Global Fleet & Trade is explained here from the player perspective: from the player account and trade to shipping, contracts, shipyard, tavern, banking and the stock exchange.
Player FAQ
Account and Login
Your journey begins with a player account and continues with the founding of your shipping company.
How do I register?
On the registration page, choose a username, company name, email address and password. You will then receive an activation email.
Why must I confirm my email address?
The activation link confirms that the address belongs to you. Only an active and verified account may log in and found a shipping company.
Why can I not log in after registering?
The account must be active and confirmed by email. Once these conditions are met, you can sign in with your credentials.
What happens after my first successful login?
If no home port has been selected yet, the game guides you to an available founding city. You then receive your starting base.
Can I change my home port later?
The home port remains the permanent founding city in your company history. Other ports are opened later through port rights and local offices.
Which account settings can I manage?
Under Settings, you can manage your password, an additional email address and optional two-factor protection.
What is optional two-factor protection?
It adds another confirmation to your password when signing in. You can enable it under Settings or switch it off again later.
What are the emergency access details for?
They help you regain access when the additional login confirmation is temporarily unavailable. Store them safely outside the game.
What happens when I switch off the additional protection?
The additional protection is removed. To use it again later, you must set it up again from the beginning.
What is the additional email address for?
It is another confirmed contact option for your account. It replaces neither your password nor the additional login protection.
Player FAQ
Starting in Your Home Port
After founding your company, you receive a small but complete operating base.
How much capital do I start with?
A new company currently starts with £100,000. This money is needed for goods, rights, offices, repairs, upgrades, ships and other investments.
What do I receive automatically?
You receive permanent port access to your home port, a level-one office, permission for small ships and the “Company Steamer No. 1”.
What can my first ship do?
The company steamer is a small coastal steamer with 25 tonnes of cargo capacity, a base speed of 12 knots and 100 percent condition.
How large is my first warehouse?
The starting office has 25 tonnes of storage, matching the first ship’s hold. Every office founded later also begins at level one with 25 tonnes of storage.
What does active port mean?
The active port is the location whose market, administration, office, shipyard, tavern and route planner you are currently using. Home port and active port are identical at first, but not necessarily later.
Why should I not invest everything immediately?
A shipping company needs liquidity. A full cargo hold is of little use if no money remains for repairs, rights or the next voyage.
Player FAQ
Orientation, World Map and Settings
Many views depend on the active port, the selected ship or your personal display settings.
Where can I see my current location?
The active port is shown in the game header and side area. Check it especially before purchases, sales, repairs and loading a ship.
What is the world map used for?
The world map shows cities, port positions, your ships, active voyages and their time-based positions. Visible city names can be clicked like the city markers.
Why can I not use every visible port immediately?
A visible port is not automatically accessible. Regular access requires the relevant port right; storing and trading also require a local office.
Can I place personal markers on the world map?
Yes. You can place, move, centre and delete several personal markers with notes. They remain available to you.
Are tavern rumours shown on the map?
Suitable active rumours may appear as markers on the world map and show the related clues.
Does the map remember my view?
Yes. The map can retain its zoom level and centre. You can also use map coordinates and a coordinate grid for orientation.
Which personal settings are available?
The settings area manages the user account, time zone and time format, audio, display and security. The time zone changes presentation, not the progress of the shared world.
Can I control a ship from another port?
No. A ship can be loaded, repaired or sent on a new voyage only when it is at the active port and available.
Player FAQ
Ports, Rights and Offices
Expansion into other cities deliberately separates access rights from permanent local infrastructure.
What is a port right?
A port right allows your company to enter a foreign port and use its local areas. It does not replace your own office.
Where do I buy a port right?
In the Administration area of the relevant city. It shows available rights, requirements and the current price.
Is a port right enough for full trading?
No. The right provides access. Normal buying, selling and storage also require an office in that city.
What is an office?
An office is your local branch with its own warehouse. It permanently connects your company to the city market and acts as an origin or destination store for trade routes.
How much does an additional office cost?
A new office currently costs £25,000. The exact price is shown in Administration before purchase.
How large is a newly founded additional office?
Every additional office begins at level one with 25 tonnes of storage. All newly founded level-one offices therefore have the same initial capacity.
