First of all, you can only trade goods with your neighbors, but allow each player to refresh their goods. Why let someone other than your neighbors refresh their goods? Overall, I`d bet the Hacan can trade with anyone, whether adjacent or not, and they can probably refresh their pool of goods without CC, regardless of what the person says with the business card. This would explain why they get 6 commodities when they refresh, while most of the others get 2-3. Whenever the trade occurs, they can trade with anyone and win a total of 6 commercial goods, while they only give to a particular opponent 1-2. That is how I interpret the way trade is done, although I could of course be wrong. What seems strange to me is why it could not be called “commercial goods” all the time, why did he call “goods” when they immediately become “commercial goods” every time they are used? However, there may be other aspects of the game that are interested when the distinction is important. What`s remarkable is that this is a workaround technique for trading commodities if you`re not next to another player. During the agenda phase, you can exchange trade agreements, and then in the next round, one of you can skip the trade. Once you`ve exchanged trade deals, you no longer need to stand side by side to trade them. Plastic games represent different classes of ships and ground troops.
Players are limited to the number of game blocks that come with the game, with the exception of fighters and ground troops. Meters are included for registration, including commands, control markings, commercial goods, and additional combat and ground troop counters. Cards are used to pursue planetary ownership, trade agreements, technologies, public goals, secret goals, special actions, and political voting agendas.  During the example of the active player, he can negotiate a transaction with one or more of his neighbors, even during a fight. As part of a transaction, traders can exchange as many goods and commercial goods as possible. You can`t spend goods for yourself, you can spend commercial goods for yourself. If the goods become commercial goods, if they are given to another player, why should I, the guy you attacked, give you my goods (commercial goods) to make more of your boats? However, trading with other players can be a risky proposition and encourages political groups to draw the line between friend and foe, as you can only trade with your neighbors. A neighbor is defined as a fraction that has ships or planets claimed in a system adjacent to yours. The game contains several alien races (3rd had 10 in the base game, plus extras in the expansions, while the 4th edition contains the 17 races in the base game). Reference cards describe relevant game information on the one hand and a brief history of the race on the other. Three to six (or eight, with the “Shattered Empires” expansion) of these races appear in a game, depending on the number of players. Each race has unique special skills, the person(s) of origin and starts with different units and technologies.
 Each race has different characters and themes, with advantages in certain game mechanics like trade, wrestling, technology, and politics.  I think that in TI3, with the new objectives, all the variants that favor wrestling, it is always better to let others do the fight (first). Honestly, in our group, trading is one of the least chosen strategies. While it is true that it gives you a nice income and a mercenary, it will not prevent you from attacking your neighbor if it achieves a goal. There are also commercial goods to anyone who has not chosen the business strategy. There is no real consequence on the attack (except that diplomatic relations become furious), because you will be able to conclude the same trade agreements again in the next round. It`s rare that the lead actor doesn`t let people act. Commercial goods are a universal currency that players use to produce units or to correlate other empires….