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StarkSight
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StarkNet


WELCOME TO STARKSIGHT PLUS!

The smart forum to discuss and track your favorite projects and their assets.


NEW!Linking wallets forquick accessto assets,editing their profile description,
andpost showing ownership is nowfree for all users!


We hope you'll enjoy your time here! Don't hesitate to pop in our Discord too.
We'd love to know what you think about the platform.

Looking for more exciting features? Check what we offer to our subscribers here!

Teandy


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Public
3 hours ago

Trevis🚀


STARKSIGHT NEWS - LINKING WALLETS IS NOW FREE FOR ALL PLAYERS!

A few days after the release of Exploitation, we've made #Influence game data
freely available, both global (flights, trades, prices), and token-specific via
their Dashboard (e.g., here for Adalia Prime).

We've seen a remarkable increase in visits over the past few weeks. Thank you
for your support and enthusiasm—it fuels our commitment to making our app ever
better!

Now comes step 2 of our plan to increase the power of the community of players,
enabling all players to link their wallets to their account!

If you link (or had linked) a wallet to your free account, you now get access
to:

 * A list of your assets in My Assets for easy access to their profile page,
 * The ability to link the address to a group, so the groups get a list of
   member assets,
 * The ability to customize the profile page description of your assets,
 * [If you choose to make it public]: you can show up as the owner of a token
   when you mention it in a post or show that it's yours if someone else
   mentions it.

Note: the activation is still only possible with an individual or group
subscription and allows to view statistics and charts across owned assets both
for players and groups (+ manage tags, direct messages, etc.), which is also one
of the best ways to support the development of the platform.

Have fun with the new features!

Influence
Adalia Prime# 1
Assets (general)StarkSightGeneral

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Public
a month ago

Trevis🚀


LIVE GAME DATA!

There is something there!

 * Flights
 * Trades logs, price charts,
 * Also on Influence#Asteroids and Influence#Crews dashboards

And for our beloved supporters,

 * On your assets dasboard
 * For your groups assets

What should we add next?

Influence
Asteroids0
Crews0
GeneralTravelling / NavigationTrading (In-game)
1 / 1
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Public
4 months ago

Trevis🚀


TOP ADALIA PRIME PRE-RELEASE BUILDERS

These crews are the top builders for each building type on Adalia Prime. Is any
one yours?

If players link their wallet(s), we could soon not only show per-crew but also
per-user data, making personal achievements and group contributions accounting
that much easier!

Explore the community progress on Adalia Prime and other Influence#Asteroids,
for free on StarkSight Sepolia!

Extraction data coming up next!

As the game's Pre-Release itself, we are extending our sale period as well. Use
PRERELEASE30 at checkout for a nice discount on any plan!

Influence
Adalia Prime# 1
Asteroids0
StarkSightTestnet / Pre-release
1 / 1
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Public
4 months ago

Trevis🚀


LAUNCH OF STARKSIGHT SEPOLIA!

#Influence's Pre Release has been live and amazing for weeks now! This means
that we can start diving into game actions and build real dashboards useful to
the players, and we have been doing just that.

First though, let's acknowledge that Onchain data is the real thing 🚀 🚀 🚀 .
There is no way this could be done otherwise.

Let us present to you StarkSight Sepolia, a testnet version of StarkSight, were
in-game events are analysed and presented to you, with all StarkSight features
available for free for everyone, groups, tags, dashboards, everything!

See below a few screenshots of these already available features:

 * Flight routes: graph and summary
 * Largest Trades across the Belt and per-resource
 * Candlestick charts for market prices "à la Trading View" (not affiliated)
 * ANY asset dashboard and aggregate views via Tags to see:
   * Asteroids: Constructed buildings (+ ongoing), + soon all extracted
     resources and building view
   * Crews: Composition, Extracted minerals, bought and sold products, revenues
     from marketplaces
   * Ships: Travels summary, current cargo

Note that with the Asset Tags feature, you can group any asset at will to create
your custom dashboards, and of course if you link your wallet, we will present
you your data across your crews!

Head over to sepolia.starksight.plus or to an introductory post with quick
access links

Last but not least, for the next 5 days, we offer a large discount on the
mainnet version subscription plans if you choose to support us based on what you
see there as we're just getting started!

