Offworld Trading Company Wiki
(replace his/her with their)
Tag: Visual edit
(31 intermediate revisions by 6 users not shown)
Line 1: Line 1:
 
==What is OTC?==
 
==What is OTC?==
Offworld Trading Company is a game based around managing a free [[market]] economy on a Mars colonization mission. Players found corporations on Mars, collect [[resource]]s from its surface, and then attempt to sell those [[resource]]s on a fluctuating [[market]] to earn the most profit. If you are a fan of complex yet quick 20-30 minute strategy games, this is a game for you.
+
Offworld Trading Company is a game based around managing a [[market]] economy on a Mars colonization mission. Players found corporations on Mars, collect [[resource]]s from its surface, and then attempt to sell those [[resource]]s on a fluctuating [[market]] to earn the most profit. If you are a fan of complex yet quick 20-30 minute strategy games, this is a game for you.
   
 
OTC is all about understanding [[market]] bubbles and making tough moment to moment decisions. The game rewards the observant and adaptable player who thinks one step ahead, as opposed to quick fingers or rigidly mastered build lists. This guide will attempt to give a framework for all 4 [[HQ]] types, but an adaptable player who can take these guidelines and realize when to deviate from them will be the most successful.
 
OTC is all about understanding [[market]] bubbles and making tough moment to moment decisions. The game rewards the observant and adaptable player who thinks one step ahead, as opposed to quick fingers or rigidly mastered build lists. This guide will attempt to give a framework for all 4 [[HQ]] types, but an adaptable player who can take these guidelines and realize when to deviate from them will be the most successful.
   
 
==Winning the Game==
 
==Winning the Game==
The best place to start guiding a player through OTC is with the end, winning the game. As each player on Mars represents a corporation, each players life in the game is determined by their [[stock]] sold publicly. If a player has over half of his/her [[stock]] purchased by an opponent, that player is eliminated from the game; however, instead of that player's assets being removed from the game, they become a [[Stock#Subsidiaries (Eliminating a Player)|subsidiary]], making a profit for the players who own their [[stock]].
+
As each player on Mars represents a corporation, each player's life in the game is determined by their [[stock]] sold publicly. If a player has over half of their [[stock]] purchased by an opponent, that player is eliminated from the game; however, instead of that player's assets being removed from the game, they become a [[Stock#Subsidiaries (Eliminating a Player)|subsidiary]], making a profit for the players who own their [[stock]].
   
Imagine each player's [[stock]] as a health bar. Each player begins with 10 health. If 6 of that health is lost, that player is eliminated. The price of each players [[stock]] is determined by how strong their presence is on Mars, how many [[stocks]] that player owns, and how much [[debt]] that player owes. These are the only three things that affect a player's [[stock]], and players should always be striving to increase the first two and lessen the third. The game ends when one player has assumed control of all other players on the map.
+
A player has 10 [[stock]]s, and these can be purchased by anyone, including the player who owns that corporation. Each [[Stock|"stock"]] is actually representative of 1000 individual shares, meaning that a player whose [[stock]] is listed as $7.00 would cost $7000 to buy in the game. A player loses when at least 6 of their [[stock]] is controlled by other players. Depending on difficulty and the number of players in the game, a player can start with anywhere from 2-6 of their stock owned.
   
  +
If the player secures at least 5 of their own stock (which will switch the lock symbol from unlocked to locked), the rules for purchasing change. Once all the stock in a player is owned, any stock the player owns in himself can be bought for double the price, until the player only owns 5. At this point, the remaining five stock will have to be bought simultaneously at a high price. Because of these mechanics, purchasing at least 5 of their own stock is the best way to avoid getting bought out quickly.
 
Players begin the game with [[stock]] prices ranging between $6-$12 dollars (this will vary based on game mode and options). A player has 10 [[stock]]s, and these can be purchased by anyone, including the player who owns that corporation. Each [[Stock|"stock"]] is actually representative of 1000 individual shares, meaning that a player whose [[stock]] is listed as $7.00 would cost $7000 to buy in the game. A player loses when at least 6 of their [[stock]] is controlled by other players. If someone is close to being bought out by another player, their best defense is to purchase at least 5 of their own stock to defend.
 
   
 
For Example:
 
For Example:
Player A has stock valued at $15. Player A owns 7 of his own stock.
+
Player A owns 7 of his own stock.
 
Player B owns 3 of Player A's stocks.
 
Player B owns 3 of Player A's stocks.
 
In order for Player B to buyout Player A, they must first purchase two of Player A's [[stock]]s at twice their listed price.
 
In order for Player B to buyout Player A, they must first purchase two of Player A's [[stock]]s at twice their listed price.
Line 21: Line 20:
 
* The more of the first 5 [[stock]] one owns in someone else's company, the less it costs to buy the remaining 5. This is explained in-depth [[Stock#Current_Mode:_Majority_Buyout|here]].
 
* The more of the first 5 [[stock]] one owns in someone else's company, the less it costs to buy the remaining 5. This is explained in-depth [[Stock#Current_Mode:_Majority_Buyout|here]].
   
 
Players often find themselves caught in the rat race to get the best or most valuable territory and fail to secure their own [[stock]]. Especially after an expansive HQ upgrade, players can be vulnerable to a majority buy if they have not secured their first 5 stock beforehand. Opponents will often look for these opportunities to strike, both because the player cannot defend himself and because the HQ upgrade represents greater potential subsidiary income for them later. When to purchase your [[stock]] and other player's [[stock]] will be expanded upon below, but targeting other players correctly can be one of the trickier parts of the game.
Keeping in line with the metaphor of [[stock]]s being a health bar for the game, purchasing your own [[stock]]s is like gaining armor, forcing other players to pay double for your [[stock]]s. On the other hand, buying [[stock]]s in another player does make them easier for you to kill; however, the killing blow still requires buying 5 [[stock]] (unless they didn't defend themselves by buying their own stock!).
 
