS LATE - PIRATES ATTACKED MIDVOYAGE" … 1040 PRINT "2 WEEKS LATE - 'WE GOT LOST.SORRY'" … 1060 PRINT "1 WEEK LATE - 'OUR COMPUTER MADE A MISTAKE'"
    p. 25, lines 1020–1060 · archived copy ↗

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  13. ^ abEach year Star Trader prints every system's prices and each player's cash aboard ships, bank balance, and cargo valued at the fixed prices, with their total.PublisherPCC Games, 1974
    How we know
    3680 PRINT "NUMBER $ ON SHIPS $ IN BANK CARGOES TOTALS" … 3780 M2=M2+T[K,P9*U+P1]*Q[K] … 3810 M3=M2+M1+B[1,P1]
    p. 27, lines 3680–3820 · archived copy ↗
    3620 PRINT "('+' MEANS SELLING AND '-' MEANS BUYING)"
    p. 27, line 3620 · archived copy ↗

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  14. ^ abA Star Trader game lasts a set number of years and ends when the next arrival falls in its last year, Y9, after the January 1 report for that year and before the landing.PublisherPCC Games, 1974revised
    How we know
    826 PRINT "THE LAST YEAR OF THIS GAME IS ";Y9;" BUT IF YOU" 828 PRINT "WANT TO QUIT BEFORE THEN, YOU CAN TYPE 'SAVE' AS" 829 PRINT "YOUR NEXT PORT OF CALL - THIS WILL PUNCH A TAPE" … 840 IF Y1<Y9 THEN 900
    p. 25, lines 780–870 · archived copy ↗
    730 Y9=Y1+5
    p. 29, set-up module line 730 · archived copy ↗

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  15. ^ abStar Trader has six goods, each with a fixed price: uranium 5,000, metals 3,500, heavy equipment 4,000, medicine 4,500, computer software 3,000, and star gems 3,000.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974
    How we know
    200 REM P CONTAINS THE FAIR PRICES ON THE LOCAL PLANET 210 REM Q HAS THE FIXED PRICES … 270 DATA 5000,3500,4000,4500,3000,3000
    p. 25, lines 200–280 · archived copy ↗
    N$="UR … MET … HE … MED … SOFT GEMS"
    p. 25, line 280 · archived copy ↗
    UR URANIUM … MET METALS … HE HEAVY EQUIPMENT … MED MEDICINE … SOFT COMPUTER SOFTWARE … GEMS STAR GEMS
    p. 5 · archived copy ↗

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  16. ^ abcEach Star Trader system makes or needs each good at a monthly rate G=(1+L/15)(ML+C), where L is the system's development level and M and C come from DATA statements for its development bracket; a positive rate means it produces the good, a negative one that it consumes it.PublisherPCC Games, 1974 · What to Do After You Hit Returnrevised
    How we know
    90 REM M AND C DETERMINE A STAR'S PRODUCTIVITY/MONTH 92 REM PROD/MO. = S(7,J) * M(I,R1) + C(I,R1) 94 REM WHERE J IS THE STAR ID #,I THE MERCHANDISE #, 96 REM AND R1 IS THE DEVELOPMENT CLASS OF THE STAR
    p. 29, set-up module lines 90–96 · archived copy ↗
    3870 R1=1+(S[7,S1] >= 5)+(S[7,S1] >= 10) … 3900 G[I]=(1+S[7,S1]/15)*(M[I,R1]*S[7,S1]+C[I,R1])
    p. 27, lines 3870–3900 · archived copy ↗
    Star Systems have surpluses of Uranium, Raw Metals and Gems but need alot of Heavy Equipment, Medicine and Computer
    p. 97 · archived copy ↗