Influence
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Public
5 months ago

cheveuxxx📡


DEEP DIVE IN INFLUENCE PERMISSIONS

In Influence, you are not restricted to interacting with only the assets that
you own. Through a complex system of ownership, delegation, control, and
permissions, the game allows players to secure, safely share, and steal
properties. In this article, I will explain the specific vocabulary Influence is
using, how the permissions system is working, and what players are entitled to
do in different situations. The focus will be on ground structures, but ships
share many of the aspects of asteroids (due to being Etherean assets) and
buildings (for specific access permissions).


CREW VS. WALLET

As I am writing these lines, the permission system in the game revolves around
crew, and not wallet. That is why, by default, there is no sharing that is done
between your different crews that you can see within your wallet. It means that
the interaction and permissions setup between your crews is the same as if you
were dealing with someone else's crew. This is probably going to change in the
future as the community strongly requested that everything be shared within an
account, but most of what is explained here should remain valid for interactions
with other crews.


ETHEREAN VS. ADALIAN

There are two approaches to assets in Influence. Some entities exist in the form
of a token in your wallet. These are called Etherean assets, and cannot be taken
away from you through game mechanics. These assets are:

 * Asteroids
 * Crewmates
 * Crews
 * Ships (later with the introduction of PvP, there will likely be a risk of
   having them destroyed)



Influence supports a logic that allows playing with assets that are not owned by
the playing wallet. The possibilities offered by this complex system would
deserve a dedicated guide but I need to briefly mention one aspect here, as I
will be using this word later: crew delegation. For the sake of this guide, it
is enough to know that "a crew delegated to your account" is a crew that you can
play with that account (visible in your crew list) and does not require you to
own the NFTs of the crew or any of the crewmates.

The other Influence assets (buildings, resources, core samples...) are known as
Adalian, and exist only in the game. Depending on how you play, these assets
might be taken away from you against your will.


AS AN ASTEROID OWNER

The asteroid owner is the wallet that owns the NFT.

As an asteroid owner, you can assign any crew delegated to you as administrator
of the asteroid. With that crew being active, open My Assets from the right-side
menu while in belt view. Select your asteroid, and click on the Become
Administrator icon next to the asteroid preview.



A planned feature not currently available in the game will allow you to set any
crew as the administrator of your asteroid, not limited to the ones delegated to
you.


AS AN ASTEROID ADMINISTRATOR

The asteroid administrator is the default controller of all lots on the
asteroid.

As an asteroid administrator, you can set Lot Control Policies that allow other
crews to become controllers of those lots. Lot control policies are accessed by
opening the Lot Info tab from the right-side menu and expanding the Lot
Permissions section. There are several different types of lot policies:

 * A Private policy, the default one, means that the administrator crew is the
   lot controller.
 * The Public policy actually makes no sense for lot control (because there can
   only be a single controller on a lot) and cannot be selected
 * A Prepaid Lease agreement allows you to earn SWAY in exchange for giving the
   lot control away. If a player decides to rent the lot, you will receive the
   amount of SWAY corresponding to the duration that they contract (up to a
   maxiumum of 12 months) and they become the controller for this duration. As
   the administrator, you will be able to end the lease early by setting an end
   date in accordance to the notice period. This requires you paying back the
   excess rent you have received in advance.
 * A Custom Contract policy allows you to build your own lot control policy
   contract on chain (or import one made by a community member) to give you full
   control over the lot assignment.



The asteroid administrator is also entitled to performing long range and surface
scans to reveal the rarity (bonuses) and heat map of the asteroid. To perform
the surface scan, you need to be in a ship (not an escape module) in orbit of
the scanned asteroid.


AS A LOT CONTROLLER

As a lot controller, you are able to repossess any building that a squatter
would be constructing on your lot. This would make you the new ownerof that
building as well as materials it may contain. Ongoing processes (extractions,
refining, manufacturing...) will continue working as planned and deliver their
outcome to the expected inventory. This means you cannot steal the output of a
process by repossessing a refinery, but you can steal pending processed or
transfers by repossessing the destination inventory. Repossessing a shipyard or
a habitat does not allow you to reclaim the ships or crews stationned in them.



Although the icon in the picture above reads "Repossess Lot", it actually
repossesses the building present on that lot you control.

As a controller, you are also able to eject a landed Light Transport to orbit
(tug-assisted take off). However, the content of the Light Transport will be
ejected with it and cannot be recovered by you.

Lot control also makes the building you own safe from other people, and nobody
can repossess the building away from you. The building content however is still
subject to building policies, developped in the next chapter. There is one
exception where your building is not protected, and this is during the planning
phase. If you let the grace period timer (48 hours) expire, the construction
site will be vulnerable to repossession by any other crew, who can then steal
all materials currently on the construction site. If this happens, you can
always repocess it again, but you might have lost some goods.