 
Players often find themselves caught in the rat race to get the best or most valuable territory and fail to secure their own [[stock]]. It is often the case that letting another player gain marginal leads while you buy their [[stock]] out from under them is the easiest way to win the game. The best part about this strategy is that, once that player is bought and becomes a subsidiary, you make money off of them. When to purchase your [[stock]] and other player's [[stock]] will be expanded upon below.
 
   
 
==Founding a Company==
 
==Founding a Company==
Line 32: Line 29:
 
[[Resource#Raw Resources|Raw resources]] that can be found on tiles in the game are: {{Resource icon|Aluminum}} [[Aluminum]], {{Resource icon|Carbon}} [[Carbon]], {{Resource icon|Iron}} [[Iron]], {{Resource icon|Silicon}} [[Silicon]], and {{Resource icon|Water}} [[Water]]. Additionally, there may be geothermal vents on certain tiles, this tile allows for the construction of a unique building, the [[Geothermal Plant]], which produces the {{Resource icon|Power}} [[Power]] resource. ([[Power]] as a [[resource]] acts quite differently than the rest of the [[resource]]s in the game. For further information, go to the [[Power|Power page]] .)
 
[[Resource#Raw Resources|Raw resources]] that can be found on tiles in the game are: {{Resource icon|Aluminum}} [[Aluminum]], {{Resource icon|Carbon}} [[Carbon]], {{Resource icon|Iron}} [[Iron]], {{Resource icon|Silicon}} [[Silicon]], and {{Resource icon|Water}} [[Water]]. Additionally, there may be geothermal vents on certain tiles, this tile allows for the construction of a unique building, the [[Geothermal Plant]], which produces the {{Resource icon|Power}} [[Power]] resource. ([[Power]] as a [[resource]] acts quite differently than the rest of the [[resource]]s in the game. For further information, go to the [[Power|Power page]] .)
   
Players are advised to choose a founding location as close to as many raw [[resource]]s as possible. There are several manufactured [[resource]]s that can be made through some combination of these raw [[resource]]s: {{Resource icon|Chemicals}} [[Chemicals]], {{Resource icon|Electronics}} [[Electronics]], {{Resource icon|Food}} [[Food]], {{Resource icon|Fuel}} [[Fuel]], {{Resource icon|Glass}} [[Glass]], {{Resource icon|Oxygen}} [[Oxygen]], {{Resource icon|Steel}} [[Steel]]. These manufactured [[resource]]s do not depend on starting location and can be produced from any claimed tile.
+
Players are advised to choose a founding location as close to as many raw [[resource]]s as possible, with a strong preference for founding close to resources necessary for HQ upgrades. There are several manufactured [[resource]]s that can be made through some combination of these raw [[resource]]s: {{Resource icon|Chemicals}} [[Chemicals]], {{Resource icon|Electronics}} [[Electronics]], {{Resource icon|Food}} [[Food]], {{Resource icon|Fuel}} [[Fuel]], {{Resource icon|Glass}} [[Glass]], {{Resource icon|Oxygen}} [[Oxygen]], {{Resource icon|Steel}} [[Steel]]. These manufactured [[resource]]s do not depend on starting location and can be produced from any claimed tile, though generally you will want to place your manufacturing buildings adjacent to your HQ to cut down on fuel costs, allow them to produce sooner, and allow them to be swapped out for more profitable production later, if necessary.
   
A strong starting location can normally be determined by numerous raw [[resource]]s of many different types close by. During each game different [[resource]]s will become valuable, and close, easy access to many options makes adjusting to [[market]] changes far easier. Players should also look for [[resource]] tiles that have several icons stacked on top of each other, representing a high deposit of [[resource]]s on that tile. This tile will produce raw [[resource]]s at a greater rate than tiles that only have a single or double [[resource]] icon on top of it. Finally, look for bunches of the same type [[resource]]s in triangles. If two identical buildings are built next to each other, they receive an [[Building#Adjacency Bonuses|adjacency bonus]] and produce more of a [[resource]] than normal.
+
Players should also look for [[resource]] tiles that have several icons stacked on top of each other, representing a high deposit of [[resource]]s on that tile. This tile will produce raw [[resource]]s at a greater rate than tiles that only have a single or double [[resource]] icon on top of it. Finally, bunches of the same type of [[resource]]s, especially [[Water]] (and [[Iron]] for [[Robotic]] and [[Expansive]] HQs), that allow you to receive an [[Building#Adjacency Bonuses|adjacency bonus]] can be very important, as the bonuses allow you to produce more of a [[resource]] than normal.
[[Building#Adjacency Bonuses|Adjacency bonuses]] are one of the most important features to this game, and will be enumerated on more below.
 
   
  +
One consideration that may trump others is if certain [[resource]]s are rare on the [[map]]. In these cases, you may want to position a found to allow you to have a monopoly or near-monopoly of that resource. However, a player seeking to claim a monopoly must have access to other resources as well in order to be able to use it effectively. For example: if there are only a handful of {{Resource icon|Silicon}} [[Silicon]] tiles on the map, claiming enough of them will force opponents to buy the {{Resource icon|Silicon}} [[Silicon]] from the [[market]] if they wish to produce {{Resource icon|Glass}} [[Glass]], for instance, which will drive {{Resource icon|Silicon}} [[Silicon]]'s price up and allow you to make large profits. However, if you do not have alternate sources of income with which to purchase {{Resource icon|Aluminum}} [[Aluminum]] or {{Resource icon|Steel}} [[Steel]] to upgrade, you may be forced to sell {{Resource icon|Silicon}} [[Silicon]] before it becomes expensive and lose the advantage of having the monopoly.
There are several common pitfalls for new players. The most prevalent one is founding next to a large patch of a single [[resource]]. While this seems to be a strong idea, allowing a player to claim numerous [[Building#Adjacency Bonuses|adjacency bonuses]] (potentially between 5-6 tiles), rarely can the [[market]] support so much of one good being produced.
 
For example: If a player founds next to a larger patch of {{Resource icon|Iron}} [[Iron]] with few to no other [[resource]]s nearby, then that player will be forced to produce and sell {{Resource icon|Iron}} [[Iron]] as his/her only raw [[resource]]. As more {{Resource icon|Iron}} [[Iron]] is sold on the [[market]], its price will drop, and eventually that player will be left selling {{Resource icon|Iron}} [[Iron]] for mere dollars while other players produce raw [[resource]]s that are valued in the tens or hundreds due to their scarcity.
 
