Quick questions on trade routes

From what I know, the number of credits generated through a trade route is based on the length of the route. Is this related to the total length of the trade route, or the number of planets in the trade route?

Also, I am playing Vasari right now. If I build phase gates, will the trade ships use those gates, thus shortening the route length and cutting into my profits when I have phase gates on many planets?

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Reply #1 Top

Good question. I think it is the physical length of the route, which means phase stabalizers will really help. Though I could be wrong.

Reply #2 Top

Phase stabalisers are not used....

Reply #3 Top

thee longer the trade chain the more profit you get from trading

 

lets say, you control all planets of 1 solar system

instead of building tradeports on every planet, you should carefully search for the longest possible route (without breaking it)

the hard part is making routes without breaking chains    you break a chain if you place a tradeport next to an existing trade-lane and that extra trade-port would shorten the lane

 

as an adition  wormholes do apply in the chain,  so if you place astarbase at both ends of a wormhole with a trade-port upgrade trade-ships wil use the wormhole adding an extra +3 jumps to your chain

(jump to wormhole 1 - enter wormhole 1  - jump away from wormhole 2) 1 and 2 being connected

 

Phase stabilizer have no effect on trade chains,  your income wil remain the same, even though ships use the stabilizer-network (i am still confused about that though)

 

so your questions answered

it is related to the total lenght of the trade-chain,  the value of trade-port in the chain however also increases porift

meaning, a terran planet wih 290 population and 2 trade-ports adds more value to the trade-chain then a volcano with 70 population and 1 trade port

so if theres 2 ways of making a trade chain always include high value planet,  (high population and/or logistical slot slot avaibility)

 

i am pretty sure that using stabilizers do not increase/decrease credit income  even though trade-ship are using the stabilizer system i think the amount of resources dropped is directly linked with the resources/sec gained from the trade-network (seen in the credit-income overvieuw)

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Reply #4 Top

Thanks for the responses, I think I understand now.

Reply #5 Top

The planet type does NOTHING to affect the value.

The length of the chain gives a value that EVERY trade port gets (regardless of if it is in the chain or not). The reason some planets are different is either 1) they have more then one port (they stack) or 2) there is a planet modifier that increases/decreases trade income

Reply #6 Top

Thanks Hack78, I never quite got that. Also, do non-colonizable areas break the chain? Do you need to upgrade your starbase to use them? And since the ships can use wormholes, if a wormhole is in between two planets in your chain, is it broken?

Reply #7 Top

Quoting godoggo, reply 6
Thanks Hack78, I never quite got that. Also, do non-colonizable areas break the chain? Do you need to upgrade your starbase to use them? And since the ships can use wormholes, if a wormhole is in between two planets in your chain, is it broken?

In vanilla no (Dead roids do break it  (unless you are TEC ;)), but non-colonisable doesn't).

In Entrenchment yes as you need to put a SB there with the trade upgrade.

Wormholes so work in vanilla, not sure if you need to have the SB at both ends in Ent or not. It will still go through. If it isn't, then you need the SB at the wormholes...

Reply #8 Top

hack you do need the starbases in each wormhole in the chain

harpo

 

Reply #9 Top

Yeah - I was fairly sure you did, but wasn't 100% sure off the top of my head...

Reply #10 Top

hmm... does the 2nd starbase trade port upgrade make the starbase act like 2 starbases instead of 1?

Reply #11 Top

it does improve the income rate of the starbase more than the first (1.25 times the trade port route value),the second is3 time the tradeport rout value

harpo

 

Reply #12 Top

thanks

Reply #13 Top

I'm still a little confused about this "chain" business. How can you possibly "break" a chain by adding a tradeport? That would merely add onto the chain. I don't understand how you could break a chain by adding another link in it.

Let's take this example as a way you guys could maybe explain this to me. Imagine you have a circular shaped system. You control all planets in this circle. How would you construct the longest chain? Would it be by building tradeports in all planets except one? If you did that, but then added a final tradeport to complete the circle, would it "break" your chain?

Reply #14 Top

You got it. Break is the wrong word, but it does shorten your longest route. Let's say you're on a 6-planet ring. You control all of them, and have trade ports on all of them. What is your longest route? It's 3! Pick any two planets, and you have a distance between them, at a max, of 3. Now, take away a trade port and look at the planets on either side of the break. While the distance between them used to be 2, trade ships can no longer take that route, and must go the other way around the cirle, increasing the distance to 4. You've just increased the value of each remaining trade port by removing one.

Reply #15 Top

great explanation! thanks.

Reply #16 Top

Thanks Vitamin!

My final question here would be: does it hurt to build extra trade ports branching off from your chain? Say we had a system shaped like a lowercase "t". You would want to build up and down to create your longest chain. But then what would happen if you added a few more on the left to right axis? Would each tradeport simply add overall income without affecting the income per tradeport ratio?

This system Stardock came up with is super complicated! Can't see what the point of it is...

Reply #17 Top

There's no ratio calculated. You can branch from the chain as much as you want without penalty, so long as it doesn't shorten the distance between the planets in your longest chain. Each of these ports will also get the same income as those on the chain. The only time you need to consider whether or not to build a trade port (in terms of longest route) is if it connects a loop.

Reply #18 Top

Nope, doesn't hurt you building tradeports outside of the chain. They still get the same bonus applied to them, too. And the system isn't really complicated, actually it's the best system that can be devised for this. The only other alternative I could think of would be to increase the income based on each planet that has a tradeport.

Reply #19 Top

nice,

 

guess i learned a few things myself (was wrong about the planet-value not being calculated in...

 

 

there used 2 be a wonderfull site which explained the trade-port system in detail with pictures and all

the concept of trade-port-chaining is very simple,  you only need to see a picture with explenation once  i will search for a link and try adding it here, and on the FAQ

 

 

Found it!!!

http://www.soasewiki.com/index.php/Trade_Port

text-based explanation,   you should read it once

http://www.soasewiki.com/index.php/TradeRoute2_LargeMap

picture-based explanation of chaining,  note that this = pre-entrenchment  same rules apply,  you just need 2 build starbases with trade-ports in gravity wells that cannot house trade-ports