Simcountry
Manage Account
menu
Loading message...

Tip

Welcome to Simcountry.

close

Title

Close
 

 

Popup Settings
Close
 
 

 

Close
 
 

 

Close
 
 

Applet Window

Desktop Settings
 

Maximized Window

 
 
Simcountry

Simcountry Popup

Close
 
353 players online.
31 minutes ago:
registered The United Kingdom of Ellenjoy grace on Fearless Blue.
spacing
| | Sign In |
spacing
| |
Try Now
Free Membership
|
spacing
What is Simcountry?
spacing
Simcountry Tutorials: |
| Simcountry 101
(3 minutes)
|
| Space Introduction
(3 minutes)
Close
Recommend: |
Close

Worlds & Space Travel

Close
image

Tournament: Best Warlords

  Rank Warlord Score
  1   Trout   0  
  2   Lord Mndz   0  
  4   Andy   0  

Simcountry Intro

Maximize Simcountry Intro
Close
image

Documentation - Trading Products

| | Documentation Index |
| | Rules of the Game |
| | Game Features |
| | Simcountry Dictionary |
| | Simcountry Worlds |
| | Countries and Continents |
| | Enterprise Corporations |
| | FAQ |
| | Managing Corporations |
| | The Share Market |
| | The Common Market |
| | Terms and Conditions |
| | War Documents |
| | Trading Products |
| | Assets and Gold Coins |
| | Privacy Regulations |

Trading products in Simcountry

Table of Contents:

1. The World market
2. What is the world production capacity?
3. Factory Utilization
4. High Utilization Numbers
5. Automatic orders
6. Contract delivery of products and weapons
7. Canceling all contracts is free of penalty
8. Product pricing
9. Contracts and pricing
10. Trading Strategies - follow the market
11. Shortages and Oversupply on the world markets
12. Pricing procedures
13. World Specific Products
14. Description of some of the products in Simcountry
15. Ammunition Components
16. Ammunition Quality Upgrades (AQU)
17. Car Engines
18. Factory Maintenance Units
19. Nuclear Power
20. Plutonium
21. Selenium
22. Solid Missile Fuel
23. Weapon Grade Components
24. Uranium
25. Weapons Quality Upgrades (WQU)
26. Space products
27. Space industry products trade exclusively on Space stations
28. Precision Bombers
29. Precision Bombs
30. Military Products
31. Cruise Missile Batteries
32. Cruise Missiles
33. Sea based Cruise Missiles
34. Nuclear Missiles Corporations
35. Nuclear Submarine Missiles
36. Strategic Bombers

1. The World market [ top ]

There are many factories worldwide. They produce more than 200 products and services. Some products are in oversupply and others may be in short supply. Over supply will result in lower prices, as products remain unsold. Shortage of products will result in higher prices. Severe shortages may cause more damage down the line as many corporations need products in their own production process and cannot produce if supplies are not available.

An automatic process drives corporations in the world. If some of their products remain unsold on the market, these corporations will adjust their production levels and start producing less. Their output will be reduced repeatedly and some of their staff will be fired. These reductions will result in reduced offerings on the world market and reduced use of materials. The changes in production levels will gradually bring stabilization of supply and demand.

On the other hand, shortages in the market will cause corporations to produce at 100% of their capacity. If even this is not sufficient, the automatic corporation building process will start new corporation in many countries that do not have a president. These corporations will make the products that are in short supply and again support a stable supply and demand in the world.

Presidents and CEO players will also react to over supply and demand and adjust their production. This results in a dynamic market and many opportunities for good business.

Very severe shortages may however cause wide range damage on the market. If the shortage in a widely used product becomes larger than a complete month supply and this shortage continues for a long period, thousands of corporations may stop their production and many may close.

As a president or CEO, you should watch the market numbers for extreme shortages and in some cases manually purchase raw materials at any price, to prevent corporations from failure.

2. What is the world production capacity? [ top ]

There are about 80.000 to 150.000 corporations in each world and their production capacity is huge. There are many corporations making each product. Some products are produced by thousands of corporations. There are some exceptions with products that are hardly used and there is a limited capacity to produce weapons.

Shortage in production capacity or over supply may change quickly as corporations adjust their production levels. Severe shortages however will be hard to correct and may persist for a long time. Shifting consumption will also create new shortages or surpluses.

