Trade in CG2

I posted some thoughts on this in the starbase discussion but decided a seperate discussion would be good.

Is trade going to be revamped in CG2?

The issues I have with trade in CG1 are
- all trade routes are between the same planets for maximum income
- limit on number of trade routes
- there is no 'competing' with the AI to become a trading power

What I would like to see is these three issues addressed WITHOUT serious micromanagement. Not an easy task.

Any suggestions?

paul.
19,034 views 12 replies
Reply #1 Top
trade centre and thus the value of all the previous trade routes.
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paul.
Reply #3 Top
lds, setting defensive starbases, sensor drone and fighter garrisons, etc. The long route also makes it worthwhile to build economic starbases and put several freighters on a given run.

$0.02
Reply #4 Top
e especially important if multiple identical trade routes reduced the value of each trade, as you don't want the human player to have to waste time calculating values. Just choose.

Paul.
Reply #5 Top
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Reply #6 Top
in red" certain areas "illegal for trading". The player could paint in red all areas where freighters should not pass, which could include planets in this same system. So the player still can block certain routes without any big hassle.
Reply #8 Top
I like the idea of using your trade starbase to target another civilisations trade income. Would really open up the strategy and supply lots of good reasons for war!

Paul.
Reply #9 Top
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Reply #10 Top
to me that if you "built" an item, you'd want it to "automatically re-route", rather then get discarded and be required to build a new one.