Skip to content

Trading Guide

Trading is the foundation of everything in Planets TEOS. Credits fund ship upgrades, military equipment, and planet conquests. Understanding the economy is the fastest path to power.

How Trading Works

Each of the 26 planets has a Trade Shop where you can buy and sell goods. There are 19 item types in the game, and each planet prices them differently — items cheap on one planet can be worth a fortune on another.

The core loop is simple: buy low on one planet, fly to another, sell high.

Your profit is constrained by:

  • Cargo capacity — how much your ship can carry (expandable with Big Cargo Spaces)
  • Fuel — how many planets you can visit per day
  • Flight path — on-path movement costs 1 fuel, off-path warps cost 2

Understanding Prices

Every item has a base price. Each planet applies a percentage multiplier to that base price, creating unique buy/sell prices per planet.

For example, Ground Weapons have a base price of $350:

  • WeaponWorld sells them at 3% = $11 (cheap!)
  • Tribonia sells them at 1953% = $6,836 (extremely expensive)

This means buying Ground Weapons on WeaponWorld and selling on Tribonia yields $6,825 profit per unit.

Top Trade Routes

These are the most profitable item routes by profit per unit:

ItemBuy PlanetBuy PriceSell PlanetSell PriceProfit/Unit
AntiCloak ScannersMetallica$87,000Loony$107,000$20,000
Reactor UnitsDune$85,000Earth$100,000$15,000
Medical UnitsMedoca$115HomeWorld$8,915$8,800
Heating UnitsVolcana$270Hothor$9,000$8,730
Tree Growth KitsEden$88Zoolie$7,840$7,752
Ground WeaponsWeaponWorld$11Tribonia$6,836$6,825
Plastic TrinketsTribonia$6Baboria$6,810$6,804
Device of CloakingsLoony$2,750Volcana$9,350$6,600
Ice UnitsHothor$24HomeWorld$6,446$6,422
Clothes BundlesDogafetch$104HugeLind Mar$5,940$5,836
Novelty PacksNirvana$44Tribonia$5,736$5,692

Pro tip: High profit-per-unit items like AntiCloak Scanners and Reactor Units are great for small cargo holds. High-volume cheap items (Ground Weapons, Plastic Trinkets) are better for large cargo ships.

Cargo Management

Your ship starts with a base cargo capacity that can be expanded by purchasing Big Cargo Spaces ($8,450 each). Each Big Cargo Space adds one cargo slot, up to your ship’s maximum.

ShipBase CargoMax CargoExpansion Slots
Garbage Scow74033
ThrustMaster105040
MaxiPort3512590
Ardent Supplier20400380
ACCOLADE / APOCALYPSE100300200

The Ardent Supplier (Alliance, $3.5M) has the largest cargo capacity in the game at 400 — it’s the ultimate trade vessel.

Banking

Six planets have banks where you can deposit and withdraw credits:

PlanetNotable
EarthAlliance HQ, Ship Dealer
MetallicaRobot world
RichianaElite planet
NorhavenMaraken HQ, Ship Dealer
StockWorldMajor trade hub
HomeWorldRetirement planet

Bank rules:

  • Maximum balance: $500,000
  • Bank balance is safe — unaffected by ship destruction
  • Credits on-hand are at risk — you only keep 50% if your ship is destroyed

Deposit Strategy

Bank early and often. Once you hit the $500K cap, invest excess credits in:

  • Ship upgrades (Big Cargo Spaces, Reactor Units)
  • Military equipment (fighters, shields, torpedoes)
  • Special items (Zone Atomic Bombs for conquest)

Emergency Loans

If you’re completely broke (zero credits, zero cargo), the bank will extend a $1,000 emergency loan. You must repay it before accessing other banking features.

Economy Tips

  1. Match routes to your flight path. Check your daily path and plan trades along it to minimize fuel waste.
  2. Fill your cargo hold. Empty cargo slots are wasted profit. Even low-margin items are better than nothing.
  3. Upgrade cargo early. Big Cargo Spaces pay for themselves quickly — more cargo = more profit per trip.
  4. Bank before combat. If you’re about to fight, deposit everything first.
  5. Nirvana sells at cost. Items on Nirvana are priced at or near base price — useful as a reliable supply point.
  6. Uniland has no trade. Don’t waste fuel warping there for commerce.