The Stock Market

Let’s talk about the ingame stock market system. It’s not very useful long term. The trades in the early game are fair enough, and smart use can put you ahead of other players early in the game- this is good; it promotes more strategy and adds another aspect to the game.

Issue is in the late game, where selling resources becomes worthless and even when you have hundreds of thousands of dollars, you still can’t afford a decent number of resources. It becomes a rather pointless part of the game. Yes you can grab a handful Keith a huge chuck of your money, but otherwise can you really can not do much, especially in terms of sales.

Solution? Have more balanced trades throughout the whole game, rather than them only being an effective tool earlier on. Allow players to make money and buy resources at a decent rate, so they can compete with each other to grab the best deals on daychange. It’s understandable that the reduction of AI would make there be less resources and higher prices on the market, but there isn’t… usually you can see a large amount of buyers and sellers (even discounting trade embargoes) which means there is a supply and demand. Prices should be a bit more reasonable in order to work. Another idea could be players actually using the stock market to sell and buy resources themselves, but normal trade is usually more efficient so little can or really should be done there.

Perhaps there needs to be a bigger change to overhaul and update the stock market? I’m not sure and big sweeping changes are not easy or efficient, so I think it’s rather unlikely even if it would be a good idea. Anyhow I’d like to see if others here have ideas on how to improve this part of the game.


CarKing the 6th of the Abrahamic Caliphate

2 Replies

Another problem is that there is such a wide spread, the offers and request have such a wide price difference. When you want to buy, you pay 15; when you sell, you get 4. It leads to stagnation and unreasonable prices.

Once upon a time, there was a very lively trade system in place. The difference to the one we have now? The trade fees. Currently, when you place an order, you immediately pay 10% of the order value as trade fee. When you later withdraw the order, you've lost it. No one wants that. Every organizer in any anonymous market ever organized understand that, wether it be goods, currencies, bonds, stocks, stock options, futures, you name it: the principle is always the same. You don't pay anything for issuing the order (though you often need a margin to make sure you CAN execute it when there is a counterparty accepting your offer), and you only pay transaction fees when the order gets executed. This leads to a lively market, where the trader are used to enter orders, leave them open, and withdraw them when the market changes.

Not so in CoW. You can't be a "trader" here, because withdrawing orders costs huge sums of money.

Another CoW history lesson from Big Daddy here: why was this changed? Well, people abused this system. When a city was about to be overrun, they would enter a market order at a very unlikely price. That made the resource "invisible" to the looter taking over the province, and that was never intended.

But instead of changing the system so offered-for-trade resources were still a part of your inventory (and thus lootable), Bytro decided to introduce the up-front fee... and basically killed market with it.

Man when I buy its either unreasonably high at 15+/unit and when I sell its either around 5/unit or even 1

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