S10 · A functioning player-only market
Implemented components; full stream acceptance is not yet demonstrated.
Current implementation: Player offers, buy orders, barter, versioned quotes, commissions, rentals, delivery and regional custody are implemented.
Outstanding acceptance: Synthetic replay is clean; actual population liquidity, pricing and sustained supply need observed cohorts.
The four requirements below preserve the original release target. Their historic baseline is not used as a current completion score. This page does not mark the entire stream complete merely because related components are installed.
Reference
| Requirement | Required deliverable | Acceptance standard |
|---|---|---|
| S10.01 · Build market discovery and order behavior | Implement intended buy/sell mechanisms, bulk inspection, history, partials, stale-quote rejection and search across item properties. | Shown demand and prices derive from real player orders or trades; no system buyer or scripted launch demand enters production. |
| S10.02 · Expand verifiable player contracts | Build property-based commissions, delivery custody, equipment rental and other advertised player services. | Fulfillment is machine-checkable; ownership, failure and partial work resolve through specified terms rather than LLM judgment. |
| S10.03 · Implement regional logistics | Add regional warehouses, carrying, transport time, vehicles, consolidation and contracted delivery. | A remote purchase changes ownership at the correct location and does not teleport cargo; carriers contribute real time, capacity and supplies. |
| S10.04 · Validate supply, currency and population | Model changing prices, hoarding, missing suppliers, rare inputs, world projects and mature stockpiles from empty starts. | All currency/material changes reconcile; demand remains differentiated after players acquire durable gear; scenarios do not assume fixed prices or infinite buyers. |