Difference between revisions of "Trade (Apocalypse)"

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===The Equipment Market===
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'''Buying And Selling'''
This section will describe the ins and outs of purchasing equipment and its wider economical effect within Apocalypse.
 
  
==General==
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Money is the lubrication that makes the cogs move in Mega-Primus.
Equipment is one of the most important features of Apocalypse; sending an un-equipped agent into combat is suicide, whereas having the right equipment can see you winning battles against the odds. A variety of [[Organizations]] within the cityscape are willing to sell you weapons, armour, armaments and various enhancements for your army of [[Agents (Apocalypse)|agents]] or your fleet of [[Vehicles (Apocalypse)|craft]]. Their willingness to trade with you, however, depends on your actions throughout the game.
 
  
==Effect of Relations on Trade==
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==Funds==
Various Organisations within Apocalypse are responsible for the manufacture and retail of numerous pieces of equipment. Your relationship with these organisations determines the availability of these items. If relations with a particular organisation are unfriendly, your supply of the items they produce will be reduced- if you aren't cut-off completely.  
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Mega-Primus's corporate prosperity depends on providing a commodity or a service. Everything costs someone something. Buildings, Weapons, Ammunition, Armor, Vehicles, Fuel, Devices, Repairs, ...even Relationships!
  
To prevent this from happening, avoid raiding structures belonging to any company that provides items you need. Common examples are [[Megapol]] and [[Marsec]]. Also, when tending to Infestations, try not to cause too much collateral damage as this will affect relations with the owners of the building. It may be a good idea to leave your HE equipment at home.
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==Markets==
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Everything needed by X-Com against the Alien menace is available if you have the money.
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An under-eqipped X-Com squad of agents battling Aliens with advanced and exotic weaponry is dangerous, if not futile, since losses may be very high unless the appropriate (best) equipment is used.<br>
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Products available on the market may be purchased if they are in-stock and only if the manufacturer is not hostile to X-Com.<br>
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The '''Buy/Sell''' button is the main screen for purchase of vehicles, agent equipment, airbourne craft items, and road-based vehicle items.<br>
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Hiring more agents or technical personel is possible via the '''Hire/Fire Staff''' button.
  
 
==Supply & Demand==
 
==Supply & Demand==
The market in Apocalypse changes with the level of demand for each item. In practice, this means that if you buy all the available ammo for a particular weapon one week, its price will rise the next. If you do not purchase the same item for a week after, the price will drop. If you sell a lot of the item, the price will drop even more. (Though you wouldn't want to do this simply to drop the price.)
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The prices of every item within the Buy/Sell screen is subject to availability.<br>
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* Buy or Sell price only changes at the start of a new week.
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* Generalised prices of all items have an upper, and lower, limit.
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* Items for purchase have a limit to the ''total market quantity'' available, if they are not sold.
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* Price will decrease for an item which it not being purchased once maximum ''total market quantity'' has been reached.
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* An item which is always purchased, and with the market depleted of stock, will force the price to rise quickly.
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* There is no limit to how much of an item may be ''purchased or sold'' <sup>'''*'''</sup> in the marketplace.
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* Excessive flooding of the market with bulk amounts of any item will decrease the selling price quickly.
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'''*''' the internal game limit is 65535 items, which in normal gameplay is irrelevant.
  
Note that the prices of items will not fall below certain levels, accurately reflectiong minimum cost of production.  These levels depend on the item in question.
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==Future Availability==
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Items which are more advanced will be stocked for purchase by X-Com in the coming weeks. Some standard (but advanced) items may also be acquired [[Tactical_Combat_Missions_(Apocalypse)#Raid|early]] if an X-Com base is raided by a heavily armed hostile (a Base Defense mission was successful and advanced items were recovered).<br>
  
When selling items that you have manufactured in your workshops, the same principle applies.  If you sell lots of one item in one week its value will drop, sometimes instantly.  Manufactured items regain thier value more slowly than other items, especially if they are commercially available from another company, such as [[Cargo Module (Apocalypse)|cargo modules]].  However, you can manipulate the price by buying up anything on the open market.
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====Items: Week Two====
 
 
== Items Availability ==
 
 
 
Some of the more advanced items become only available in weeks 2 and 3.
 
