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1,177 bytes removed ,  14:58, 18 November 2021
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>$$price.</code>[[Category:Asset|the assets list]], and the player market. Just a quick reminder, what you can't buy in the NPC market, you can trade in the player market.Note: Assets listed may have icons next to them. A scale icon indicates that the asset can only be bought from player market. A pink and yellow bag icon indicates that asset can be sold in retail stores.
==NPC Market==
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The NPC Market is the original market for all your essential needs ever since [[Updates| Update 1.0.0]]. You can buy and sell there for the prices in the [[asset]]s page (<code>$$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 pagecan be [[scrap]]ped, which produces scrap (the assets include of [[truck]], which cannot be sold in the retail).
==Player Market ==
 
=== Market access ===
Market access always requires a logistics center to be built.
=== Usefulness ===
Ever since [[Updates#.2841.29_cea23d0:_Markets|Update 1.5.0]], the player market is a way for us to trade between players corporations and keep the economy and playing field diverse. For example, one might need [[goldfurniture]] for [[CPUheadquarters]] production building but doesn't want to produce gold[[furniture]]. He You can instead buy gold [[furniture]] from another player who is creating excess gold, say because he has one CPU they need retail shop and have ten [[furniture factory only but one gold mine ]]s which actually would actually too muchproduce more [[furniture]] than is needed.So at the end you buy your [[furniture]] and they get free capital for having ten [[furniture factory]]s.
=== Selling prices ===
A good rule of thumb is to buy at about 1{{stub for sections}}Here are some prices for assets (updated since v.4x for most products, 1.6x for VERY useful non11) ==== Non-end products, and 1retail items ====Oil: $0.2x for not20 CPU: $410-so$450 STEEL: $17-useful non-end products(except for <$20 GLASS: $65 RUBBER: $17 PLASTIC: $1 assets which are mostly .20-$3, because clearly selling for low makes it worthless to do so). End products sell at a very varied range which you just have to test out.2 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 Furniture: $1.2x extra on both sides5k-$3k GAS ENGINE: $10. 3k-11k Research Chemical: $150-$200 Energy: $12-$13
==== Examples ====Energy+: $50-$70
===== Example 1 =Retail Items ====For example, gold can be sold for $84, 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 Cars: $96.30k
===== Example 2 =====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 Cars+: $16. In this case, however, $18 might be a good call, but energy is one of the less produced materials around, so it's not unreasonable to go to $20. You can probably move if you see the prices slowly shifting up, however, so if it gets to $19 it's probably worth going for the $20.100k
Sometimes it goes to Drugs: $30 even. Just use your OWN judgment using the prices in the sell and buy offers. The wiki is not a rock700-solid "this is the only way to play" guide, but it teaches you what everything does so you can use your brain enough to be able to make a fine decision$750
===== Example 3 =====Let's say you build a bunch of [[Television factory | Television factories]], and now you have a bunch of tvs. You then see a Drugs+: $2k-$6000 buy offer. Clearly you should sell2.5k
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.Laptops: $3k
1. Outbid the player with a Laptops+: $6000.01 offer so you're first when people sell to you.2. Go for something like $5,000 even if you have to wait.3. Go for exactly $6000, this makes it so <code>$$msell tv all</code> also hits you when a player mass-sells tv.11k
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 1.2Televisions:$6k-1.4x(optimal buying price based on several factors). You don't wanna sell when it's only a marginal profit when you can instead sell every now and then for a larger profit, right?7k
Televisions+:$20k-22k
AlasIf nobody else is selling, these are only baselines. The price changes all the time because of some indirect buffs when adding things into the game (supply and demand should tell you need to sell for more of . Likewise, a rss now) or an indirect nerf (massively overproduced item is NOT worth selling for the factory is now outclassed by prices above. This ranges a better one)span of about 20% higher or lower.
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