Does economy of trade planet matter, or only population?

I've searched the forums and see this question answered both ways, so I wanted to create a topic on it specifically.  I know that the length of a trade route affects income, and that the population of the worlds in question also has an effect, but does the economy of the planets in question matter?  For example, would it make more sense to set up a trade route from a class 10 world with an econ capital and lots of markets or a class 15 world with high population but no econ buildings? (odd situation I know, but its a hypothetical).  On the other side, does the economy of the foreign planet matter as well, or just their population?

I know in most cases the highest population worlds will also have the best economies, but I'm trying to figure out if its worth the extra effort of setting up my trade routs from my econ capital.

38,071 views 26 replies
Reply #1 Top

You need a serious numbers person to chime in here. I've never tested things methodically, but I've read lots from folks who do.

From my reading of various threads on the topic, the trade route is it's own thing. The planets at either end are irrelevant except for their distance from each other. The Econ Capital only increases tax revenues on the one planet. The only improvements that boost trade income are on starbases, AFAIK. 

Reply #2 Top

So far as I know, it's just the population that matters, and the distance between the initiating planet and destination planet.

Reply #3 Top

Ah, so the best trade routes are between distant troop or tax farms. Thanks, Marvin.

Reply #4 Top

Quoting MarvinKosh, reply 2
So far as I know, it's just the population that matters, and the distance between the initiating planet and destination planet.

So population is relevant to trade?

Reply #5 Top

Your question is pretty well covered here by GW and marvin, but i'll throw my two cents in...

The optimum setup for trade routes would be the greatest distance you can manage, and with econ starbases along the route, obviously built out with all the trade modules. If your building your population correctly, meaning that each planet has minimum 13B pop, than population will not be so much a factor, i wouldn't compromise route length with a closer and higher pop planet.

Class only matters so much as it affects the population. Smaller class planets won't grow to their potential, so if your not moving population around, i'd at least make sure your using class 8 and above. IIRC, and SoulSole will correct me if i am wrong, class 7 and lower will not grow to 13B, so avoid them as your two ends of the route.

Planetary Improvement will have no bearing, aside from the civ wide trade goods / wonders you can build. (I don't recall it's name...Galactic Trade Bizarre...or something to that effect)
:)

Reply #6 Top

Quoting Neilo, reply 5
Planetary Improvement will have no bearing, aside from the civ wide trade goods / wonders you can build. (I don't recall it's name...Galactic Trade Bizarre...or something to that effect)

The Galactic Bazaar has no bearing on trade routes, only on negotiations.

Reply #7 Top

negotiations?

Reply #8 Top

Quoting dnzrx1, reply 7
negotiations?

It makes what you offer in trades worth +50%. 

Reply #9 Top

Quoting Gaunathor, reply 6
The Galactic Bazaar has no bearing on trade routes, only on negotiations.

Like i said, i don't recall it's name, there is, and i think it's a trade good, that does something for your trade routes. I never bothered with trade during my scoring years so i don't recall it's actual name.
:)

Reply #10 Top

It's a Galactic Achievement and... well it does what GW said it does.  Which is very useful when you're playing the Terrans or some other race with a good Diplomacy, because it allows you to make trades on the negotiating table for a lot less than usual.  Want to buy all your ships instead of building them?  With this GA you really can.

Reply #11 Top

No, no...grrr

**Runs off to check PlanetImprovements.xml**

Found it!

<S_Name>Galactic Privateer</S_Name>
        <S_InternalName>GalacticPrivateer</S_InternalName>
        <S_Type>GalacticAchievement</S_Type>
        <S_TechRequirement>Master Trade</S_TechRequirement>
        <Cost>1500</Cost>
        <S_BriefDescription>Protects trade routes.</S_BriefDescription>
        <S_Description>Using just-in-time technology, the Galactic Privateer will protect your trade routes from attack.</S_Description>

I knew there was something else, i just could not think of it! This is what i was on about.
:thumbsup:


Reply #12 Top

Quoting Neilo, reply 11
I knew there was something else, i just could not think of it! This is what i was on about.

