Design: economy and exchanges

Status: proposal. Section 1 (living markets) and a simple form of section 2 (news that travels) are intended for the trading and galaxy milestone. Everything else needs multiplayer and comes later. Please discuss in GitHub Discussions before building.

The goal

Witchspace's economy should feel like a real market: prices that rise and fall with what people actually do, news that's sometimes out of date, speculation, bubbles, crashes and currency crises. All of it happens inside the game.

Principles

  1. In-game only. Credits, system currencies, scrip, contracts and shares are virtual and exist only in Witchspace. They can be modelled on real cryptocurrencies, but nothing can be bought, sold or withdrawn for real money. (See no pay-to-win for why.)
  2. Server-authoritative. The game server runs every exchange and ledger. That's simpler, faster and far harder to cheat than a distributed ledger, and a central server is needed for fair combat and trade anyway.
  3. Earned by playing. Every credit in the economy came from trading, mining, bounties, missions or contribution.
  4. Drama comes from information. In the original Elite, the thrill of trading was knowing something others didn't. We keep that: prices are local, and knowledge of them travels.

1. Living markets (trading milestone)

Supply and demand, world events and the black market are designed in detail in markets and trade.

Each station has a market for the classic commodity list: food, textiles, radioactives, slaves, liquor and wines, luxuries, narcotics, computers, machinery, alloys, firearms, furs, minerals, gold, platinum, gem-stones and alien items. Illegal goods are marked as such.

2. Information that travels

Prices are known locally and immediately, but everywhere else they're news, and news takes time to arrive.

For the trading milestone: aged price reports and news spreading with NPC traffic. The rest comes with multiplayer.

3. Station exchanges (multiplayer)

(Built so far, single-player Modern: the market screen is an exchange. Each good trades as a pair against the credit. The order book is the station's real pricing curve. Prices drift slowly over real time, and NPC traders buy and sell at every market as a deterministic stream of trades that moves prices, shows in the trades feed and in candle volume. The chart (TradingView Lightweight Charts) shows each market's exact price history, including your own trades. Player orders, resting limit orders, market makers and AI-agent traders need multiplayer.)

Busy stations run an exchange with an order book instead of a single posted price.

4. Currencies and station scrip (multiplayer)

Expanded into a currency for every system, modelled on real cryptocurrencies: see system currencies.

5. Contracts and futures (multiplayer)

6. Station shares (multiplayer)

7. Market events

Booms, crashes, famines, plagues, embargoes, strikes, mining strikes and Thargoid incursions:

8. Fair play and manipulation

Real markets have rules against manipulation, and ours need them too:

9. Banking and the Bankers' Guild

Who looks after your money

The Bankers' Guild is a neutral, galaxy-wide institution, like the Co-operative Marshals but for money. Your credits sit in a Guild account, safe whatever happens to your ship: as in the original, losing a ship never costs you your bank balance (cargo and equipment are another matter).

The Guild:

Its reach has limits. The Guild has no branches in anarchies, which is exactly where the loan sharks thrive. Commanders who live outside the law may prefer to keep their wealth where the Guild can't freeze it, and accept the risks that come with that.

Player banking

Players lending to players is fun but a classic route to scams and pyramid schemes. If allowed, it goes through Guild-backed contracts: escrowed collateral, public records and fixed terms. A player banker can go bust, but can't simply disappear with everyone's money.

The ledger (multiplayer)

In single-player, your commander, credits included, is saved in your own browser. In multiplayer, the server holds the ledger and never trusts a player's browser with money. It is built like a real bank's books:

10. Phasing

Phase What
Trading and galaxy milestone Living markets with supply and demand, finite stock, aged price reports, news spreading with NPC traffic; Classic-style markets for Classic rules
Multiplayer Order-book exchanges, market makers, player-to-player trading, delivery contracts
Later Station scrip and currency exchange, futures, station shares, player-driven market events, the Bankers' Guild's full services and player banking

Open questions

Big orders fill in parts (Mark, 28 October 2026)

A limit order used to fill in one go the moment the price touched it, so a hoard sold at a single good price however big it was, and the market only crashed afterwards. Now an order fills only as much as the market takes before its price passes your limit; the rest stays on the order and fills as the market comes back. A million grams of gem-stones on one order sells over many hours at your price, not all at once.

Honest money: a checksum and a ledger (Mark, 28 October 2026)

"I'm sure we can make it a little more secure using mathematics like Ian and David did." Two layers:

Since then, goods by the tonne are counted too (28 October 2026). Still open: shared order books will need the server to run the markets, not only check them.

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/economy-and-exchanges.md on GitHub, open to pull requests.