 
The other most common pitfall is not realizing what [[resource]]s are rare on the [[map]], and adapting a strategy to fit. For example: If there are only a handful of {{Resource icon|Silicon}} [[Silicon]] tiles on the map, a strategy that utilizes the manufacturing of {{Resource icon|Glass}} [[Glass]] and {{Resource icon|Electronics}} [[Electronics]] will become expensive without that necessary raw [[resource]]. While it is possible to simply buy the {{Resource icon|Silicon}} [[Silicon]] from the [[market]], this will drive its price up, and allow the players who do hold access to those tiles to make large profits.
 
   
 
IMPORTANT NOTE:
 
IMPORTANT NOTE:
If you found an [[HQ]] on top of a [[resource]], you are gifted a small amount of that resource at the start of the game. While this small boost to your early economy can be helpful, those tiles are permanently removed from the game. This is a double edged sword, while you will not have access to these tiles, neither will anyone else, sometimes covering up an already scare resource and grabbing the few remaining tiles afterwards can secure a player an easy, early win.
+
If you found an [[HQ]] on top of a [[resource]], you are gifted a small amount of that resource at the start of the game. While this small boost to your early economy can be helpful, those tiles are permanently removed from the game. This is a double edged sword; while you will not have access to these tiles, neither will anyone else. Sometimes covering up an already scarce resource and grabbing the few remaining tiles afterwards can secure a player an easy win, especially in the case of upgrade resources.
   
  +
More discussion of founding, including valuing founds on Reveal Map mode and example maps, can be found in the free Almanac DLC, included with the game (and located in the game's installation folder).
==Claiming Tiles==
 
  +
  +
==Claims==
 
[[File:Offworld_claim_tile.png|300px|left|Claim Tile]]
 
[[File:Offworld_claim_tile.png|300px|left|Claim Tile]]
Once a player has founded their HQ on the map, they will be given the option to claim territory on Mars. On the standard online difficulty, Manager, players are awarded 3 claims to begin the game. There is a small claims counter in the top left of the screen next to a player's funds and debt counters. Claims are permanent territorial acquisition tools. In layman's terms, once you have claimed a tile, you are the only person who can use that tile, and you can not revoke it or move it. As such, choose your claims wisely.
+
Once a player has founded their [[HQ]] on the [[map]], they will be given the option to claim territory on Mars. On the standard online difficulty, Manager, players are awarded 3 claims to begin the game. There is a small claims counter in the bottom left of the screen next to a player's [[HQ]] level. Claims are permanent territorial acquisition. In layman's terms, once you have claimed a tile, you are the only person who can use that tile, and you can not revoke it or move it. As such, choose your claims wisely!
   
Tip: Building on a tile automatically claims that tile for the player, yet it is also possible to claim a tile and save it for later. By pressing 'C' on the keyboard, then clicking on the wanted tile, the territory will be claimed even if you do not yet have the money or the wish to build upon that space yet. Be warned, that claim is permanent like all the others, and comes from your limited claim pool.
+
Tip: Building on a tile automatically claims that tile for the player, yet it is also possible to claim a tile and save it for later. By pressing 'C' on the keyboard, then clicking on the wanted tile, the territory will be claimed even if you do not yet have the money or the wish to build upon that space yet. Be warned, that claim is permanent like all the others, and comes from your limited claim pool. If you have not yet completed any building on a claimed tile, or if you are playing on the Assistant difficulty level or lower, you can refund claims and use them elsewhere.
   
In the early game, claiming tiles that hold raw resources is key. While later in the game the manufactured resources can be produced anywhere, claiming the raw resources is a limited proposition, and once a tile has been taken, it can only be acquired by purchasing the entirety of that player.
+
In the early game, claiming tiles that hold raw [[resource]]s is key. While later in the game the manufactured [[resource]]s can be produced anywhere, claiming the best raw [[resource]]s is a limited proposition. On top of securing potentially rare resources, raw resource extractors (with the exception of the [[Solar Condenser]]) cost nothing to build, which can be very useful while you have little production and money. That said, because many players prioritize raw resources early, their prices can drop quickly. Moving into manufactured resources fairly early can thus provide a source of much-needed early income, though you will have to be careful that the production is sustainable.
  +
If you found adjacent to a patch of raw resources, one trick you can use is to put your production buildings on top of the valuable deposits. By doing so, you can reap the benefits of higher profits in the short run while also giving yourself of scrapping the production buildings and extracting the resources later, when they become more valuable.
   
Finding close, valuable tiles defines the early game of OTC. Claims on a tile are not instant, and must fly from a player's HQ to the hopeful claim location. A player founding closer to a valuable resource may seek to claim the tiles before you, and excessive distance from a tile could cost you a valuable tile. Resources are transported by carrier blimps from claimed and worked tiles back to the base. Once there they may be used in construction or sold on the market for funds. A larger distance away from a player's HQ means that resources will take longer in transit, and those seconds will feel like an eternity when the resources are required for important upgrades or purchases. Finally, each blimp that flies between a player's tile and HQ costs the player power and fuel. Larger distances mean increased flight times and therefore increased hidden costs.
+
Finding close, valuable tiles defines the early game of OTC. There is a protection period for tiles near a founded [[HQ]] and claims on a tile are instant. A player founding closer to a valuable resource may seek to claim the tiles before you, and excessive distance from a tile could cost you a valuable tile (or a lot of [[fuel]] transporting the good to your [[HQ]]). Resources are transported by [[freighters]] from claimed and worked tiles back to the [[HQ]]. Once there, these [[resource]]s may be used in construction or sold on the [[market]] for funds. A larger distance away from a player's [[HQ]] means that [[resource]]s will take longer in transit, and those seconds will feel like an eternity when the [[resource]]s are required for important upgrades or purchases. Finally, each [[Freighters|freighter]] that flies between a player's tile and [[HQ]] costs the player {{Resource icon|Fuel}} [[Fuel]]. Larger distances mean increased flight times and therefore increased costs, which can result in the rapid accumulation of [[Debt|debt]].
   
