Market stabilization
1 day ago
VAELINN
241 Total Respect
VAELINN
241 Respect
1 day ago
Last Edited 29/05/2026, 21:30:28
Responses
1 day ago
DAS_LOBOTOMIST
59 Total Respect
DAS_LOBOTOMIST
59 Respect
1 day ago
For starters and I feel most everyone can agree, but we need more items in general. A few people have suggested different weed strains or varieties or other booster items that increase stats similar to how weed does. But that answers one thing.
We then have what I see as an ever growing supply of materials for our productions that our player base can't consume in an adequate amount of time. Anyone with p10 paste robberies can make 500-700+ paste a day and with the addition of production prestige we can now use less of those resources to get more rewards therefore creating more and more supply with less demand. Maybe to deal with that we can add those are items we can add to the submarine to help peck away at the hoards of resources.
With only one main drug that is a necessity in this game cocaine is a staple, introduction of different drugs could help lighten the load but unless they provide any amount of energy I don't see those raising or dropping in price. Though most people agree 1m per unit seems a fair price despite my efforts to try and raise the price. Potential fix would be reduce drug cooldown from usage but very slightly increase the OD chance. One drug suggestion I made was to double your E generation over time for set amount of time with a higher cooldown. Then you could benefit from more E than coke but not get it all at once and you couldn't use too much in a day.
R9 weapons and armor need some love, I'm glad to hear you're interested in a modifications mechanic, I feel that would change of some the ways fights go and change the dynamic. Maybe different qualities of mods common-legendary. But I have said it once and I'll say it again we need some more R9 secondaries. We have more than enough main weapons and people only use 2 or maybe 3 of them. We have an accuracy based and 2 damage based primary weapons, yet only one secondary and the closest we have for an accuracy based secondary is an R6 Glock. It would also be nice to see some balance between the other R9 weapons, larger magazines, comparable stats that way the SCAR and MG5 are not the only two people use. Variety would be great. A sniper rifle or marksman rifle that have low capacity mags, but high accuracy/damage and maybe a new 'critical chance' mechanic that can proc to deal massive damage in one shot.
Extra armor pieces. Helmet, Gloves, Pants and Boots. Heavy, medium and Light. Heavy would cater to Def builds, Medium for hybrids and light for agility. Light armor could decrease your effective defense where heavy would decrease your effective agility and medium would be a balance between the two.
Alcohol... the only thing I can think of for this would be to introduce Alcohol poisoning. Drink too much and suffer for it. With each consecutive drink cooldown increases. 2 hours, 2 hours 15m, 2h30m etc also at a chance to lower your stats. Not an OD per say, but drinking too much all at once shouldn't be an easy task. Maybe add an achievement to reduce that effect up to 50% and the stronger the Alcohol the more difficult it is on your body. If it is more difficult to drink 12 bottles of the highest proof alcohol instead of risk free maybe there would be some market stability since taking 12 rai at once wouldn't be advisable. Or as an alternative consecutive use of the same alcohol gives less benefits, after drinking 2 rai the amount of e you earn is reduced, forcing others to take advantage of the other alcohols we have available and making even the cheapest beer worth keeping in the cooler.
New productions. Back to weed here, not only are there different strains of weed, but different products, vapes edibles and so on. All of which have different processes to produce, new jobs could include robberies to get the materials needed to process your weed into these new forms, consuming more weed and the new items to then make new products with different effects.
Construction materials are probably the lowest supply and moderate demand. Repairing the submarine gave extra use for them, but outside of building houses we don't have much else for them. I introduce to you cartel fortresses. Huge material costs for added benefits. Bonuses and multipliers for wars and bounties, they can take damage when under siege as well as needing routine upkeep. You can build a fortress in each territory you own to give the defenders a slight competitive edge. Defender bonus, giving better chances at success of defends, infirmary reducing hospital time at the cost of medical supplies in the armory example if you get hospitalized for an hour a Maxed infirmary reduces your hospital time up to 50% to get your fighters back on the wall sooner.
Not only for defenders but attackers could get siege vehicles, custom built mad max contraptions that can turn the tide of a battle and mitigate some of the added bonuses provided by a fortress. With these we could introduce mechanical parts, engines, tires, nuts and bolts as well as fuel. Fuel can be used for your siege engines as well as your submarine. Making sure you are prepared to make the journey there and back.
