Market

Each settlement has its own values for different resources, and the settlement must be a village or higher to trade.

Items can be traded by 100 per unit before the price goes up by 1$, and down by selling. If the price goes below 1, the item is no longer in demand and cannot be sold. If the price goes above 6, there is no further supply of the item and it cannot be purchased. This can be kept track of using decimal points. (buying 1 meal increases price by .01, but you will not see an actual change in price until the root digit changes).
 * ?6$: meals, supplies, metal, plastic, fuel. These items are always variable.
 * ?20$: factory goods.
 * All other items should be valued at the sum of their parts +20%.
 * Modules should be valued as the sum of it's parts +20% for labor and +25% per mark.
 * Vehicles should be valued as the sum of its modules +25% for labor and should factor in any included fuel, parts, power, meals, or other items.

COMMODITIES

 * supplies: ?6
 * meals: ?6
 * medicine: ?6
 * metal: ?6
 * fuel: ?6
 * plastic: ?6

FACTORY GOODS

 * shells: ?20
 * magazines: ?20
 * parts: ?20
 * missiles: ?20

CLOTHING

 * trappings: supplyCost x7
 * cloak: supplyCost x25
 * top: supplyCost x10
 * bottom: supplyCost x12
 * shoes: supplyCost x15
 * armor: (metalCost x25) + (supplyCost x110)

HARDWARE

 * toolKit: (metalCost x7)+(supplyCost x30)
 * cart&critter: (supplyCost x200)+(critterCost)
 * critter: (mealCost x50)
 * net: supplyCost x16
 * boat: (supplyCost x250)+(metalCost x120)
 * books: (supplyCost x10)

CONTAINERS

 * ruckSack: supplyCost x16
 * satchel: supplyCost x9
 * aidPack: supplyCost x11
 * ammoBelt: supplyCost x13
 * box: supplyCost x9
 * canister: (supplyCost x15)+(metalCost x6)
 * bag: (supplyCost x5)+(plasticCost x6)

WEAPONS

 * bow: supplyCost x8
 * arrows: supplyCost x2
 * meleeWeapon: (metalCost x8) + (supplyCost x25)
 * pistol: (metalCost x15) + (supplyCost x50)
 * rifle: (metalCost x25) + (supplyCost x50)

VEHICLES

 * parts: (metalCost x2)+(plasticCost x2)+(supplyCost x2)+(fuelCost x2)
 * modules: (partsCost)x(PartsRequired)x(1.2)x(Mark)
 * designs: (moduleCost)x(150)
 * vehicles: ((totalModuleCosts)x1.3)+(all included supplies, fuel, etc.)