Tiles attached to a players base via claims do not use blimps and therefore save on fuel and power costs. Additionally, tiles close to a player's HQ are easier to switch between what resource is valuable due to the more immediate acquisition of high priced goods.
+
Tiles attached to a players base via claims do not use [[freighters]] and therefore save on {{Resource icon|Fuel}} [[Fuel]] costs. Additionally, it is easier and faster to swap [[building]]s on tiles close to a player's [[HQ]], saving precious time when trying to beat someone to the [[market]] of a valuable [[resource]].
   
==Upgrading Your HQ and the Mid Game==
+
==Upgrading Your HQ and the Early Game==
The easiest way to acquire more claims is through the upgrading of a players HQ. HQs can be upgrade 4 times, allowing a maximum possible level of 5, and awarding the player with more claims after each upgrade. HQ upgrades are purchased with Steel, Aluminum, and Glass. (For all but the Scavenger HQ, who uses carbon instead of Steel). As a result, these resources are typically sought after in the early and mid game so that players can upgrade and gain a stronger foothold with more claims. The construction of most buildings also requires these same three resources and helps keep these resources valuable during this time.
+
The easiest way to acquire more claims is through the upgrading of a player's [[HQ]]. [[HQ]]s can be upgraded 4 times, allowing a maximum possible level of 5, and award the player with more claims after each upgrade. [[HQ]] upgrades are purchased with {{Resource icon|Steel}} [[Steel]], {{Resource icon|Aluminum}} [[Aluminum]], and {{Resource icon|Glass}} [[Glass]]. (For all but the [[Scavenger HQ]], which uses {{Resource icon|Carbon}} [[Carbon]] instead of {{Resource icon|Steel}} [[Steel]] and the [[Robotic HQ]], which uses {{Resource icon|Electronics}} [[Electronics]] instead of {{Resource icon|Glass}} [[Glass]]). As a result, these [[resource]]s are typically sought after in the early and mid game so that players can upgrade and gain a stronger foothold with more claims. The construction of most [[building]]s also requires these same three resources and helps keep these [[resource]]s valuable for most of the game.
   
  +
You can also help prepare for upgrades by buying resources that you'll need for the upgrade but are not producing. Oftentimes, these will be {{Resource icon|Glass}} [[Glass]] or {{Resource icon|Electronics}} [[Electronics]] and by buying them early, you can typically get them cheaper by avoiding price increases from colony demand or other players competing for upgrades. If opponents are producing a surplus of these resources, though, it may or may not be beneficial to pre-buy them.
Along with granting new claims, upgrading your HQ will introduce new strains to your economy in the form of [[Life Support]]. Each upgrade you buy will have your HQ consume more life support resources. If you do not have the resources in your inventory, the price to buy these resources will come out of your [[debt]]. While a small amount of debt is acceptable, larger amounts will drive your stock price down, making it easier for other players to purchase you.
 
   
 
Along with granting new claims, upgrading your [[HQ]] will introduce new strains to your economy in the form of [[Life Support]]. Each upgrade you buy will have your [[HQ]] consume more [[Life Support|life support resources]]. If you do not have the [[resource]]s in your stockpile, the price to buy these [[resource]]s will come out of your [[debt]]. Small amounts of [[debt]] are acceptable and expected in the early game, but larger amounts will drive your [[stock]] price down and grow exponentially over time, making it easier for other players to purchase you.
As the economic pressure on the life support resources, Food, Fuel, Oxygen, and Water (Robotics HQ consume electronics instead of these 4 resources) grows with each players upgrades, the price of these resource will rise, and make investing in these resources at level 2-3 a typically strong play.
 
  +
  +
As the economic pressure on the [[Life Support|life support resources]], {{Resource icon|Food}} [[Food]], {{Resource icon|Fuel}} [[Fuel]], {{Resource icon|Oxygen}} [[Oxygen]], and {{Resource icon|Water}} [[Water]] grows with each player's upgrades, the price of these [[resource]]s will rise, and make investing in these [[resource]]s at level 2-3 a typically strong play, though a high priority should be placed on producing enough of your upgrade resources and on taking advantage of adjacency bonuses, with triangles still being optimal, but pairs of buildings typically being necessary given claim restrictions (single primary resource extractors are fine, but solitary production buildings should be avoided due to their inefficiency).
  +
You can cluster more than 3 buildings together to get even greater adjacency bonuses than triangles provide, but triangles often hit the sweet spot where you produce a lot of the resource but generally not so much that you'll quickly crash out the resource's price and need to move into producing a different resource. There are, of course, cases where producing one resource is very profitable and can be predicted to stay very profitable for the foreseeable future, in which case larger clusters may be desirable. It is worth considering, however, that large clusters are more vulnerable to being shut down by a single sabotage item, whereas two separated triangles will generally require two sabotage items to shut down.
  +
{{Resource icon|Power}} [[Power]] can be an especially important resource around HQ level 3 because players will often not produce any power at the beginning of the game, in order to move through upgrades effectively. By HQ level 3, however, the cumulative consumption from all the players will have caused power's price to rise substantially, which makes power production a highly effective way to either pay off debt or prevent yourself from accruing as much debt.
  +
  +
The [[Robotics HQ]] does not require [[Life Support]], but its substitution of {{Resource icon|Power}} [[Power]] for {{Resource icon|Fuel}} [[Fuel]] can make timely entry into the power market especially important.
  +
  +
==Using Claims Efficiently==
  +
It is important to remember that you receive a limited number of claims per upgrade and have a limited number of total claims. While having a set plan for your claims is infeasible because you will need to react to market prices and other players' production, you should eventually develop a sense of what you want to do with your claims and how various decisions you make affect what you'll need to do later.
  +
  +
For example, as a Scavenger without extra claims, you might spend your claims as follows:<br />
  +
2 carbon quarries<br />
  +
1 silicon quarry<br />
  +
1 aluminum mine<br />
  +
2 geothermal plants<br />
  +
2 water wells<br />
  +
3 triangles of production buildings, equivalent to 15.75 buildings worth of production, counting adjacency bonuses<br />
  +
1 advanced building
  +
  +
By the end of the game, you'll probably want 2 [[Offworld Market]]s and at least 1 [[Optimization Center]], which will essentially reduce your available production to one triangle and two pairs of buildings, or the equivalent of 11.25 buildings' worth. In other words, by moving two additional production claims into advanced buildings, you lose 4.5 buildings' worth of production. Keep this in mind as you commit to claims that can't easily be converted to production. In an extreme case, a scavenger that takes 3 carbon quarries, 3 water wells, and 3 wind turbines (instead of the 2 geothermal plants) would end up with only 4 claims for production, or 6 buildings' worth if arranged as two pairs.
  +
  +
While doing something like claiming silicon away from your HQ can keep you secure if the silicon price ever skyrockets, it has a real opportunity cost. If you have multiple opponents producing a surplus of a resource, then, noticing that and avoiding committing too many claims yourself can give you an advantage. Trying to cover your deficits using optimizations or [[Slant Drilling]] can have similar benefits. Acquiring extra claims through the [[Black Market]] or [[Auction]]s (or a random event) will also mitigate problems caused by having too few production claims, but you do still have to be careful that paying for those extra claims doesn't slow you down too much.
   
