Haggling & budgets
What a customer can actually pay.
Price negotiation at the counter, bounded by the customer’s budget and their read of your shop. Every bargain carries a trade-off, and some of them are followed by a knock at the door.
Budgets make pricing a matching problem: a perfect price that no arriving customer can afford is a wasted day.
Counter pricing on this station is a two-sided read: the shop is estimating the item and the customer is estimating the shop. Budgets cap the possible sale, and the negotiation decides where inside that cap the price lands.
The trade-off attached to haggling is what keeps it interesting — a discount that closes today’s sale may be a fee owed to somebody else tomorrow, and the game is explicit that both sides of that bargain exist.
Counter protocol
- Read the budget before quoting; a customer who walks mid-sale costs the shift.
- Haggling down the price is not free — the discount has a destination.
- Elite customers reward confidence, ordinary customers reward accuracy.
Related stock
Where this comes from
Haggling has a trade-off attached to every bargain.
“Haggle for the best deals, but remember that every bargain comes with a trade-off”
The Merchant states the discount he actually takes instead of a flat 15%.
“He now states the discount he actually takes on your difficulty.”
Community playthroughs show buyers with visible credit budgets that cap a sale.
“Clients only have a limited budget to”
Caption as spoken (verbatim)
Clients only have a limited budget to
Tier 1 is the developer or publisher speaking, tier 2 is a large structured reference, tier 3 is player-made material. Anything a player measured rather than read is labelled as community-reported on this page.