A House Divided · Live economy

The economy, as it stands this turn

Prices, shortages and how hard the world's plants are working, read straight from the live game every 10 minutes. Below that, every change in the 1.19 economy rework and whether it is switched on yet.

LiveLoading the live game…

Is the economy getting fixed?

Five numbers decide it. On turn 674 we found one broken link: prices could only fall, so goods stayed below what they cost to make even when buyers went short. Plants that lose money on every unit get cut, which left capacity idle, buyers short and plants shutting down overnight. The fix lets a price rise when a company sells out into a short market. If it works, these numbers should move in this order.

Targets are ours, chosen as what a healthy market looks like here, not game rules. At most 5% a turn, a price at 0.2x normal takes about 22 turns to reach 0.6x, so the first number should move within a day and the rest will follow over several days. Each row reads Too early for the first 12 turns after turn 674, because one turn is noise. If the first number has not moved by then, the fix is not working and this page will say so.

World markets

What sellers were paid last turn for each good traded on the world market, how that compares with its normal price, and how much of what buyers ordered they actually got. Click a row for its history.

Good Paid last turn Against normal price Orders filled 12 turns Last 48 turns

Industries

How much of each industry's capacity ran last turn, and how many of its running plants lost money.

The 1.19 rollout

1.19 moved the game to a market where every sale has a paying buyer. The changes behind it are switched on one step at a time, with a check on the live world after each step.

Advanced economy view

Every number behind this page, for players who want to dig in: each world market turn by turn, the full history, industries in detail and how each figure is worked out.

Open the advanced view

Price against normal, every world market, last 48 turns

Each cell is one market in one turn. Red is below its normal price, grey is about normal, blue is above it. Hover for the figure.

Orders filled, every world market, last 48 turns

Stronger orange means buyers were left shorter; dark cells mean every order was filled. Empty cells are turns with no orders recorded.

Market data

Turn by turn

The last 96 turns across all plants. Raw JSON

Industries

How each figure is worked out

Source
The stored settlement of every turn in the live game, read every 10 minutes. Only totals and averages are published; no company or player is named.
World markets only
Goods sold in one state or country (construction, freight, healthcare, real estate) are not in the market tables. They are in the plant and industry figures.
Paid last turn
Value of everything traded on the world market for a good, divided by units traded. Deliveries a company sends free to its own sites are left out.
Normal price
The median reference price across the plants that make the good. References differ by plant, so one plant's figure would mislead.
Orders filled
Units delivered divided by units ordered, across every buyer on the world market that turn. A household priced out of one good re-orders with the budget it did not spend, and each re-order counts again, so when prices rise past what households will pay this figure can drop faster than actual deliveries.
Capacity in use
Units made divided by active capacity, with each plant counted up to its own capacity. Parked capacity is not counted.
Plants losing money
Running plants whose sales did not cover that turn's inputs, wages and site costs, divided by all running plants.
Sudden shutdown
A plant that averaged over half its capacity for three turns, then made under a tenth in one turn. Counted on the turn it happens.
Money
All amounts are anchor (₳), the game's common unit, so countries can be compared.

How to read this

Paid last turn
The average price buyers actually paid on the world market last turn, in anchor (₳). It is what sellers earned, not an asking price.
Normal price
The reference price the game sets for a good. Each plant's reference differs a little, so this page uses the middle one. A good at 0.5x sells for half its normal price.
Orders filled
How much of what buyers ordered last turn they received. Under 100% means buyers were left short and a seller with stock could have sold more.
Capacity in use
Of everything the world's plants could make, the share they made. Idle capacity comes from low prices, missing inputs, short cash, too few workers or plants their owners parked.
Plants losing money
A running plant whose sales did not cover its inputs, wages and site costs that turn. The game cuts the run of a plant that loses money on every unit.
Your own sector page
Each sector now shows why its plants ran where they did, what each unit sold for against what it cost, and the fixes that would run the most capacity.