 
==Mid-Late Game==
 
==Mid-Late Game==
While in the early game, expanding, upgrading, and claiming the most valuable tiles are the most important objectives, these become less important as the game progresses. Resources will rise and fall in price, and surveying the map to figure out what will be worth investing in is critical. Unlike most games where building are static and permanent, buildings in OTC are often deleted and the claimed tile reused to produce a more valuable resource. For Example: In the early game you had several adjacent tiles collecting iron, but now its price is below $10. Deleting the iron mines and building electronics factories, valued at over $300 is often a terrific play. Each HQ upgrade costs more resources to complete, and it is often more advantageous to optimize the tiles you have than invest heavily in an upgrade.
+
While in the early game, expanding, upgrading, and claiming the most valuable tiles are the most important objectives, these become less important as the game progresses. [[Resource]]s will rise and fall in price, and surveying the [[map]] to figure out what will be worth investing in is critical. Unlike most games where [[building]]s are static and permanent, [[building]]s in OTC are often scrapped and the claimed tile reused to produce a more valuable [[resource]]. Each [[HQ]] upgrade costs more [[resource]]s to complete and your supply of claims is very limited, so it is optimizing the tiles you have is a very important part of the game. You do, however, want to be careful that your transitions will be significantly more profitable for a reasonable length of time, otherwise the time and construction costs can cause your transitions to be a net loss.
  +
For Example: In the early game you had several [[Adjacency Bonus|adjacent tiles]] collecting {{Resource icon|Iron}} [[Iron]], but now its price is below $10 and you have a large stockpile of several hundred {{Resource icon|Iron}} [[Iron]] (if you are not producing {{Resource icon|Steel}} [[Steel]], you may not even need to build a stockpile). Deleting the {{Resource icon|Iron}} [[Iron]] [[Metal Mine]]s and building [[Electronics Factory|Electronics Factories]] at $200-$300 can be a terrific play.
  +
  +
Sometimes basic production will make you enough money to buy all your opponents, but you'll often need to use [[Building#Advanced|Advanced Buildings]] to get the job done. Zultar's video on advanced buildings covers the basics of how advanced buildings work, while Yerand's guide goes deeper into how you might use the advanced buildings to your advantage. Both guides can be found on the [[Guides]] page.
  +
 
It is typically advised against investing in another player's [[stock]]s at [[HQ]] level 1 and 2, but there will always come a time in a game when attempting to purchase another player is the correct choice. Players with high [[debt]], less upgrades, and low cash will have lower [[stock]] prices and be easier to buy. While upgrading to level 4 or 5 may seem appealing for the three new claims, it is possible that the same amount of money spent upgrading could purchase an opponent, giving you the income of a [[subsidiary]] and removing an opponent from the game. Be careful, though. Investing in a player gives you no direct benefit on the map, so if the [[market]] turns and your tiles do not produce enough money for you to finish the buyout, you may have lost valuable time and resources to a fruitless endeavor while painting a target on your own back.
   
 
The choice of whose [[stock]]s to buy and when to buy them is often the determining line between a good and a great player. Several guidelines will be listed here, but realize there are exceptions to each one of these, and all the game's factors should be taken into account:
Although it is typically advised against investing in player's stocks at HQ level 1 and 2, there will always come a time in a game when attempting to purchase another player is the correct choice. Players with high debt and less upgrades will have lower stock prices and may be easier to buy. While upgrading to level 4 or 5 may seem appealing for the three new claims, it is possible that the same amount of money spent upgrading could purchase an opponent, giving you 10-15 more tiles. Be careful though, investing in a player gives you no direct benefit on the map, if the market turns and your tiles do not produce enough money for you to finish the buyout, you may have lost valuable time and resources to a fruitless endeavor.
 
 
* Buying the player with the lowest [[stock]] price: This avenue of attack is often the easiest when going for a purchase. A player with high [[debt]] could be spinning out of control even though they have valuable tiles. Their low price allows you to buy them up early and quickly. The pitfalls to this strategy lie in your own vulnerability. When buying a cheaper player, the other strong players will certainly take notice. You have now spent large amounts of money on another player and may have no means to defend yourself if the other rich players start going after you.
 
* Buying stock in a player who is going after another player: When a player begins to buy someone, they are immediately marked as a target on the map. If they succeed in buying that player they will take a massive lead, and their [[stock]] will jump massively in price. However, their investment of cash in another player leaves them with less cash to secure their own [[stock]].
 
* Buying stock in a player who is going after you: If you believe that you can purchase someone before they purchase you, then the best play is often not to buy your own [[stock]] in defense, but to attack and purchase their stock right back. Not only will buying them raise your [[stock]] price and make you harder to purchase, but if you succeed in purchasing them, then you will have defended yourself by acquiring all of your own [[stock]]s that player purchased!
   
