=== Selling prices ===
A good rule of thumb is to buy at about 1.4x Here are some prices for most products, 1assets (updated since v.6x for VERY useful non-end products, and 1.2x for not-so-useful non-end products(except for <$1 assets which are mostly $3, because clearly selling for low makes it worthless to do so11). End products sell at a very varied range which you just have to test out.If nobody else is selling, supply and demand should tell you to sell for more. Likewise, a massively overproduced item is NOT worth selling for the prices above. This ranges a span of about 1.2x extra on both sides.
==== Examples Non-retail items ====Oil: $0.20CPU: $410-$450STEEL: $17-$20GLASS: $65RUBBER: $17PLASTIC: $1.20-$2Furniture: $1.5k-$3kGAS ENGINE: $10.3k-11kResearch Chemical: $150-$200
===== Example 1 =Retail Items ====For example, gold can be sold for Cars: $30kCars+: $100kDrugs: $700-$750Drugs+: $84, as it has few use cases in the current self2k-producing end game structure (only a CPU factory ever needs them in the optimal end game strategy as of [[Updates#1.7.$2|Update 1.7.2]]. However, if only a few people are selling gold, it's not unreasonable to sell for 5k:laptop: Laptops: $3k:laptop: Laptops+: $96.11k
===== Example 2 =====Imagine now you are a pure energy company. There If nobody else is a currently relatively huge demand for researchselling, maybe because somebody invited tens or maybe even hundreds of people. Energy is really useful supply and normally sells for about $16. In this case, however, $18 might be a good call, but energy is one of the less produced materials around, so it's not unreasonable to go to $20. You can probably move if demand should tell you see the prices slowly shifting up, however, so if it gets to $19 it's probably worth going for the $20. Sometimes it goes to $30 even. Just use your OWN judgment using the prices in the sell and buy offers. The wiki is not a rock-solid "this is the only way to play" guide, but it teaches you what everything does so you can use your brain enough to be able to make a fine decision ===== Example 3 =====Let's say you build a bunch of [[Television factory | Television factories]], and now you have a bunch of tvs. You then see a $6000 buy offer. Clearly you should sell. On the flip side, what if you are the one consuming the [[television]]s as a retailer(a person with many [[Retail store]]s)? You have 3 options really. 1. Outbid the player with a $6000.01 offer so you're first when people sell to you.2. Go for something like $5,000 even if you have to waitmore.3. Go for exactly $6000Likewise, this makes it so <code>$$msell tv all</code> also hits you when a player mass-sells tv. The third option massively overproduced item is hardly ever the correct play and is niche. That leaves the 1st option and the 2nd option. The 1st option is really only if your retail stores sell televisions NOT worth selling for a WHOPPING 10k+ and you're running out of TVs fast, while the 2nd option is the better case, based on 1.2-1.4x(optimal buying price based on several factors)prices above. You don't wanna sell when it's only a marginal profit when you can instead sell every now and then for This ranges a larger profit, right? Alas, these are only baselines. The price changes all the time because span of some indirect buffs when adding things into the game (you need more of a rss now) about 20% higher or an indirect nerf (the factory is now outclassed by a better one)lower.