Market Report (Day 1646) - Raw material lead the way...down

Day 1,646, 03:44 Published in USA Canada by Wilhem Klink



Raw materials lead a general retreat in prices on the day, saved only by Q6s.

Both food and weapon raws lose significant value hammering the Raw Material Index down 8.89 to 26.67. On Day 1600 (merely a month and a half) raw materials were .22cc (food) .23 (weapon).

Food is stable in the middle (Q3 & Q4) but slips a bit everywhere else pushing the Food Index down to 75.34.

Q6 weapons increase in price while all other levels sink as the Weapon Index tumbles to 70.84

Wages regain their losses from yesterday returning the Wage Index back to 103.39.

Gold again rises a small bit pushing the Gold Index up to 121.69.

The Index:


The 1600 AU Index
Based off of the amount of gold a player could earn in a year by working at market wage, selling 20 weapons, 200 food (both Q6) and 1750 raw materials (split 50/50 food/weapons) the 1600 AU Index drops to its lowest mark at 270.82. The huge drop in raw material prices offsets the Q6 weapon increase making gold even harder to buy.


One thing that is very curious over the last few days is the market price of Q6 weapons. The 1600 Index holds as a truth that the market self-corrects: each quality level is roughly its multiplier of Q1. In other words a Q2 is about two times a Q1 price; a Q3 is about triple the Q1 price; a Q4 is quadruple the Q1, etc. The 1600 Index picked Day 1620 at random (no, really we did) to illustrate:

It works fairly well. Q6 sells at a 4% premium which is understandable given its top-of-the-line nature, but the other levels work out rather neatly.

Jump to today:


Just looking at the weapon section, Q2 is a bargin, the others are rather in line with their multipliers until one hits Q6. 22.5% premium over its multiplier value. Its priced more like a Q7 (if there were one) than a Q6. There is also a food graph showing that Q1 holds its value quite well as one can buy a Q2 much cheaper than buying two Q1s.

how does this effect Q6 food & weapon employers? Wages are stable, raw materials are cheaper than ever, and market prices are holding. I wonder if there's a chart for...oh, come on you know there is!


Looks like Q6 food & weapon employers are riding the train to profit. Weapons have overtaken food as more profitable, but they are both returning $150+ per day in profit.

What about Q5? Its not done nearly as well on the price front, but still there's the drop in raw materials?


Q5 weapon went into a loss situation yesterday, but was able to push its way to a slight profit today with the help of a 22% drop in raw materials. Neither is all that profitable with food returning $28 in profit and weapon barely above breakeven at $9.

Both profitability graphs assume the following:
- Market wage paid to employee;
- All raw materials purchased at market price;
- Finished inventory sold at prevailing market price.


Note: prices are reflective of a percentage of Day 1600's price (Hence the "1600 Index"). In other words if an index is quoted at 88, that days price is 88% of the price on Day 1600. Except the 1600 AU Index which represents an amount of gold one can buy given market conditions as noted in that section.

Methodology on prices: prices are taken at 3:00 eRep time. The price is the average price of buying 1,000 Raw materials, 500 Food, 100 weapons (at each quality level), and 8 gold, plus the market wage less any fraction of cc (so 240, rather than 240.1). All qualities are standardized to Q1 (per hit or per health).

Sic transit gloria mundi