Value of trade routes

Another question came off my last game, i.e. how the value of trade routes is calculated.

I regulary build trade routes early, mainly to one or two other civilization capitals, which are on the other side of the universe.

Last time each of my trade routes was valid 74bc , but then suddenly it dropped to 24bc after I changed to evil.

According to the wiki, I understood the value was only depending on technology (trade), population of the planets involved, and the distance between them.

Also I didnt see much change when I build 4 economic starbases with 30% trade increase along the route.

Has anything changed in later updates ? I understand the wiki is sometimes outdated ?

I tried to search the forum for 'trade', but somehow the search didnt come up with any matches ...

Just as an afterthought: sometimes, when I discontinue a trade route to open a more promising one , I cannot fill the vacant route. Even a restart will not cure it. I still play the EU version 1.82 of DA.

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Reply #1 Top

Very good questions, but I've never gotten into the equations calculating things. I'm sure some one has. You are correct about what effects the value of trade routes and I never heard of alignment effecting it.  The one thing I can tell you that may be the cause for the sudden drop in trade value is that when you go over 10000bc/wk in income (I THINK thats net income after spending) your trade value drops by half, or something.

Reply #2 Top

(I THINK thats net income after spending)

It's not net; it's gross.  When your gross income exceeds 10,000BC, your trade income is reduced by half.  (I believe this modifier is multiplied by all other modifiers, thereby being half of your former total, but I don't believe I've ever tested it.)

That does sound a bit unusual, but trade's not my forte, so I can't exactly comment.  I'll give it a look and try to get back in a timely manner.

As far as not being able to replace trade routes, this is probably due to the UP law limiting evil races to X amount of trade routes.  If you had say 5 running, and the UP voted to limit it to 3, it most likely wouldn't affect any of the ones you had running, but if they were destroyed, wouldn't allow you to create new ones beyond the 3 sanctioned.

Reply #3 Top

I thought the trade income cut was like the tax income cut, based on the size of your treasury, not income-based. Admittedly, trade is not my specialty, as it gives a truly terrible return on investment. Even at it's best, trade won't make much money except on very small maps (compared to tax income, that is).

The econ starbases failed to give you any benefit because they affect trade only when the minifreighter is in their area. If your trade route is 6 sectors long (90 spaces), each starbase will only boost the route income for a maximum of 30 out of the 180 turns the minifreighter takes to travel the route.

If you truly want to maximize income from this, specialize in short trade routes - no more than 2 or 3 sectors. Try to get multiple routes to run through the same path, then pile the starbases on in such a way that as much of the route as possible is covered at all times. If done properly, you could easily have 8 starbases covering every part of the route. Plan the route to run along a sector boundary, then line both sides with starbases.

Reply #4 Top

(posting as workaround for the dearly departed Watch This Post function)

Reply #5 Top

Admittedly, trade is not my specialty, as it gives a truly terrible return on investment.

Building the starbases is, but building just the Trade Ships alone pays off handsomely.  I built 7 Trade Ships for 85bc apiece, sent them not that far away (~5 sectors), and forgot about it.  About a year later, I discovered those routes were yielding me 450bc every turn.  Plus, the receiving civ was Friendly with me even though he was opposite alignment.

IMHO throwing on the Trade modules is worth doing if you're going to build an Economic Starbase along the route anyway, but not worth building an Economic starbase just for trade.  If all your mini-freighters spend just one turn in the zone, you recoup the cost of the 95bc constructor  (450bc * 20% = 90bc).

Reply #6 Top

Dammit, Willy, you caught me.

Yes, it's treasury-why the hell was I thinking it was income?

Probably because someone above me made a distinction between net and gross...

The econ starbases might be the reason he saw his trade revenue drop, too-I don't recall seeing that in the original post when I posted, though.

Reply #7 Top

The econ starbases might be the reason he saw his trade revenue drop, too-I don't recall seeing that in the original post when I posted, though.

For that dramatic a revenue drop in one turn, though, you'd have to establish all the trade routes in one turn, or have all the mini freighters leave the starbase's influence on the same turn by some wild coincidence.

Reply #8 Top

We don't know it was one turn-he just says "suddenly"-how soon did he check it?-but you do have a point.  I did say -might-.

Reply #9 Top

First thing, thanks to all for the helpful replies. I couldnt get on the web earlier today and was quite surprised to receive 8 answers where I had hoped for one explanation max.

I started to play GC again after about 12 years ( OS/2) of abstinence, and currently play mainly standard terranean on 'big' maps on 'hurtful'. With 8 competing races you're lucky to get an additional planet, most of the times my colony ships come back empty. This is why I regular establish trade routes: first because of the income , up to 400bc or more with effects, and even more to buy myself time against the more agressive races like drengins and yor.

Nevertheless I tend to build a more stable economy later in the game, once I have acquired additional planets. When the whole galaxy is at war, trade income normaly drops significantly, even if you research the Galactic Privateer to protect you own freigthers.

I misinterpreted the effect of starbases on trade: I always thought economic starbases would yield up to 30% trade increase irrespective of the freighters location, so I built my starbases always around my homeworld. So part of the sudden drop definitely may have occured because freighters had left this sector. 4x30% = 120% makes quite a difference in income.

I am aware though of the 10k bc barrier, nevertheless I doubt this was a factor that time. Far into the game I am constantly in financial trouble , desperately selling cheap tech to fight off bancruptcy.

And my most dreaded scenario is, when half of the galaxy suddenly and unexpectedly reach the decision that I am a threat and turn against me before I'm ready. Even races where I have good relations, dont know what triggers this effect ...

 

Reply #10 Top

Sometimes it will trigger if you destoy a few minor races. The event will say something like "... the war has expanded".

Reply #11 Top

True, but sometimes it also happens out of the blue. I guess there is just some random element in it, as with the events. It just makes the game more interesting ...