AS A BUILDING OWNER

By default, the building owner is the crew who constructed it, although this can
be changed through repossession (refer to previous chapter). As a building
owner, you can set permissions for all the different actions proposed by the
building individually by opening the Building Management tab in the right-side
menu and expanding the Update Permissions section.



The most basic way is to manually maintain the allowlist to give free access to
the liste crews, but you can also use permission policies of different types.
Keep in mind that whichever policy you choose, the allowlist will always grant
access to the listed crews.

 * Private means that the access is restricted to you
 * Public means that access is open to everyone
 * A Prepaid Lease agreement allows you to earn SWAY in exchange for giving
   access to the renter. Note that the access is not exclusive, and that
   multiple players will be able to pay the lease price to gain access for the
   duration they choose (up to 12 months). In this case the full amount is paid
   to you in advance. You can decide to break the lease prematurely by setting
   an end date in accordance to the notice period, and refund any excess prepaid
   rent.
 * A Custom Contract policy allows you to build your own permission policy
   contract on chain (or import one made by a community member) to give you full
   control over the access criteria.

Policies can be changed at any time without affecting existing prepaid lease
agreements.

As a building owner, you are also able to set the building name.

Finally, the owner can deconstruct the building to recover part of the materials
than went into its construction. This requires having no ongoing prepaid lease
agreements.

⚠️ A BIG WARNING! There is no mechanic in the game that tracks ownership of
materials. All materials transferred to an inventory will be merged together,
and anyone with valid withdrawal access to the inventory will be able to
transfer whatever they want out.


WHAT IS SQUATTING?

A squatter is a crew who owns a building (or a Light Transport) on a lot that
they do not control. As a matter of fact, anyone can always build on any empty
lot regardless of the controller, provided that the asteroid surface scan has
been completed.

As a squatter, you are still a regular building owner and can perform all of the
actions listed in the previous chapter. However, your building is exposed to
being repossessed by the lot controller, who would in this case become the new
owner. In the Building Permissions panel, you will see a warning that the
building is Vulnerable to another crew. This other crew, the lot controller, is
able to repossess your building and take it away from you at any time.



There is an interesting loophole in the interaction between squatting and
leasing permissions: as long as the squatter owns the building, he is able to
define prepaid lease policies. Through signing a lease contract with a long
notice period, the squatter is able to retain access to the building even
through repossession by the lot controller.

Influence
Assets (general)Tutorials / Guides
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Public
5 months ago

GreyArea💻

Just look at what 1ST has done with ADALIA ACADEMY so far during Pre-Release! It
is so inspiring to see what we can achieve when we work together towards common
goals with shared ideals. First & Always!


Testnet / Pre-release
1 / 1
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Public
5 months ago

Trevis🚀


STARKSIGHT NEWS - ASSET TAGS!

We just launched a new feature available to subscribers and their fellow group
members, the Asset Tags!

It is now possible to mark any asset (owned or not) with a custom tag.
Then, you can easily find all assets with this tag, and analyze them in a
per-tag dashboard.

These can be personal tags (only visible to you) or group tags (
visible/editable by group members -- individuals or all if on a group
subscription-- with role-based access rights management available).

There is some documentation to get you started in the dedicated personal and
group Asset Tags pages but rest assured we'll post something more detailed soon!

Of course, we're also available to answer all your questions at any time here or
on Discord 🙂


Assets (general)StarkSight

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Public
5 months ago

Emyfour


VERTICAL INTEGRATION: AN ADVANCED MANUFACTURING GUIDE

If you already know the ropes of the game, you’ve probably set up shop on Adalia
Prime with Warehouses, Extractors, Refineries and Factories; now you’re looking
for strategies to make money and expand your Influence.

One such strategy that many players may have been unconsciously using is known
as Vertical Integration. This guide will explore its workings with step-by-step
explanations and examples, and hopefully demonstrate how effective it can be to
increase profits and even acquire expensive high-end products.


STEP 1 - IDENTIFY YOUR END GOAL

The strategy starts – oddly enough – from the end product: perhaps you want to
manufacture your own Cement, create Triple Superphosphate to save on potato
production, or even build a brand new Light Transport for a quarter of its
market price.
Alternatively, you’ve noticed that Platinum has been awfully expensive at the AP
Market lately, and you wonder if there’s a way to produce it cheaply and sell it
back on the Market for a nice profit.