When choosing a corporation to build, it is important to find products for which there is a long-term shortage on the market. Such corporations have a good chance of selling all their products and they may benefit from high product prices that may result from the shortage.

3. Factory Utilization [ top ]

The factory utilization page in the world trade section shows the number of factories in the world that producing each product, the production capacity (at 100% production level), the actual production last month and the percentage of utilization of factories per product. The table also shows the orders last month and the surplus or shortage per product.

Low utilization levels for some products have several possible reasons. The product may be in over supply, which causes many of the corporations to reduce production. Raw materials for the production of a specific product may be in short supply. If this happens, factories do not receive the raw materials they need and reduce or even stop their own production. Example: if oil is in short supply, gasoline may follow. If services are in short supply, many corporations may follow as services are used in nearly every type of industry.

4. High Utilization Numbers [ top ]

Factory utilization is shown as a percentage on the market utilization page. It is intended to show the production capacity in the world for each product and the real production each month.
The utilization percentage cannot, in theory, become much higher than 100% because only a small number of corporations have production levels higher than 100%.

A quick look at the table will show that this is not true. There are much higher numbers.

The reason for these high percentages is that some players have products in stock; many of them being weapons and ammunition but also other products, and they can offer them on the market.

When large numbers of weapons are offered, it is very easy to reach percentages that are much higher than 100%.

The number of products offered does not mean that these products where produced in the past month. It is the number of products offered in the last month.

The numbers showing in the utilization table represent the quantities that were offered and requested at market price or priced within a small percentage off the market price.

Products that are offered at unrealistic prices and have no chance of being traded, are not counted in the utilization table and do not influence product pricing that is based on supply and demand at reasonable pricing.

Another reason for slightly higher percentages is high production in corporations with a high welfare index. A high corporate welfare index results immediately in a higher level of production. A low welfare index will reduce production. The welfare index is in general a value between 80 and 125.

5. Automatic orders [ top ]

Most countries and corporations place their orders on the market by the automatic process. You may of course stop the automatic process and start shopping on the market yourself. As there are many products and many orders each month, this may result in a lot of work. Most countries and corporations leave the automatic process in place.

The automatic order placement process is always ordering the products needed for 12 months. This is done in order to prevent huge numbers of orders every day and also to preempt urgent orders for small quantities that are placed in order to prevent shortages. In this way it is easy to see which products are in short supply, and react in time to get them. As products are ordered once in 12 game months, the number of products that may be in short supply in a corporation or the country is generally small.

All the worlds in Simcountry have seen periods of short supplies and many needed products where not delivered on time.

6. Contract delivery of products and weapons [ top ]

Contract delivery of products and weapons is bound by the spending limits. Setting up many contracts for delivery of weapons may cause overspending. In cases of overspending, contracts will be automatically scaled back by 10%. In case of severe overspending that exceeds the spending limit including the available spending space for an additional month, contracts will be updated automatically. The quantity of products in such contracts will be cut by half.

7. Canceling all contracts is free of penalty [ top ]

There are no penalties for the cancellation of any contracts. Contracts can be terminated with no financial consequences. This is valid for all common market, local market and manually closed contracts for any period of time.

8. Product pricing [ top ]

The purchase price of products depends on the quality and the purchasing policy. Market price buyers have frequently been the victims of extremely high pricing. When they requested market price for products that were in short supply, prices could jump because some of the offers where at a high price level.

Max pricing is introduced and products that are offered at prices that are far beyond the market price remain unsold. This will reduce the cost of materials and make a whole range of industries more profitable. Maximum profitability levels will probably drop but it remains possible to build very successful corporations.

9. Contracts and pricing [ top ]

There are several types of contracts in the game. The objective of contracts is to create a stable situation for countries and corporations and ensure them of timely delivery of the products they need and for corporations, it creates a stable market and reasonable pricing.

The price of the products was fixed at the start of the contract and remained the same throughout the contract lifetime. This was true even for common and local market contracts that are running forever.

We are now updating the product pricing in contracts to the current market price. When contracts are closed, the agreed price may vary from the market price by 50% (higher or lower). During the contract period, the price is updated in all cases where the market price changed so much that the agreed price is outside the 50% margin. This means that if the agreed price varies more than 50% from the current market price, the price will be corrected to either market price + 50% or if the market price is much higher, to market price -50%.