The Galactic Privateer is gone in TotA, because of the exploit it provided. The next best thing is the Korx-only Freighter Command. Both do essentially the same thing, but in a different way: the Privateer makes your freighters invulnerable by preventing any damage from an attack, while the Freighter Command makes your trade routes invulnerable by constantly replacing your lost freighters. However, neither has any effect on the income provided by your trade routes. 

Reply #13 Top

Quoting Gaunathor, reply 12
neither has any effect on the income provided by your trade routes.

Never said it did, just knew there was some PI that impacted trade in some way.
Quoting Gaunathor, reply 12
The Galactic Privateer is gone in TotA, because of the exploit it provided.

It's still in DA, and i assume DL. What exploit did this create in TA? I never delved into TA much.
:)

Reply #14 Top

Quoting Neilo, reply 13
Never said it did, just knew there was some PI that impacted trade in some way.

Then I misunderstood what you meant. Sorry.

Quoting Neilo, reply 13
It's still in DA, and i assume DL. What exploit did this create in TA? I never delved into TA much.

It was the exploit it created in DL and DA, that lead to its removal in TotA. The exploit was, that the AI attempted to destroy your freighters, but couldn't do it, because the Privateer prevented it. Instead of changing the target, the AI ships kept going after the freighter, trying to destroy it. It also kept sending even more ships after the freighter in the hopes of overwhelming it.

In one game, I had several hundred fleets chasing my invulnerable freighters around the map. It was both hilarious and boring at the same time. :rofl: |-O :zzz:

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Reply #15 Top

Quoting Gaunathor, reply 14

Quoting Neilo, reply 13Never said it did, just knew there was some PI that impacted trade in some way.
Then I misunderstood what you meant. Sorry.

Quoting Neilo, reply 13It's still in DA, and i assume DL. What exploit did this create in TA? I never delved into TA much.
It was the exploit it created in DL and DA, that lead to its removal in TotA. The exploit was, that the AI attempted to destroy your freighters, but couldn't do it, because the Privateer prevented it. Instead of changing the target, the AI ships kept going after the freighter, trying to destroy it. It also kept sending even more ships after the freighter in the hopes of overwhelming it.

In one game, I had several hundred fleets chasing my invulnerable freighters around the map. It was both hilarious and boring at the same time.

"Cap'n, we can't hit him!"

"MORE SHIPS!  MOOOOOOOOAR!"

Reply #16 Top

Quoting Sole, reply 15

"Cap'n, we can't hit him!"

"MORE SHIPS!  MOOOOOOOOAR!"

"Mr. President, we got a report that our ships are unable to damage the enemy freighters."

"WHAT!? IMPOSSIBLE! Throw everything we got at those freighters! I want them gone!"

"But sir, that will leave our worlds open for an invasion!"

"I DON'T CARE! Those freighters provide too much of an advantage to our enemy!"

 

I wonder if a Terror Star would be able to destroy them. <_<  

Reply #17 Top

Quoting Gaunathor, reply 16
I wonder if a Terror Star would be able to destroy them.   

Hey, maybe that's why it was changed for TA...

Reply #18 Top

Quoting Gaunathor, reply 14
Then I misunderstood what you meant. Sorry.

All good mate! :thumbsup:

Quoting Gaunathor, reply 14
It was the exploit it created in DL and DA, that lead to its removal in TotA. The exploit was, that the AI attempted to destroy your freighters, but couldn't do it, because the Privateer prevented it. Instead of changing the target, the AI ships kept going after the freighter, trying to destroy it. It also kept sending even more ships after the freighter in the hopes of overwhelming it.

In one game, I had several hundred fleets chasing my invulnerable freighters around the map. It was both hilarious and boring at the same time.


And WOW!!! I have never seen this! See what playing games for only score does, that style of game takes away so much of the quirkiness, i'd have loved to have seen this, in fact, i'm going to try and replicate it!!!

Thanks for the info mate!!!

Reply #19 Top

Quoting Neilo, reply 18

Quoting Gaunathor, reply 14Then I misunderstood what you meant. Sorry.
All good mate!