With all those new materials we could add racing and or demolition derby, may the fastest or strongest vehicles dominate the track/arena and a new driver skill helps determine how well you control your vehicle. Damaged vehicles cost materials to repair them and the winner of the events get huge prizes or vehicle upgrades. We could also add a driving school, first to get your license and then defensive driving courses to increase your handling.
I could keep going and I likely will. But chew on this with more things to do and collect the market will more active as there are more things to work towards rather than just drink and do drugs so you can go to the gym. All feedback is good feedback.
Last Edited 29/05/2026, 21:12:16
1 day ago
MR_MIDNIGHT
47 Total Respect
MR_MIDNIGHT
47 Respect
1 day ago
For Production Materials, it might help for the Drug Den to sell a very limited quantity (separate from the 25 daily buy limit) of Fertilizer, Agave Hearts & Coca Paste each day at a fixed price to help create a more realistic price ceiling, reduce volatility, and help keep Productions somewhat profitable even when buying Materials. Could also be worth adjusting the prices that the Drug Den buys Materials and items from players for, too.
As for how much any one player should be allowed to buy, I'm not sure about — maybe enough of each Production Material to supply 20-30% of a players available Productions? For example if a player has:
- 10 Weed Fields (100 Fertilizer), the Drug Den would stock 20-30 Fertilizer for the day.
- 4 Alcohol Stills (20 Agave), the Drug Den would stock ~5 Agave Hearts.
- 1 Cocaine Factory (35 Coca Paste), the Drug Den would stock ~8 Coca Paste.
Have the limit increase or decrease dynamically at the start of each day, depending on how many Productions a player has unlocked and bought. This stops people from being able to buy a large(r) amount of a Material without owning the Productions first.
I think it's not too intrusive of a change, and could easily be removed if it isn't effective. Then again I'm not a game dev or an economist ¯\_(ツ)_/¯
I haven't touched Construction Materials so I'm not sure if they need any changes to their prices, but if they do, we could do the same for Construction Materials at Carlos' Construction NPC Shop.
Last Edited 29/05/2026, 21:32:07
1 day ago
YUANYUAN
3 Total Respect
YUANYUAN
3 Respect
1 day ago
We need a different variety of pets where one species counters another species like rock paper scissors relationship to add to game mechanics a bit of luck in fights. For example, a pet like a frog would be strong against a pet fly, a pet dolphin would be strong against some smaller pet fish and pet rabbits would be strong when you need to dig a tunnel in special circumstances. Only having dogs in the game will make cat lovers and other animal lovers feel left out so please please please 🙏
Please click the dislike button if and only if you hate yourself
Last Edited 29/05/2026, 21:44:58
1 day ago
DAS_LOBOTOMIST
59 Total Respect
DAS_LOBOTOMIST
59 Respect
1 day ago
For Production Materials, it might help for the Drug Den to sell a very limited quantity (separate from the 25 daily buy limit) of Fertilizer, Agave Hearts & Coca Paste each day at a fixed price to help create a more realistic price ceiling, reduce volatility, and help keep Productions somewhat profitable even when buying Materials. Could also be worth adjusting the prices that the Drug Den buys Materials and items from players for, too.
As for how much any one player should be allowed to buy, I'm not sure about — maybe enough of each Production Material to supply 20-30% of a players available Productions? For example if a player has:
- 10 Weed Fields (100 Fertilizer), the Drug Den would stock 20-30 Fertilizer for the day.
- 4 Alcohol Stills (20 Agave), the Drug Den would stock ~5 Agave Hearts.
- 1 Cocaine Factory (35 Coca Paste), the Drug Den would stock ~8 Coca Paste.
Have the limit increase or decrease dynamically at the start of each day, depending on how many Productions a player has unlocked and bought. This stops people from being able to buy a large(r) amount of a Material without owning the Productions first.
I think it's not too intrusive of a change, and could easily be removed if it isn't effective. Then again I'm not a game dev or an economist ¯\_(ツ)_/¯
I haven't touched Construction Materials so I'm not sure if they need any changes to their prices, but if they do, we could do the same for Construction Materials at Carlos' Construction NPC Shop.