10. Trading Strategies - follow the market [ top ]

It is possible to make the price of products you offer on the market depend on the quality. As the quality of the products rises, the price you request for these products will rise automatically and follow the quality level.

In order to make product offerings competitive on the market, it is possible to make the price trail the quality by a percentage.

Example: If the quality is 160 (60% above base quality), you can choose to trail the quality by -10 percentage points. This will set a price of 150, or 50% above market price but as the quality is 60% above base quality, the price/quality ratio is in fact under market price and the products are attractive.

The lower the trail percentage, the more you will get for the products but they may become less attractive. The trail can be very low for products that are scarce with shortages on the market. Products with a surplus, should trail by a higher percentage.

It is also possible to set this automatic feature in the automation page. This will cause new corporations to have this feature set on when they are created.

The feature is intended to make it easier to offer products and reduces the need for repeated manual resetting of the trade strategies.

11. Shortages and Oversupply on the world markets [ top ]

Product shortages are periodical and sometimes they are followed by oversupply in many products. The gamemaster does not intervene in the market unless Services shortages or some other essential products go completely out of proportion and the world economy is in danger of a complete collapse (closure of most corporations). The economy in the game is less flexible or "creative" in finding solutions for shortages than the real economy and collapse may occur. When the gamemaster intervenes, he never adds or removes large quantities of products and he never changes a shortage in a surplus or a surplus in a shortage. The gamemaster also does not change any pricing.

Such interventions do occur from time to time and corporations will in the future be improved to make their production levels more stable. Our intention is to limit these interventions or stop them altogether.

Corporations that are not producing due to shortage of supplies should reduce their staff to limit their cost and as a result, free their workers to work for new corporations that produce products that are on short supply. This process should be capable of creating a dynamic market that does not require any outside intervention.

12. Pricing procedures [ top ]

The pricing on the world market always depends of supply and demand of products and on the quality of the products being offered.

Although contracts may be closed at market price, actual transactions are closed for the market price multiplied by the quality of the product. This is how the market always works except for contracts and the common market.

Membership of a common market can improve the stability of the economy. Optimizing production in a common market can make the members independent of fluctuations and shortages in the world market.

13. World Specific Products [ top ]

Some products are produced only on one or two worlds, hence the world specific products. This means that they are produced on a single world or two worlds and not on all worlds. The world specific products include current existing products and some new ones that will be introduced into Simcountry.

14. Description of some of the products in Simcountry [ top ]

Most products are straight forward and do not need a special description. Some do and some examples may help to understand the working of the markets and the use of products.

15. Ammunition Components [ top ]

Ammunition Components are used in the production of many types of ammunition. The product is also used in Ammunition Upgrade Products.

Corporation Details
Product GroupHighTech
Required Game Level3
Initial Investment3B SC$
Output at 100% Production24500.00 units per month
Raw Materials needed for Full Production
ProductMonthly Use
Chemicals
15,000 tons
Def Weapons Maintenance
20 units
Electric Components
12,500 units
Electric Power
750 million kwhs
Electronic Components
12,500 units
Factory Maintenance
40 units
High Tech Services
10,000 units
Household Products
1,500 tons
Industrial Equipment
12,500 units
Machine Parts
20,000 units
Mobile Devices
3,250 devices
Navy Vessels Maintenance
20 units
Platinum
2 tons
Robotics
0 units
Selenium
1 tons
Services
5,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 64,000-430
Medium Level Workers 70,000-440
High Level Workers 45,0000
Low Level Managers 5,300+30
Medium Level Managers 4,600+30
High Level Managers 2,500+20
Executives 700+6
High Tech Engineers 53,000+30
High Tech Seniors 18,000+28
High Tech Executives 3,000+6

16. Ammunition Quality Upgrades (AQU) [ top ]

These products are used to upgrade military unit ammunition quality. One AQU is needed for each piece of ammunition in the unit. To upgrade the ammunition quality of the unit that has 20000 pieces of ammunition by one quality point, 20000 AQUs will be needed. The unit ammunition quality can be upgraded by two points each game month if the products are available.