Can I abandon or sell an office?
An existing office cannot currently be sold or abandoned. Purchase new locations only when they have a clear economic purpose.
Why are rights and offices strategically important?
They determine which markets you can serve directly, where you can store goods and from which locations you can start new routes.
Player FAQ
Market, Goods and Warehouses
Every city has its own stock, prices, production and demand. Players change this economy through purchases and sales.
How does a city market work?
Goods are produced and consumed locally. Stock, target stock, supply and player trading influence the current price and the city’s economic situation.
Why do goods differ between cities?
Ports have different economic roles. Export, import and neutral goods are therefore not offered or demanded equally everywhere.
How do I buy goods?
Open the active port market, choose a good and the desired amount in whole tonnes. You need enough money, available stock and free warehouse space.
Where are purchased goods stored?
A normal market purchase is stored in the office at the active port. From there, it can be sold or loaded onto a ship located in that port.
Why can I not buy the requested quantity?
The possible amount is limited by funds, free office space, market stock and access rights. The smallest limit determines the result.
How do I sell goods?
Normal goods in the office can be sold on the active port’s market. Contract-bound cargo in the special warehouse is excluded.
Why do I receive less when selling than when buying?
The displayed market price applies when buying. When selling, the port currently pays 90 percent of that price. Immediate resale is therefore not profitable.
Why does the price change after my trade?
Purchases reduce stock and may raise prices. Sales increase supply and may lower prices. Production, consumption and other players also change the market.
Can I support a city through trade?
Yes. Delivering scarce goods improves supply. Aggressive buying can worsen a shortage and contribute to an emergency.
What does the office or warehouse show?
The office shows capacity, used and free space and normal goods. A separate Special Warehouse tab contains only contract-bound cargo.
Can I trade contract cargo normally?
No. Contract cargo is bound to a specific contract ID, cannot be bought or sold on the market and may only move through the special warehouse, a ship and contract delivery.
Player FAQ
Ships, Routes and Fleet
Ships connect your offices and markets. Location, cargo, speed, condition and route determine which actions are possible.
How do I load goods onto a ship?
Select a ship in the active port in the route planner and transfer goods from the normal or special warehouse. Cargo capacity and available quantity are limited automatically.
Can a ship sail without cargo?
Yes. An empty voyage can reposition a ship or prepare a new trade line.
How do I plan a route?
Choose an available ship, an accessible destination and the desired cargo action at arrival. Distance and estimated travel time are shown before departure.
Why can I not select some destinations?
The destination must be reachable through the sea network and accessible to your company. Without the required right or unlock, a regular route cannot start.
How is travel time calculated?
Distance and ship speed determine travel time. Short routes are completed faster than long overseas voyages.
What happens when a route starts?
The ship leaves port and is at sea. During the voyage, it cannot be reloaded or sent on another journey.
What can happen to cargo on arrival?
Depending on the plan, goods are sold automatically, stored in an existing destination office or kept aboard the ship.
What does automatic sale mean?
Cargo is sold on arrival at the port’s then-current purchase price. This is convenient but does not guarantee the profit calculated earlier.
Can I cancel a route after departure?
Yes. The ship does not teleport back; it begins a calculated return voyage to the origin port.
Do ships continue while I am offline?
Yes. The ship continues its voyage and performs the selected destination action on arrival.
What does the fleet overview show?
It lists every ship with location, route, arrival, cargo, speed, capacity and condition. Only available ships at the relevant port can be controlled.
Which condition levels exist?
76 to 100 percent is very good, 51 to 75 good, 26 to 50 moderate and 1 to 25 very poor. Condition can be restored at a shipyard.
How quickly does a ship wear down?
A ship currently loses one condition percentage point per 900 nautical miles travelled. Effects that are not yet fully implemented may change during balancing.
Player FAQ
The Living World Economy
The shared world runs continuously and reacts to production, consumption, population, player trading and economic events.
Does the world continue without me?
Yes. Markets are updated regularly and ships continue their voyages. The world does not wait for an individual player to be online.
Why do stocks change without my trades?
Cities produce and consume goods, so stocks rise or fall without direct player action.
