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This will be split into 2 parts: The NPC market, where the players buy items and sell them for the base price seen in <code>$$price</code>[[Category:Asset|the assets list]], and the player market. Just a quick reminder, what you can't buy in the NPC market, you can trade in the player market.
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This will be split into 2 parts: The NPC market, where the players buy items and sell them for the base price seen in [[Category:Asset|the assets list]], and the player market. Just a quick reminder, what you can't buy in the NPC market, you can trade in the player market.
Note: Assets listed may have icons next to them. A scale icon indicates that the asset can only be bought from player market. A pink and yellow bag icon indicates that asset can be sold in retail stores.
 
  
 
==NPC Market==
 
==NPC Market==
{{stub for sections}}
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UNDER CONSTRUCTION!
 
 
The NPC Market is the original market for all your essential needs ever since [[Updates| Update 1.0.0]]. You can buy and sell there for the prices in the [[asset]]s page (<code>$$price</code> without asset name at end can be used to reach npc market prices). The buy prices of assets are 2x of the sell prices if the sell price is available for the specific asset. The assets which are shown with a shopping bag are available to be sold in the [[retail]] stores, and the assets which are shown with a trade scale are available to be traded in the [[#Player Market|player market]]. Some assets cannot be bought in the NPC market, mainly [[product]]. The assets are shown with a shopping bag on the asset price page can be [[scrap]]ped, which produces scrap (the assets include of [[truck]], which cannot be sold in the retail).
 
  
 
==Player Market ==
 
==Player Market ==
 
=== Market access ===
 
Market access always requires a logistics center to be built.
 
  
 
=== Usefulness ===
 
=== Usefulness ===
Ever since [[Updates#.2841.29_cea23d0:_Markets|Update 1.5.0]], the player market is a way for us to trade between corporations and keep the economy and playing field diverse. For example, one might need [[furniture]] for [[headquarters]] building but doesn't want to produce [[furniture]]. You can instead buy [[furniture]] from another player who is creating excess, say because they need retail shop and have ten [[furniture factory]]s which actually would produce more [[furniture]] than is needed.So at the end you buy your [[furniture]] and they get free capital for having ten [[furniture factory]]s.
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Ever since [[Updates#.2841.29_cea23d0:_Markets|Update 1.5.0]], the market is a way for us to trade between players and keep the economy and playing field diverse. For example, one might need [[gold]] for [[CPU]] production but doesn't want to produce gold. He can instead buy gold from another player who is creating excess gold, say because he has one CPU factory only but one gold mine actually would actually too much.
 
 
=== Selling prices ===
 
{{stub for sections}}
 
Here are some prices for assets (updated since v.1.11)
 
 
 
==== Non-retail items ====
 
Oil: $0.20
 
 
 
CPU: $410-$450
 
 
 
STEEL: $17-$20
 
 
 
GLASS: $65
 
 
 
RUBBER: $17
 
 
 
PLASTIC: $1.20-$2
 
 
 
Furniture: $1.5k-$3k
 
 
 
GAS ENGINE: $10.3k-11k
 
 
 
Research Chemical: $150-$200
 
 
 
Energy: $12-$13
 
 
 
Energy+: $50-$70
 
 
 
==== Retail Items ====
 
Cars: $30k
 
  
Cars+: $100k
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=== Selling prices ==
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A good rule of thumb is to buy at about 1.4x for most products, 1.6x for VERY useful non-end products, and 1.2x for not-so-useful non-end products and end products (except for <$1 assets which are mostly $3).
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If nobody else is selling, supply and demand should tell you to sell for more. Likewise, a massively overproduced item is NOT worth selling for the prices above
  
Drugs: $700-$750
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==== Examples ====
  
Drugs+: $2k-$2.5k
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===== Example 1 =====
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For example, gold can be sold for $72, as it has few use cases in the current self-producing end game structure (only a CPU factory ever needs them in the optimal end game strategy as of [[Updates#1.7.2|Update 1.7.2]]. However, if only a few people are selling gold, it's not unreasonable to sell for $84.
  
Laptops: $3k
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===== Example 2 =====
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Imagine now you are a pure energy company. There is a currently relatively huge demand for research, maybe because somebody invited tens or maybe even hundreds of people. Energy is really useful and normally sells for about $16. In this case, however, $18 might be a good call, but energy is one of the less fluid prices around, so it's not unreasonable to stay at $16. You can probably move if you see the prices slowly shifting up, however, so if it gets to $17 it's probably worth going for the $18.
  
Laptops+: $11k
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===== Example 3 =====
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Let's say you build a bunch of [[Television factory | Television factories]], and you see a $6000 offer. Clearly you should sell.
  
Televisions:$6k-7k
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On the flip side, what if you are the one consuming the [[television]]s as a retailer(a person with many [[Retail store]]s)? You have 3 options really.
  
Televisions+:$20k-22k
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1. Outbid the player with a $6000.01 offer so you're first when people sell to you.
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2. Go for something like $5,000 even if you have to wait.
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3. Go for exactly $6000, this makes it so <code>$$msell tv all</code>.
  
If nobody else is selling, supply and demand should tell you to sell for more. Likewise, a massively overproduced item is NOT worth selling for the prices above. This ranges a span of about 20% higher or lower.
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The third option is hardly ever the correct play and is niche. That leaves the 1st option and the 2nd option. The 1st option is really only if your retail stores sell televisions for a WHOPPING 10k and you're running out of TVs fast, while the 2nd option is the better case, based on the 1.2x rule. You don't wanna sell when it's only a small margin when you can instead sell every now and then for a larger profit, right?

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