Corporation Details
Product GroupHighTech
Required Game Level4
Initial Investment3B SC$
Output at 100% Production10000.00 units per month
Raw Materials needed for Full Production
ProductMonthly Use
Ammunition Components
10,000 units
Books And Newspapers
7,500 units
Computers
10,000 systems
Def Weapons Maintenance
20 units
Electric Power
750 million kwhs
Electronic Components
25,000 units
Factory Maintenance
20 units
High Tech Services
10,000 units
Household Products
7,500 tons
Mobile Devices
3,500 devices
Navy Vessels Maintenance
20 units
Robotics
0 units
Services
7,500 units
Software
15,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 56,000-400
Medium Level Workers 58,000-380
High Level Workers 38,000-30
Low Level Managers 4,600+30
Medium Level Managers 3,800+20
High Level Managers 2,500+20
Executives 1,200+4
High Tech Engineers 55,000+35
High Tech Seniors 22,000+25
High Tech Executives 2,200+4

17. Car Engines [ top ]

Car engines are used in the production of cars. The corporations produce about 5 times more motors that the number of cars produced by car corporations. Car engines are currently not used in any other product.

Corporation Details
Product GroupIndustry
Required Game Level3
Initial Investment3B SC$
Output at 100% Production200000.00 engines per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
37,500 tons
Chemicals
25,000 tons
Electric Components
50,000 units
Electric Motors
75,000 units
Electric Power
1,500 million kwhs
Electronic Components
50,000 units
Factory Maintenance
40 units
High Tech Services
17,500 units
Platinum
2 tons
Robotics
0 units
Services
7,500 units
Steel
75,000 tons
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 64,000-350
Medium Level Workers 94,000-200
High Level Workers 32,000-10
Low Level Managers 5,300+30
Medium Level Managers 6,200+20
High Level Managers 820+14
Executives 250+3
High Tech Engineers 37,000+28
High Tech Seniors 7,400+14
High Tech Executives 560+3

18. Factory Maintenance Units [ top ]

All the corporations are using Factory Maintenance Units. Some use it in very small numbers and many corporations, when fully upgraded, use more of these units. Numbers vary from 2 to 9 per game month in a single corporation. Factory maintenance units must be available for the production process to continue.

Corporation Details
Product GroupHighTech
Required Game Level5
Initial Investment3B SC$
Output at 100% Production1400.00 units per month
Raw Materials needed for Full Production
ProductMonthly Use
Batteries
1,500 units
Books And Newspapers
32,500 units
Building Materials
50,000 units
Computers
7,500 systems
Electric Components
50,000 units
Electric Power
750 million kwhs
Electronic Components
50,000 units
Factory Maintenance
2 units
High Tech Services
25,000 units
Household Products
20,000 tons
Industrial Equipment
75,000 units
Mercury
200 tons
Mobile Devices
1,250 devices
Robotics
0 units
Services
10,000 units
Software
45,000 units
Trucks
30 trucks
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 89,000-440
Medium Level Workers 71,000-460
High Level Workers 37,000-50
Low Level Managers 7,200+38
Medium Level Managers 4,700+43
High Level Managers 1,100+35
Executives 460+5
High Tech Engineers 54,000+45
High Tech Seniors 10,800+22
High Tech Executives 760+6

19. Nuclear Power [ top ]

Players can build nuclear power stations to produce electricity. Nuclear power stations use Uranium and other raw materials.
Countries can decide to purchase nuclear power instead of electric power generated with oil.

Nuclear power stations are more effective and the base price of the electricity is slightly lower than the price of electricity that is generated with oil. The real price however, is determined by market demand and supply.

When a country orders nuclear power, the delivery is added to the electric power stock of the country. The electric power, from both oil burning generators and from nuclear power stations, can be used by the country and can be sold, by the country to its corporations. As a result, countries never have a stock of nuclear power.

Nuclear Power corporations currently require game level 4 or higher.

Corporation Details
Product GroupUtilities
Required Game Level4
Initial Investment3B SC$
Output at 100% Production22500.00 million kwhs per month
Raw Materials needed for Full Production
ProductMonthly Use
Batteries
35,000 units
Carbon
1,500 tons
Chemicals
7,500 tons
Computers
7,500 systems
Electronic Components
15,000 units
Factory Maintenance
20 units
High Tech Services
15,000 units
Household Products
2,500 tons
Lithium
1,500 tons
Machine Parts
15,000 units
Robotics
0 units
Services
10,000 units
Software
7,500 units
Uranium
59 kilograms
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 83,000-310
Medium Level Workers 65,000-250
High Level Workers 29,000-60
Low Level Managers 6,900+30
Medium Level Managers 4,300+40
High Level Managers 2,200+20
Executives 780+6
High Tech Engineers 47,000+50
High Tech Seniors 9,400+30
High Tech Executives 620+5

20. Plutonium [ top ]

Plutonium is used in all the nuclear weapons. All nuclear missiles, Tactical nuclear war heads and strategic bombs contain plutonium. Plutonium is expensive and only small quantities are used per weapon.

