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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[https://starsreach.com/overview/ MAKE A LIVING AS A MECHANIC IN A RAGTAG SPACE STATION AT THE EDGE OF A NEBULA POPULATED BY NASTY SPACE SPIDERS]
= Economy =


Run a mom and pop shop or a tavern on the fringe of civilized space. Sell your genetic samples from exploring planets. Subsist as an explorer, selling the maps of virgin worlds. Buy low, sell high, and smuggle clandestine Old One artifacts past the Servitor suppression fields. A full player-driven economy drives the galaxy, and all the best stuff is made by players. Economic balance is preserved with local goods markets.
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>


[https://starsreach.com/faq/ From the Stars Reach FAQ]
[[File:Macroeconomy Diagram.jpg|300px|thumb|right|alt=macroeconomy diagram|A blurry economy graph]]


* Question: How does the in-game economy work?
== Local Markets & Turnover ==
* Answer: Nearly everything is made, harvested, refined, or crafted by another player. Players control the in-game economy.
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.


* Question: Do things have different prices in different locations?
== Resource Quality & Crafting ==
* Answer: Yes. Very much so. There is a role for players who want to move things from point A to point B to make money from those differences.
''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.


* Question: Is there a single centralized market hub?
== Professions & Collaboration ==
* Answer: No. Unless players later choose to make one. That’s outside our hands. Players have a lot of freedom.
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.


[https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Reddit /r/MMORPG AMA with Raph Koster]
== 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.


"A huge part of our economic design is about turnover. I did a blog post about this long ago you might find interesting: https://www.raphkoster.com/2017/09/22/31098/"
= References =
 
<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]

macroeconomy diagram
A blurry economy graph

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.

References

  1. StarsReach.com Overview Link, 18 July 2024
  2. 2.0 2.1 StarsReach.com FAQ Link, 12 July 2024
  3. Reddit /r/MMORPG/ Link, 28 June 2024