Market

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Game Start[edit | edit source]

Offworld starting market.png These are the starting values of the resources in a standard multiplayer game. Note that the number of tiles containing primary resources are marked. This allows you to get a read on which resources may be in high demand later in the game, and can help you decide which type of HQ to found.
It is important to note that, besides a slow, constant demand for these resources, the only non-player pressures on the market come from the Colony, Surplus/Shortages, and Random Events.

Market Dynamics[edit | edit source]

Offworld ingame market.png

Units needed to change price by $1, with a price of p and p between:

Players $1-$10 $11-$100 $101+
1 25/p 25/(0.1p+10) 25/(0.01p+20)
2 50/p 50/(0.1p+10) 50/(0.01p+20)
3 75/p 75/(0.1p+10) 75/(0.01p+20)
4 100/p 100/(0.1p+10) 100/(0.01p+20)
5 125/p 125/(0.1p+10) 125/(0.01p+20)
6 150/p 150/(0.1p+10) 150/(0.01p+20)
7 175/p 175/(0.1p+10) 175/(0.01p+20)
8 200/p 200/(0.1p+10) 200/(0.01p+20)
Formula (Players*25)/p (Players*25)/(0.1p+10) (Players*25)/(0.01p+20)
Note: it will never require more than 100 units bought to increase the price by $1. For example, with a starting price of $1 in an 8-player game, it will only take 100 units bought to move the price to $2, not 200 units.

Supply and Demand[edit | edit source]

Apart from the differences based on the number of players in a game, or the changes when a resource hits a price of $101, $201, etc..., the market works on a simple supply and demand model. Produce too much of a resource, and the price will eventually diminish.

Colony Needs[edit | edit source]

The Colony will always consume life support (Food Food, Water Water, and Oxygen Oxygen), and will consume some combination of Power Power, Glass Glass, Electronics Electronics, and Chemicals Chemicals.

As the game progresses, the Colony will grow, putting more pressure on the market.

Base Demand[edit | edit source]

Every 15 seconds, the price of every resource increases, with the increase dependent on how many seconds the game has lasted and how many players are in the game.

The base demand increases the price of every resource by 0.001 * # of Players * (seconds + 100). For example, 150 seconds into the game, prices will increase by $1 in a 4-player game.

Surplus/Shortage[edit | edit source]

Shortages caused by the Hacker Array, or a random event affecting one resource, will simulate the effects of someone buying units of the affected resource every second for 30 seconds. Random events that affect multiple resources will also simulate buying units of the affected resources, but only for 20 seconds.

Surpluses act as if someone sells units of the affected resource every second for 30 seconds.

Shortage/surplus effects are modified by a multiplier that increases based on the number of players in the game and the sum of their HQ levels, with the resulting number of units as follows (with N as the sum of all players' HQ levels):

# of Players Units bought/sold per second
1 0.0375N + 1.875
2 0.05N + 3
3 0.10125N + 5.0625
4 0.15N + 7.5
5 0.1875N + 9.375
6 0.225N + 11.25
7 0.2625N + 13.125
8 0.3N + 15

Random Events[edit | edit source]

Every 21 seconds, if there is no random event in progress, a new random event has a 1/6 chance of starting. Given that there is a random event, the possible types and probabilities are as follows. Note that the same random event cannot occur twice in a row.

Depressurization[edit | edit source]

Causes a shortage in the following resources: Water Water, Food Food, and Oxygen Oxygen. 1.92% chance

Dome Collapse[edit | edit source]

Causes a shortage in the following resources: Glass Glass, Aluminum Aluminum, and Steel Steel. 1.92% chance

Dust Storm[edit | edit source]

A dust storm lasts 90 seconds and halves the production of Hydroponic Farms, Ice Condensers, Dry Ice Condensers, and Solar Panels, while doubling the production of Wind Turbines. 15.38% chance

Explosion at the Colony[edit | edit source]

Causes a shortage in the following resources: Glass Glass, Chemicals Chemicals, and Power Power. 1.92% chance

Marsquake[edit | edit source]

This random event causes a shortage in every resource except Power Power. 3.85% chance

Flash Fire[edit | edit source]

Causes a shortage in the following resources: Oxygen Oxygen, Fuel Fuel, and Carbon Carbon. 1.92% chance

Metal Oxidation[edit | edit source]

Causes a shortage in the following resources: Aluminum Aluminum, Iron Iron, and Steel Steel. 1.92% chance

New Claim[edit | edit source]

Every player receives a new Claim. 3.85% chance

Pipeline Leak[edit | edit source]

Causes a shortage in the following resources: Water Water, Oxygen Oxygen, and Fuel Fuel. 1.92% chance

Robbery[edit | edit source]

Causes a shortage in the following resources: Chemicals Chemicals, Glass Glass, and Electronics Electronics. 1.92% chance

Short Circuit[edit | edit source]

Causes a shortage in the following resources: Power Power, Silicon Silicon, and Electronics Electronics. 1.92% chance

Solar Flare[edit | edit source]

Lasts 90 seconds. Doubles the production of Solar Panels and Solar Condensers. Can only begin between 05:00 and 21:00. 15.38% chance

Random Shortage/Surplus[edit | edit source]

Causes a shortage/surplus in one resource. 1.92% chance for each possible shortage/surplus