Increasing demand

I’ve been Googling about trying to find an answer to this;

Is there a way to force demand up?

I.e doing certain things in the system, or neighbouring systems which can increase the demand for specific commodities?

Likewise, is there a way to force prices up for certain commodities?

Preferably I’d like to make the actions without becoming wanted in the system I’m looking to sell in.
My first thought way stopping and killing trading ships on route to the stations, but the fuzz turn up and I don’t want to damage existing reputation.
 
Specifically the useful bit for this question is the effects tables.

Say you were interested in Power Generators, then you'd look up the effect table for those - https://cdb.sotl.org.uk/effects/c/36
...and you can see that Natural Disaster, Inf Failure, Expansion and Investment are the best states for increasing the tonnage demanded
...while also being pretty good for sales prices

Or for Military Grade Fabrics - https://cdb.sotl.org.uk/effects/c/102
...Expansion, Civil Unrest, Investment and Public Holiday are the best for tonnage
...while Boom, Civil Liberty, Investment and Public Holiday are the best for price

Obviously some of these states are more straightforward to obtain than others, and some of them can't be obtained simultaneously.
 
Specifically the useful bit for this question is the effects tables.

Say you were interested in Power Generators, then you'd look up the effect table for those - https://cdb.sotl.org.uk/effects/c/36
...and you can see that Natural Disaster, Inf Failure, Expansion and Investment are the best states for increasing the tonnage demanded
...while also being pretty good for sales prices

Or for Military Grade Fabrics - https://cdb.sotl.org.uk/effects/c/102
...Expansion, Civil Unrest, Investment and Public Holiday are the best for tonnage
...while Boom, Civil Liberty, Investment and Public Holiday are the best for price

Obviously some of these states are more straightforward to obtain than others, and some of them can't be obtained simultaneously.
I don't want to waste your time or anything with a dumb question, but I'm fairly new to this game, and there's a reason I'm here. I remember I was checking out the online database for commodity prices and I was really shocked to find out that there was a system where liquor had a price of 50,000 credits, in comparison to a 1,000 credit average. That really blew me away, especially because the second place runner up was less than 4,000 credits. I wanted to figure out exactly how a giant anomaly like this showed up, so I checked out the forums and eventually found the thread goemon linked, but I still don't really understand. I found out that certain stations with more demand than other stations could still have lower prices for the same item. But if people can't influence prices, then how do these giant anomalies in prices form?

I guess I can understand states being the only variable. If they effect how much demand is generated, as well as how much that demand is worth in price, then it's possible that demand could accumulate over time, without a definite maximum, creating prices like that. But is it really true that the presence of other commodities, missions, or the statuses of installations and settlements aren't relevant? States are the only variable in an economy's supply/demand generation? That sounds like it could be true but it's also something I wouldn't really expect, so I kind of want to be sure about that.
 
I don't want to waste your time or anything with a dumb question, but I'm fairly new to this game, and there's a reason I'm here. I remember I was checking out the online database for commodity prices and I was really shocked to find out that there was a system where liquor had a price of 50,000 credits, in comparison to a 1,000 credit average. That really blew me away, especially because the second place runner up was less than 4,000 credits. I wanted to figure out exactly how a giant anomaly like this showed up, so I checked out the forums and eventually found the thread goemon linked, but I still don't really understand. I found out that certain stations with more demand than other stations could still have lower prices for the same item. But if people can't influence prices, then how do these giant anomalies in prices form?

I guess I can understand states being the only variable. If they effect how much demand is generated, as well as how much that demand is worth in price, then it's possible that demand could accumulate over time, without a definite maximum, creating prices like that. But is it really true that the presence of other commodities, missions, or the statuses of installations and settlements aren't relevant? States are the only variable in an economy's supply/demand generation? That sounds like it could be true but it's also something I wouldn't really expect, so I kind of want to be sure about that.
the station you are referring to is Packhams Peak - and the base price for liquor et. al. is manually set by fdev to pay top prices at the top of the galaxy. if you see where that system is, you'll understand.

there are very few stations with "artificially" set high prices for specific commodities by fdev.
 
Yes - another case of this is trade CGs, which make the price considerably higher (for most goods, anyway) than BGS states could achieve.

