Hi,
I've tested the Black Market system in a LAN game today. I'm
here to write a pretty detailed guide on the Black Market System.
Please reconfirm with me if u find any mistake.
*I'm gonna use crystal in this post, it's the same as metal so yeah..
Crystal market price goes up when:
1.Nobody is selling crystal and somebody is buying it.
[Market price goes up at the high rate in this case -> 0.5 each purchase]
2.Somebody Is selling crystal at a higher price than the market price
[Sell Price & Amount offered by the player have a minor impact on the market price calculated by math algorithm]
e.g.
Regular market price (nobody selling) is 6.8 and player A offers 1000
crystal at a price of 8.8 this will increase the market price of
crystal to 7.0 (NOT 8.8) , the more the amount of the crytal offered,
the more the impact on the market price becomes. (If the crystal is
being bought away, the impact will decrease)
In the case above, If player B buys 100 crystal, he would be spending $700 and player A would earn $880 (wired but true), Also, this seems like a game bug even more, I've just found out that player A wouldn not only earn his "extra" money, he accully got his crystal back as well. 100 crystal poped out of no where!
[ Please realize that other player selling crystal at high price is NOT bad IF he's selling his own mined crystal instead of raising up the market price by buying crystal with his extra credits*. If he put around 500 crystal on the market at higest price possible, it's only going to raise the market price by amount around 0.2, however if no one is selling crystal, for every 100 crsytal u buy, you're going to spend an extra 0.5 on your next purcase (assuming you're going to buy more than 100 units), pretty good deal if u buy 300 units of crystal at 6.2 instead of buying them at 6.0->6.5->7.0. Well still it depends, whoever that sells crystal WILL earn good profit, and u might not want that guy to be your enemy. ]
*Tip:
If u have a huge amount of credit and you believe that crystal is in demand by other
players (from market observation and gaming experience), buy alot of them, raise the market price, and sell them at a even higher price, this is a RISK you take, however if done right, it can effectively force the other players to spend massive amount of credits.
Tip: If you have a huge crystal mining going on, by selling your self-mined crystal, it benefits other players and yourself.
Tip: Raising price of your crystal requires alot of clicks, try hold down "shift" while u click.
Crystal selling order:
As long as there is player selling crystal, his crystal WILL be sold first whenever someone buys crystal.
What if there are 2 or more player selling crystal? This is when the offered price kicks in.
Let's say player A offers 200 crystal at 8.4 player B offers 200 crystal at 8.5 Player C is buying 300 crystal.
The
Cheaper crystal will always be sold first. (In this case, player A will
sell all his 200 crystal earning 8.4x200=$1680 and player one will sell
only 100 of his crystals earning $850.)
When all the crystals are sold out from the players, Crystal will once again be sold by the general market.
So the order goes like this: Cheap crystal sold -> Expensive crystal sold -> Market
Tip: If your opponent is trying to sell him crystal for more $, offer your crystal at a lower price decreasing his sales.
And
yes, the offered price could go lower than the market price, slighty
decreasing the market price and ensureing your crystal sale.
Exploits! Plz Fix ASAP! [Very true and Broken, plz FIX asap!]gygelly
when player 2 supposedly "buys" the crystal, player 1 GETS HIS CRYSTAL
BACK. Note that player 2 also recieves crystal. Basically, 100 crystal
just appears out of nowhere.
Durikkan
I posted this earlier, but apparently no one seems to mind that with a
little micromanagement, a single player can earn 33% of the value of
every resource ever bought by any player at the market, for the entire
game, at absolutely no risk to themselves, and no real start up cost.
As
it is now, the system rewards heavy micromanagement, either they should
automate the process or fix the problem (I can't see how the current
system could not be a bug, though)
A quick test reveals that
yes, the other empire pays the 300 for the load of metal, but you get
400 credits, this really sounds like a bug.
It seems like it
would be a really effective team strategy for two players to just
continually buy resources from the other player, seeing as how 33% of
everything they spend is generated as revenue for their team, so by
shift clicking as fast as they can, they have an infinite source of
revenue.