Markets

From Travellers Guide to StariumXCV

Market icon   All of the resources an Empire produces on a World go into that world's Market for that Empire. There is only ever one Market for an Empire on a World. It is also what we call the game’s user interface for managing an Empire's economy. Markets hold the Trade Goods and Resources produced on Areas and allow them to be moved to other Markets off world through Trade Routes.

Creating

Markets are created automatically when an Empire claims its first Area on a World.

Removing

Markets are removed automatically when an Empire loses control of its last Area on a World.

Trade

The exchange in value of Resources and Trade Goods for Exocredits. For Trade to occur the owner of a Market defines how Imports and/or Exports for Market goods are handled.

Market UI

Resources

Raw materials, like organics, metals, crystals and industrial units, used to produce goods.

Organics Organics Agricultural products
Minerals Minerals Need to be mined
Crystals Crystals Source of unique powers
Industrial Units
Industrial
Units
Base measurement of production value

Trade Goods

Trade Goods Specialty product produced in each market area that is freely interchangeable for Exocredits between empires.

Imports

To set an Import, the Market owner specifies a quantity and Exocredits price for a Resource. This allows other players to set up a Trade Route that delivers the resource requested in exchange for the preset price. Trade Goods are always allowed to be Imported, with the price set by the game’s supply-and-demand calculation.

Exports

Exports are largely the same as Imports, except when Resources leave the exporting Market the owner will receive Exocredits at an agreed upon price.

Status

The accessibility of a Market to outside Empires.

Open

Allows other Empires to connect Trade Routes to the Market.

Closed

Only allows Empires with a Trade Agreement to connect Trade Routes to the Market.

Disruptions

The smooth flow of commerce between Markets can be disturbed in several ways.

Blockade

Blockaid Trade Route   When a Fleet controls orbit around a World it can stop all trade with markets on the ground.

Interdiction

Interdict Trade Route   Intercept and prevent the movement of Trade Goods and Resources from a specific Empire into or from its' Market. Another Empire's Fleet must control obit to Interdict trade.

Piracy

Trade Route Piracy   Attacking and robbing ships delivering Trade Goods and Resources. A Pirate fleet must be in orbit, but does not have to control it.