What role does population play?
Population influences consumption and a city’s economic development. Supply, prosperity and crises interact over time.
Does every shortage immediately become an emergency?
No. A normal shortage alone is not a severe emergency. Supply must also have been significantly worsened by player activity.
Can one player influence a market?
Yes, especially with scarce stock or large quantities. Purchases, sales and missing key deliveries can noticeably affect a city.
Is every price difference profitable?
No. Consider the difference between buying and selling prices, quantity, storage, cargo capacity, travel time and possible price changes before arrival.
What does public pre-alpha mean?
Many areas are already playable but are still being expanded and adjusted. Bugs, text changes and revised values therefore remain possible.
Player FAQ
Delivery and Emergency Contracts
Contracts add fixed objectives, deadlines, bound cargo and special supply situations to free trading.
What are normal delivery contracts?
A port offers daily assignments from a curated catalogue. After acceptance, fictional contract cargo is placed in your special warehouse at the origin port.
How many delivery contracts can I accept?
You have at most three daily slots. Open contracts may carry into the next Berlin game day and continue occupying a slot until completed, cancelled or expired.
Which deadlines apply?
The deadline begins on acceptance: small contracts allow one hour, medium contracts six hours and large contracts twelve hours.
What is the special warehouse?
It separates contract-bound cargo from normal trading goods. Cargo can be loaded onto a ship and unloaded into the special warehouse at the destination.
How do I complete a delivery contract?
The complete quantity must be in the special warehouse of the correct destination. Only then can the contract be submitted; partial quantities are insufficient.
When do I receive the reward?
After the complete delivery, you receive the stated payment and company reputation.
What are emergency contracts?
Emergency contracts use real economic goods. You deliver them from your normal office stock to a city in a severe supply crisis and stabilise its market at the same time.
Can a player who caused the crisis use the contract?
Yes, but not with the full emergency bonus. The greater your own contribution to the crisis, the more the bonus is reduced. The normal value of the goods remains included.
Player FAQ
Shipyard, Repairs and Ship Trading
The shipyard combines repairs, ship upgrades, renaming and the new and used ship markets.
Which shipyard functions are currently playable?
You can repair ships, improve engines, cargo space and navigation, rename ships and create or withdraw your own sales offers.
Can I order new ships already?
The newbuild catalogue shows classes, images, capacity, speed, price and transport profile. The actual order button is currently disabled.
Can I buy used ships from other players?
Listings show seller, condition, specifications, upgrades and price. The actual purchase of another player’s listing is not yet enabled.
Can I sell my own ship?
You can list an available ship at the active port for a freely chosen price and later withdraw the listing. Your own listing must not be shown as a foreign purchase.
Do I need a shipyard licence for repairs?
No. Repairs remain generally available. A shipyard licence is intended for further services such as construction or purchase.
How are repair time and costs calculated?
Every ten repaired percentage points currently require 45 minutes. The cost formula is ship value × repaired percentage points ÷ 1,000.
How many ships can be repaired simultaneously?
Each shipyard level currently provides three repair slots. The ship must be in the active port and eligible for repair.
Which upgrades exist?
Engine, cargo hold and navigation each have three consecutive levels. Only the next level may be purchased.
Can an upgrade be bought twice or removed?
No. Installed levels cannot be purchased again or removed. They remain permanently attached to the ship and are shown in relevant details.
Can I rename my ship?
Yes. An available ship you own at the active port can be renamed at the shipyard.
Player FAQ
Tavern, Stories and Rumours
The tavern is a local information area with individual characters, paid content and triggerable events.
What can I do in the tavern?
You meet local characters and can open their current offer. Depending on the character, you receive a story or rumour with its own price and content.
What is the difference between a story and a rumour?
A story is narrative content and ends after purchase. A rumour remains active and may later trigger through a matching trade or a position at sea.
How many items can I buy per day?
Per Berlin calendar day, you may buy two tavern items in total: two rumours, two stories or one of each.
What does the trust value mean?
The trust value shows how credible a character appears. The higher it is, the more likely a rumour is to prove true.
How are rumours triggered?
Trade rumours can be triggered by matching purchases or sales. Sea rumours react when a ship reaches the described area.