 
 
=== Week Two ===
 
 
* [[Agents Armor (Apocalypse)#Marsec Armor|Marsec Armor]]
 
* [[Agents Armor (Apocalypse)#Marsec Armor|Marsec Armor]]
 
* [[Megapol Plasma Gun]]
 
* [[Megapol Plasma Gun]]
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* [[Missile Evasion Matrix (Apocalypse)|Missile Evasion Matrix]]
 
* [[Missile Evasion Matrix (Apocalypse)|Missile Evasion Matrix]]
  
=== Week Three ===
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====Items: Week Three====
 
* [[Marsec Minilauncher]]
 
* [[Marsec Minilauncher]]
 
* [[Power Sword]]
 
* [[Power Sword]]
 
* [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]]
 
* [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]]
 
* [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]]
 
* [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]]
* [[Heavy Weapons Control (Apocalypse)|Heavy Weapons Control ]]
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* [[Heavy Weapons Control (Apocalypse)|Heavy Weapons Control]]
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==Hire and Fire==
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* Agents and technical personel appear in their relevant section in random quantities every new day, at midnight.
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* Androids and Hybrids appear only if X-Com is Neutral, or better.
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Note: Mutant Alliance and S.E.L.F. [[Relations_(Apocalypse)|may not allow]] new hires in a new game.
  
 
==See Also==
 
==See Also==
 
 
* [[Mega-Primus]]
 
* [[Mega-Primus]]
 
* [[Organizations]]
 
* [[Organizations]]

Revision as of 15:46, 17 June 2022

Buying And Selling

Money is the lubrication that makes the cogs move in Mega-Primus.

Funds

Mega-Primus's corporate prosperity depends on providing a commodity or a service. Everything costs someone something. Buildings, Weapons, Ammunition, Armor, Vehicles, Fuel, Devices, Repairs, ...even Relationships!

Markets

Everything needed by X-Com against the Alien menace is available if you have the money. An under-eqipped X-Com squad of agents battling Aliens with advanced and exotic weaponry is dangerous, if not futile, since losses may be very high unless the appropriate (best) equipment is used.
Products available on the market may be purchased if they are in-stock and only if the manufacturer is not hostile to X-Com.
The Buy/Sell button is the main screen for purchase of vehicles, agent equipment, airbourne craft items, and road-based vehicle items.
Hiring more agents or technical personel is possible via the Hire/Fire Staff button.

Supply & Demand

The prices of every item within the Buy/Sell screen is subject to availability.

  • Buy or Sell price only changes at the start of a new week.
  • Generalised prices of all items have an upper, and lower, limit.
  • Items for purchase have a limit to the total market quantity available, if they are not sold.
  • Price will decrease for an item which it not being purchased once maximum total market quantity has been reached.
  • An item which is always purchased, and with the market depleted of stock, will force the price to rise quickly.
  • There is no limit to how much of an item may be purchased or sold * in the marketplace.
  • Excessive flooding of the market with bulk amounts of any item will decrease the selling price quickly.

* the internal game limit is 65535 items, which in normal gameplay is irrelevant.

Future Availability

Items which are more advanced will be stocked for purchase by X-Com in the coming weeks. Some standard (but advanced) items may also be acquired early if an X-Com base is raided by a heavily armed hostile (a Base Defense mission was successful and advanced items were recovered).

Items: Week Two

Items: Week Three

Hire and Fire

  • Agents and technical personel appear in their relevant section in random quantities every new day, at midnight.
  • Androids and Hybrids appear only if X-Com is Neutral, or better.

Note: Mutant Alliance and S.E.L.F. may not allow new hires in a new game.

See Also