Business and trading
Money, cargo and markets: how a shipping company makes (and loses) its fortune.

In this topic
Economy & timeStarting money: $2,500,000.
Trading20 commodities: Toys, Clothing, Furniture and Coffee (container ships); Oil and Gas (tankers); Iron ore, Coal and Gold ore (ore carriers);...
Market regionsThe 17 market regions start locked, all but the home port's. On the map a locked region is shaded dark, its ports are small faint dots that...
Headquarters and hubsThe company starts with its headquarters (HQ) at its home port. It gets one more hub every 15 company levels (15, 30, 45, 60, 75, 90: 7...
Company and ship levels (XP)Every delivery (when unloading finishes) gives XP to the company and to the ship for the work done: units delivered × leg distance × 0.01,...
AchievementsThe trophy button under the field guide's at the map's top right opens the achievements: the stars earned of all there are, then lines of...
Divine ActionsA game mode chosen when a company is founded, unrealistic and unfair by design. Rivals (AI and other players) have the same powers.
Skin packs, Sand Dollars and the ShopSkins are bought for Sand Dollars, the in-game currency, one at a time or in bundles: any one skin 100 Sand Dollars ($1), every ship skin of...