Commodities
Commodities are tradeable goods that form the backbone of the Sirius economy. Buy low, sell high — the classic trader loop. Prices vary by location; stations near production points sell cheap, distant stations buy at premium. Click any commodity card for full trade details.
Legal Commodities
Xeno Organisms
Basic Alloy
Beryllium
Boron
Cobalt
Construction Machinery
Jump Gate Parts
Consumer Goods
Copper
Diamonds
Engine Components
Fertilizer
Food Rations
Gold
H-Fuel
High-Temp Alloy
Hull Panels
Hydrocarbons
Luxury Food
Luxury Goods
Mining Machinery
MOX
Niobium
Optical Chips
Optronic
Oxygen
Pharmaceuticals
Polymers
Scrap Metal
Silver
Super Alloy
Superconductors
Terraforming Gases
VIPs
Water
Illegal / Contraband
Several commodities are classified as contraband in one or more houses. Police patrols will scan your cargo and attack if you carry illegal goods in their jurisdiction. The risk/reward is significant — some illegal trades are among the most profitable routes in Sirius.
ILLEGAL
Cardamine
ILLEGAL
Artifacts
ILLEGAL
Light Arms
ILLEGAL
Toxic Waste
ILLEGAL
Prisoners
Trade Tips
- The further from the production point you sell, the higher the price. Cross-house trades yield 50–100% more than local sales.
- Cardamine remains the single highest-margin trade route in the game despite the legal risk. Kusari to Liberty nets enormous profit.
- Gold (Dublin) and Niobium (Omega-3) are the best legal high-value runs.
- Always check the price at your destination before making the trip. Use the commodity listing in each base's trade menu.
New traders: Start with Basic Alloy or Consumer Goods routes between Liberty/Bretonia planets. These are safe, predictable routes while you learn the economy.