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  17. ^Computed from Star Trader's DATA tables: a frontier system, at development level 0, makes 1 uranium, 0.75 metals, and 0.5 gems a month and consumes 0.75 heavy equipment, 0.5 medicine, and 1 software; Sol, at level 15, makes 1.5 heavy equipment, 1 medicine, and 2 software and consumes 2 uranium, 1.5 metals, and 1 gems.PublisherPCC Games, 1974revised
    How we know
    2410 REM MODEL #1 2420 DATA -.1,-.2,-.1,0,-.1,-.1,0,.1,.1,-.1,.1,0,.1,.2,.1,.1,-.1,0 2430 DATA 1,1.5,.5,.75,.75,.75,-.75,-.75,-.75,-.5,-1.5,.5,-1,-1.5 2440 DATA -.5,.5,1.5,-.5
    p. 31, set-up module lines 2410–2440 · archived copy ↗
    304 RESTORE 2410 306 MAT READ M,C
    p. 29, set-up module lines 304–306 · archived copy ↗
    3870 R1=1+(S[7,S1] >= 5)+(S[7,S1] >= 10) … 3900 G[I]=(1+S[7,S1]/15)*(M[I,R1]*S[7,S1]+C[I,R1])
    p. 27, lines 3870–3900 · archived copy ↗

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  18. ^ abcdOn each visit Star Trader adds the months since the system's last update times its rate G to the system's stock of each good, then caps the stock at 12 months of the rate and gives it the sign of G.PublisherPCC Games, 1974 · What to Do After You Hit Return
    How we know
    3880 D2=12*(Y1-S[10,S1])+(D1-S[9,S1])/30 … 3940 S[I,S1]=SGN(G[I])*(ABS(G[I]*12) MIN ABS(S[I,S1]+D2*G[I]))
    p. 27, lines 3880 and 3940 · archived copy ↗
    MIN ABS(S(I,S1)+D2*G(I)))
    p. 148, line 3940 · archived copy ↗

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  19. ^ abStar Trader sets a system's fair price for a good from its fixed price Q, its stock S, its rate G, and the profit-margin constant X9: P=Q(1−sgn⁡(S)|S/(GX9)|), rounded to the nearest 100, so a surplus lowers the price and a need raises it.PublisherPCC Games, 1974
    How we know
    3910 IF ABS(G[I])>.01 THEN 3940 3920 P[I]=0 … 3950 P[I]=Q[I]*(1-SGN(S[I,S1])*ABS(S[I,S1]/(G[I]*X9))) 3960 P[I]=100*INT(P[I]/100+.5)
    p. 27, lines 3910–3960 · archived copy ↗
    380 REM X9 CONTROLS THE PROFIT MARGIN; HIGH X9 LIMITS THE %
    p. 25, line 380 · archived copy ↗

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    In the claim ledger

  20. ^Star Trader's profit-margin setting n, asked for as 1 to 5 and usually 2, sets X9 to 18n, so the default X9 is 36; the prompt says a higher number gives a lower profit.PublisherPCC Games, 1974revised
    How we know
    1290 PRINT "SET THE PROFIT MARGIN(1,2,3,4 OR 5)...THE HIGHER" 1300 PRINT "THE NUMBER, THE LOWER THE PROFIT % ... USUALLY SET TO 2" … 1330 X9=18*(ABS(X9) MIN 5)
    p. 30, set-up module lines 1290–1330 · archived copy ↗

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    In the claim ledger

  21. ^ abComputed from lines 3940–3950: since the stock never exceeds 12 months of the rate, a fair price stays within Q(1±12/X9), which is ±⅓ of the fixed price at the default margin of 2, ±⅔ at 1, and ±2/15 at 5.PublisherPCC Games, 1974
    How we know
    3940 S[I,S1]=SGN(G[I])*(ABS(G[I]*12) MIN ABS(S[I,S1]+D2*G[I])) 3950 P[I]=Q[I]*(1-SGN(S[I,S1])*ABS(S[I,S1]/(G[I]*X9)))
    p. 27, lines 3940–3950 · archived copy ↗
    1330 X9=18*(ABS(X9) MIN 5)
    p. 30, set-up module line 1330 · archived copy ↗

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    In the claim ledger

  22. ^Computed from line 3940: because the update gives the stock the sign of the rate, a surplus the player sold into a system that needs a good is booked at the next update as a need of the same size, less the consumption since.PublisherPCC Games, 1974
    How we know
    3940 S[I,S1]=SGN(G[I])*(ABS(G[I]*12) MIN ABS(S[I,S1]+D2*G[I]))
    p. 27, line 3940 · archived copy ↗
    1270 IF X <= 2*-INT(S[I1,S1]) THEN 1300 1280 X=2*-INT(S[I1,S1]) 1290 PRINT TAB(5);"WE'LL BID ON ";X;" UNITS." … 1470 S[I1,S1]=S[I1,S1]+X
    p. 26, lines 1270–1290 and 1470 · archived copy ↗

