fraction 1/<em>divisor</em>, eg 1/2000 is the same as 0.05%; in each
case it is taken as the loss for each league of the voyage.
+<h3><a name="minprofit">Minimum trade value</a></h3>
+
+Often there are many low-volume, low-value trades. It can be rather
+labour-intensive to buy and sell a dozen different commodities, half
+of which are only making a few poe each.
+
+<p>
+
+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.
+
+<p>
+
+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.
+
+<p>
+
+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.
+
+<h3><a name="poelimit">Caution about stalls' poe reserves</a></h3>
+
+If you select <b>Also be cautious about stalls' poe reserves</b>,
+YARRG will calculate a minimum amount of poe that each stall has on
+hand (by looking at all the offers that stall is making), and never
+plan for you to sell goods at that stall for more than the available
+poe.
+
+<p>
+
+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.
+
<h3><a name="capital">Available capital</a></h3>
If you don't specify the amount of capital you have available to
@{ $getclasses->fetchall_arrayref() }
%>.
<p>
-Then, if applicable, follows one of the following indications:
-<% join ', ', map { "<strong>$_</strong>" } qw(tt t m b bb) %>
-indicating whether the commodity is in the top, 2nd, middle,
-2nd-to-last or bottom fifth of the list of commodities of the same
-class, respectively.
+
+Then, if applicable, follows a number from <strong>0</strong> to
+<strong>9</strong> indicating roughly where the commodity is in the
+list of commodities of the same class. The number indicates which
+tenth of the list is: <strong>0</strong> for the first (top) tenth,
+<strong>1</strong> for the 2nd, and so on, up to <strong>9</strong>
+for the final tenth.
+
<p>
For example,
<blockquote>
<table><tr>
<td>Fine pink cloth
<td><div class=mouseover
- title="Fine pink cloth is under Cloth, commodity 14 of 55">C t</div>
+ title="Fine pink cloth is under Cloth, commodity 14 of 55">C 2</div>
</table>
</blockquote>
indicates that Fine pink cloth can be found under Cloth,
-between 20% and 40% of the way down through the types of 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:
<blockquote>
</blockquote>
<p>
-The position indicator (tt, t, etc.) isn't shown for very small
+The position indicator digit isn't shown for very small
categories.
The exact location of the commodity in the actual game