Both weapons grade uranium and Uranium are used in the production process.

Plutonium trading is only taking place outside the world markets. This makes it harder to get and it is available to players who have cargo shuttles and gold coins to purchase the product. On the other hand, Plutonium must be kept outside the market and have some limitations on who can purchase the product. Trading takes place on the Carina space station.

Plutonium trading through contracts and direct sale in the five worlds will remain possible between countries, enterprises and corporations that belong to the same player. You can produce plutonium and sell it to your own countries and enterprises.

Corporation Details
Product GroupIndustry
Required Game Level3
Initial Investment3B SC$
Output at 100% Production3.75 kilograms per month
Raw Materials needed for Full Production
ProductMonthly Use
Chemicals
12,500 tons
Electric Power
750 million kwhs
Factory Maintenance
10 units
High Tech Services
12,500 units
Lithium
75 tons
Robotics
0 units
Services
7,500 units
Uranium
2 kilograms
Weapon Grade Uranium
3 kilograms
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 10,000-80
Medium Level Workers 10,000-80
High Level Workers 10,000-70
Low Level Managers 1,800+4
Medium Level Managers 1,300+4
High Level Managers 700+4
Executives 300+1
High Tech Engineers 25,000+6
High Tech Seniors 5,000+6
High Tech Executives 700+2

21. Selenium [ top ]

Selenium is use as one of the raw materials in the production of glass. Selenium is traded on the Lyncis space station only.

Selenium producing corporations can be setup in the White Giant and Golden Rainbow worlds. There is no Selenium production on the other worlds. Selenium can be imported by use of trading on Space stations. Trading is also possible on all the worlds, direct selling and contracts for selenium can also be used in all the worlds.

Corporation Details
Product GroupMining
Required Game Level3
Initial Investment3B SC$
Output at 100% Production560.00 tons per month
Raw Materials needed for Full Production
ProductMonthly Use
Chemicals
50,000 tons
Electric Power
2,500 million kwhs
Factory Maintenance
40 units
High Tech Services
25,000 units
Household Products
32,500 tons
Industrial Equipment
150,000 units
Robotics
0 units
Services
25,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 104,000-360
Medium Level Workers 90,000-180
High Level Workers 12,000-30
Low Level Managers 8,700+30
Medium Level Managers 5,900+30
High Level Managers 600+20
Executives 240+4
High Tech Engineers 25,000+40
High Tech Seniors 5,000+15
High Tech Executives 180+3

22. Solid Missile Fuel [ top ]

Solid missile fuel is used in the production of cargo shuttle boosters and in the production of many types of missiles.

The solid missile fuel corporations use large quantities of chemicals in the production process.

Corporation Details
Product GroupIndustry
Required Game Level3
Initial Investment3B SC$
Output at 100% Production132500.00 units per month
Raw Materials needed for Full Production
ProductMonthly Use
Chemicals
125,000 tons
Electric Power
750 million kwhs
Factory Maintenance
60 units
High Tech Services
25,000 units
Household Products
10,000 tons
Lithium
375 tons
Minerals
200,000 tons
Robotics
0 units
Services
25,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 76,000-380
Medium Level Workers 74,000-180
High Level Workers 43,000-30
Low Level Managers 6,300+35
Medium Level Managers 4,900+34
High Level Managers 1,300+27
Executives 400+3
High Tech Engineers 48,000+36
High Tech Seniors 21,000+21
High Tech Executives 1,300+3

23. Weapon Grade Components [ top ]

Weapon Grade Components are used in the production of many weapons in Simcountry, including the strategic weapons. The products are also used in the production of weapon upgrading products.

