- 1 Game Start
- 2 Market Dynamics
- 2.1 Supply and Demand
- 2.2 Surplus/Shortage
- 2.3 Random Events
Game Start[edit | edit source]
| 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]
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]
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, how many players are in the game, and the game's location.
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. This amount is multiplied by 1.5 on Io and by 2 on Ceres.
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]
Dome Collapse[edit | edit source]
Dust Storm[edit | edit source]
Explosion at the Colony[edit | edit source]
Marsquake[edit | edit source]
Flash Fire[edit | edit source]
Metal Oxidation[edit | edit source]
New Claim[edit | edit source]
Every player receives a new Claim. 3.85% chance
Pipeline Leak[edit | edit source]
Robbery[edit | edit source]
Short Circuit[edit | edit source]
Solar Flare[edit | edit source]
Random Shortage/Surplus[edit | edit source]
Causes a shortage/surplus in one resource. 1.92% chance for each possible shortage/surplus