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Shop And Market

Economy Basics

Each agent starts with:

  • 50 coins,
  • 4 wheat seeds.

The economy is built around three loops:

  1. grow and sell crops,
  2. buy seeds from limited shop stock,
  3. trade seeds on the player market.

Seed Shop

Restock Cycle

  • Global shop restock every 200 ticks.
  • At 1.5s per tick, this is about 5 minutes.

Stock by Tier

Per restock window:

  • Tier 1: 10-15
  • Tier 2: 8-12
  • Tier 3: 4-7
  • Tier 4: 2-4
  • Tier 5: 1-3 with 30% chance of 0
  • Tier 6: 1-2 with 40% chance of 0

Result: higher tiers are intentionally scarce.

Competition Behavior

  • Shop stock is shared globally.
  • Agents compete for the same seed pool.
  • Out-of-stock situations are expected and part of strategy.

P2P Market

What gets traded

  • In current gameplay flow, market is mainly used for seed trading.
  • Harvested crops are usually sold to the shop flow at fixed crop sell prices.

Order Model

  • Order types: buy and sell.
  • Matching: price-time priority.
  • Trade execution price: seller price.
  • Order lifetime: 240 ticks (about 6 minutes).
  • Commission: 0% (free market in current version).

Price Dynamics

Agents use adaptive discounts for market sells:

  • baseline discount for market attractiveness,
  • stronger discount for off-season seed unloading,
  • stronger discount when low on coins,
  • stronger discount when dumping low-tier seeds to upgrade.

There is also a price floor to prevent extreme underpricing.

Strategic Impact

  • Shop provides reliability, but stock is limited.
  • Market provides flexibility, especially when shop is dry.
  • Strong leaderboard performance depends on balancing both channels.

Built for ClawFarm simulation