Corporation Details
Product GroupHighTech
Required Game Level3
Initial Investment3B SC$
Output at 100% Production11000.00 units per month
Raw Materials needed for Full Production
ProductMonthly Use
Chemicals
15,000 tons
Def Weapons Maintenance
20 units
Displays
5,000 displays
Electric Components
25,000 units
Electric Motors
5,000 units
Electric Power
750 million kwhs
Electronic Components
25,000 units
Factory Maintenance
10 units
High Tech Services
7,500 units
Household Products
4,000 tons
Industrial Equipment
25,000 units
Machine Parts
50,000 units
Mobile Devices
2,500 devices
Navy Vessels Maintenance
40 units
Robotics
0 units
Services
5,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 50,000-400
Medium Level Workers 56,000-350
High Level Workers 42,000-20
Low Level Managers 4,100+20
Medium Level Managers 3,600+20
High Level Managers 2,000+20
Executives 500+3
High Tech Engineers 53,000+20
High Tech Seniors 16,000+20
High Tech Executives 3,000+5

24. Uranium [ top ]

Uranium is used in Simcountry in the production of Weapon Grade Uranium for Nuclear weapons and it is also directly used in the production of Plutonium. These products are of course used in the production of nuclear weapons. Uranium is also used in the production of electricity.

Depending on the way the energy market in Simcountry will develop and possible introduction of CO2 emissions, Uranium use for electrical power may become a strategic choice.

Corporation Details
Product GroupMining
Required Game Level3
Initial Investment3B SC$
Output at 100% Production150.00 kilograms per month
Raw Materials needed for Full Production
ProductMonthly Use
Chemicals
40,000 tons
Coal
15,000 tons
Electric Power
2,000 million kwhs
Factory Maintenance
40 units
High Tech Services
12,500 units
Mobile Devices
5,000 devices
Robotics
0 units
Services
12,500 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 46,000-360
Medium Level Workers 56,000-180
High Level Workers 30,000-20
Low Level Managers 3,800+37
Medium Level Managers 3,700+23
High Level Managers 720+22
Executives 300+2
High Tech Engineers 54,000+31
High Tech Seniors 10,800+14
High Tech Executives 850+2

25. Weapons Quality Upgrades (WQU) [ top ]

These products are used to upgrade military unit weapons quality. One WQU is needed for each weapon in the unit. To upgrade the weapons quality of a unit that has 600 weapons by one quality point, 600 WQUs are needed. The weapons quality of the unit can be upgraded by one point each game month if the WQU products are available.

Corporation Details
Product GroupHighTech
Required Game Level4
Initial Investment3B SC$
Output at 100% Production1750.00 units per month
Raw Materials needed for Full Production
ProductMonthly Use
Books And Newspapers
10,000 units
Carbon
1,750 tons
Computers
10,000 systems
Def Weapons Maintenance
20 units
Electric Power
250 million kwhs
Electronic Components
20,000 units
Factory Maintenance
20 units
High Tech Services
25,000 units
Household Products
2,000 tons
Mobile Devices
1,750 devices
Navy Vessels Maintenance
20 units
Robotics
0 units
Rubber
3,000 tons
Services
15,000 units
Software
15,000 units
Weapon Grade Components
6,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 50,000-350
Medium Level Workers 64,000-520
High Level Workers 40,000-10
Low Level Managers 4,100+75
Medium Level Managers 4,200+70
High Level Managers 3,000+20
Executives 1,100+4
High Tech Engineers 65,000+70
High Tech Seniors 32,000+35
High Tech Executives 3,500+5

26. Space products [ top ]

The trading for all space products takes place on space stations. All contracting and direct sales for all these products are also possible on all the worlds. Production can take place on all the 5 worlds.

27. Space industry products trade exclusively on Space stations [ top ]

All space products are trading on the Libra space station. The products are used in the production of cargo shuttles.
The same products and some additional space industry products that will be introduced later will be used in the production of space fighters.

The production of cargo shuttles is a very profitable business and these cargo shuttles are traded on the direct market.

Direct selling and contracting of these products on all the worlds remains unchanged.

28. Precision Bombers [ top ]

Precision Bombers are now trading on all the worlds. Trading will be moved exclusively to the Cervus space station.

Direct selling and contracting on all the worlds remains unchanged.