Quoting Gaunathor, reply 14It was the exploit it created in DL and DA, that lead to its removal in TotA. The exploit was, that the AI attempted to destroy your freighters, but couldn't do it, because the Privateer prevented it. Instead of changing the target, the AI ships kept going after the freighter, trying to destroy it. It also kept sending even more ships after the freighter in the hopes of overwhelming it.

In one game, I had several hundred fleets chasing my invulnerable freighters around the map. It was both hilarious and boring at the same time.

And WOW!!! I have never seen this! See what playing games for only score does, that style of game takes away so much of the quirkiness, i'd have loved to have seen this, in fact, i'm going to try and replicate it!!!

Thanks for the info mate!!!

If I haven't made it clear in the past, this is why I have never played games for score.

Reply #20 Top

I wish i never did. I've had more fun with GC2 these past couple of months than i ever did prior. I only regret the community is not as it was whilst i am wallowing in my new found joy.

Reply #21 Top

Quoting Sole, reply 17

Quoting Gaunathor, reply 16I wonder if a Terror Star would be able to destroy them.

Hey, maybe that's why it was changed for TA...

I just tested it and yes, Terror Stars are able to destroy invulnerable freighters. Which is quite a contradiction. Either they are invulnerable, or they are not. But then we would see something like this:

"Just-In-Time-Technology! and not even a super-nova can kill you! Get it now for only $999,999,999,999.99!"
-Korx Unlimited
-Exploiting new worlds!

Quoting Neilo, reply 18
Thanks for the info mate!!!

No problem.

This whole exchange actually helped to bring some humor back into my life, so it was quite a good thing. I thought I lost that a long time ago. :(

Quoting Neilo, reply 20
I wish i never did. I've had more fun with GC2 these past couple of months than i ever did prior. I only regret the community is not as it was whilst i am wallowing in my new found joy.

It could be worse, though. You could be the only left posting. ;)

Reply #22 Top

Quoting Neilo, reply 20
I wish i never did. I've had more fun with GC2 these past couple of months than i ever did prior. I only regret the community is not as it was whilst i am wallowing in my new found joy.

 

You are quite right, but at least you found the right way to play galciv2 in the end. ;) Though I never really-really played for score, I did play for "maximum level opponents", which made for some interesting games, but also created a chase after stupid exploits that would give me the edge against the AI. These days I play occasionally, but with some very strict restrictions which prevent me from exploiting "gamey" tactics. Previous game this made for a very fun game as the Yor (who I always avoided in ToA as they are pretty sucky), which was exciting for 14 of the 14 and a half gameyears it lasted.

 

As for trade (to make this reply relevant to the topic): As has been said, the population of the planets on both ends matters, picking the enemy homeworld as a target is generally pretty good, as it is also a planet that usually won't fall early in AI wars. The distance also matters when it comes to monetary profits, but also consider the relationsbonus a trade route grants you. This is something you should take into account when determining the "maximum profit" you can gain from trade (basically: send a tradeship to every AI you don't want a war with, even if they are very close), they can help avoid costly and unwanted wars and by that method grant you an "invisible profit".

Still, I feel trade is too weak, especially on larger maps, making it hardly cost-effective (even with the relationsbonus). Setting up a range of starbases to enhance it is a very costly way to increase your income a little bit. Trade is also very easely disrupted by war and surrenders, and very fickle in the income it provides (from a pretty nice sum when the trader is far away, to a very small sum when it is close to home).

However, rushing a few trade routes in the early game while playing the Korx can be worthwhile both for an economic boost (making up half of your income for a while, before rapidly falling away) and a diplomatic delay till you can research Xeno Ethics and pick a less offensive alignment (e.g. Neutral). A pet peeve of mine is that Neutral Shipping won't work properly with the Korx as traderoutes are hard capped (at 12 if I recall correctly, or perhaps the research is broken) and the game won't give you all the traderoutes you're entitled to.

Reply #23 Top

New to this game and enjoying it immensely.  Been reading the forums and enjoying that too.  I can't find the one detail mentioned in the last point about relationship due to trade routes.

