The Market prices database is the main output from YARRG. It offers a variety of enquiry options.
Hopefully you will be able to work it without too much help, but this documentation page contains information about the database website which you may not be able to divine from the online user interface.
If this page is all too complicated for you, you may prefer to read the introduction instead.
(An exception to this is if you select the "Update" option from the "Trades for route" lookup; the list of (de)selected stalls is too long to fit in a URL.)
After getting the results, you can untick various trades individually, and select "Update" to get a new plan. The unticked trades will be excluded from the voyage plan (if any) and also from the totals.
So you should specify your vessel capacity. You can enter things like:
capacity-string := [ first-term term* ] term := ('+' | '-' | 'plus' | 'minus') (value+ | number'%') value := mass | volume | integer commodity-name-or-abbreviation mass := number ('t' | 'kg') volume := number ('kl' | 'l') first-term := mass | volume | mass volume | volume mass | ship-name-or-abbreviationIf the first term specifies only one of mass or volume, all the subsequent terms may only adjust that same value.
We model this by pretending that you expect to lose a fixed proportion of your stock each league you sail. This expected loss does not appear in the trade tables (although the distance does), but it does affect the way the voyage trading plan optimiser chooses which trades to do.
Trades whose margin is less than the expected loss are never included in the suggested plan. For example, if you select 1% loss per league, and plan a voyage of 5 leagues, then any trade with a margin of less than 5.15% would be completely excluded (5.15% not 5% because the loss works like compound interest). Theoretically very profitable trades which are close to the expected break-even point because of the distance can also be rejected by the optimiser in favour of shorter distance trades with theoretically smaller margins, if it's not possible to do both.
As a guide: you may expect to lose between 0.01% and 1% per league. For example 0.1% would correspond to losing one fight to brigands (who take 10% if they win) for every 100 leagues sailed.
You can enter the value in the box either as a percentage, or as a fraction 1/divisor, eg 1/2000 is the same as 0.05%; in each case it is taken as the loss for each league of the voyage.
The "minimum trade value" specifies a minimum profit that you would like to get from each (commodity, collect island, deliver island) triplet. Trades which don't meet this minimum will start out unticked in the "Relevant trades" table and will not be included in the voyage trading plan.
If you want to change your threshold, you have to select "Apply", which will automatically tick and untick all of the tickboxes for in "Relevant trades", as appropriate. This will undo any customisation of the set of trades you have already done by manually ticking and unticking individual trades.
The value is an absolute poe amount, typically 5 or 10, representing the minimum profit to make it worthwhile (from a time and effort point of view) clicking in the YPP client to collect and deliver a commodity. Setting a higher threshold will make each island visit faster, by excluding trivial transactions, and so reduce the chance that market conditions change adversely during your voyage.
Goods planned to be bought at the stall (which might boost the stall's poe reserves) are not considered, to avoid having to calculate the stall's cash reserves at various different times.
The trading plan does not take into account accumulated profits from each leg of the journey when applying the available capital constraint. For example, if you specify a journey from A to B to C and a capital limit of 10000 PoE, the trading plan will not tell you to buy 1000 peas at A for 10 PoE each, sail them to B and sell all of them for 20 PoE each, and then buy 2000 beans at B for 10 PoE each and sail them to C to sell for 20 PoE each even if such a trade would in fact be possible. In practice this is unlikely to be a problem!
Then, if applicable, follows a number from 0 to 9 indicating roughly where the commodity is in the list of commodities of the same class. The number indicates which tenth of the list is: 0 for the first (top) tenth, 1 for the 2nd, and so on, up to 9 for the final tenth.
indicates that Fine pink cloth can be found under Cloth, between 20% and 30% of the way down through the types of Cloth. If you mouseover that in a suitably equipped browser you should see the text:
Fine pink cloth C 2
Fine pink cloth is under Cloth, commodity 14 of 55
The position indicator digit isn't shown for very small categories. The exact location of the commodity in the actual game client may vary because YARRG only considers the list of all possible commodities, not the list of actual offers at the island in question.
YARRG is Free Software. You may share and modify the code and the website, according to the terms of the GNU General Public Licence and the GNU Affero General Public Licence respectively (v3 or later). Note that there is NO WARRANTY. Please see the YARRG Development webpage for details of how to obtain the client and server code and full details of the licences.
YARRG is Copyright 2009 Ian Jackson, Clare Boothby, Steve Early, Naath Cousins. Yohoho and Puzzle Pirates are trademarks of Three Rings and are used without permission. YARRG is not endorsed or sponsored by Three Rings.