Electronics & Semiconductors
Electronics & Semiconductors (units, base price $500) is finished semiconductors and circuit-level components used across technology, healthcare, defense, and consumer devices.
Market behaviour#
Supply for Electronics & Semiconductors comes from real plant capacity: owned sectors produce up to what their capacity can make, sell into the clearing market, and only sold units count toward the D/S ratio and the price below. A sector that has not finished building, or that is mothballed, contributes nothing here even if its nameplate revenue implies it should. See Running a Corporation under the Plants System for how capacity is built and sold.
Prices blend 50% global + 25% national (country-aggregate) + 25% regional (state), drifting toward equilibrium at 6% per turn (95% closed in one game year). Raw D/S remains visible for diagnosis; price and margin math use the same raw ratio up to 3x, then a softened effective pressure tail beyond that.
The price shown here does two jobs. It sets sector profit margins, computed separately at three tiers (global, national, local/state), then blended at 50/25/25 by default, with tariff pressure shifting weight from the global leg to the national leg (local stays fixed at 25%). It also scales sector revenue directly through price realization: a producer's realized revenue moves with the lagged price of what it sells (shortage rewards sellers with more top-line revenue, not just margin points; a glut bleeds revenue even at a tolerable margin). See Commodities for the full pricing mechanics, price realization, and margin formula.
Who supplies it#
Sectors that produce Electronics & Semiconductors as output, with per-revenue supply rates:
- Technology: 35% of sector revenue
- Defense: 15% of sector revenue
Who demands it#
Sectors that consume Electronics & Semiconductors as an input, with per-revenue demand rates:
- Defense: 20% of sector revenue
- Telecommunications: 18% of sector revenue
- Automobiles: 15% of sector revenue
- Healthcare: 11% of sector revenue
- Manufacturing: 10% of sector revenue
- Media: 10% of sector revenue
- Entertainment: 10% of sector revenue
- Retail: 10% of sector revenue
- Financial: 5% of sector revenue
Live distribution#
Per-country totals below are pulled live from the current turn's market snapshot. Countries with positive net are exporters on balance; negative nets are importers.
electronics