MR_MIDNIGHT - 29/05/2026, 21:21:53
This could be a global supply. Say the shop resets it's daily supply and only has... 2000 available. First come first serve. This could be opened up to a wider audience by allowing alcohol and drug sales as well. As I don't necessarily need to buy mats.
1 day ago
CINYX
234 Total Respect
CINYX
234 Respect
1 day ago
I like the expiration time on the prod items! It would most certainly change the dynamics of the gameplay.
Feel free to message me regarding any questions you have about gameplay!
1 day ago
SHREDDERCHU
118 Total Respect
SHREDDERCHU
118 Respect
1 day ago
"We then have what I see as an ever growing supply of materials for our productions that our player base can't consume in an adequate amount of time. Anyone with p10 paste robberies can make 500-700+ paste a day and with the addition of production prestige we can now use less of those resources to get more rewards therefore creating more and more supply with less demand. Maybe to deal with that we can add those are items we can add to the submarine to help peck away at the hoards of resources."
I disagree with this heavily, the price of supply have exploded this year, when I started less than a year ago and tried to sell as high as I could, I'd sell fertilizer for 30k, coca paste for 50k and agave hearts for 90k, and it would usually take 1 or more days to sell. Whereas any of them could easily be above 100k and it could be considered cheap by some today.
I don't see an "ever growing supply", I see a supply lacking so much behind that the prices makes it a loss to actually run some productions, even while submarines have raised the usefulness of cannabis and cocaine
Construction materials are probably the lowest supply and moderate demand. Repairing the submarine gave extra use for them, but outside of building houses we don't have much else for them. I introduce to you cartel fortresses. Huge material costs for added benefits. Bonuses and multipliers for wars and bounties, they can take damage when under siege as well as needing routine upkeep. You can build a fortress in each territory you own to give the defenders a slight competitive edge. Defender bonus, giving better chances at success of defends, infirmary reducing hospital time at the cost of medical supplies in the armory example if you get hospitalized for an hour a Maxed infirmary reduces your hospital time up to 50% to get your fighters back on the wall sooner.
DAS_LOBOTOMIST - 29/05/2026, 20:58:02
Building, upgrading and repairing the submarines have increased the prices of construction materials massively, from nails being the only material selling for 100k+ per item, to all the construction materials selling for 100k+, so I think it would be unwise to introduce more uses for them for now.
Last Edited 29/05/2026, 21:47:53
1 day ago
DAS_LOBOTOMIST
59 Total Respect
DAS_LOBOTOMIST
59 Respect
1 day ago
"We then have what I see as an ever growing supply of materials for our productions that our player base can't consume in an adequate amount of time. Anyone with p10 paste robberies can make 500-700+ paste a day and with the addition of production prestige we can now use less of those resources to get more rewards therefore creating more and more supply with less demand. Maybe to deal with that we can add those are items we can add to the submarine to help peck away at the hoards of resources."
I disagree with this heavily, the price of supply have exploded this year, when I started less than a year ago and tried to sell as high as I could, I'd sell fertilizer for 30k, coca paste for 50k and agave hearts for 90k, and it would usually take 1 or more days to sell. Whereas any of them could easily be above 100k and it could be considered cheap by some today.
I don't see an "ever growing supply", I see a supply lacking so much behind that the prices makes it a loss to actually run some productions, even while submarines have raised the usefulness of cannabis and cocaine
Construction materials are probably the lowest supply and moderate demand. Repairing the submarine gave extra use for them, but outside of building houses we don't have much else for them. I introduce to you cartel fortresses. Huge material costs for added benefits. Bonuses and multipliers for wars and bounties, they can take damage when under siege as well as needing routine upkeep. You can build a fortress in each territory you own to give the defenders a slight competitive edge. Defender bonus, giving better chances at success of defends, infirmary reducing hospital time at the cost of medical supplies in the armory example if you get hospitalized for an hour a Maxed infirmary reduces your hospital time up to 50% to get your fighters back on the wall sooner.
DAS_LOBOTOMIST - 29/05/2026, 20:58:02Building, upgrading and repairing the submarines have increased the prices of construction materials massively, from nails being the only material selling for 100k+ per item, to all the construction materials selling for 100k+, so I think it would be unwise to introduce more uses for them for now.
