Design: markets and trade

Status: agreed direction, Modern rules. It builds on the living markets and the exchange already built (see economy and exchanges), and everything here works in single-player first. In the shared galaxy, players' orders join the same books. Classic keeps 1984-style markets. Numbers marked (to tune) are starting points for playtesting.

The idea

Witchspace's markets already move: your trades and NPC trades shift prices, stock runs out, and every market has a real history. What they don't yet have is reasons. Nothing wants the goods, NPC traders trade at random, and the station is the only counterparty.

This design gives markets real causes:

  1. Supply and demand: worlds produce and consume, stations post real orders for what they need, and NPC traders haul goods to where they're wanted.
  2. World events: famines, booms, strikes, wars and incursions, some generated and some caused by players, that change what worlds need.
  3. The black market: weapons, narcotics and slaves trade by their own rules, with the best prices where they're most dangerous to sell.
  4. Merchants: players who trade without flying, by renting warehouses and hiring pilots to carry their goods, which still have to make the trip.

The drama comes from what it always did in Elite: knowing something others don't, and getting there first.

Related designs: economy and exchanges, law and travel (scans, fines, licences, the Marshals), system currencies, stations and worlds.


1. Supply and demand

Worlds produce and consume

Every world has, for each good:

Stock no longer simply returns to a fixed "usual" level. It goes where production and consumption push it, and trade is what balances it. A world that consumes more Food than it grows will run short unless someone brings Food in.

Stations post real orders

When a station is running short, it posts a buy order on its exchange, a real resting order with a price and a size:

Cambridge Orbital buys 40 t Food at up to 5.2 Cr

These orders sit in the order book alongside the station's normal prices, marked by who posted them. Before you jump, you can see what a station wanted, as far as your news is fresh (information that travels).

NPC traders with a purpose

NPC traders stop trading at random. Each one runs a route:

  1. Buy where a good is cheap, usually where it's produced.
  2. Fly the jump to where it's wanted, taking real time.
  3. Sell, filling that station's buy orders first.

So prices even out between systems through arbitrage, as they do in real markets, and you're competing with the NPCs for the best runs. Busy routes are well served and thin; remote systems pay more because fewer traders bother.

New goods

Four goods join the original seventeen, to give supply chains more links. They're Witchspace's own additions; Classic keeps the original list.

Good Made on Wanted by Notes
Water Ice and ocean worlds, agricultural worlds Industrial and desert worlds, everywhere in a drought Cheap and bulky: a high-volume, thin-margin staple
Hydrogen fuel cells Industrial and high-tech worlds, gas-rich systems Busy systems (demand rises with traffic), industry Also what stations refuel ships with, so traffic consumes it
Electronics Mid-tech industrial worlds, from Minerals High-tech worlds that build Computers and Machinery A link in the chain Minerals → Electronics → Computers
Medicine High-tech worlds Everywhere in a plague or war; poorer worlds always Prices spike hard in a crisis; running Medicine into a plague zone is a mission in itself

With these, production uses inputs: a world making Computers consumes Electronics, and one making Electronics consumes Minerals. Disrupt a link and the shortage spreads down the chain.

Real cargo on real ships

NPC traders' cargo is real. The traders you meet in flight are carrying it, and their arrival is what fills the orders. If a trader never arrives, its delivery never happens:

Traders far from the player don't need to be simulated in flight. A deterministic schedule of departures, arrivals and losses, from the seed and the clock, is enough, as with today's NPC trade stream. When you're in a system, the traders you meet are the ones on that schedule.

Built (October 2026): deeper markets, the trade computer, and risk that pays.

2. World events

(Built so far: generated events (famine, drought, plague, boom, mining strike, civil war, pirate blockade, Thargoid incursion, police crackdown) from each system's seed and the clock, about one world in ten affected at any time, lasting two to eight hours. They shift the stock of the goods they touch, so prices move, stations post orders and shortages spread down supply chains. News travels at 10 minutes plus 12 minutes per light year, up to 25 light years: a News tab at stations, diamonds and a News line on the galaxy map, a banner on the exchange, markers on the chart, and a headline when you arrive somewhere in crisis. Once news of a shortage reaches a world, its traders start buying what's wanted, so a fast ship that gets there first buys cheaper. Player-made blockades and community-written event files are still to come.)

