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. [[Bases_(Apocalypse)|Buildings]], [[Agents_Equipment_(Apocalypse)|Weapons and Ammunition]], [[Agents_Armor_(Apocalypse)|Armor]], [[Vehicles_(Apocalypse)|Vehicles, Fuel, Devices]], [[Organizations#Corporate_Funds|Repairs]], ...even [[Relations_(Apocalypse)|Relationships]]!
  
To prevent this from happening, avoid raiding structures belonging to any company that provides items you needCommon 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 a dangerous, if not futile, one-sided battle 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:
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* Vehicles.   
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* Agent equipment.
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* Vehicle Equipment: Air.
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* Vehicle Equipment: Road.<br>
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The '''Hire/Fire Staff''' button allows hiring/firing [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|agents]] or [[Known_Bugs_(Apocalypse)#Automatic_Unit-Ratio_Reduction|technical personel]].
  
 
==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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* Stock is replenished each week (midnight Monday).
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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 which do not sell well, or at all, have a limit to how many are available for any week: ''total market quantity''.
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* Price will decrease for an item which has reached its ''total market quantity''.
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* An item which is always purchased, the market depleted of stock and zero remaining at the end of the week, 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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* Vehicles which are damaged will be accepted, but at reduced prices (price depending on vehicle Constitution).
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'''*''' the internal game limit is 65535 items, in [[Known_Bugs_(Apocalypse)#65535_Widget_Bug|normal gameplay]] is never reached.
  
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 on the market in the future. 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====
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* [[Agents Armor (Apocalypse)#Marsec Armor|Marsec Armor]]
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* [[Megapol Plasma Gun]]
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* [[Marsec Heavy Launcher]]
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* [[Marsec Proximity Mine]]
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* [[Hawk Air Warrior (Apocalypse)|Hawk Air Warrior]]
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* [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]]
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* [[Missile Evasion Matrix (Apocalypse)|Missile Evasion Matrix]]
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====Items: Week Three====
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* [[Marsec Minilauncher]]
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* [[Power Sword]]
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* [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]]
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* [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]]
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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.
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==[[Vehicles_(Apocalypse)|Chop Shop]]==
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An underhanded money making tactic.
  
 
==See Also==
 
==See Also==
 
 
* [[Mega-Primus]]
 
* [[Mega-Primus]]
 
* [[Organizations]]
 
* [[Organizations]]
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* [[Relations (Apocalypse)|Relations]]
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 00:37, 25 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 and 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 a dangerous, if not futile, one-sided battle 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:

  • Vehicles.
  • Agent equipment.
  • Vehicle Equipment: Air.
  • Vehicle Equipment: Road.

The Hire/Fire Staff button allows hiring/firing agents or technical personel.

Supply & Demand

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

  • Stock is replenished each week (midnight Monday).
  • 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 which do not sell well, or at all, have a limit to how many are available for any week: total market quantity.
  • Price will decrease for an item which has reached its total market quantity.
  • An item which is always purchased, the market depleted of stock and zero remaining at the end of the week, 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.
  • Vehicles which are damaged will be accepted, but at reduced prices (price depending on vehicle Constitution).

* the internal game limit is 65535 items, in normal gameplay is never reached.

Future Availability

Items which are more advanced will be on the market in the future. 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.

Chop Shop

An underhanded money making tactic.

See Also