SHREDDERCHU - 29/05/2026, 21:47:02
Because people are hoarding. If you look at the item populations the items are there. But we have players hoarding tens of thousands of each item. They have year long supplies and were just given the ability to reduce how many items they use each week. The supply far outweighs the demand required by the game. I can generate 100 day supply in a couple months just for myself. Sure people need it or want more, but when you have players who can just drop a billion on 10k paste it sits in their inventory or gets regurgitated back into the market at a premium where they then limit the paste they put on the market to make it seem scarce when it is truly plentiful. Making it expire is also a great idea and could help because unfortunately we have massive warehouses full of the stuff and players don't like to give it up.
You do make a fair point on building materials but in my opinion people should have to work their way up to a PE or rent one. Starter homes are here just to be scrolled by and never used? I think a fair alternative would be making them available to purchase from the shop. Limited quantity, but in adding more utility to these building materials the game won't fall flat in a few months because there is barely anything to do with the materials after they are used to build a PE or you spend a couple to repair your sub every few weeks. This is for long term use, not Oprah where everyone gets a PE in 30 days or less.
Edit*
With the last 24 hours or so these numbers have been pulled thanks to Dan. Accounting for lost items I'd conservatively estimate 20% is lost to inactive accounts.
7 Day active players 1433 according thanks to Kwyy.
Nails In Circ: 361,157÷2,000=180 PEs
Bricks In Circ: 339,768÷1,200=283
Concrete Bags In Circ: 236,252÷750=315
Steel: In Circ: 113,900÷300 =379
Bag of Fertiliser Circ: 513,143÷240/216=2,138/2,375 days
Agave Heart Circ: 472,949÷70/56=6,756/8,445 days
Coca Paste Circ: 1,123,058÷140/132=8,021/8,508 days
Corana Beer: In Circ: 264,811÷12=22,067 days
Mexcal Beer: In Circ: 81,307÷12=6775 days
Blancoda Tequila: In Circ: 217,990÷12=18,165 days
Repose Tequila: In Circ: 102,783÷12=8,565 days
Anejo Tequila: In Circ: 53,852÷12=4,487 days
Raicilla: In Circ: 20,532÷12=1,711 days.
Cocaine: In Circ: 427,726÷8=53,465 days.
Cannabis: In Circ: 2,325,323
Now with the new production prestiges these material usages will go down as people max them. I calculated the material consumption in days till circulation ran dry assuming max productions are being use for one person. Considering a lot of us can grind our daily needs once per day, these numbers would surely grow.
Then the consumable items we get will also be cheaper to produce while producing more each day, arguably more than any one of us can consume each day.
Sooner than later we will be stuffed with items and without a larger player base these consumable items will continue to be used as commodities for us to trade when price is high with no real need for them.
Last Edited 30/05/2026, 20:54:40
about 14 hours ago
N_E_X_U_S
92 Total Respect
N_E_X_U_S
92 Respect
about 14 hours ago
You could go round individually and analyse each production, (and I'd be happy to), but I think the main problem is that people use production items as commodities, because there is no other significant way to make or use money. There's no sports gambling, bank interest, stocks, business' there's nothing to use as significant investment opportunities so why not buy items to see what happens in the future.
I don't think you can make items have an expiry, where does it stop? Should we make it so people can only ever hold 12 Support Packs, a limited amount of coke?! If people want to play by hoarding, let them.
Events & wars - give people a reason to do things for significant rewards. Wars aren't going to work too well if people need to "pay" 6mil a hit through drinking booze unless they know the rewards will come back to them.
How much of trades are through the market? Is this a distorted view? Most cartels trade between themselves, and lots happen outside of the market. Is there any stats?
