Probably Stolen LedgerUnofficial player handbook中文

Pricing and bargaining: how a price is built, and how far you can push

The three-stage price formula, what actually sits in the market stage, acceptance and walk-out odds, and three things you can use right away. Every number comes from the game data.

Quick card

To price a specific item, use the pricing calculator and the bargain odds.

1. Three stages

Everything that moves a price falls into one of three buckets. Each bucket is summed on its own, then they multiply in a fixed order:

  1. Innate: rust, dents, expiry, opened packaging, freshness, metal purity, water quality, chemical purity. Each is a percentage; they add up and apply to the base price. Every condition has a “what the customer sees” value and a true value, and the true one only counts once it is exposed.
  2. Market: the day’s events, the retail markup, contraband and restricted-goods markups, the stolen discount, tourist tax, new-customer discount, supplier markups, tips. All percentages, summed, then multiplied in. This stage can push a price down to zero but never below it.
  3. Final: the bargaining multipliers. Raising the price, asking for a discount, blackmail and threats all live here and multiply together.

As one line:

price = round( ( base × (1 + innate%) + water container value ) × max(0, 1 + market%) + extras ) × ∏(1 + final%)

The base price is fixed per item and listed in the item table; goods sold by weight use grams × price per kilogram. A container with things inside gets each content priced by the same formula and added as extras.

One rule that is easy to miss: what you earn from a customer is capped at their budget. If the budget is short you get only that much, but reputation is paid on the full price, and a capped sale gets an extra point of reputation multiplier.

2. What is in the market stage

Retail markup

Selling stock you own to a customer who “accepts retail markup” adds one step automatically. It is set by the difficulty, not by you:

Difficulty Retail markup
Cozy +20%
Normal +15%
Hard +0%
Challenge +0%

Each customer’s page says whether they accept it (the Merchant, for one, does not).

Contraband markup

Four levels; the higher the level the bigger the markup, and the more Security cares:

Level Markup
One +35%
Two +70%
Three +100%
Four +150%

Stolen-goods discount

Stolen items carry a heat value. The hotter the item, the bigger the cut when you buy it; heat decays every night:

Heat Discount
25 −10%
50 −15%
75 −20%
100 −25%

Market events

Newspaper events add or subtract a percentage on a few categories for one to three days. A power shortage puts energy cells at +66%; a water treatment breakdown puts water at +50%. Every item page lists the events that touch it.

3. Bargaining: six moves, two lines

There are six moves: when selling you can raise the price or give a discount; when buying you can ask for a discount or pay more; wanted customers can be blackmailed and augmented ones threatened. The amount is one of four steps: 10%, 25%, 50% or 75%.

Concessions (a discount, paying more) are always accepted. Asks in your favour roll a die, and the percentage the interface shows is exactly:

accept = 100 − 2 × amount + faction reputation ÷ 6 (× 2 when negative) + 15 for an event customer + deal-maker bonus

A refusal is not a walk-out. Leaving has its own threshold:

tolerance = 100 − 1.2 × amount + the same reputation and event bonuses walk out = 100 − max(accept, tolerance)

The two lines differ only in their slope (2 against 1.2), so the bigger the ask, the thinner the “refuses but stays” band.

Blackmail is its own case: it starts at 60, divides reputation by 4 instead of 6, and takes the event and deal-maker bonuses; against someone who is not a criminal, half the time they simply leave and you lose reputation. Threats always work on augmented customers. Augmented customers never bargain at all, and a few customers flagged as never accepting a bad deal sit at zero.

4. What bargaining changes

5. Three things to use right away

  1. One step up on an ordinary Lower Levels customer is nearly free money. At zero reputation a 10% ask lands about four times in five and loses the customer about one time in ten; factions that like you accept even more often.
  2. Never raise the price on a faction that dislikes you. Negative reputation counts double and drives acceptance to zero while the walk-out odds keep climbing.
  3. When the budget falls short, concede a step. Their budget rises by two steps, which usually pays more than holding your price.

Updated 2026-11-03