Events change production and consumption, so markets react on their own:

Event Effect
Famine Food production collapses; big Food buy orders at high prices
Plague Medicine wanted urgently; consumption of Luxuries and Liquor falls
Boom Consumption of everything rises; Luxuries especially
Drought Water and Food wanted; Water-hungry industry slows
Mining strike Minerals, Gold and Platinum production stops
Civil war Firearms and Medicine demand soars; Food and Machinery wanted; trade traffic dangerous
Pirate blockade NPC traders stop arriving; imports dry up across the board
Thargoid incursion Trade traffic collapses; Alloys and Firearms wanted; Alien Items appear
Police crackdown Black-market supply dries up; contraband prices soar (section 3)
Discovery A new deposit or crop: a lasting change to what a world produces

3. The black market

(Built so far, Modern rules: legality by government as in the table below; a Weapons Licence (300 Cr) for firearms where they're licensed; contraband judged by the local law in scans and inspections, and inspections at lawful stations are likely rather than certain (50–80%). A back room on the exchange in every system with a law to break: thin stock, an 8% spread each side, prices from 1.5× (feudal) to 3.2× (corporate state) the open price, smugglers coming and going, crackdowns drying it up, and a sting chance per deal from 2% to 22%, higher for big deals. A sting seizes the goods or the credits and makes you an Offender. Abolitionists at lawful worlds buy slaves to free them, legally, at about half the back-room price, and count the people you've freed. Stolen goods are tracked: cargo scooped from a clean ship you destroyed is marked stolen; where there's a law the police treat it as contraband (only the stolen part is confiscated) and stations won't buy it openly, but a fence in the back room takes it for about 60% of the open price, stings and all. Salvage from pirates and other people's kills stays clean, and anarchies don't ask. Repeated lost deliveries near a system make the news. The liberation mission line is still to come.)

Weapons, narcotics and slaves trade under their own rules.

Legality by government

Government Firearms Narcotics Slaves
Anarchy Legal Legal Legal
Feudal Legal Illegal Legal
Multi-government Licensed Illegal Illegal
Dictatorship Licensed Illegal Illegal
Communist Illegal Illegal Illegal
Confederacy Licensed Illegal Illegal
Democracy Licensed Illegal Illegal
Corporate State Illegal Illegal Illegal

The back room

In systems where the law is weak or for sale (anarchies, feudal worlds, dictatorships and other corrupt governments), stations have a black-market exchange: a second tab, reached through the right contacts.

Faces in the back room (idea, Mark, 29 October 2026)

Mark: "we should have characters that are representing shady deals etc. You build standing with these characters and they build trust where they offer you better paid or even politically motivated jobs!!!" This answers the open question below: the back room is reached through contacts, and contacts are earned.

The risks

Goods with character

4. In the shared galaxy

5. Merchants: trading without flying

Some commanders love the markets more than the flying. A Merchant plays Witchspace from the exchange: buying where goods are cheap, hiring pilots to carry them, selling where they're wanted, and trading the markets that need no hauling at all. It works on a phone in a spare five minutes, and it suits players who already know their way around a trading screen.

The rule that keeps it honest: goods still have to move. A Merchant never teleports cargo. Every tonne sits in a real place (a ship's hold or a station warehouse) and only gets anywhere by being flown there, at the risk of pirates. That's what makes the economy mean something, and it's what gives pilots paid work.

Warehouses and the trading terminal

Haulage contracts

Markets with no hauling

A Merchant's rank

A trading rank of its own, earned by profit made (not money held), beside the combat rank and an explorer's rank. A commander can rise on all three roads, or just one.

Fair play

Single-player first

The terminal for your own commander's docked station, warehouses, and contracts flown by NPC haulers all work without a server, from the same deterministic simulation as today's markets. In the shared galaxy, players' contracts and warehouses join the server's books (section 4).

6. Building it in stages

(Built so far, stage 1: the four new goods; each world produces or imports each good, so NPC traders mostly buy at producers and deliver to importers, and without them importers would run short; when a station is short or overstocked it posts its own buy or sell order on the book, which deliveries fill down. Supply chains: where a world makes alloys, electronics, computers, machinery, firearms, hydrogen or medicine, a shortage of the input cuts the output's stock. Inbound NPC traders in flight carry the market's real upcoming deliveries; destroy one and those goods never arrive (the trades feed shows them as lost), and its cargo spills for scooping. Ships' holds can be scanned within 2 km, and pirates do the same, preferring valuable cargo, yours included. Departures from other systems are still abstract.)

Stage What
1. Supply and demand The four new goods; production and consumption, with inputs; station buy and sell orders in the book; deliveries fill orders first; NPC traders running routes on a deterministic schedule
2. Events Generated events with headlines and chart markers; blockades from destroyed traffic; news spreading with ships
3. Black market Legality by government; the back-room exchange; smugglers; undercover buyers; crackdowns
4. Shared galaxy Player limit orders, AI-agent market makers, server-side books
5. Merchants Warehouses and the trading terminal (web and phone), haulage contracts with escrow and bonds, NPC haulers, forward contracts, a trading rank. Single-player first, then shared

Open questions

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/markets-and-trade.md on GitHub, open to pull requests.