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Markets and prices

A market buys goods. Every town of 50,000 inhabitants or more is one, 194 in all. Beside the towns there are harbors, airports and industry markets, which follow rules of their own.

A town holds a stock of each good it buys, and its people use it up at a steady pace. A town of 50,000 inhabitants eats 50 t of grain per day and stores 150 t.

The fuller the stock, the lower the price:

  • an empty town pays 160% of the base price,
  • a half full town pays the base price,
  • a full town pays 40% of it.

Every sale of every company fills the same stock. When someone sells grain in your town, your price falls too. The town then eats its way back up.

Price of grain by the stock of the townHarbor
Price before
Price after
You are paid
Stays on the vehicle
A town of 50,000 inhabitants that buys grain. The filled area is your sale: you are paid the price at the halfway point of your delivery.

Each kg you sell moves the price a little, so a load is not paid the price before the sale. It is paid the price at the halfway point of its delivery. A small load barely moves the market, a large load pays itself down.

LoadTown beforePrice beforePrice afterPaidStays on the vehicle
2.0 t of grain20% full€0.163/kg€0.161/kg€3240 kg
20 t of grain20% full€0.163/kg€0.144/kg€3,0720 kg
20 t of grain90% full€0.062/kg€0.048/kg€8285,000 kg

The last row shows a full market: it takes what fits and leaves the rest on the vehicle. The price card of a market shows its stock before you send a vehicle there.

The game writes a price per kg with three decimals, because kg is what you load and sell.

Every town buys the same goods, in amounts that grow with its inhabitants.

GoodPer 1,000 inhabitants and dayA town stores
Grain1,000 kg3 days of it
Flour500 kg3 days of it
Planks400 kg3 days of it
Bread300 kg1 day of it
Milk600 kg1 day of it
Wine100 kg3 days of it
Gravel2,000 kg3 days of it
Machine parts20 kg3 days of it
Furniture100 kg3 days of it
Coffee15 kg3 days of it
Electronics4 kg3 days of it
Fuel400 kg3 days of it
Chocolate25 kg3 days of it
Beer250 kg3 days of it
Cheese70 kg3 days of it

A town above 500,000 inhabitants buys like a town of 500,000, so no market is too large to move.

A good that a town stores for one day, such as milk or bread, fills fast and empties fast. Sell it in small loads, often, in several towns.

The towns of a region use 10% more for every company of that region that played in the last three days, up to twice as much. A region with many companies does not run out of demand, and a quiet region does not freeze.

Once a day the game computes, for each good, the average price the towns of a region paid on the day before. This is the region average.

  • Every price line carries a badge with its difference to the region average, as in "+12%". It tells you at a glance whether a town pays well today.
  • Harbors and airports pay a factor of it.
  • Lots between players must be priced near it.

Only town sales count for it. A region where little was sold drifts back toward the base price.

In your first 7 days a town pays you at least 80% of the base price for the first 30 t you sell per day, whatever its stock. The price card shows the price of the board, which is the same for everyone. The start panel and the route editor show your floor.

  1. Open the price card of a town to see its stock, its price and the badge against the region average.
  2. Compare a few towns in the route editor. It shows what each pays you now and how far it is.
  3. Send large loads to large or empty towns, and spread small loads.
  4. When every town near you is full, export at a harbor or take a supply contract.
  • You cannot buy from a town market. Towns only buy.
  • You cannot push a price below 40% of the base price, and a full market refuses the rest.
  • You cannot block or damage another company. Price is the only way companies touch each other.