During the active player`s transmitter, he can negotiate a trade 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. I think it`s great to only be able to trade with neighboring players. It will discourage the beginning of the game-sneak attack, it will promote expansion for reasons other than the attack, it will make vortices in trade routes. Edit: Actually, it seems that there are no cards, but printed on the breed sheets. If you update yourself, you will receive a quantity of trademarks that can be served as commercial goods. Overall, I`m glad they`re trying something new with trade, but I wonder how it`s going to evolve. If trade is a one-time event instead of an ongoing contract, what prevents me from forging and breaking business alliances on a whim? In TI3, breaking a contract was a big thing, because it took so long for him to resume his classes. I think they did so because some rules and cards are about commercial goods, while others are about goods.
The different names make it possible to simplify the rules of effects. Commerce – Commercial contracts do not exist in Twilight Imperium Fourth Edition. Instead, raw materials are traded between political groups that have ships in neighboring systems. Whenever the business strategy card is used, its primary capacity allows a political group to “update” its goods. This group may then decide that other groups will refresh their goods for free. Other groups can then use the secondary ability of trading to spend a token from their strategic pool to refresh their raw materials. Goods do nothing of themselves, but become traditional commercial goods when given to another group. 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.  However, trading with other players can be a risky proposition and encourages political groups to draw the line between friend and foe, since you can only trade with your neighbors….