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Offworld Trading Company Wiki
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=Market Dynamics= {| | [[File:Offworld_ingame_market.png|200px]] | {| class="wikitable" style="text-align:center;" |- ! colspan="4" | Units needed to change price by $1, with a price of p and p between: |- ! Players !! $1-$10 !! $11-$100 !! $101+ |- | 1 || 40/p || 40/(0.1p+10) || 40/(0.01p+20) |- | 2 || 60/p || 60/(0.1p+10) || 60/(0.01p+20) |- | 3 || 80/p || 85/(0.1p+10) || 80/(0.01p+20) |- | 4 || 100/p || 100/(0.1p+10) || 100/(0.01p+20) |- | 5 || 120/p || 120/(0.1p+10) || 120/(0.01p+20) |- | 6 || 140/p || 140/(0.1p+10) || 140/(0.01p+20) |- | 7 || 160/p || 160/(0.1p+10) || 160/(0.01p+20) |- | 8 || 180/p || 180/(0.1p+10) || 180/(0.01p+20) |- | Formula || (Players*20+20)/p || (Players*20+20)/(0.1p+10) || (Players*20+20)/(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. Each unit traded will change it by some number of cents which is rounded down to the nearest cent. ==Supply and Demand== 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=== The [[Colony]] will always consume [[Colony#Habitat|life support]] ({{Resource icon|Food}} [[Food]], {{Resource icon|Water}} [[Water]], and {{Resource icon|Oxygen}} [[Oxygen]]), and will consume some combination of {{Resource icon|Power}} [[Power]], {{Resource icon|Glass}} [[Glass]], {{Resource icon|Electronics}} [[Electronics]], and {{Resource icon|Chemicals}} [[Chemicals]]. As the game progresses, the [[Colony]] will grow, putting more pressure on the market. ===Base Demand=== 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== 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): {| class="wikitable" width="300px" style="text-align: center;" |- ! # 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== 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=== Causes a shortage in the following [[resources]]: {{Resource icon|Water}} [[Water]], {{Resource icon|Food}} [[Food]], and {{Resource icon|Oxygen}} [[Oxygen]]. 1.92% chance ===Dome Collapse=== Causes a shortage in the following [[resources]]: {{Resource icon|Glass}} [[Glass]], {{Resource icon|Aluminum}} [[Aluminum]], and {{Resource icon|Steel}} [[Steel]]. 1.92% chance ===Dust Storm=== A dust storm lasts 90 seconds and halves the production of [[Hydroponic Farm]]s, [[Ice Condenser]]s, [[Dry Ice Condenser]]s, and [[Solar Panel]]s, while doubling the production of [[Wind Turbine]]s. 15.38% chance ===Explosion at the Colony === Causes a shortage in the following [[resources]]: {{Resource icon|Glass}} [[Glass]], {{Resource icon|Chemicals}} [[Chemicals]], and {{Resource icon|Power}} [[Power]]. 1.92% chance ===Marsquake=== This random event causes a shortage in '''every''' [[resource]] except {{Resource icon|Power}} [[Power]]. 3.85% chance ===Flash Fire=== Causes a shortage in the following [[resources]]: {{Resource icon|Oxygen}} [[Oxygen]], {{Resource icon|Fuel}} [[Fuel]], and {{Resource icon|Carbon}} [[Carbon]]. 1.92% chance ===Metal Oxidation=== Causes a shortage in the following [[resources]]: {{Resource icon|Aluminum}} [[Aluminum]], {{Resource icon|Iron}} [[Iron]], and {{Resource icon|Steel}} [[Steel]]. 1.92% chance ===New Claim=== Every player receives a new [[Claim]]. 3.85% chance ===Pipeline Leak=== Causes a shortage in the following [[resources]]: {{Resource icon|Water}} [[Water]], {{Resource icon|Oxygen}} [[Oxygen]], and {{Resource icon|Fuel}} [[Fuel]]. 1.92% chance ===Robbery=== Causes a shortage in the following [[resources]]: {{Resource icon|Chemicals}} [[Chemicals]], {{Resource icon|Glass}} [[Glass]], and {{Resource icon|Electronics}} [[Electronics]]. 1.92% chance ===Short Circuit=== Causes a shortage in the following [[resources]]: {{Resource icon|Power}} [[Power]], {{Resource icon|Silicon}} [[Silicon]], and {{Resource icon|Electronics}} [[Electronics]]. 1.92% chance ===Solar Flare=== Lasts 90 seconds. Doubles the production of [[Solar Panel]]s and [[Solar Condenser]]s. Can only begin between 05:00 and 21:00. 15.38% chance ===Random Shortage/Surplus=== Causes a shortage/surplus in one [[resource]]. 1.92% chance for each possible shortage/surplus
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