Market

# Game Start

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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.

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# Market Dynamics

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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.

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## 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 life support ( Food,  Water, and  Oxygen), and will consume some combination of  Power,  Glass,  Electronics, and  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.

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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.

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## 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):

 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:  Water,  Food, and  Oxygen. 1.92% chance

### Dome Collapse

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

### Dust Storm

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

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

### Marsquake

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

### Flash Fire

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

### Metal Oxidation

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

### New Claim

Every player receives a new Claim. 3.85% chance

### Pipeline Leak

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

### Robbery

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

### Short Circuit

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

### Solar Flare

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

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