City price
Every city has its own price pressure. Demand, supply, heat, corruption, and player movement all matter.
Markets move by city, product, stock, buyers, time, heat, and intel. The strongest players learn when to buy, when to hold, when to travel, and when to stay quiet.
A good economy UI should explain why a move works. Gentleman Rising is built around visible tradeoffs instead of blind buttons.
Every city has its own price pressure. Demand, supply, heat, corruption, and player movement all matter.
A cheap price means nothing if only a few units are available. Scarcity is part of the deal.
Selling requires a real buyer. The best offer depends on city demand, product type, your network, and pressure.
The game tracks what you paid. A sell card should show whether the move is profit, break-even, or a loss.
Travel burns cash, energy, hours, and exposure. The best margin can still be the wrong move.
Intel is capped by what your network can actually verify, what you can afford, and what the city has in stock.
New players see less. Veterans with brokers, charisma, assets, visits, and city control can read larger, cleaner opportunities.
A rough signal. Good enough to notice movement, not enough to bet the run.
Cleaner read for a product or destination, useful when you are stuck or broke.
Your people can verify bigger routes, better buyers, and cleaner timing.
Assets, visits, trust, and control make that city easier to understand.
A route read that includes product, destination, travel option, available stock, and expected profit.
Flights and direct jumps save hours, but raise exposure and paperwork pressure.
Walking, buses, trains, and low-profile movement can protect your board when cash is tight.
A hot city may pay more, but it can also punish sloppy movement, weak cover, and loud selling.