Rackham's Peak is also affected by BGS states in the normal way in addition to its static boost to prices, so when it gets a Public Holiday the prices get even more ridiculous.
 
Huh, well then I guess if the only way of market manipulation is to do things that influence states, then I'll have to learn how to interpret the data on this site. Still, I'm surprised that's the only dynamic variable. I mean, I'm sure there are things that influence the economy that you can't change, like planet types or something, I just thought it would be complex, and that government types would come into play or something like that. Like, I thought that if you laid waste to an industrial installation then that would make industry slow down or something, I'm a little disappointed that players don't have that level of control. I guess if it's that simple then it's probably a good thing though, being that there's less variables to account for. I'll have to figure out what a production cycle is or wether demand slowly accumulates as long as it isn't fulfilled or not. That website is probably really helpful.
 
I'll have to figure out what a production cycle is or wether demand slowly accumulates as long as it isn't fulfilled or not
Supply and demand accumulate up to a cap (the size of the cap depending on the state, but also on the station's economy size, the type of commodity, and the economic specialisation profile of the station), and this does affect the price.

However, the vast majority of goods regenerate supply and demand so quickly relative to the total amount of players trading that they're basically always at the cap. If you pick a smallish system (<100,000 population) for your experiments you should be able to see this effect fairly easily. Certain high-value mining goods are the most frequent exception to this as they're both heavily traded and regenerate demand very slowly, but it can be seen with a few others at smaller stations, or when there's a trade CG nearby. But in the general case, unless you know otherwise, it's fairly safe to assume that the commodity is at its supply/demand cap, and therefore the only significant factor affecting the price is the state.

(The production cycle is the average time in days - rates vary a bit from station to station - to go from zero supply to the supply cap in the absence of any further trade, and the consumption cycle is the same for zero demand to the demand cap. They tend to be slower the higher the galactic average price of the good)
 
Huh, well then I guess if the only way of market manipulation is to do things that influence states, then I'll have to learn how to interpret the data on this site. Still, I'm surprised that's the only dynamic variable. I mean, I'm sure there are things that influence the economy that you can't change, like planet types or something, I just thought it would be complex, and that government types would come into play or something like that. Like, I thought that if you laid waste to an industrial installation then that would make industry slow down or something, I'm a little disappointed that players don't have that level of control. I guess if it's that simple then it's probably a good thing though, being that there's less variables to account for. I'll have to figure out what a production cycle is or wether demand slowly accumulates as long as it isn't fulfilled or not. That website is probably really helpful.
actually it is a bit more complex, but the effects are not as big as the one you discovered (fdev sets an excepotional high base price for a specific commodity).
besides states, the most notable, other factors you can influence, which affect prices are:
a) some powerplay powers have effects on commodity prices
b) system security level effects prices. goverment types as well as player actions increasing or lowering it affect security level.
c) you can ruin prices by fullfilling demand. ("bulk tax")

the changes will be around 10 to 25% - something most players won't notice on liquor (hey, i just made 16 cr more profit from this ton of liquor! how cool is that!)
 
Supply and demand accumulate up to a cap (the size of the cap depending on the state, but also on the station's economy size, the type of commodity, and the economic specialisation profile of the station), and this does affect the price.

However, the vast majority of goods regenerate supply and demand so quickly relative to the total amount of players trading that they're basically always at the cap. If you pick a smallish system (<100,000 population) for your experiments you should be able to see this effect fairly easily. Certain high-value mining goods are the most frequent exception to this as they're both heavily traded and regenerate demand very slowly, but it can be seen with a few others at smaller stations, or when there's a trade CG nearby. But in the general case, unless you know otherwise, it's fairly safe to assume that the commodity is at its supply/demand cap, and therefore the only significant factor affecting the price is the state.

(The production cycle is the average time in days - rates vary a bit from station to station - to go from zero supply to the supply cap in the absence of any further trade, and the consumption cycle is the same for zero demand to the demand cap. They tend to be slower the higher the galactic average price of the good)
it's very weird, that your colonia centered database doesn't show any of the powerplay effects :D
like mahons effects on agri food price et. al.
 
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