In my opinion Galactic Market and the local one work exactly the same and on top of that make the game less interesting to play.
- Reaching a critical deficit is never a problem as anything can always be bought instantly. There isn't even a need to ask any aliens to sell the thing to you.
The same goes for Rare Resource cost of ship parts and their "edicts", just buy them whenever needed, just more clicks. - Rare Resources are totally uninteresting. There is barely any difference between a maintenance in RR and just increased EC maintenance. The Market is pretty much the only source of them in any significant amount and I just tend to buy more than the Galaxy produces. Since they are always there I can upgrade my buildings constantly and as long as I make profit it's fine.
- As long as I make profit it's fine. Economy just doesn't make any sense. There is no need for a reasonable Industrial empire that has many mines and forge worlds, producing only alloys works too. I don't think the supply of the Market is met with aliens selling minerals as quickly as I buy them off to smelt them into alloys and sell for EC for minerals... at a healthy profit. I doubt anyone even manages to buy all those alloys.
Some would call it specialization of the economy, but it reaches the level where it's unnecessary to think at all. Anything will make profit (more or less) using this market and it really lower the need for strategy. - An empire cable of self-sufficiency isn't more stable. With infinite supply it's entirely possible to never produce some things; let's say food. Since there is a way to produce things and convert them into EC and into anything (food) having farmers or having clerks doesn't make any difference. Nobody can cut the food supply, nobody can blockade me from using the Market, it's all about the price and if I can make that money from turning every celestial body into a city-planet I don't need to ever build a farm. Even if eventually it would be cheaper to farm my own... that's all there is to it - cheaper. The interesting gameplay with different planet features and potential need for expansion is just lost as there is another braindead way of dealing with a deficit.
- Two markets don't feel any different. It might be a result of the game barely showing fluctuations in the prices (no graphs, no red/green indicators of current price's nature), but I don't ever feel like switching to a Galactic Market does anything. I can buy locally things that no place in my space is capable of producing. I also don't see who sells what so it just leads to a thought back in the head that I do fuel someone's economy... but I don't actually feel like that's the case. I trade with the Market, not aliens.
- Make the interface show relation between the current and base price more clearly. It would immediately make the Market feel more alive.
- Either:
Make it so things placed on the Market aren't just sold and nothing can be just bought, but instead an empire has to place their goods on the Market and then someone has to come and buy them to create profit instead of selling to the Void-Market.
or add limits to the supply based on the production of nations involved, let's say you can only buy up to Anything Sold + 50% of monthly production of the good of all the nations involved (so there is no way to buy something from the Void). - Make Rare Resource production jobs actually more reasonable than straight up buying the thing. The job is terrible; it gives little work places for a building slot, has building maintenance, requires input and a working pop, which is pretty much always (except for habitats) more expensive than just buying the resource.
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