Kenshi
123 Jun 29, 2024 @ 5:22pm
About price markup
Does Price Markup change in a place or is it fixed ?

Like, for example, I found a Basic First Aid Kit in a Hive village has 117% P.M. Is it a fixed markup forever or tomorrow will be different ? Because I think if I can find cheap Basic First Aid Kit for maybe less than a 100% like 90% then I will make 27% profit.

Is there any info on what price I bought an item for ? Or the general rule is to just buy below 100 and only sell above 100 doesnt matter the markup if I just want the capital back and skip the minmax. I just need to know above 100 is profit because I always buy below it.

Is there a list in the game that shows P.M in an area or I have to take notes myself ?
Last edited by 123; Jun 29, 2024 @ 5:25pm
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Showing 1-15 of 15 comments
TuxedoNeko Jun 29, 2024 @ 7:08pm 
The price markups are set randomly at the start of a new game and will not fluctuate, so for example in one game you can get research books cheap at World's End at 80% markup, but in another game the markup might be a more expensive 114%.
Last edited by TuxedoNeko; Jun 29, 2024 @ 7:26pm
123 Jun 29, 2024 @ 7:59pm 
I see thx. I just found out that Hashish sell for like 4x the price since it's the equivalent of drugs in the game. I wonder if there's anything like that for other items. I think once I found out about this I won't bother with other items lol.

Now I wonder if I can produce Hashish myself, or if the city selling it will refresh stocks or is it a one time thing.
Last edited by 123; Jun 29, 2024 @ 9:23pm
dissent Jun 30, 2024 @ 12:31am 
Despite the high mark-up in Great Desert UC cities and Flats Lagoon, I don't find hashish to be worthwhile. It usually involves travelling and the UC cities have only one place (Shinobi towers) where you can sell it. They are usually limited to 25k daily for buying so it's a small market.

If you want a non-mark-up product that sells for the same every game, bandanas are best. Once I can make Specialist quality, I can make 40k a day easily, selling to vendors in the city (Shark) where I'm producing them. It beats Hashish by a country mile imo.

Skeleton Repair Kits are also great for early game economy. Buy Steel Bars and Robotics Components and craft them into SRK to sell. But... you have to watch mark-ups very carefully. One game, Steel Bars and Robotics Components both had big mark-ups, SRK had a mark-down. I made very little in that game. Another game, the opposite happened - mark-downs on Steel Bars and Robotics Components, mark-up on SRK. Then I just drowned in money. So you need to watch prices and strategise accordingly.
TuxedoNeko Jun 30, 2024 @ 1:26am 
Instead of dealing hashish, I prefer selling sake in the Great Desert in early game when I need to outfit my people. Sake is quite profitable in the UC, and can be traded legally, so you can mass produce and sell them to any of the merchants in a UC city instead of being limited to the Shinobi Thieves' Trader who does not have a lot of cats to trade with, or always having to go to a certain location in the middle of nowhere to sell hashish. Either make your own sake or buy them in bulk (World's End has several bars for you to stock up). Then visit a few UC cities while snatching up any Sand Ninja bounty along the way for more fun and profit.
123 Jun 30, 2024 @ 3:11am 
I just tried selling Hashish to Heng area, it's kinda too far and yea too limited with only 25k per day (sometimes less only 15k or 18k). Kinda not worth it with the time and effort going there. Floatsam is still preferred. But I got tons of foul meat for my new Garru. I just put it in its inventory and it will auto eat, right ?

I also read about selling bandana, I just acquired the blueprint somewhere when travelling, also I now have the money to buy a bigger place in The Hub.

@TuxedoNeko, do you buy the sake or self produce?
Last edited by 123; Jun 30, 2024 @ 3:14am
dissent Jun 30, 2024 @ 4:15am 
For me, the key to an effective economy is to eliminate travel altogether. Loading up recruits or pack animals with products and running them great distances to sell in profitable cities is a bust. I want to sell the products where I manufacture them. And there are numerous ways to implement this even in the first 20 days of the game:

1) Bandanas. Shark is your friend. There is a 16k house for sale right next to the Blackshifters' Bar. That house has three large Hemp farms right on its doorstep. I recruit Miu the farmer (free in Shark), Hamut (free in Shark) and Cat (free in the Dust King Tower) for my bandana operation. I set up a manual Hemp loom in the house, along with a Clothing Bench, a Cooking Stove, and containers for Hemp, Riceweed, General Storage and Armour Storage. Miu farms the Hemp and Riceweed, and cooks Rice Bowls on the stove to feed the three. There is no water available in Shark but you can buy Water Barrels from the shop next to the Dancing Skeleton. Not much but enough to cook rice meals for three people. Hamut operates the Hemp loom 24/7 and Cat (who is a Scorchlander and gets x1.2 to Armour Smithing) cranks out bandanas. The first few days are slow but from the time that Cat hits 60 in Armour Smithing and can craft High quality bandanas, things take off in a hurry. There are four traders right in the city, so selling off bandanas in bulk is quick and easy. Get this going early and you will be drowning in money, easily able to maintain a balance of 500k Cats or more before day 50.

