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Market |
|
|---|---|
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| Chunk Area |
2 x 2 |
| Required Technology: |
Global Trade |
| Build Cost |
10,000 |
| Coin Upkeep Per Day |
1,250 |
| Hammer Cost |
1,560 |
| Score Points |
3,500 |
| Hit Points |
200 |
| Limit per Town |
1 |
The Marketplace is an economic structure used to buy and sell items. It acts as an item store for the entire server, allowing players to sell excess materials and buy resources they may need.
Marketplace prices are connected across the server and change based on supply and demand. When more players sell an item, the available supply increases and the price drops. When items are bought or become scarce, their value may rise again.
Because of this, the Marketplace is one of the best early-game ways to earn coins. Residents can sell materials gathered from mining, farming, ranching, mob farming, and dungeon hunting, while also buying common resources needed for crafting and progression.
The Marketplace is especially useful for new civilizations because it gives residents a reliable way to earn coins from extra materials. Instead of only making money through mining, players can also profit from farms, ranches, mob farms, and other production methods.
Sugar cane farms are a popular early source of income because sugar cane is easy to grow, can be automated, and does not need to be replanted after every harvest. Players may also sell extra bread, carrots, potatoes, meat, and other common goods to earn additional coins.
This structure gives the following buffs when it's been completed:
Inside the Marketplace, there are several NPCs that handle different parts of the economy.
The Market Clerk manages the server-wide stock market. Players can sell supported items into the virtual market storage or buy items that other players have supplied.
The price of these items changes depending on supply and demand. If many players sell the same item, its price becomes cheaper. This makes common materials easier for other players to obtain, especially when they are needed to craft higher-tier items.
The Market Clerk also gives players a way to turn excess resources into coins. Materials from farms, mob farms, ranches, mining trips, and other gathering methods can be sold instead of being wasted or stored unused.
The Food Vendor sells food at fixed prices. Unlike the Market Clerk, the Food Vendor does not use supply and demand pricing.
As the Marketplace levels up, better food becomes available. Higher-level marketplaces provide stronger food options, making the structure more useful for both individual residents and the civilization as a whole.
| Level | Food | Cost |
|---|---|---|
| 1 | Apple | 5.0 |
| 2 | Cooked cod | 10.0 |
| 3 | Pumpkin pie | 20.0 |
| 4 | Cooked mutton | 30.0 |
| 5 | Golden Carrot | 40.0 |
The Shady Merchant buys dungeon drops and monster-related loot. This gives players who enjoy combat, dungeons, and monster hunting a way to convert their drops into coins.
The Shady Merchant can be upgraded to offer better sell prices. Sell prices can also be improved by several bonuses. These bonuses make dungeon running and monster hunting more profitable, especially for civilizations that invest in marketplace upgrades and combat-focused policies.
The Trader becomes available once the Marketplace reaches Level 5.
At this level, the Trader can collect trade goods, allowing the civilization to make use of higher-level economic production. This makes a Level 5 Marketplace an important milestone for towns that want to expand beyond basic buying and selling into a stronger trade-based economy.
To use the Marketplace, enter the structure and interact with the NPCs inside. Each NPC handles a different type of transaction:
Acquiring the subscriber rank, or winning a temporary boost from the voters crate, allows the use of "/resident sell" which allows you to use the market remotely as long as you are in claimed land.