The Ferengi are a plutocratic society; profit is the dominant religion, as well as the common man's only loyalty. Most of their critical technological advances were bought rather than achieved indigenously; to the Ferengi, this is entirely appropriate. The Ferengi society is also authoritarian and strongly patriarchal; female Ferengi are not al-lowed to wear clothing or leave the homeworld.
Ferengi spies pose as businessmen to avoid suspicion. The Ferengi Commerce Authority has jurisdiction over all business that involves the Ferengi, and therefore is in charge of these spies. The Commerce Authority thus acts as a headquarters for all Ferengi espionage.
There are literally thousands of items for which the Ferengi hold exclusive license. From action figures to synth-ale, they all have one thing in common - anyone who wants to use them has to pay for the privilege. The Franchise Office turns Ferengi ingenuity into profit.
From games of chance, to Dabo and Dom-jot, and even the more 'seductive' pursuits in the holosuits, the de-mand for distraction and entertainment is endless. Venues that cater for such modes of recreation are controlled and supplied by the Ferengi Gaming Commission, and for a fair price...
The laws of supply and demand make interplanetary trade extremely lucrative. The Tower of Commerce licenses Ferengi traders, and thus controls and regulates interplanetary trade for the benefit of all Ferengi. The Tower facili-tates an increased volume of trade on every trade route.