  +
==Conclusion==
The choice of whose stocks to buy and when to buy them is often the determining line between a good and a great player. Several guidelines will be listed here, but realize there are exceptions to each one of these, and all the game's factors should be taken into account:
 
  +
As a beginner, keeping up through the early game and learning to read and predict price movements for the various markets are the most important skills to learn. Once you have the basics down, you'll be able to win some games, but learning the intricacies of the mid-game, as well as how to play the stock market and black market well, will be key to becoming a better player.
* Buying the player with the lowest stock price: This avenue of attack is often the easiest when going for a purchase. A player with high debt could be spinning out of control even though they have valuable tiles that are worth taking over. Their low price allows you to buy them up early and quickly. The pitfalls to this strategy lie in your own vulnerability. When buying a cheaper player, the other strong players will certainly take notice. You have now spent large amounts of money on another player and have no means to defend yourself if the other rich players start going after you.
 
* Buying stock in a player who is going after another player: When a player begins to buy someone, they are immediately marked as a target on the map. If they succeed in buying that player they will take a massive lead, and their stock will jump massively in price. However purchasing that player will give you whatever they own, whether that be other players directly or stock holdings in other players. Their investment of cash in another player leaves them with less cash to secure their own stock.
 
* Buying stock in a player who is going after you: If you believe that you can purchase someone before they purchase you, then the best play is often not to buy your own stock in defence, but to attack and purchase their stock right back. Not only will buying them raise your stock price and make you harder to purchase, but if you succeed in purchasing them, then you will have retroactively defended yourself by acquiring all of your own stocks.
 
* Buying a player who is getting bought out: This strategy is criminally underused by most players online. Allowing a player to purchase someone else will result in a massive power spike for one of your opponents. Securing 2-3 stock in a player will force the purchaser to pay double price on the last few stocks. This costs your opponent a LOT more money, and your investment is returned to you, often times with increased value after the purchase goes through.
 
   
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 07:07, 4 August 2019

What is OTC?

Offworld Trading Company is a game based around managing a market economy on a Mars colonization mission. Players found corporations on Mars, collect resources from its surface, and then attempt to sell those resources on a fluctuating market to earn the most profit. If you are a fan of complex yet quick 20-30 minute strategy games, this is a game for you.

OTC is all about understanding market bubbles and making tough moment to moment decisions. The game rewards the observant and adaptable player who thinks one step ahead, as opposed to quick fingers or rigidly mastered build lists. This guide will attempt to give a framework for all 4 HQ types, but an adaptable player who can take these guidelines and realize when to deviate from them will be the most successful.

Winning the Game

As each player on Mars represents a corporation, each player's life in the game is determined by their stock sold publicly. If a player has over half of their stock purchased by an opponent, that player is eliminated from the game; however, instead of that player's assets being removed from the game, they become a subsidiary, making a profit for the players who own their stock.

A player has 10 stocks, and these can be purchased by anyone, including the player who owns that corporation. Each "stock" is actually representative of 1000 individual shares, meaning that a player whose stock is listed as $7.00 would cost $7000 to buy in the game. A player loses when at least 6 of their stock is controlled by other players. Depending on difficulty and the number of players in the game, a player can start with anywhere from 2-6 of their stock owned.

If the player secures at least 5 of their own stock (which will switch the lock symbol from unlocked to locked), the rules for purchasing change. Once all the stock in a player is owned, any stock the player owns in himself can be bought for double the price, until the player only owns 5. At this point, the remaining five stock will have to be bought simultaneously at a high price. Because of these mechanics, purchasing at least 5 of their own stock is the best way to avoid getting bought out quickly.

For Example:

Player A owns 7 of his own stock.
Player B owns 3 of Player A's stocks.
In order for Player B to buyout Player A, they must first purchase two of Player A's stocks at twice their listed price.
Then, Player B has to purchase the remaining 5 stocks in one go (also at twice the listed price).
These purchases are a "forced purchase", if you will, as they forcibly replace Player A's ownership of a stock w/ Player B's.
  • The more of the first 5 stock one owns in someone else's company, the less it costs to buy the remaining 5. This is explained in-depth here.

Players often find themselves caught in the rat race to get the best or most valuable territory and fail to secure their own stock. Especially after an expansive HQ upgrade, players can be vulnerable to a majority buy if they have not secured their first 5 stock beforehand. Opponents will often look for these opportunities to strike, both because the player cannot defend himself and because the HQ upgrade represents greater potential subsidiary income for them later. When to purchase your stock and other player's stock will be expanded upon below, but targeting other players correctly can be one of the trickier parts of the game.

Founding a Company

Players will begin every game selecting a spot on the map to found a headquarters. The 4 HQ types are: Expansive, Scavenger, Scientific, and Robotic. Not only do the shape of each HQ differ, each HQ has significantly different bonuses and upgrade requirements. HQ selection is very important in multiplayer play, and players should look into the associated pages of each HQ type to see which HQ to play in different situations.

The map upon which OTC is played is comprised of hexagon tiles. Tiles have many features ascribed to them: height, ground type, wind strength, and ice type (if any). References to these features will be made in other pages in this wiki, and clarification should be found there. The feature most important to a player, and the one outlined in this guide will be the resource markers found on these tiles. The only other feature of note is slope or hill tiles. These, along with the colony that begins in the center of every map are tiles that can not be built upon or claimed by the player.

Raw resources that can be found on tiles in the game are: Aluminum Aluminum, Carbon Carbon, Iron Iron, Silicon Silicon, and Water Water. Additionally, there may be geothermal vents on certain tiles, this tile allows for the construction of a unique building, the Geothermal Plant, which produces the Power Power resource. (Power as a resource acts quite differently than the rest of the resources in the game. For further information, go to the Power page .)

Players are advised to choose a founding location as close to as many raw resources as possible, with a strong preference for founding close to resources necessary for HQ upgrades. There are several manufactured resources that can be made through some combination of these raw resources: Chemicals Chemicals, Electronics Electronics, Food Food, Fuel Fuel, Glass Glass, Oxygen Oxygen, Steel Steel. These manufactured resources do not depend on starting location and can be produced from any claimed tile, though generally you will want to place your manufacturing buildings adjacent to your HQ to cut down on fuel costs, allow them to produce sooner, and allow them to be swapped out for more profitable production later, if necessary.