2) Skeleton Repair Kits and Catun-level weapons. This must be done in a city with both a General Store and a Mechanical Shop, as these shops sell the Steel Bars and Robotics Components (SRK) or Iron Plates and Fabrics (Catun-level weapons) that are required. Heng and Catun are both viable but Heft is the absolute best for me as its General Store is housed in a Watchtower and is VERY well stocked. I buy a Stormhouse for 12.8k in Heft, put the level 2 Weapon Smithy on the ground floor and the Robotics Bench on the roof. The price for SRKs is not dependent on quality so you can craft them in the dark without losing money. Weapons, however, must be crafted in light as quality is key to their selling price. Desert Sabres offer the best bang for buck imo, the highest return relative to the raw material costs.

I hire any generic Scorchlander and Hiver (slaves are fine), and get the Scorchlander to craft weapons (x 1.2 bonus) and the Hiver to do SRKs. Hivers don't get a bonus to Robotics. However, they do have the ability to eat Raw or Foul Meat, as long as it's not a Prince. The Scorchlander can eat Raw Meat. This is key to the operation. The guards in Heft are forever fighting Skimmers who come too close to the town. Whenever the guards kill one, I dash out and loot it of its Raw and Foul Meat. This alone is enough to sustain the two-man crafting crew, they never need to buy food.

Every morning, I buy up the entire stock of Steel Bars, Robotics Components, Iron Plates and Fabrics on offer in the General and Mechanical shops. The rest of the day and night, the crafters go hard at it. Next morning, they sell the finished goods and use the proceeds to buy more raw materials. This operation will net you many thousands of Cats per day, upwards of 30k easily, And again, there is no travel. You are selling to vendors literally next door.

These early-game economies are so profitable that I never bother with a late-game economy. I have so much money by the time I build my outpost that I never need to sell anything ever again. I can hire any recruits I want, buy Edge weapons from Scraphouse for all of them, kit them out with robot limbs from Black Desert City, and so on. Funds are never a problem. And it takes just five recruits and two cheap houses to run all three economies simultaneously, with no food costs and no need to travel ever. It really is a license to print money.

The final benefit of these three economies is that they build your Armour Smithing, Weapon Smithing and Robotics skills. So if you want to produce your own armour, weapons and robot limbs for your recruits in the late game, you already have crafters with the required skill level (>80) to craft Specialist/Masterwork armour and robot limbs, and Edge-level weapons.
Last edited by dissent; Jun 30, 2024 @ 4:36am
Bandy Jun 30, 2024 @ 5:15am 
Originally posted by Nintendo:
I just found out that Hashish sell for like 4x the price since it's the equivalent of drugs in the game. ...
Hash is "the equivalent of drugs?" where are you from? Even coffee is a performance enhancing drug... LOL.

Hash in my current world does not sell for a good price, I am so disappointed but too far in once I found out the 'seed' let me down... ¯\(°_o)/¯
punknugget Jun 30, 2024 @ 10:35am 
In case nobody's mentioned it, if you do an Import save game, it will also re-roll all the market values throughout the game.

I personally do this every 10-30 in-game days to flush out inevitable mod jank and it doesn't feel like i'm exploiting anything.
123 Jun 30, 2024 @ 10:58am 
Originally posted by dissent:
For me, the key to an effective economy is to eliminate travel altogether. Loading up recruits or pack animals with products and running them great distances to sell in profitable cities is a bust. I want to sell the products where I manufacture them. And there are numerous ways to implement this even in the first 20 days of the game:

1) Bandanas. Shark is your friend. There is a 16k house for sale right next to the Blackshifters' Bar. That house has three large Hemp farms right on its doorstep. I recruit Miu the farmer (free in Shark), Hamut (free in Shark) and Cat (free in the Dust King Tower) for my bandana operation. I set up a manual Hemp loom in the house, along with a Clothing Bench, a Cooking Stove, and containers for Hemp, Riceweed, General Storage and Armour Storage. Miu farms the Hemp and Riceweed, and cooks Rice Bowls on the stove to feed the three. There is no water available in Shark but you can buy Water Barrels from the shop next to the Dancing Skeleton. Not much but enough to cook rice meals for three people. Hamut operates the Hemp loom 24/7 and Cat (who is a Scorchlander and gets x1.2 to Armour Smithing) cranks out bandanas. The first few days are slow but from the time that Cat hits 60 in Armour Smithing and can craft High quality bandanas, things take off in a hurry. There are four traders right in the city, so selling off bandanas in bulk is quick and easy. Get this going early and you will be drowning in money, easily able to maintain a balance of 500k Cats or more before day 50.

