CRANKWORKS Player wiki

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

Delivery contracts, every rule
settingvalue
Offers on the board3
Board refreshes every, seconds120
Contracts you can hold at once1
Quantity asked: % of what you make in the window50
plus % of your stock30
Never asks less than20
Premium at 0 stars, %6
Premium added per star, %4
Premium at full reputation, %18
Breaking costs, % of what is left10
Letting it expire costs, % of the shortfall30
Reputation stars3
Contracts honoured in a row per star2
Deadlines offered240 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.

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