Players should also look for resource tiles that have several icons stacked on top of each other, representing a high deposit of resources on that tile. This tile will produce raw resources at a greater rate than tiles that only have a single or double resource icon on top of it. Finally, bunches of the same type of resources, especially Water (and Iron for Robotic and Expansive HQs), that allow you to receive an adjacency bonus can be very important, as the bonuses allow you to produce more of a resource than normal.

One consideration that may trump others is if certain resources are rare on the map. In these cases, you may want to position a found to allow you to have a monopoly or near-monopoly of that resource. However, a player seeking to claim a monopoly must have access to other resources as well in order to be able to use it effectively. For example: if there are only a handful of Silicon Silicon tiles on the map, claiming enough of them will force opponents to buy the Silicon Silicon from the market if they wish to produce Glass Glass, for instance, which will drive Silicon Silicon's price up and allow you to make large profits. However, if you do not have alternate sources of income with which to purchase Aluminum Aluminum or Steel Steel to upgrade, you may be forced to sell Silicon Silicon before it becomes expensive and lose the advantage of having the monopoly.

IMPORTANT NOTE:
If you found an HQ on top of a resource, you are gifted a small amount of that resource at the start of the game. While this small boost to your early economy can be helpful, those tiles are permanently removed from the game. This is a double edged sword; while you will not have access to these tiles, neither will anyone else. Sometimes covering up an already scarce resource and grabbing the few remaining tiles afterwards can secure a player an easy win, especially in the case of upgrade resources.

More discussion of founding, including valuing founds on Reveal Map mode and example maps, can be found in the free Almanac DLC, included with the game (and located in the game's installation folder).

Claims

Claim Tile

Once a player has founded their HQ on the map, they will be given the option to claim territory on Mars. On the standard online difficulty, Manager, players are awarded 3 claims to begin the game. There is a small claims counter in the bottom left of the screen next to a player's HQ level. Claims are permanent territorial acquisition. In layman's terms, once you have claimed a tile, you are the only person who can use that tile, and you can not revoke it or move it. As such, choose your claims wisely!

Tip: Building on a tile automatically claims that tile for the player, yet it is also possible to claim a tile and save it for later. By pressing 'C' on the keyboard, then clicking on the wanted tile, the territory will be claimed even if you do not yet have the money or the wish to build upon that space yet. Be warned, that claim is permanent like all the others, and comes from your limited claim pool. If you have not yet completed any building on a claimed tile, or if you are playing on the Assistant difficulty level or lower, you can refund claims and use them elsewhere.

In the early game, claiming tiles that hold raw resources is key. While later in the game the manufactured resources can be produced anywhere, claiming the best raw resources is a limited proposition. On top of securing potentially rare resources, raw resource extractors (with the exception of the Solar Condenser) cost nothing to build, which can be very useful while you have little production and money. That said, because many players prioritize raw resources early, their prices can drop quickly. Moving into manufactured resources fairly early can thus provide a source of much-needed early income, though you will have to be careful that the production is sustainable.

If you found adjacent to a patch of raw resources, one trick you can use is to put your production buildings on top of the valuable deposits. By doing so, you can reap the benefits of higher profits in the short run while also giving yourself of scrapping the production buildings and extracting the resources later, when they become more valuable.

Finding close, valuable tiles defines the early game of OTC. There is a protection period for tiles near a founded HQ and claims on a tile are instant. A player founding closer to a valuable resource may seek to claim the tiles before you, and excessive distance from a tile could cost you a valuable tile (or a lot of fuel transporting the good to your HQ). Resources are transported by freighters from claimed and worked tiles back to the HQ. Once there, these resources may be used in construction or sold on the market for funds. A larger distance away from a player's HQ means that resources will take longer in transit, and those seconds will feel like an eternity when the resources are required for important upgrades or purchases. Finally, each freighter that flies between a player's tile and HQ costs the player Fuel Fuel. Larger distances mean increased flight times and therefore increased costs, which can result in the rapid accumulation of debt.

Tiles attached to a players base via claims do not use freighters and therefore save on Fuel Fuel costs. Additionally, it is easier and faster to swap buildings on tiles close to a player's HQ, saving precious time when trying to beat someone to the market of a valuable resource.

Upgrading Your HQ and the Early Game

The easiest way to acquire more claims is through the upgrading of a player's HQ. HQs can be upgraded 4 times, allowing a maximum possible level of 5, and award the player with more claims after each upgrade. HQ upgrades are purchased with Steel Steel, Aluminum Aluminum, and Glass Glass. (For all but the Scavenger HQ, which uses Carbon Carbon instead of Steel Steel and the Robotic HQ, which uses Electronics Electronics instead of Glass Glass). As a result, these resources are typically sought after in the early and mid game so that players can upgrade and gain a stronger foothold with more claims. The construction of most buildings also requires these same three resources and helps keep these resources valuable for most of the game.

You can also help prepare for upgrades by buying resources that you'll need for the upgrade but are not producing. Oftentimes, these will be Glass Glass or Electronics Electronics and by buying them early, you can typically get them cheaper by avoiding price increases from colony demand or other players competing for upgrades. If opponents are producing a surplus of these resources, though, it may or may not be beneficial to pre-buy them.

Along with granting new claims, upgrading your HQ will introduce new strains to your economy in the form of Life Support. Each upgrade you buy will have your HQ consume more life support resources. If you do not have the resources in your stockpile, the price to buy these resources will come out of your debt. Small amounts of debt are acceptable and expected in the early game, but larger amounts will drive your stock price down and grow exponentially over time, making it easier for other players to purchase you.

As the economic pressure on the life support resources, Food Food, Fuel Fuel, Oxygen Oxygen, and Water Water grows with each player's upgrades, the price of these resources will rise, and make investing in these resources at level 2-3 a typically strong play, though a high priority should be placed on producing enough of your upgrade resources and on taking advantage of adjacency bonuses, with triangles still being optimal, but pairs of buildings typically being necessary given claim restrictions (single primary resource extractors are fine, but solitary production buildings should be avoided due to their inefficiency).

