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	<title>Trade-Up Contract - Revision history</title>
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		<title>CSWikiAdmin: Bot: Phase 1: High SEO Value Pages — create Trade-Up Contract</title>
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		<summary type="html">&lt;p&gt;Bot: Phase 1: High SEO Value Pages — create Trade-Up Contract&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Trade-Up Contract&amp;#039;&amp;#039;&amp;#039; is a crafting system in [[Counter-Strike 2]] that allows players to exchange 10 skins of the same [[Skin Rarity|rarity tier]] for 1 skin of the next higher rarity from one of the input skins&amp;#039; collections.&lt;br /&gt;
&lt;br /&gt;
== How It Works ==&lt;br /&gt;
# Select exactly &amp;#039;&amp;#039;&amp;#039;10 weapon skins&amp;#039;&amp;#039;&amp;#039; of the &amp;#039;&amp;#039;&amp;#039;same rarity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# All skins must come from collections that have a higher rarity tier available&lt;br /&gt;
# Submit the contract&lt;br /&gt;
# Receive &amp;#039;&amp;#039;&amp;#039;1 random skin&amp;#039;&amp;#039;&amp;#039; of the &amp;#039;&amp;#039;&amp;#039;next higher rarity&amp;#039;&amp;#039;&amp;#039; from one of the input skins&amp;#039; collections&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Input:&amp;#039;&amp;#039;&amp;#039; 10 skins of identical rarity (e.g., 10 Mil-Spec blues)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Output:&amp;#039;&amp;#039;&amp;#039; 1 skin of the next rarity tier (e.g., 1 Restricted purple)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Collections matter:&amp;#039;&amp;#039;&amp;#039; The output skin is randomly selected from the higher-rarity skins of the collections represented in the input&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;StatTrak:&amp;#039;&amp;#039;&amp;#039; If all 10 inputs are StatTrak, the output will be StatTrak. Mixing StatTrak and non-StatTrak produces a non-StatTrak output&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Float calculation:&amp;#039;&amp;#039;&amp;#039; The output&amp;#039;s [[Float Value]] is based on the average float of inputs (see below)&lt;br /&gt;
&lt;br /&gt;
== Float Value Calculation ==&lt;br /&gt;
The output skin&amp;#039;s float is not random — it is calculated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Output Float = (Average Input Float) × (Max Float - Min Float) + Min Float&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;#039;&amp;#039;Max Float&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Min Float&amp;#039;&amp;#039; are the float range boundaries of the specific output skin received.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
* 10 input skins with average float of 0.10&lt;br /&gt;
* Output skin has float range 0.00 to 0.50&lt;br /&gt;
* Output float = 0.10 × (0.50 - 0.00) + 0.00 = &amp;#039;&amp;#039;&amp;#039;0.05&amp;#039;&amp;#039;&amp;#039; (Factory New!)&lt;br /&gt;
&lt;br /&gt;
This means traders can manipulate output float by carefully selecting low-float inputs.&lt;br /&gt;
&lt;br /&gt;
== Profitable Trade-Ups ==&lt;br /&gt;
Trade-up contracts can be profitable if:&lt;br /&gt;
* The expected value of outputs exceeds the cost of inputs&lt;br /&gt;
* You target specific valuable skins by loading the contract with collections that contain them&lt;br /&gt;
* You use the float formula to ensure desirable wear conditions&lt;br /&gt;
&lt;br /&gt;
=== Controlling Output Odds ===&lt;br /&gt;
Since the output skin is randomly selected from collections represented in the input:&lt;br /&gt;
* Using 9 skins from Collection A and 1 skin from Collection B gives a 90% chance of Collection A output and 10% chance of Collection B output&lt;br /&gt;
* This allows traders to weight outcomes toward specific desired skins&lt;br /&gt;
* Professional traders use spreadsheets and tools to calculate expected value&lt;br /&gt;
&lt;br /&gt;
== Trade-Up Tiers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Input Rarity !! Output Rarity&lt;br /&gt;
|-&lt;br /&gt;
| Consumer Grade (White) || Industrial Grade (Light Blue)&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Grade (Light Blue) || Mil-Spec (Blue)&lt;br /&gt;
|-&lt;br /&gt;
| Mil-Spec (Blue) || Restricted (Purple)&lt;br /&gt;
|-&lt;br /&gt;
| Restricted (Purple) || Classified (Pink)&lt;br /&gt;
|-&lt;br /&gt;
| Classified (Pink) || Covert (Red)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; You cannot trade up to knife/glove rarity (Extraordinary/Gold).&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
* Trade-ups are &amp;#039;&amp;#039;&amp;#039;one-way&amp;#039;&amp;#039;&amp;#039; — input skins are destroyed permanently&lt;br /&gt;
* Output is random within the eligible pool&lt;br /&gt;
* Market prices fluctuate, potentially turning profitable contracts into losses&lt;br /&gt;
* Rounding in float calculations can produce unexpected results&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Float Value]] — How wear is calculated&lt;br /&gt;
* [[Skin Rarity]] — The rarity tier system&lt;br /&gt;
* [[Skins]] — General skin overview&lt;br /&gt;
* [[Steam Community Market]] — Where skins are bought and sold&lt;br /&gt;
&lt;br /&gt;
[[Category:Economy]]&lt;br /&gt;
[[Category:Skins]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>CSWikiAdmin</name></author>
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