Player wiki
Delivery contracts
Deliver N units before T, at a price locked in now, with a premium on top. Contracts close the triangle the factory opens: the mines give you the matter, the contract gives you the deadline.
Every rule
| setting | value |
|---|---|
| Offers on the board | 3 |
| Board refreshes every, seconds | 120 |
| Contracts you can hold at once | 1 |
| Quantity asked: % of what you make in the window | 50 |
| plus % of your stock | 30 |
| Never asks less than | 20 |
| Premium at 0 stars, % | 6 |
| Premium added per star, % | 4 |
| Premium at full reputation, % | 18 |
| Breaking costs, % of what is left | 10 |
| Letting it expire costs, % of the shortfall | 30 |
| Reputation stars | 3 |
| Contracts honoured in a row per star | 2 |
| Deadlines offered | 240 s / 480 s / 960 s |
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.
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 left and one star, and letting a contract quietly expire costs 30 % of the shortfall and one star as well. 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. Stars are money: the premium goes from 6 % at zero stars to 18 % at full. The board is drawn from the run's seed combined with the epoch, so reloading gives you back exactly the same offers. There is nothing to re-roll.