STEP 2 – LOOK FOR A DIRECT MARKUP

Once you identified your target product, search for it on the Wendash Shopping
List. This awesome tool allows you to compare the Build Your Own Price and the
Exchange Price of an item; these are essentially the sum of the prices of the
components based on market average, and the price of the finished product, again
based on market average.
A big difference between the prices means a direct markup: if you buy the
components off the market, manufacture the item in question and sell it straight
back, you can quickly turn to profits. In other words, you hit a jackpot.

An example of this great find would be the Thermal Module: at the time of
writing, one can be produced for around 500 $WAY and sold for 27.500 $WAY, for a
hefty markup of 49.718%. Bonkers!




STEP 3 – CHECK FOR HIDDEN MARKUPS

Of course, things aren’t always that easy. Sometimes the markup isn’t
immediately evident, instead being hidden deeper in the production chain.
For example, Leached Feldspar, at the time of writing, can be produced for 2,76
$WAY and sold for 2,76 $WAY, for a 0% markup at first glance.



But! You might notice that nearly the entirety of the price of Leached Feldspar
is made up by the Hydrofluoric Acid in the recipe. If you bought all the
ingredients of the recipe, but found a way to save just on the Hydrofluoric
Acid, you’d still be saving a pretty penny!
And wouldn’t you know…



Hydrofluoric Acid can be produced with a markup of 127%!
Do keep in mind that hidden markups can be combined with direct markups. If
Sulfuric Acid could also be produced for a quarter of its price, you’d get even
greater savings, at the cost of increased production times and chain complexity.


STEP 4 – AVOID NEGATIVE AND NEAR-ZERO MARKUPS

Does this strategy always work? Sadly, no: there are cases when the raw economic
advantage is too small to make up for the long processing times, and you’re
better off just buying the finished product at the market.
An example of this situation is the Propulsion Module: you can see that one
could be built for 648.767 $WAY or bought for 649.460 $WAY. Are several hours of
Shipyard downtime worth less than 1.000 $WAY?



But! Let’s look for a hidden markup. You might notice that nearly the entirety
of the price here is made up by the Closed-Cycle Gas Core Nuclear Reactor in the
recipe. Let’s check it, then…



Measly return again. But! You might notice that most of the price is made up by
the Flow Divider Moderator in the recipe... and if you checked that as well,
you'd find yet another abysmal return. This isn’t going to work.

Of course, you could go further into the production chain and eventually find a
profitable step, or focus on the minor components of the recipe, but this is not
an efficient way to save $WAY. Your production facilities could be used for
greater returns!


STEP 5 – LAY OUT A PRODUCTION PLAN

Once you have established which product you want to manufacture, and how many
layers of production you need to make those sweet markups, head to Elerium115’s
Production Planner. This tool allows you to display the entire production chain
you’ve discovered through Wendash Shopping List, choose the most efficient
recipes (time- or cost-wise), and most importantly, check the full material list
for the process, on the left on the screen.
If you need more information about this process, you can use this wonderful
guide by Cheveuxxx.



In order to scale your production by the amount of end product you need, simply
multiply the ingredient amounts by that number. Let’s say we need 25 tons of
Leached Feldspar: we must buy…

 * 0,15385 x 25.000 = 3.847 kg of Ammonium Carbonate (costs 252 $WAY).
 * 13,147 x 25.000 = 328.675 kg of Apatite (costs 1.680 $WAY).
 * 1,7564 x 25.000 = 43.910 kg of Feldspar (costs 225 $WAY).
 * 13,192 x 25.000 = 329.800 kg of Sulfuric Acid (costs 29.310 $WAY).

And just like that, we got 68.930 $WAY worth of Leached Feldspar for 31.467
$WAY! What a bargain.


6 – WANT MORE?

Vertical Integration can be scaled and adapted as a source of revenue, even if
you have no Extractors at all! However, it also comes with risks, especially if
you turn it into your main income source.
If you’re curious and want to find out more, you can read and download my
expanded strategy guide on the topic in PDF format.

That’s it for today! Happy verticalizing, and see you in the Belt! 🚀



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5 months ago (edited)

cheveuxxx📡


3, 2, 1, LIFTOFF! A SPACE TRAVEL GUIDE

With distances between asteroids changing constantly as the belt rotates, the
main challenge in Influence space flight is to understand how to find the best
parameters that fit your travel strategies. The in-game trip planner can be a
bit scary and puzzling (it is actually rocket science, after all), but once you
understand what you are looking at, finding the best flight solution is not that
difficult.