You can cluster more than 3 buildings together to get even greater adjacency bonuses than triangles provide, but triangles often hit the sweet spot where you produce a lot of the resource but generally not so much that you'll quickly crash out the resource's price and need to move into producing a different resource. There are, of course, cases where producing one resource is very profitable and can be predicted to stay very profitable for the foreseeable future, in which case larger clusters may be desirable. It is worth considering, however, that large clusters are more vulnerable to being shut down by a single sabotage item, whereas two separated triangles will generally require two sabotage items to shut down.

Power Power can be an especially important resource around HQ level 3 because players will often not produce any power at the beginning of the game, in order to move through upgrades effectively. By HQ level 3, however, the cumulative consumption from all the players will have caused power's price to rise substantially, which makes power production a highly effective way to either pay off debt or prevent yourself from accruing as much debt.

The Robotics HQ does not require Life Support, but its substitution of Power Power for Fuel Fuel can make timely entry into the power market especially important.

Using Claims Efficiently

It is important to remember that you receive a limited number of claims per upgrade and have a limited number of total claims. While having a set plan for your claims is infeasible because you will need to react to market prices and other players' production, you should eventually develop a sense of what you want to do with your claims and how various decisions you make affect what you'll need to do later.

For example, as a Scavenger without extra claims, you might spend your claims as follows:
2 carbon quarries
1 silicon quarry
1 aluminum mine
2 geothermal plants
2 water wells
3 triangles of production buildings, equivalent to 15.75 buildings worth of production, counting adjacency bonuses
1 advanced building

By the end of the game, you'll probably want 2 Offworld Markets and at least 1 Optimization Center, which will essentially reduce your available production to one triangle and two pairs of buildings, or the equivalent of 11.25 buildings' worth. In other words, by moving two additional production claims into advanced buildings, you lose 4.5 buildings' worth of production. Keep this in mind as you commit to claims that can't easily be converted to production. In an extreme case, a scavenger that takes 3 carbon quarries, 3 water wells, and 3 wind turbines (instead of the 2 geothermal plants) would end up with only 4 claims for production, or 6 buildings' worth if arranged as two pairs.

While doing something like claiming silicon away from your HQ can keep you secure if the silicon price ever skyrockets, it has a real opportunity cost. If you have multiple opponents producing a surplus of a resource, then, noticing that and avoiding committing too many claims yourself can give you an advantage. Trying to cover your deficits using optimizations or Slant Drilling can have similar benefits. Acquiring extra claims through the Black Market or Auctions (or a random event) will also mitigate problems caused by having too few production claims, but you do still have to be careful that paying for those extra claims doesn't slow you down too much.

Mid-Late Game

While in the early game, expanding, upgrading, and claiming the most valuable tiles are the most important objectives, these become less important as the game progresses. Resources will rise and fall in price, and surveying the map to figure out what will be worth investing in is critical. Unlike most games where buildings are static and permanent, buildings in OTC are often scrapped and the claimed tile reused to produce a more valuable resource. Each HQ upgrade costs more resources to complete and your supply of claims is very limited, so it is optimizing the tiles you have is a very important part of the game. You do, however, want to be careful that your transitions will be significantly more profitable for a reasonable length of time, otherwise the time and construction costs can cause your transitions to be a net loss.

For Example: In the early game you had several adjacent tiles collecting Iron Iron, but now its price is below $10 and you have a large stockpile of several hundred Iron Iron (if you are not producing Steel Steel, you may not even need to build a stockpile). Deleting the Iron Iron Metal Mines and building Electronics Factories at $200-$300 can be a terrific play.

Sometimes basic production will make you enough money to buy all your opponents, but you'll often need to use Advanced Buildings to get the job done. Zultar's video on advanced buildings covers the basics of how advanced buildings work, while Yerand's guide goes deeper into how you might use the advanced buildings to your advantage. Both guides can be found on the Guides page.

It is typically advised against investing in another player's stocks at HQ level 1 and 2, but there will always come a time in a game when attempting to purchase another player is the correct choice. Players with high debt, less upgrades, and low cash will have lower stock prices and be easier to buy. While upgrading to level 4 or 5 may seem appealing for the three new claims, it is possible that the same amount of money spent upgrading could purchase an opponent, giving you the income of a subsidiary and removing an opponent from the game. Be careful, though. Investing in a player gives you no direct benefit on the map, so if the market turns and your tiles do not produce enough money for you to finish the buyout, you may have lost valuable time and resources to a fruitless endeavor while painting a target on your own back.

The choice of whose stocks to buy and when to buy them is often the determining line between a good and a great player. Several guidelines will be listed here, but realize there are exceptions to each one of these, and all the game's factors should be taken into account:

  • Buying the player with the lowest stock price: This avenue of attack is often the easiest when going for a purchase. A player with high debt could be spinning out of control even though they have valuable tiles. Their low price allows you to buy them up early and quickly. The pitfalls to this strategy lie in your own vulnerability. When buying a cheaper player, the other strong players will certainly take notice. You have now spent large amounts of money on another player and may have no means to defend yourself if the other rich players start going after you.
  • Buying stock in a player who is going after another player: When a player begins to buy someone, they are immediately marked as a target on the map. If they succeed in buying that player they will take a massive lead, and their stock will jump massively in price. However, their investment of cash in another player leaves them with less cash to secure their own stock.
  • Buying stock in a player who is going after you: If you believe that you can purchase someone before they purchase you, then the best play is often not to buy your own stock in defense, but to attack and purchase their stock right back. Not only will buying them raise your stock price and make you harder to purchase, but if you succeed in purchasing them, then you will have defended yourself by acquiring all of your own stocks that player purchased!

Conclusion

As a beginner, keeping up through the early game and learning to read and predict price movements for the various markets are the most important skills to learn. Once you have the basics down, you'll be able to win some games, but learning the intricacies of the mid-game, as well as how to play the stock market and black market well, will be key to becoming a better player.