Iniciar Sessão - Procurar - Listagem - Opções - Língua:

Section: Market


  • Place where economy trading can be done, with a virtual entity.
  • Each planet has a Market entity (except Venus).
  • Access to the market requires at least level 3 Communication Technology.

  • Inside the Market section, two other sub-sections are available:


1. Making Deals

  • All trading is done according to the rates stabilished by the market itself.
  • The market provides 100 "dealing booths", i.e., there can be up to 100 deals occuring at the same time.
  • Whenever you access the market, you are running a simulation based on the rates that were set at the moment of the access.
  • To performe a trade just click "Proceed". If there are booths available, you will have one minute to acknowledge the deal, otherwise you will be asked to return in a few minutes.
  • Be aware that the rate might have changed due to other deals right before your simulation (confirm your economy values and credits).
  • If you wish to make the trade, click "Deal", otherwise you can exit the market section.
  • Credits do not stack to future trades.
  • If you send more economy than necessary, the market will receive it and won't provide anything more than what was on the deal.
  • Trading can only be made with Trading Ships (the speed of the ship is affected by the Combustion engine Technology).
  • For balancing reasons, each marked closes for one day a week.
  • The closing day might be different for each planet. To know what day the markets close, please refer to the Planets' Properties (Observatory section).


2. Market Interface

  • The Market section is divided in 2 parts:
  • The one of the player's colony (top);
  • The one of the Market (bottom).
  • Each part is composed of:
  • How much economy is available (display);
  • Rate (i.e., the credit value) of each economy (display);
  • Ammount to send (input);
  • "max" option;
  • "adjust" option.
  • Seperating the two parts is the display of the total credit balance of the deal.
  • A deal can only be made if te ammount of credits is equal or greater thn zero, never less than zero.
  • Additional information is on the bottom, regarding:
  • Ammount of trade ships needed and available to perform the trade;
  • Available capacity and total needed to perform the trade;
  • Total trip time after trading;
  • Total fuel consumption of the trip after trading;
  • Dealing and acknowledgment buttons (explained below)


3. Using the Market (further details)

  • Dealing in this sectionis about selecting the ammount of economy to trade for each party so that the total credit balance is not below zero.
  • By adding player resources, you will be giving economy to the market, therefore increasing the number of credits available.
  • By adding market resources, you will be requesting economy from the market, therefore increasing the number of credits needed.
  • Credits are not stackable, after the deal is done, the player will not get the surplus credits.
  • The "max" option in any economy, both on the market or on the player, will add or subtract
the maximum ammount of the selected economy until one of the following conditions is met:
  • The ammount of that economy runs out at the market or the player's colony accordingly;
  • Available capacity runs out;
  • The "adjust" option in any economy, both on the market or on the player, will add or subtract the maximum ammount of the selected economy until one of the following conditions is met:
  • The ammount if credits is the closest possible to zero, not negative;
  • The ammount of that economy runs out at the market or the player's colony accordingly;
  • Available capacity runs out;

Esta página foi visitada 484 vez(es) com um carregamento médio de 0.014s.
Ultima edição em 20:36 17/11/09 por Psychotrix.