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    In the claim ledger

  23. ^When a Star Trader player offers merchants more of a good than they need, they bid on at most twice their need.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974
    How we know
    1270 IF X <= 2*-INT(S[I1,S1]) THEN 1300 1280 X=2*-INT(S[I1,S1]) 1290 PRINT TAB(5);"WE'LL BID ON ";X;" UNITS."
    p. 26, lines 1270–1290 · archived copy ↗
    MED WE NEED 4 UNITS.HOW MANY ARE YOU SELLING?13 … WE'LL BID ON 8 UNITS.
    p. 5 · archived copy ↗

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    In the claim ledger

  24. ^ abStar Trader's merchants open each round at 90% of the fair value of the units when buying from the player and 110% when selling to the player, rounded to the nearest 100.PublisherPCC Games, 1974
    How we know
    1350 PRINT 100*INT(.009*P[I1]*X+.5);" WHAT DO YOU BID";
    p. 26, line 1350 · archived copy ↗
    1750 PRINT 100*INT(.011*P[I1]*X+.5);
    p. 26, line 1750 · archived copy ↗

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    In the claim ledger

  25. ^ abStar Trader's merchants haggle over each good for at most K9 rounds, 3 by default; when K9 is 2 or more, they announce the last round as their final offer.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974revised
    How we know
    360 REM K9 IS THE MAX NUMBER OF BIDDING ROUNDS
    p. 25, line 360 · archived copy ↗
    1700 FOR K1=1 TO K9 1710 IF K1#K9 MAX 2 THEN 1740 1720 PRINT TAB(5);"OUR FINAL OFFER:";
    p. 26, lines 1700–1720 · archived copy ↗
    OUR FINAL OFFER
    p. 5 · archived copy ↗

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    In the claim ledger

  26. ^ abcWhen Star Trader's merchants buy X units at fair price P, a player's bid Y at or under PX sells, one over (1+z)PX ends the deal, and one between moves the price to 0.8P+0.2Y/X for another round; when they sell, an offer at or over PX buys, one under (1−z)PX ends the deal, and one between moves the price the same way.PublisherPCC Games, 1974 · What to Do After You Hit Return
    How we know
    1370 IF Y <= P[I1]*X THEN 1430 1380 IF Y>(1+FNZ(X))*P[I1]*X THEN 1410 1390 P[I1]=.8*P[I1]+.2*Y/X
    p. 26, lines 1370–1390 · archived copy ↗
    1780 IF Y >= P[I1]*X THEN 1840 1790 IF Y<(1-FNZ(X))*P[I1]*X THEN 1820 1800 P[I1]=.8*P[I1]+.2*Y/X
    p. 26, lines 1780–1800 · archived copy ↗
    But if you're within their Price Window, they will adjust and continue bargaining!
    p. 97 · archived copy ↗

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    In the claim ledger

  27. ^ abStar Trader's price window z is 0.5/k in round k when the player trades at least the merchants' whole need or supply |S|, and X/(2|S|k) for a smaller lot of X units, so it narrows each round and is widest for a full lot.PublisherPCC Games, 1974 · What to Do After You Hit Return
    How we know
    290 REM FNZ COMPUTES THE PRICE WINDOW THROUGH WHICH A BID IS 300 REM ACCEPTABLE FOR FURTHER HAGGLING 310 DEF FNZ(X)=(FNY(X)*.5+(NOT FNY(X))*X/(2*ABS(S[I1,S1])))/K1 320 DEF FNY(X)=X >= ABS(S[I1,S1])
    p. 25, lines 290–320 · archived copy ↗
    Beware - the Price Window gets narrower each round of bidding. … The Price Window is widest when the number of units you're bargaining for satisfies the local merchants.
    p. 97 · archived copy ↗