Can a rumour be false?
Yes. Truth is determined at purchase from the trust value. A false rumour may end without the expected reward even after its trigger condition is met.
What rewards can rumours provide?
Depending on the content, a true rumour may grant money, goods or another reward. Active sea rumours may also appear as markers on the world map.
Player FAQ
Banking and Stock Exchange
Financial movements are recorded through the business account; the exchange lets you trade shares in listed municipal companies.
What does the bank show?
The bank displays the business account, personal account number, available balance, bookings, player transfers and access to the securities portfolio.
Which actions appear as bank bookings?
Goods trading, new offices, repairs, tavern content, contract payments, share trading, fees and dividends appear with the related account balance.
Can I transfer money to other players?
Yes. You need the recipient account number, an amount and optionally a payment reference.
Which rules apply to player transfers?
Transfers currently use whole pounds. You cannot transfer to your own account, and the amount must be covered by your balance.
What is the stock exchange?
The exchange represents municipal port, market, warehouse and shipyard companies. It shows price, movement, metrics, free float and available shares.
Why can a company not yet be traded?
A company can be traded only after it is officially listed on the exchange. Before that, it remains in the observation phase.
How do I buy or sell shares?
Open the company details, choose quantity and buy or sell. Purchases are limited by available shares and funds; sales by your actual holding.
Which costs apply to share trading?
The quantity affects the actual purchase or sale price. A stock exchange fee of 0.5 percent, with a minimum of £1, currently also applies.
What does the securities portfolio show?
The portfolio shows quantity, average entry price, total value, price development and realised results. Purchases, sales and fees remain traceable.
Are there dividends?
Yes. Listed companies may make distributions to shareholders. Payments received appear in the bank and dividend overview.
Player FAQ
Logbook and Practical Advice
The logbook helps you trace company events and recognise common operating mistakes.
What is the logbook used for?
It records important purchases, sales, routes, ship movements, office events, market actions and other company events.
Can I filter the logbook?
Yes. Events can be narrowed by categories such as trade, ships, routes, office, market and general.
Is the home port the same as the active port?
Only at the beginning. The home port remains your founding city; the active port is the currently selected management location.
Is office storage the same as a ship’s cargo hold?
No. The office is fixed in one city; the cargo hold moves with the ship. Goods must be transferred deliberately between them.
Why did my ship disappear after departure?
It is at sea. It remains visible in the fleet and on the world map and becomes locally controllable again only after arrival or return.
Why does the same route later make less profit?
Your first trade may already have changed stock and price. Production, consumption and other players also alter the market.
Should I always use automatic sale?
No. Automatic sale saves work, but storage or onward transport may be more profitable when prices fluctuate.
What is the goal of the game?
You build your own trading and shipping company in a continuously running historical economy. Success may mean fleet size, trade network, wealth, supply, market knowledge or specialisation.
Getting Started
Recommended Sequence for Your First Hours of Play
This process is not mandatory, but it provides new players with a safe and understandable sequence.
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01
Check your starting position
Open Headquarters, Market, Office, Administration and Fleet. Check the £100,000 capital, 25-tonne starting office and 25-tonne company steamer.
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02
Compare markets
Find a useful price difference and remember that the port currently pays only 90 percent of the displayed market price when buying from you.
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03
Buy a small quantity
Start with a manageable number of whole tonnes, then check office stock, free warehouse space and the bank booking.
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04
Load the ship
Select a ship in the active port and transfer the goods from the office. Check used and free cargo capacity.
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05
Choose route and destination action
Select an accessible destination and decide whether to sell, store or keep the cargo aboard on arrival.
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06
Review the arrival
Check Fleet, Logbook, Office and Bank. Compare purchase cost, proceeds and travel time.
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07
Review contracts
Compare delivery offers with distance and ship capacity. Accept only a contract whose deadline is realistically achievable.
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08
Control your finances
Use the bank as your complete booking overview. Only invest in shares when enough liquidity remains for normal trading.
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09
Expand deliberately
Buy port rights and additional offices only where they create new goods flows, shorter routes or a strategic transshipment point.
Is anything still unclear?
Was your question not answered?
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