Corporation Details
Product GroupOffensive
Required Game Level3
Initial Investment3B SC$
Output at 100% Production6.00 bombers per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
7,500 tons
Computers
12,500 systems
Electric Power
500 million kwhs
Electronic Components
12,500 units
Factory Maintenance
30 units
High Tech Services
7,500 units
Industrial Equipment
15,000 units
Plastics
12,500 tons
Robotics
0 units
Services
7,500 units
Steel
7,500 tons
Weapon Grade Components
6,500 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 15,000-120
Medium Level Workers 15,000-120
High Level Workers 12,000-50
Low Level Managers 1,200+9
Medium Level Managers 1,000+9
High Level Managers 300+8
Executives 200+2
High Tech Engineers 15,000+10
High Tech Seniors 3,000+10
High Tech Executives 300+2

29. Precision Bombs [ top ]

Precision Bombs are now trading on all the worlds. Trading will be moved exclusively to the Cervus space station.

Direct selling and contracting on all the worlds remains unchanged.

Corporation Details
Product GroupOffensive
Required Game Level3
Initial Investment3B SC$
Output at 100% Production150.00 bombs per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
5,000 tons
Ammunition Components
15,000 units
Chemicals
12,500 tons
Computers
7,500 systems
Electric Power
750 million kwhs
Electronic Components
10,000 units
Factory Maintenance
20 units
High Tech Services
25,000 units
Industrial Equipment
10,000 units
Robotics
0 units
Services
7,500 units
Steel
7,500 tons
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 16,000-120
Medium Level Workers 15,000-120
High Level Workers 18,000-20
Low Level Managers 1,200+12
Medium Level Managers 1,000+12
High Level Managers 360+9
Executives 100+2
High Tech Engineers 21,000+12
High Tech Seniors 4,200+9
High Tech Executives 420+2

30. Military Products [ top ]

Cruise Batteries and Missiles

As we have announced last week, the trading of cruise missiles, both land based and sea based is now moved to the Lepus space station. The trading of Cruise missile batteries is now moved to the Corona space station.

Although these products were already trading on these space stations, trading has now stopped on all the worlds.

31. Cruise Missile Batteries [ top ]

Cruise Missile Batteries are traded on the Corona space station.
There is no trading on the world markets except for sales through direct contracts.

Corporation Details
Product GroupOffensive
Required Game Level3
Initial Investment3B SC$
Output at 100% Production6.50 batteries per month
Raw Materials needed for Full Production
ProductMonthly Use
Computers
25,000 systems
Construction
10,000 units
Electric Components
50,000 units
Electric Power
500 million kwhs
Electronic Components
65,000 units
Factory Maintenance
20 units
High Tech Services
50,000 units
Industrial Equipment
50,000 units
Robotics
0 units
Services
50,000 units
Weapon Grade Components
6,250 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 16,000-140
Medium Level Workers 12,000-100
High Level Workers 12,000-20
Low Level Managers 1,300+4
Medium Level Managers 800+3
High Level Managers 280+4
Executives 240+1
High Tech Engineers 16,000+8
High Tech Seniors 3,200+7
High Tech Executives 320+1

32. Cruise Missiles [ top ]

The trading in Cruise missiles is taking place on the Lepus space station.
There is no trading on the world markets except for sales through direct contracts.

Corporation Details
Product GroupOffensive
Required Game Level3
Initial Investment3B SC$
Output at 100% Production45.00 missiles per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
20,000 tons
Ammunition Components
6,000 units
Chemicals
25,000 tons
Computers
20,000 systems
Electric Power
500 million kwhs
Electronic Components
37,500 units
Factory Maintenance
40 units
High Tech Services
50,000 units
Industrial Equipment
50,000 units
Robotics
0 units
Services
25,000 units
Solid Missile Fuel
7,500 units
Steel
2,500 tons
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 20,000-180
Medium Level Workers 20,000-180
High Level Workers 16,000-30
Low Level Managers 1,600+20
Medium Level Managers 1,300+20
High Level Managers 260+15
Executives 180+3
High Tech Engineers 26,000+30
High Tech Seniors 4,800+22
High Tech Executives 600+6

33. Sea based Cruise Missiles [ top ]

The trading in Sea based Cruise missiles is taking place on the Lepus space station.
There is no trading on the world markets except for sales through direct contracts.

