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- The Cookie Clicker Stock Market
- A Hidden Waffle#1348
- ===============================
- Basics
- =======
- Each Building, with the exception of grandmas and cursors, has it's own associated good on the stock market.
- id: 0 Farm - Cereal (CRL)
- id: 1 Mine - Chocolate (CHC)
- id: 2 Factory - Butter (BTR)
- id: 3 Bank - Sugar (SUG)
- id: 4 Temple - Nuts (NUT)
- id: 5 Wizard Tower - Salt (SLT)
- id: 6 Shipment - Vanilla (VNL)
- id: 7 Alchemy Lab - Eggs (EGG)
- id: 8 Portal - Cinnamon (CNM)
- id: 9 Time Machine - Cream (CRM)
- id: 10 Antimatter Condenser - Jam (JAM)
- id: 11 Prism - White Chocolate (WCH)
- id: 12 Chancemaker - Honey (HNY)
- id: 13 Fractal Engine - Cookies (CKI)
- id: 14 Javascript Console - Recipies (RCP)
- The value of each good and it's current trend is indicated on the stock market minigame screen.
- You can only trade a specific good once you have had at least 1 of the associated building on the current ascension.
- Each good also has a maximum inventory, or amount of it you can have on hand at once, this is indicated by the "stock" number below each good on the interface.
- The stock market advances every tick (1 tick = 1 minute), the timer displayed near the top of the menu.
- Brokers and Buying/Selling
- =======
- Buying and selling goods on the stock market is done in "$" where each "$" equates to one second of your *base* CpS.
- In additon to the cost of buying the goods, there is a 20% overhead cost added to your purchase, for instance, purchasing goods worth $10 would cost $12 (10*1.2=12).
- This overhead cost can be reduced by hiring 'brokers', brokers can be hired using the button near the top of the menu.
- Hiring a broker costs 20 minutes of CpS ($1200) and lowers the overhead by 5%. (So the first broker reduces the overhead to 19%, then 18.05%, etc.)
- The maximum amount of brokers you can have is dictated by your grandmas, and their current level.
- The maximum amount of brokers is "The highest amount of grandmas you've owned this run, divided by 10, Plus their level."
- You cannot buy and sell the same good on the same tick.
- Offices and Warehouse Space.
- =======
- Storage space for each good can be increased in several ways.
- The easiest of which is to simply buy the associated building, this will add 1 to the maximum storage for that good.
- Each level for the associated building will add an additional +10 bonus storage for that good. (For instance, having Level 4 farms would grant + 40 additional storage for Cereal)
- Another way you can increase your storage is by upgrading your office using the button in the top left.
- Each office upgrade provides various benefits, each upgrade costs an amount of cursors, as well as requiring a certain level of cursors.
- +------------------------+---------+-------+-------------+-------+
- | Building | Cursors | Level | Storage | Loans |
- +------------------------+---------+-------+-------------+-------+
- | Credit Garage | N/A | N/A | N/A (0) | 0 |
- +------------------------+---------+-------+-------------+-------+
- | Tiny Bank | 100 | 2 | +25 (25) | 0 |
- +------------------------+---------+-------+-------------+-------+
- | Loaning Company | 200 | 4 | +50 (75) | 1 |
- +------------------------+---------+-------+-------------+-------+
- | Finance Headquarters | 350 | 8 | +75 (150) | 1 |
- +------------------------+---------+-------+-------------+-------+
- | International Exchange | 500 | 10 | +100 (250) | 2 |
- +------------------------+---------+-------+-------------+-------+
- | Palace of Greed | 700 | 12 | (see below) | 3 |
- +------------------------+---------+-------+-------------+-------+
- Palace of Greed grants a +50% storage bonus to every building owned for the respective good. (For instance, having 500 farms now grants +750 storage)
- Loans
- ======
- Loans are a buff that can be purchased (once the required office upgrade has been acquired), after the buff for the loan has expired, you will suffer a debuff for varying periods of time.
- +------+---------------------+-------------------+------------------+
- | Loan | Cost | Effect | After-effect |
- | | (% of current bank) | | |
- +------+---------------------+-------------------+------------------+
- | 1 | 20 | +50% CpS for 2h | -75% CpS for 4h |
- +------+---------------------+-------------------+------------------+
- | 2 | 40 | +100% CpS for 40s | -90% CpS for 40m |
- +------+---------------------+-------------------+------------------+
- | 3 | 50 | +20% CpS for 2d | -20% CpS for 5d |
- +------+---------------------+-------------------+------------------+
- An important note that this is *current* CpS, not base CpS.
- Prices
- =======
- The prices of goods in the stock market may seem random, but they can be broken down into somewhat predictable outcomes.
- Each Ascension, every good calculates several qualities about it's behavior
- Namely,
- Mode (mode)
- Duration (dur)
- value (val)
- Delta (d)
- "mode" Indicates the current pattern or change behavior, this directly impacts Delta (d)
- There are 6 modes that can be chosen,
- Mode 0 - 30% Chance
- Mode 1 - 20% Chance
- Mode 2 - 20% Chance
- Modes 3,4,5 - 10% Chance
- "Duration" (dur), from what I can tell, determines roughly how long the good will stay on that mode.
- "Value" is the current price of the good. Upon initialization, the game sets the price to a "resting value" for each good. The resting value is calculated using this formula.
- RestingVal=10 + 3 * id * (Current Bank Level - 1)
- where "id" is the id of good which can be found at the top of this document. This causes goods from more expensive buildings to often be worth more than cheaper buildings, the resting value can sort of be considered an "average price", in a way.
- "Delta" (d) influences the Value (val) or price of the good.
- Upon reset, the values are populated as follows
- Mode - Random according to above
- Duration - Random number between 0 and 999
- Value - See above
- Delta - Random number between +0.1 and -0.1
- Each tick the following occurs to each good to determine price changes:
- 1. Delta is multiplied by 0.95
- 2. Delta and/or Value is further changed depending on the good's mode
- Mode 0: Delta is multiplied by 0.8, then a number between +0.025 and -0.025 is added.
- Mode 1: Delta is multiplied by 0.95, then a number between +0.05 and -0.005 is added.
- Mode 2: Delta is multiplied by 0.95, then a number between +0.05 and -0.005 is subtracted.
- Mode 3: A number between +0.045 and -0.005 is added to Delta, then a random number between 1 and 0 is added to Value.
- Mode 4: A number between +0.045 and -0.005 is subtracted from Delta, then a random number between 1 and 0 is subtracted from Value.
- Mode 5: A number between +0.15 and -0.15 is added to Delta.
- 3. The difference between the good's resting value, and its current value, multiplied by 0.03, is added to the current value of the good. (me.val+=(M.getRestingVal(me.id)*0.3))
- 4. A number between +0.1 and -0.1 is added to the good's value.
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