2) Skeleton Repair Kits and Catun-level weapons. This must be done in a city with both a General Store and a Mechanical Shop, as these shops sell the Steel Bars and Robotics Components (SRK) or Iron Plates and Fabrics (Catun-level weapons) that are required. Heng and Catun are both viable but Heft is the absolute best for me as its General Store is housed in a Watchtower and is VERY well stocked. I buy a Stormhouse for 12.8k in Heft, put the level 2 Weapon Smithy on the ground floor and the Robotics Bench on the roof. The price for SRKs is not dependent on quality so you can craft them in the dark without losing money. Weapons, however, must be crafted in light as quality is key to their selling price. Desert Sabres offer the best bang for buck imo, the highest return relative to the raw material costs.

I hire any generic Scorchlander and Hiver (slaves are fine), and get the Scorchlander to craft weapons (x 1.2 bonus) and the Hiver to do SRKs. Hivers don't get a bonus to Robotics. However, they do have the ability to eat Raw or Foul Meat, as long as it's not a Prince. The Scorchlander can eat Raw Meat. This is key to the operation. The guards in Heft are forever fighting Skimmers who come too close to the town. Whenever the guards kill one, I dash out and loot it of its Raw and Foul Meat. This alone is enough to sustain the two-man crafting crew, they never need to buy food.

Every morning, I buy up the entire stock of Steel Bars, Robotics Components, Iron Plates and Fabrics on offer in the General and Mechanical shops. The rest of the day and night, the crafters go hard at it. Next morning, they sell the finished goods and use the proceeds to buy more raw materials. This operation will net you many thousands of Cats per day, upwards of 30k easily, And again, there is no travel. You are selling to vendors literally next door.

These early-game economies are so profitable that I never bother with a late-game economy. I have so much money by the time I build my outpost that I never need to sell anything ever again. I can hire any recruits I want, buy Edge weapons from Scraphouse for all of them, kit them out with robot limbs from Black Desert City, and so on. Funds are never a problem. And it takes just five recruits and two cheap houses to run all three economies simultaneously, with no food costs and no need to travel ever. It really is a license to print money.

The final benefit of these three economies is that they build your Armour Smithing, Weapon Smithing and Robotics skills. So if you want to produce your own armour, weapons and robot limbs for your recruits in the late game, you already have crafters with the required skill level (>80) to craft Specialist/Masterwork armour and robot limbs, and Edge-level weapons.
Thanks for the extensive info. I will try it once I sort things out.
123 Jun 30, 2024 @ 10:59am 
Originally posted by GrimVega:
In case nobody's mentioned it, if you do an Import save game, it will also re-roll all the market values throughout the game.

I personally do this every 10-30 in-game days to flush out inevitable mod jank and it doesn't feel like i'm exploiting anything.
Progress not affected ? followers, buildings etc ?
punknugget Jun 30, 2024 @ 11:11am 
Originally posted by Nintendo:
Originally posted by GrimVega:
In case nobody's mentioned it, if you do an Import save game, it will also re-roll all the market values throughout the game.

I personally do this every 10-30 in-game days to flush out inevitable mod jank and it doesn't feel like i'm exploiting anything.
Progress not affected ? followers, buildings etc ?

Your progress remains unchanged.
Followers are unaffected.

-Import Dead NPC can be ticked on/off
-Import your buildings can be ticked on/off
- Import your faction relations can be ticked.. world faction will reset, like if Nomads decide to war with United cities, import would 'correct' that, but honestly thats a reason not too lol.

i think Captured NPCs/bounties are "released"
123 Jun 30, 2024 @ 11:28am 
Originally posted by GrimVega:
Originally posted by Nintendo:
Progress not affected ? followers, buildings etc ?

Your progress remains unchanged.
Followers are unaffected.

-Import Dead NPC can be ticked on/off
-Import your buildings can be ticked on/off
- Import your faction relations can be ticked.. world faction will reset, like if Nomads decide to war with United cities, import would 'correct' that, but honestly thats a reason not too lol.

i think Captured NPCs/bounties are "released"
I see, so it resets some but can choose what to be carried on, good to know. Seems very useful for restarting a new game and skip the part we already done.
TuxedoNeko Jun 30, 2024 @ 12:25pm 
My people are nomadic, so I just buy sake to sell in UC for extra cats if I am going there anyway. The Great Desert is a good place to train a new recruit with feeble skills. If you have/intend to have a large squad of non-skeletons, growing riceweed to make sake has the additional benefit of providing a constant source of food while the surplus crops can be turned into alcohol because selling surplus food is not cost efficient. If you don't want to make a base, buying a large property in a town with a source of water and researching hydroponics will also allow you to farm, but that's level 5 tech so not something you can do easily on your first Kenshi run unless you know where to look for research materials.
123 Jun 30, 2024 @ 2:36pm 
@TuxedoNeko ok thx. Is there an instant 'blueprint' for hydroponic or do I have to personally research it ? I'm confused whether all blueprints can be learnt from research table or some have to be bought and cant be researched.
TuxedoNeko Jun 30, 2024 @ 6:24pm 
No blueprint in vanilla, and you need a lot of Ancient Science Books to advance to Tech 5, plus 1 AI core for the Hydroponics tech itself, then a few more Ancient Science Books per crop.
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Date Posted: Jun 29, 2024 @ 5:22pm
Posts: 15