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    In the claim ledger

  28. ^In a Star Trader system with a bank, a player whose accepted offer exceeds the cash aboard may draw on the bank to pay; elsewhere, or if the bank can't cover it, the offer fails as too low.PublisherPCC Games, 1974
    How we know
    1840 IF Y <= T[11,T1] THEN 1910 1850 PRINT TAB(5);"YOU BID $";Y;" BUT YOU HAVE ONLY $";T[11,T1] 1860 GOSUB 4310 1870 IF S[7,S1]<10 OR T[11,T1]+B[1,B1]<Y THEN 1820
    p. 26, lines 1840–1900 · archived copy ↗

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    In the claim ledger

  29. ^ abA Star Trader ship carries at most W tons, 30 by default, and gems and software don't count toward it.PublisherPCC Games, 1974
    How we know
    1600 IF I1>4 OR X+T[7,T1] <= W THEN 1660
    p. 26, line 1600 · archived copy ↗
    3400 PRINT TAB(5);"EACH TRADING SHIP CAN CARRY MAX ";W;" TONS CARGO." 3410 PRINT "STAR GEMS AND COMPUTER SOFTWARE, WHICH AREN'T SOLD BY THE" 3420 PRINT "TON, DON'T COUNT."
    p. 27, lines 3400–3420 · archived copy ↗
    240 LET W=30
    p. 29, set-up module line 240 · archived copy ↗

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    In the claim ledger

  30. ^Star Trader's banks are only in Class I and II systems, and each player has one account that every one of their ships can use.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974
    How we know
    2000 IF S[7,S1]<10 OR T[11,T1]+B[1,B1]=0 THEN 2040
    p. 26, line 2000 · archived copy ↗
    ONLY CLASS I AND CLASS II STAR SYSTEMS HAVE BANKS ON THEM. THEY PAY 5% INTEREST AND ANY MONEY YOU DEPOSIT ON ONE PLANET IS AVAILABLE ON ANOTHER
    p. 4 · archived copy ↗

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    In the claim ledger

  31. ^ abcStar Trader's bank multiplies a balance by 1+0.05t, where t is the time in years since the account's last update, with no rounding; it updates a player's account on each bank visit and every account in each yearly report, so interest compounds at least once a year.PublisherPCC Games, 1974revised
    How we know
    4370 REM ***<BANK UPDATE> GOSUB 4380 B[1,B1]=B[1,B1]*(1+.05*(Y1-B[3,B1]+(D1-B[2,B1])/360)) 4390 B[2,B1]=D1 4400 B[3,B1]=Y1
    p. 28, lines 4370–4400 · archived copy ↗
    3690 FOR B1=1 TO P9 3700 GOSUB 4380 3710 NEXT B1
    p. 27, lines 3690–3710 · archived copy ↗
    4070 GOSUB 4380
    p. 28, line 4070 · archived copy ↗

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    In the claim ledger

  32. ^ abcdAfter a ship's visit, Star Trader raises the system's development level by G9 (1.25 by default) if no need left there exceeds one month's consumption and at most one good is still needed; it announces a new class at each multiple of 5, and once the average level reaches 10, a new Class IV system appears, up to 15 systems.PublisherPCC Games, 1974 · People's Computer Company, Jan. 1974revised
    How we know
    2090 IF S[I,S1] >= 0 THEN 2120 2100 IF S[I,S1]<G[I] THEN 660 2110 J=J+1 2120 NEXT I 2130 IF J>1 THEN 660
    p. 26, lines 2090–2130 · archived copy ↗
    2150 S[7,S1]=S[7,S1]+G9 … 2190 PRINT "STAR SYSTEM ";S$[S[8,S1],S[8,S1]+3];" IS NOW A CLASS";
    p. 26, lines 2150–2190 · archived copy ↗
    2220 IF S9=15 THEN 660 … 2270 IF J/S9<10 THEN 660 … 2380 PRINT "A NEW STAR SYSTEM HAS BEEN DISCOVERED! IT IS A CLASS IV"
    p. 26, lines 2220–2270 and 2380 · archived copy ↗
    As the years progress, the star systems will slowly develop, and those on the brisker trading routes will grow faster.
    p. 4 · archived copy ↗

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    In the claim ledger

Sources

Primary