Economy: Difference between revisions
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Expanded upon local markets and the importance of “turnover,” clarifying how traders can profit by moving goods between planets. Highlighted resource quality and use-based progression from the crafting system, showcasing how crafters become core economic drivers. Mentioned profession synergy (e.g., Merchanting, Cartography, Civil Engineering) and player governance as major influencers on in-game trade. |
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= Economy = | |||
A fully '''player-driven economy''' lies at the heart of ''[[Stars Reach]]'', where nearly every item—from high-end gear to everyday essentials—is created, harvested, refined, or crafted by players. Developers have indicated that they want the best equipment in the game to be player-made, with minimal reliance on static loot drops.<ref>StarsReach.com Overview [https://starsreach.com/overview/ Link], 18 July 2024</ref><ref name="FAQ">StarsReach.com FAQ [https://starsreach.com/faq/ Link], 12 July 2024</ref> | |||
[[File:Macroeconomy Diagram.jpg|300px|thumb|right|alt=macroeconomy diagram|A blurry economy graph]] | |||
=References= | == Local Markets & Turnover == | ||
Rather than funneling everyone into a single trading hub, the game emphasizes smaller, local markets: | |||
* '''Regional Price Variations:''' Each planet or settlement may value goods differently, creating opportunities for traders to move resources and sell items at higher profits elsewhere.<ref name="FAQ" /> | |||
* '''Transport & Logistics:''' The devs want “turnover” to be an integral part of economic design, giving players who enjoy shipping or caravan-style gameplay a profitable niche.<ref>Reddit /r/MMORPG/ [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Link], 28 June 2024</ref> | |||
* '''Import/Export Mechanics:''' Valuable resources might be unique to specific planets. Players can exploit these differences by transporting rare minerals or materials to worlds where they’re scarce. | |||
== Resource Quality & Crafting == | |||
''Stars Reach'' uses a complex [[Harvesting]] and [[Crafting]] system: | |||
* '''Variable Resources:''' Temperature, humidity, soil quality, and other planetary factors affect the rarity and stats of raw materials. | |||
* '''Player Experimentation:''' With stats influenced by resource quality, crafters can create distinct, sought-after items—and brand them for recognition. | |||
* '''Use-Based Progression:''' As described on the [[Crafting]] page, crafters level up faster when other players actually use their items, encouraging high-quality production over mass “junk” crafting. | |||
== Professions & Collaboration == | |||
Many [[Professions]]—such as [[Merchanting]], [[Cartography]], and [[Harvesting]]—contribute to a thriving economy. For example: | |||
* '''Merchanting:''' Traders may specialize in shipping goods across planetary markets, benefiting from price disparities. | |||
* '''Cartography:''' Provides valuable maps, aiding miners or gatherers seeking hidden resource veins. | |||
* '''Civil Engineering:''' Vital for building settlements, shops, and protective outposts for trade routes. | |||
== Governance & Taxation == | |||
Because planets can be governed by player organizations (see [[Government]]), local governments may set tariffs or taxes on incoming and outgoing goods, further diversifying market conditions. Safe planets might charge higher taxes, whereas riskier PvP-enabled worlds might offer lower fees to attract more traders. | |||
= References = | |||
<references /> | |||
Latest revision as of 17:58, 9 March 2025
Economy
A fully player-driven economy lies at the heart of Stars Reach, where nearly every item—from high-end gear to everyday essentials—is created, harvested, refined, or crafted by players. Developers have indicated that they want the best equipment in the game to be player-made, with minimal reliance on static loot drops.[1][2]

Local Markets & Turnover
Rather than funneling everyone into a single trading hub, the game emphasizes smaller, local markets:
- Regional Price Variations: Each planet or settlement may value goods differently, creating opportunities for traders to move resources and sell items at higher profits elsewhere.[2]
- Transport & Logistics: The devs want “turnover” to be an integral part of economic design, giving players who enjoy shipping or caravan-style gameplay a profitable niche.[3]
- Import/Export Mechanics: Valuable resources might be unique to specific planets. Players can exploit these differences by transporting rare minerals or materials to worlds where they’re scarce.
Resource Quality & Crafting
Stars Reach uses a complex Harvesting and Crafting system:
- Variable Resources: Temperature, humidity, soil quality, and other planetary factors affect the rarity and stats of raw materials.
- Player Experimentation: With stats influenced by resource quality, crafters can create distinct, sought-after items—and brand them for recognition.
- Use-Based Progression: As described on the Crafting page, crafters level up faster when other players actually use their items, encouraging high-quality production over mass “junk” crafting.
Professions & Collaboration
Many Professions—such as Merchanting, Cartography, and Harvesting—contribute to a thriving economy. For example:
- Merchanting: Traders may specialize in shipping goods across planetary markets, benefiting from price disparities.
- Cartography: Provides valuable maps, aiding miners or gatherers seeking hidden resource veins.
- Civil Engineering: Vital for building settlements, shops, and protective outposts for trade routes.
Governance & Taxation
Because planets can be governed by player organizations (see Government), local governments may set tariffs or taxes on incoming and outgoing goods, further diversifying market conditions. Safe planets might charge higher taxes, whereas riskier PvP-enabled worlds might offer lower fees to attract more traders.