Economy Boost
Which commodities to deliver per economy type to push BGS Boom state.
How it works:
- Selling commodities at a station where the controlling faction is present pushes that faction toward Boom
- Station economy is what matters, not the system economy. A system can list multiple economies, but each station has its own economy type that determines demand. Always check the station's economy in the system map or on Inara.
- High demand (3 green bars) = best influence. Zero demand = station accepts infinite goods but hurts the controlling faction
- Over-supplying demand (green bars turn red) causes negative BGS impact — only deliver what the station needs
- BGS profit cap is ~700 Cr/t — volume and commodity diversity matter more than expensive items
- Selling different commodities counts as separate transactions (~50% more effective)
Mining Commodities — Demand by Economy
| Commodity | Consumed by | Notes |
|---|---|---|
| Platinum | Industrial, High Tech, Terraforming | Laser mining, Metallic rings |
| Osmium | High Tech, Industrial, Military, Terraforming | Laser mining, Metallic rings |
| Monazite | Tourism, High Tech, Refinery, Military (surface) | Core mining |
| Musgravite | Tourism, Refinery | Core mining |
| Low Temp. Diamonds | All economies | Core mining, Icy rings. Low demand |
Economy Summary — What Each Buys
| Economy | Metals (Plat/Osm) | Minerals (Mon/Mus/LTD) |
|---|---|---|
| Industrial | Plat, Osm | — |
| High Tech | Plat, Osm | Mon |
| Refinery | — | Mon, Mus |
| Tourism | — | Mon, Mus |
| Military | Osm | Mon |
| Terraforming | Plat, Osm | — |
| Colony | — | — |
| Service | — | — |
| Agriculture | — | — |
| Extraction | — | — |
Good Delivery per Economy Type
| Economy | Best Commodities (high demand) | Buy from |
|---|---|---|
| Industrial | Palladium, Platinum, Bertrandite, Gold, Silver, Cobalt, Food | Extraction, Agriculture |
| High Tech | Superconductors, Platinum, Osmium, Monazite, Machinery, Computer Comp. | Industrial, Refinery, Mining |
| Refinery | Bertrandite, Coltan, Gallite, Bauxite, Monazite, Musgravite | Extraction, Mining |
| Tourism | Perf. Enhancers, Monazite, Musgravite, Liquor, Wine, Narcotics | Various |
| Agriculture | Crop Harvesters, Agri-Medicines, Pesticides, Machinery, Bioreactors | Industrial, High Tech |
| Military | Weapons, Reactive Armour, Osmium, Aluminium, Polymers, H.E. Suits | Industrial, Extraction |
| Colony | Polymers, CMM Composites, Grain, Surface Stabilisers, Power Generators | Industrial, Agriculture |
| Terraforming | Osmium, Platinum, Aquaponic Systems, Machinery | Mining, Industrial |
| Service | Perf. Enhancers, Consumer Tech, Luxury goods, Liquor | High Tech, Agriculture |
| Extraction | Consumer Items, Explosives, Mineral Extractors, Basic Medicines | Industrial, Agriculture |
1282t Cutter Load Splits per Economy
Rules:
- Only station-buyable commodities
- Each different commodity = separate BGS transaction
- Profit/t over ~700 Cr has no extra BGS effect
- Prioritize 3-bar demand icons at station — the loads below are examples, always check demand first
Industrial
| Commodity | Tons | Buy from |
|---|---|---|
| Palladium | 260t | Extraction |
| Bertrandite | 260t | Extraction |
| Gold | 210t | Extraction |
| Silver | 210t | Extraction |
| Grain | 170t | Agriculture |
| Fruit & Veg | 172t | Agriculture |
High Tech
| Commodity | Tons | Buy from |
|---|---|---|
| Superconductors | 260t | Refinery |
| Palladium | 260t | Extraction |
| Machinery | 210t | Industrial |
| Computer Components | 210t | Industrial |
| Progenitor Cells | 170t | Refinery |
| Grain | 172t | Agriculture |
Refinery
| Commodity | Tons | Buy from |
|---|---|---|
| Bertrandite | 260t | Extraction |
| Coltan | 260t | Extraction |
| Gallite | 210t | Extraction |
| Bauxite | 210t | Extraction |
| Consumer Items | 170t | Industrial |
| H.E. Suits | 172t | Industrial |
Tourism
| Commodity | Tons | Buy from |
|---|---|---|
| Performance Enhancers | 260t | High Tech |
| Liquor | 260t | Agriculture |
| Wine | 210t | Agriculture |
| Narcotics | 210t | Various |
| Consumer Tech | 170t | High Tech |
| Animal Meat | 172t | Agriculture |
Agriculture
| Commodity | Tons | Buy from |
|---|---|---|
| Crop Harvesters | 320t | Industrial |
| Agri-Medicines | 260t | High Tech |
| Pesticides | 260t | High Tech |
| Machinery | 220t | Industrial |
| Bioreactors | 222t | High Tech |
Military
| Commodity | Tons | Buy from |
|---|---|---|
| Weapons | 260t | Industrial |
| Reactive Armour | 260t | Industrial |
| Aluminium | 210t | Extraction |
| Polymers | 210t | Industrial |
| H.E. Suits | 170t | Industrial |
| Advanced Catalysers | 172t | High Tech |
Colony
| Commodity | Tons | Buy from |
|---|---|---|
| Polymers | 220t | Industrial |
| CMM Composites | 220t | Industrial |
| Grain | 210t | Agriculture |
| Surface Stabilisers | 210t | Industrial |
| Power Generators | 210t | Industrial |
| Clothing | 212t | Industrial |
Terraforming
| Commodity | Tons | Buy from |
|---|---|---|
| Palladium | 260t | Extraction |
| Aquaponic Systems | 260t | High Tech |
| Machinery | 260t | Industrial |
| Thermal Cooling Units | 260t | Industrial |
| Geological Equipment | 242t | High Tech |
Service
| Commodity | Tons | Buy from |
|---|---|---|
| Performance Enhancers | 320t | High Tech |
| Consumer Tech | 260t | High Tech |
| Liquor | 260t | Agriculture |
| Wine | 220t | Agriculture |
| Narcotics | 222t | Various |
Extraction
| Commodity | Tons | Buy from |
|---|---|---|
| Consumer Items | 260t | Industrial |
| Explosives | 260t | Industrial |
| Mineral Extractors | 210t | Industrial |
| Basic Medicines | 210t | High Tech |
| H.E. Suits | 170t | Industrial |
| Grain | 172t | Agriculture |
Mining & BGS
Mined commodity sales do NOT affect trade influence or the economy slider. Mining is profitable, but selling mined goods at a station has no BGS trade effect. To use mined commodities for BGS, store them on a fleet carrier and use them to fulfil source & return or mining missions — the influence comes from the mission completion, not the sale.
Fleet Carrier Trade Rules
- Selling to a carrier market: No BGS effect
- Buying from a carrier market: Diminished BGS effect (some reputation and economy slider impact)
- Transfers via carrier hold, then selling at station: Full BGS effect. Retains original buy price.
- Filling missions from carrier supplies: Works fine — influence comes from mission completion
Intra-system trade loops (station to station within the same system) give more influence than cross-system loops, especially if you control both stations.
Sources: INARA Commodities, ED Wiki Supply/Demand, NEWP Trading Guide, Frontier Forums BGS Trading. Trade mechanics also derived from The Complete BGS Guide 2025 v3.0 by Cmdr Purrfect (CC BY-NC-SA 4.0).