Market
* There are only 9 crops on the market, which can be grown and sold.
* The market is driven by what everyone else is doing in the game so prices will go up or down depending on the supply and demand for a specific crop.
* Always check the market before deciding which crop to sow on your farm plots. The Profit Index (PI) will give you a clue which crop gives the best returns right now.
* The market will not change in the first 5 minutes of a new game to allow everyone a fair start.
Economy Basics: The market is always in balance, which means if you add together all the up's (+%) and all the down's (-%) it should roughly be equal to zero (excluding crops on high demand). The more people sell of crop X, the more crop X's price will fall; but at the same time it will push up the prices for all the other crops - this ensures that the economy always stay in balance. That is the basics of economics, it's all about supply and demand. Master the market and you will master the game.
Price/ton: This is the current (market driven) price per ton you will receive when you sell the crop right now. The more people that sell the crop, the more the price will drop.
Sow Cost: This is the current (market driven) cost for sowing the crop on one of your plots. The more people that sow the crop, the higher the sowing cost will rise.
Stockpile: This is how many tons of the crop you currently have stored, and which can be sold at any time. (Please see the Rotting section below).
Bonuses: This shows the additional bonus percentage you will receive when selling this crop. This can be due to farm upgrades or playing a Power Card.
Profit Index (PI): This is just an quick indication of how profitable a crop is at the moment. It takes into account both the sow cost and selling price. The value it gives is actually the profit-per-minute for the crop (based on a standard plot with a yield of 100 tons). The higher this value, the more cash you will make. The normal PI for all the crops are 400. In the game however you will only see the difference from 400. For example: if PI is shown as 50, that means you will get a profit of 450 per minute. The calculation used here is: profit per minute = ((((100*price)-cost)/(plow+sow+grow+harvest)) - 400)
Rotting
Rotting: Crops stored in your stockpile will decrease after some time so it's best not to wait too long before selling your crops on the market. You will lose 1.5% of the crop per hour (or a minimum of 2 tons). The rotting occurs every hour, on the hour.
To reduce the amount of rotting, a Freezer can be rented from the Shop. The Freezer will reduce the rotting to 0.5% per hour (or a minimum of 1 ton).
The Turbo Freezer Power Card can also be played to have no rotting for a certain amount of hours.
High Demands
Please see the help page on High Demands here: High Demands
Market Events
- Market events are random occurrences that can happen at any time during the day, and they can have a significant impact on the market.
- When an event occurs, the price change will gradually take effect over 10 minutes. This gives you time to react before the full impact is felt on the market.
- These events may cause a specific crop's price to rise or fall (though price increases are more likely). This might happen while a crop is on High Demand but does not affect the High Demand price.
- Each crop can have a maximum of 1 Up and 1 Down event per game. There will be a total of 9 Up events and 5 Down events each week, 2 per day.
Market Madness Games
Occasionally, Farm Wars hosts a Market Madness Game, offering a unique twist to your usual gameplay. Here's what you need to know:- Every plot you purchase grants you an alternating Influence Up or Influence Down card. Use these cards wisely to manipulate the market to your advantage—or to sabotage your rivals.
- You can hold only 1 Influence Up card and 1 Influence Down card at a time. If you're at your limit, buying a new plot won’t give you additional cards. Play them strategically to make room for new opportunities!
- Unlike standard games, Influence cards never expire in Market Madness. Keep them until the end of the game and unleash their power when it matters most.
- To ensure fair competition, only players at Level 2 or higher with existing market influence will receive these Influence cards. Make sure to level up early and stay competitive!