Capital / hr — operating capital: gp of supplies burned per hour (per-hour + per-action inputs × rate). The cash you need on hand to run it for an hour. No buy-in = pure gathering.
Startup cost — capital/hr × your selected plan duration. The lump sum to stock up before you begin. Affordable compares it to your bankroll.
GE buy-ahead — consumes GE-priced items you must buy & stockpile (subject to buy limits, shown per item in details).
ROI / capital efficiency — profit ÷ capital. Capital-heavy = big cash sunk for little return; a warning shows when capital is large but ROI < 2×.
Margin — profit ÷ revenue. Thin margin = a small price move can erase the profit (price-risk).
Required vs recommended skills — required comes from the wiki's structured levels. Recommended is parsed from the wiki's free-text notes and is often not stated; where absent it shows “—”. Never guessed.
Intensity — click/attention load (Low = AFK-friendly). Wilderness/PK — you can be attacked and lose supplies.
Stale price — at least one GE item had no live price; that method falls back to the wiki's last cached value.