CRANKWORKS Player wiki

Player wiki

Delivery contracts

Deliver N units before T, at a price locked in now, with a premium you talk up yourself. Contracts close the triangle the factory opens: the mines give you the matter, the contract gives you the deadline.

Every rule

Delivery contracts, every rule
settingvalue
Offers on the board2
Board refreshes every, seconds180
Contracts you can hold at once1
Quantity asked: % of what you make in the window50
plus % of your stock30
Never asks less than20
Premium before a word is said, %10
Premium gained per completed turn of talk, points2
Premium ceiling, %50
Turns he hears you out, at least6
Turns he hears you out, at most14
Extra turns of patience per star2
Delivering early pays up to, points10
Breaking costs, % of what is left10
Letting it expire costs, % of the shortfall30
Reputation stars3
Contracts honoured in a row per star2
Stars before the dock signs a second contract3

The locked price is not the current price. It is a forecast that already knows about the season and the pull back to base — signing at the top of a cycle prints nothing. And a good that an event is currently pushing is pulled off the board entirely.

The counter: the premium is negotiated

Signing is not one press of a button. You hold A and you turn: every completed turn adds 2 points to the premium, and the client has a patience he never shows you. Push past it and he tears the offer up — no money moves, no star is lost, and the offer leaves the board for good. He hears you out for somewhere between 6 and 14 turns. That is where reputation went: stars stopped paying a percentage, they pay patience — 2 more turns each, so at 3 stars he will sit through 12 to 20. The premium stops climbing at 50 %, so a long talk is not a money printer. From the opening offer that would take 20 turns — more than most clients will ever give you. Knowing when to shake hands is the scene. Reloading hands back the same client with the same temper: the board and his patience both come from the run's seed. There is nothing to re-roll.

Two clients, one dock

The board seats 2 clients, and they are never two shades of the same offer. They differ in tempo, which is the only difference worth a screen.

The two seats at the counter — they differ in tempo, never in shade
clientlastsasks, % of the windowplus, % of stockopens at, %needs in stock
EXPRESS240 s80 %0 %14 %30 %
BULK960 s50 %60 %10 %—

The express only shows up when your warehouse already covers the gap: it asks for more than half the window makes, so it is a contract for a factory that is ahead, not one running to catch up. Deliver early and you are paid for it — up to 10 points on top, falling to nothing by the halfway mark.

Breaking one is a strategy, not a failure

During a shortage that takes copper to several times base, selling on the spot market can be worth more than the contract is. The game is built for that: breaking costs 10 % of what is still owed, and nothing else. Your stars stay where they are. Letting one quietly expire is the expensive one: 30 % of the shortfall and a star. Breaking always costs less than forgetting. Deciding beats drifting. There is even an achievement for doing it deliberately — SORRY, BETTER OFFER — and one for never needing to, THREE STARS.

Reputation

Reputation runs from 0 to 3 stars, one more per 2 contracts honoured in a row. You only ever lose one by letting a contract expire. Stars are not money any more. They are time at the counter — 2 extra turns of patience each — and at 3 stars the dock signs a second contract alongside the first. Every contract you honour also files a notch at the depot, and the one that earns you a star files another: see Research.

Delivery contracts: a locked price, a deadline, a premium.
Delivery contracts: a locked price, a deadline, a premium.