3 ms·
Let me suggest a classic. It traditionally worked like this: You buy as much as you can (preferably all) of what is produced for a while. The factory flourishes
by 6510 6y ago
Let me suggest a classic. It traditionally worked like this: You buy as much as you can (preferably all) of what is produced for a while. The factory flourishes on this new found demand. Then you reintroduce the product to the market cheaper than the freshly produced crop. The factory scales down as you've removed your demand and you've taken a significant amount of additional demand out of their game. You can just repeat the buy and sell cycles and make waves in the market until it gets unbearable for existing players however in a more perfect settings you create an artificial market where you are both the buyer and the seller. That way you can sell to yourself for 0.9 the one day and for 0.8 the next needing only one widget to make as many trades as you want. If others are willing to sell for 0.8 you buy theirs too and "sell" it for 0.7 the next day.
Of course the situation with bitcoin vs state players is unique. If you can arrest people holding bitcoin you can obtain a significant amount of widgets for free and win the game without having to invest much.
Additionally, by constantly buying on the cheap you can lure the doubting rebels out of the woods.