TRIP PLANNING AND PORKCHOP PLOT

The first step of space travel is planning. Asteroids are not always reachable
and the propellant required for the trip varies depending on the departure time,
duration of the trip, and total mass of the ship (influenced by its cargo and
propellant load). In order to use the in-game flight planner, you first need to
find your departure asteroid from the belt view. Open the system search from the
right-side menu, and use the Name & ID filter to locate your asteroid. Once the
asteroid is selected, click on the Create Flight Plans icon next to the asteroid
preview in the bottom left corner, and choose your destination asteroid. A
flight planner interface opens in the right side of your screen, and the belt
view now shows the orbits of both asteroids.



In the flight planner, select your ship type. If you are planning the flight
with a crew already in a ship, you can load the current parameters of that ship
directly. Otherwise, choose a simulated ship of the relevant type and adjust the
cargo, propellant and food to match what you are expecting to fly. Clicking on
the colorful chart just below will select a flight solution and display a lot of
information regarding the flight duration and propellant consumption, as well as
trace the flight path between the asteroids orbits in the belt view.




READING THE CHART

In order to make the best decision, we need to understand this graph a bit
better. The chart, commonly known as a porkchop plot, shows how much of your
propellant tank is required to transfer from the departure to the arrival
asteroids as a function of departure time and trip duration. Let's describe the
chart:

 * the origin is in the top left corner
 * the horizontal axis (from left to right) represents Departure Delay, i.e. how
   long you will wait before liftoff
 * the vertical axis (from top to bottom) represents the Flight Time, i.e. how
   long you will spend in transit
 * the color represents the propellant consumption for the selected parameters
   * the brighter colors (white or pink areas) indicate lower propellant
     consumption
   * the deepest blue areas are solutions where you consume most to all of your
     propellant
   * black areas are impossible solutions for which you have insufficient
     propellant on board
   * the shadowed area expanding as a triangle from the top right corner covers
     invalid solutions due to food restrictions (the crew would be starving
     before arriving)
 * the dotted diagonal line represents a constant arrival time



The zoom tool that you can see in the first chart above is provided by an
extension built by RGR. You can download it for Firefox and for Chrome-based
browers.


CHOOSING A FLIGHT PATH

With all this information in mind, we can find a few points of interest
depending on the flight strategies:

 * if your primary concern is to fly cheaply and save propellant, go for the
   brightest colors
 * if the main goal is to reach destination at the earliest possible time,
   choose the point closest to the bottom left corner
 * to meet an arrival deadline, start by positioning the dotted line to match
   the arrival time (visible in the route details under the chart) and then
   select any suitable solution below or on the dotted line
 * vertical lines are constant departure times; if you need to wait for
   something before leaving, find the corresponding departure delay on the chart
   and select your solution to the right of that line

Do not forget that while using the trip planner, you can warp time by clicking
on the date in the bottom right corner of the screen. There may not be flight
solutions available at the moment, but launch window opportunities will change
as the belt rotates.




STARTING THE FLIGHT

In order to start your flight, you need to be in orbit around the departure
asteroid. If you are currently on the surface, select the lot where your ship is
currently parked (click on your crew location above the portraits) and click on
the Launch Ship icon next to the lot preview in the bottom left corner. Choose
your launch type and click on Launch. Propulsive launch brings you to orbit
instantly at the cost of a small amount of propellant. Tug launch uses no
propellant but takes a few hours to complete. Do not forget to take this into
account in your flight planning as you might either leave late or have less
propellant than expected.



Once in orbit, open the flight planner as explained in the first section of this
guide, and choose your flight solution on the chart. Click on Set Course to lock
the flight parameters, review everything (there is no turning back once
departed), and click on Schedule.


ENDING THE FLIGHT

Once the flight is over, click on the notification to open the flight completion
window, and click on Arrive. Your ship is now in orbit around your destination
asteroid. In order to land, select a spaceport that you can access or an empty
lot if you are flying a light transport, and click on the Land Ship icon next to
the lot preview in the bottom left corner. Choose your landing type, and click
on Land.


A ONE-WAY TICKET?

While planning your leg out and plotting the best course, it is easy to forget
about the return flight. But this is actually very important, in order to decide
how much propellant you are ready to burn. Using all your propellant to reach a
destination where you cannot refuel with leave you in a difficult situation.
Choosing how much fuel you want to leave for the return trip is not trivial and
will depend on the expected ship mass.

