Bering Tonnage Money Guide: Profitable Routes, Fewer Losses
Every streamer we watched ended at least one session losing money per hour. The causes repeat, which makes them avoidable.
What a good route looks like
The official screenshots give one benchmark: a four-stop loop New York → Halifax → Liverpool → Rotterdam, 13,999 km, Route Strength 90, estimated at $669,243 per month with the ship Trident Envoy. Compare that with Caribbean island hops in the demo, which paid $690 to $3,900 per delivery.
What makes the Atlantic loop strong:
- Long legs. Short hops between neighbouring islands pay little.
- Big, busy ports at both ends. New York’s market listed 4,008 TEU of available cargo in one screenshot, with Rotterdam alone wanting 1,018 TEU.
- Cargo bound for the route’s own stops. Its rules load only for route ports, so the ship is never carrying cargo it cannot deliver.
Before confirming any route, pick a ship under Preview and read Est. Profit. A low Route Strength (the long St. Petersburg-Kaliningrad-Mundra example scored 51) is a warning to rethink the stops.
Reading cargo value
- Each port has a market value rating: low, moderate or high. “This port exports low value goods” is a bad sign for a pickup stop.
- The Market tab has a Premium Value filter and a By Port breakdown, plus Show All Destinations.
- Values and exports change over time. A route that was full last month can run empty. Ozkorin’s Caribbean routes kept losing cargo as exports moved, and he lost about 1,000 an hour on one route he built “blindly”.
- Players asked for revenue to be shown when picking cargo; the developer replied that the release adds features for exactly that.
Where the money goes
- Daily ship costs, which depend on the flag. A cheaper registry cut one ship to $520 a day; see flags.
- Dock and operations fees (Finance tabs: Dock fees, Operations).
- Canal tolls: $10,000 to $100,000 a passage; see canals.
- Repairs and the cost of ships sitting still. There was no pause in the demo, so idle ships burn money in real time.
The Operations panel (click your company logo) shows profit and loss per hour. Check it after every new route.
Six habits that stop the bleeding
- Never leave a ship unassigned. An idle ship is pure cost.
- Widen load filters to country or region so a route still finds cargo when one port’s exports dry up.
- Spread the fleet. One hurricane can close every port in a small region for days.
- Repair at Good ports. Ports repair up to 70% (Good facilities), 50% or 25% (Poor). San Juan was a 70% port in the Caribbean demo. Set the fleet maintenance threshold so ships go for repairs before condition gets low.
- Use the throttle. Fleet settings has a single “speed control” for all ships, and Adjust Leg Speed tunes it per leg. The demo did not show what throttle does to fuel cost, so compare Est. Profit at two settings before committing a whole fleet.
- Keep a cushion. Objective rewards (one paid $1M) are your early bank. Do not spend it all on a ship before your routes are profitable.
Buying ships for profit
Capacity is cheapest on Panamax hulls (about $16K per TEU against $35K for Handymax at the same yard). Big ships only pay when the hold fills, which is what depots and feeders are for. Price list in the ship guide.
Thanks. Logged for the next revision.