![]() ![]() ![]() Alternately, if you're watching the price soar past $500 per unit of electronics, and you're sitting on 400 units, you're about to make a killing, but if you wait too long to make your sale, someone else could dump their electronics and kill that price spike before you ever get a chance to capitalize on it. If someone who mines most of the iron on Mars notices that you're building steel mills, they might stop selling that iron in order to force you to buy it at an increasingly ruinous price. ![]() While you can always look around the map to see what your rivals are building and doing, you never really know what people might have stockpiled, or when they might start flooding a market. This all contributes to a persistent sense of paranoia during a game. If that happens, you have to pay whatever those goods cost on the open market, where sometimes a little hydrogen and oxygen are the scarcest commodities in the universe. Since each player's colony and factories require basic inputs however, focusing on valuable finished-goods like electronics and glass means that you might end up running short of water, food, and power. The goal in OTC is to make sure you bring the most expensive goods to market when the price is high, before other players can make the same play. ![]()
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