And remember that a crew cannot fly while starving! Pack some spare sandwiches
in your cargo 🥪 .

Influence
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5 months ago

cheveuxxx📡


USING THE MARKET

Apart from the initial seeding during launch to kickstart the game, there are no
"NPC" market orders in Influence. The entire economy is player driven, and all
the goods exchanged on the market have been produced by players with the
expectation that they will end up in another player's hands. In this guide, I
will explain how to access markets and read the information-heavy interface, and
cover the basics of market orders.


SELECT A MARKET

Whether you are looking to buy or sell, you first need to find the right
marketplace. In the right-side menu, select Marketplace.



A window opens, showing a grid of all products listed for trade in the different
markeplaces of the current asteroid. Using the Buy/Sell toggle on the top right
corner, you can easily switch the prices that are being displayed between the
lowest seller and the highest buyer, respectively, along with the total
purchasable or sellable quantity. Select the product that you want to trade to
proceed to the next window.

A list appears, with all markets where the selected product can be traded. On
each row you will find additional information that you can use in order to
select the best market for your needs:

 * the trading price and available quantity, useful to find the best price and
   make sure there is enough to cover your order
 * the distance to your crew and - to be added soon- to the selected lot,
   influencing the travel time for the transfer and your crew's busy time (in
   case of limit orders)



Based on this information, you should be able to choose the best marketplace for
your needs. Select the corresponding row, and click on Go to Markeptlace.


DEPTH CHART

If this is your first time using an automated market maker (AMM), you may be
lost in the amount of information displayed on your screen. In a nutshell, an
AMM allows traders to list goods for sale or purchase at the price of their
choice, and allows other traders to transact instantly at listed prices - more
on orders in the next section. On this page, there is a lot of information
available to help you understand the market situation:

 * The most obvious thing is the chart; in the top half are goods offered for
   sale (available) and in the bottom half is the demand (sellable). The
   horizontal axis of the graph represents the cumulative quantity (also call
   market depth) and the vertical axis is the price.
 * On the center line is the center price. Ths is the lowest price of all sell
   offers, and the price that someone willing to buy immediately will pay.
 * Above and below the center price are listings of the current offers with the
   price, listed quantity, and total value.
 * In the top left, next to the product name, is a summary of the total
   available and sellable quantities (which are the sum of quantities at prices
   above and bellow the center price)




MARKET ORDERS, LIMIT ORDERS

There are two ways of trading goods on the market. You can either transact
immediately at the currently available price, or decide to fix the price you
want and wait for someone to agree on that price. The first option, called a
market order, is good when you do not want to wait or monitor the market
fluctuations. It is what most consumers will use. The second option, the limit
order, is used when you want to control the price at which you buy or sell. It
can be good way to get the best price, but may require additional time to be
fulfilled. It is mostly used by manufacturers and traders to maximise their
profits.

On top of this, in Influence, limit orders require the crew to travel to the
marketplace to list the order (inducing busy time if you are not close enough),
while market orders are submitted remotely. It is important to note that the
busy time of limit orders also includes the products travel time based on the
distance between the market and the inventory! If you want truly instant limit
orders, both your crew and your warehouse need to be within instant travel range
from the market. Although they do not force crew busy time, market orders still
require product transport time.



To sum up:

 * Market buy: instant at the lowest available price (requires enough available
   quantity); no crew busy time
 * Market sell: instant at the highest sellable price (requires enough sellable
   quantity); no crew busy time
 * Limit buy: set your purchase price, wait for someone to "market sell" into
   it; busy time depending on crew and inventory distance from marketplace
 * Limit sell: set your sell price, wait for someone to "market buy" from it;
   busy time depending on crew and inventory distance from marketplace

Limit orders reserve space in the configured inventory. In case of a sell order,
the products stay locked in the warehouse until sold. For a buy order, the space
is allocated and reserved to mare sure that the delivery can be made when the
order is fulfilled.


PLACING AN ORDER

To place an order, use the controls of the right panel to select your order type
(buy/sell and market/limit). Enter the quantity to trade, and the listing price
in case of a limit order. Click on the Create Market Order icon. In the set up
window, select your source (or delivery) inventory. Under Order Details,
double-check the quantity and change it if needed. In case of a limit order,
some useful information regarding the position of your order in the market is
available, you can use it to adjust your price. Finally, click on Create Order.



Influence
Trading (In-game)Tutorials / Guides
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