about 8 hours ago
SHIPPUDEN06
63 Total Respect
SHIPPUDEN06
63 Respect
about 8 hours ago
i have created threads on this caterogy and cant think anymore to add
CE MILESTONES
Day 00 08:32 05/24/2025 00k Rep
Day 11 10:13 06/04/2025 50k Rep
Day 17 17:38 06/10/2025 100k rep
Day 20 15:02 06/13/2025 150k rep
Day 25 18:26 06/18/2025 200k rep
Day 29 09:06 06/22/2025 250k rep
Day 34 09:12 06/27/2025 300k rep
Day 36 09:12 06/29/2025 320k rep [exactly 320,000]
Day 38 11:06 07/01/2025 350k rep
Day 42 02:54 07/05/2025 400k rep
Day 45 09:38 07/08/2025 450k rep
Day 48 17:33 07/11/2025 500k rep
Day 52 01:49 07/15/2025 550k rep
Day 54 17:03 07/17/2025 600k rep
Day 57 17:54 07/20/2025 650k rep
Day 59 03:18 07/22/2025 670k rep [exactly 670,000 & i have more rep than DIABLO xD]
Day 60 18:58 07/23/2025 700k rep
Day 64 04:27 07/27/2025 750k rep
Day 67 02:42 07/30/2025 800k rep
Day 69 19:59 08/01/2025 850k rep
Day 73 03:59 08/05/2025 900k rep
Day 75 19:10 08/07/2025 950k rep
Day 77 04:39 08/09/2025 970k rep [exactly 970,000]
Day 78 17:24 08/10/2025 1000k rep [Rank # 100 @ 1,000,050 Reputation] --> marks the end of Rep Grind
{MADE IT WITHOUT ANYBODY'S HELP, ONLY REP TARGETS WERE HIT DURING THIS ENDEAVOUR}
Day 115 04:40 09/16/2025 You completed the Farm Robbery job, earning £245 and 20 rep!
You gained x9 Bag of Fertiliser --> Marks exactly 1,120,000 rep [MAXIMUM relevant REP to achieve]
Day 32 17:43 06/24/2025 3RD OD
Day 34 15:14 06/26/2025 4th OD
Day 40 05:34 07/02/2025 5th OD
Day 58 19:20 07/21/2025 6th Coke OD
Day 67 16:56 07/31/2025 7th Coke OD
Day 71 13:19 08/04/2025 8th Coke OD
https://cartelempire.online/Trade/View/F16CF6F2-DE41-4940-B3A5-5D178ACF01DC
attack me ill give you 200k i will give bandage and i am buying crimson star
DAY 277 07:49:18 02/25/2026 ~~ 1 Billion STR, 367m def, 12m agi, 72m acc
DAY 308 05:08:38 03/28/2026 ~~ 2 Billion Battle Stats [1b STR, 485m DEF, 15m AGI, 500m ACC]
kobe 158
RAVEN 215
dying 53
stylotus
syiss
MAKSOUD92
CALANDRICK 107
SOKOOYA
RAVENSMYTH
NOVA
SONET
DUCKSY
KOROPANDA 434
ARK_CAPONE 434
about 7 hours ago
PHEONIX
0 Total Respect
PHEONIX
0 Respect
about 7 hours ago
CONSTRUCTION MATERIALS
The cost of building materials is just too high for the common citizen to purchase. The price given for construction materials is a massive reason why renting a property is so high. Ladies and gentlemen, the price of a nail is 1.9 lager than the price of bricks. Though that this is just a way for the rich to earn money it is a way for the poor to quit the game. Once past level 3 people decide to give up on this game. I started a few days back. I gambled sooo much just to get above ten million. Imagine a level one player who chooses to go rogue he will just end up being caught up in the financial issues. The simple solution to this is just to buy all the products, put a bounty on the money tyrants resell them for a smaller price so that to community of the game will be able to afford it. If this is a huge issue we can simply negotiate with the tyrants and get them to lower the price for them to still make profit
Drugs and alcohol
The price for simple boosts like alcohol is simply bad. The price is a wee reasonable but not for the common citizen. I placed a consent to buy weed but I received news that was simply unpleasant. I thought of the price the npc gave for it was the same price on the market but it wasn’t. This is just criminal because the price of tequila is x3 of what the npc sells. I recommend to simply doubling the price so the tyrants can make money and the common player doesn’t go broke
I am opening this suggestion to get community ideas for market stabilization.
I think some other suggestions will help in some areas(like the special pharmacy discussion around drugs).
I will probably update this post some more when I have a bit more time but wanted to start a centralized spot for everyone to chime in on ideas for stabilizing the market.
One idea that seems interesting might be making it so that organic (fertilizer, agave hearts, coca paste) job outputs used for productions could get an expiration time of 7-14 days. This would have a sizeable impact on supply/demand. It would no longer be as possible to hoard tons of it.