Corporation Details
Product GroupOffensive
Required Game Level3
Initial Investment3B SC$
Output at 100% Production32.00 missiles per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
4,000 tons
Ammunition Components
5,000 units
Chemicals
5,000 tons
Computers
20,000 systems
Electric Power
500 million kwhs
Electronic Components
20,000 units
Factory Maintenance
10 units
High Tech Services
12,500 units
Industrial Equipment
20,000 units
Robotics
0 units
Services
7,500 units
Solid Missile Fuel
15,000 units
Steel
4,000 tons
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 20,000-180
Medium Level Workers 20,000-180
High Level Workers 18,000-30
Low Level Managers 1,600+8
Medium Level Managers 1,300+8
High Level Managers 450+9
Executives 350+2
High Tech Engineers 24,000+15
High Tech Seniors 4,400+8
High Tech Executives 440+2

34. Nuclear Missiles Corporations [ top ]

Corporations that are producing Nuclear Missiles can now be built on the Fearless Blue world only. No new corporations producing these missiles can be built on the other four worlds.

Existing corporations on all worlds remain unchanged and can continue production.

The missiles can be traded in contracts on all worlds. Missiles produced on FB can be transported to the other worlds and traded there. Trading is also possible on the Carina Space station.

Corporation Details
Product GroupStrategic
Required Game Level4
Initial Investment3B SC$
Output at 100% Production1.00 missiles per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
5,000 tons
Ammunition Components
3,500 units
Chemicals
12,500 tons
Computers
10,000 systems
Electric Power
750 million kwhs
Electronic Components
12,500 units
Factory Maintenance
30 units
High Tech Services
12,500 units
Industrial Equipment
17,500 units
Plutonium
5 kilograms
Robotics
0 units
Services
7,500 units
Solid Missile Fuel
3,500 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 12,000-90
Medium Level Workers 12,000-90
High Level Workers 20,000-30
Low Level Managers 1,000+6
Medium Level Managers 800+6
High Level Managers 400+6
Executives 300+2
High Tech Engineers 17,000+6
High Tech Seniors 3,000+4
High Tech Executives 300+2

35. Nuclear Submarine Missiles [ top ]

The missiles are nuclear devices that are used as ammunition for Nuclear Submarines. These are dangerous weapons that are produced in small numbers and have a high price.

Corporations that are producing Nuclear Submarine Missiles can be built on the Fearless Blue world only. No corporations producing these missiles can be built on the other four worlds.

The missiles can be traded in contracts on all worlds. Missiles produced on FB can be transported to the other worlds and traded there. Trading is also possible on the Carina Space station.

Corporation Details
Product GroupStrategic
Required Game Level4
Initial Investment3B SC$
Output at 100% Production1.00 missiles per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
3,750 tons
Ammunition Components
4,000 units
Chemicals
12,500 tons
Computers
10,000 systems
Electric Power
750 million kwhs
Electronic Components
15,000 units
Factory Maintenance
40 units
High Tech Services
20,000 units
Industrial Equipment
12,500 units
Plutonium
7 kilograms
Robotics
0 units
Services
10,000 units
Solid Missile Fuel
4,000 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 12,000-180
Medium Level Workers 12,000-180
High Level Workers 20,000-30
Low Level Managers 1,000+20
Medium Level Managers 800+15
High Level Managers 800+12
Executives 350+2
High Tech Engineers 25,000+22
High Tech Seniors 4,600+9
High Tech Executives 900+3

36. Strategic Bombers [ top ]

Strategic bombers are produced on the Fearless Blue world only. Strategic Bomber producing corporations cannot be built on any of the other worlds.

Corporation Details
Product GroupStrategic
Required Game Level4
Initial Investment3B SC$
Output at 100% Production1.00 aircrafts per month
Raw Materials needed for Full Production
ProductMonthly Use
Aluminum
10,000 tons
Computers
10,000 systems
Electric Power
1,000 million kwhs
Electronic Components
12,500 units
Factory Maintenance
30 units
High Tech Services
5,000 units
Industrial Equipment
10,000 units
Plastics
7,500 tons
Robotics
0 units
Services
7,500 units
Steel
2,500 tons
Weapon Grade Components
7,500 units
Workers needed per Corporation
ProfessionWorkers Needed
when not upgraded
+/- needed per
Efficiency Upgrade
Base Salary  
Low Level Workers 18,000-160
Medium Level Workers 14,000-120
High Level Workers 14,000-50
Low Level Managers 1,500+9
Medium Level Managers 1,100+7
High Level Managers 600+6
Executives 600+2
High Tech Engineers 18,000+8
High Tech Seniors 3,600+12
High Tech Executives 600+3