 

So, two questions, please.  What does a trade route do for relations? 

 

My latest trick of choice is to find one trade route that looks most profitable and the maximum number of freighters along that one route.  Is there any disadvantage/advantage to multiple freighters on the same trade route?  If there is a relationship bonus with trading, is it multiplied?    Theoretically, it maximizes the effect of any economic starbases along the way through multiple freighters passing the same starbase, but I agree with earlier comments in this thread that this is not a great income increase in the first place.

Reply #24 Top

Quoting erischild, reply 23
New to this game and enjoying it immensely.  Been reading the forums and enjoying that too.

Welcome! It is indeed a great game. ;)
 

Quoting erischild, reply 23

What does a trade route do for relations? 

Whenever a freighter of yours has established a traderoute to another AI, or vice versa, a positive relationsmodifier is activated. You can find these modifiers on the Foreign Stats/Policy screen, under the Report tab. Relation Factors include things like whether your diplomacy is higher (+/++) or lower (-/--) than that of the AI, whether your military is bigger (+/++) /smaller (-/--), and whether there is trade (+/++) or not (neither positive nor negative) between you and that AI. These modifiers change the way the AI feels about you, if it has more positive than negative modifiers towards you, relations may increase, if it has more negative modifiers than positive, relations may decline. Some AI have permanent negative modifiers such as "warmongers" which makes them harder to befriend and more inclined to be involved in wars.

For the trade modifier it doesn't seem to matter whether it was you, or the AI who established a trade route between you, nor does it seem to matter how many freighters there are going back and forth. Any traderoute between the two of you gives you a +, if you are the only civilization the AI trades with, this + changes into ++ (or maybe the ++ is reserved for the most important (= most money) trade partner, but I haven't focussed trade on any AI in ages, so I don't know). In short, establishing a trade route, makes you slightly more likeable to the involved AI, which improves relations or makes them decline less rapidly, making it easier/cheaper to avoid war.
 

Quoting erischild, reply 23
My latest trick of choice is to find one trade route that looks most profitable and the maximum number of freighters along that one route.  Is there any disadvantage/advantage to multiple freighters on the same trade route?  If there is a relationship bonus with trading, is it multiplied?    Theoretically, it maximizes the effect of any economic starbases along the way through multiple freighters passing the same starbase, but I agree with earlier comments in this thread that this is not a great income increase in the first place.

It seems you have broken your promise of just two questions! :P But I will answer anyway:

Your trick is the best may to maximize monetary tradeprofits, though I'd like to add that the earlier you establish a trade route, the more income it will generate. A second advantage is that it is generally easier to defend a single stream of traders, than having your freighters all over the place. It also makes it much cheaper to equip the traderoutes with starbases (though the extra income is pretty shabby, except perhaps on tiny maps). Whether establishing multiple traderoutes is more likely to earn you the ++ rather than the +, I don't know (see above). Trade won't grant you more than two +'s though.

As for the downsides of your strategy: It is very much putting all your eggs in one basket. If for some reason you end up in a war with that single AI, all your tradeincome is completely gone and your starbasemodules become useless. Also if the traderoutes come under attack and you are unable to defend, a single AI fleet can wipe out all your traders without having to cross the entire map to find them. Thirdly, if the destinationplanet or the planet of origin is taken, all the freighters vanish (even if the new owner is not hostile to you). Basically you'd have to establish that that traderoute is very secure, or it becomes a big liability.

The counter to these objections is obvious: if your traderoutes are spread out between many civilizations, the chances of you losing a couple due to unpreventable war are pretty high and defending all of your traders is also much harder when they are spread across such a wide range.

Basically you need to determine whether maxmized trade income is more important or less important than the improvement to diplomatic relations trade gives you. If you want to befriend as much of the galaxy as possible, spread out your traders across different civilizations and just send one to each capital (well defended, good population, and a civ that loses it capital will no longer require +trading in relations as their military is most likely very weak) until you've reached everyone. If you want to make as much money possible on your traders, send them as far away as possible, to a high population planet, and then defend this traderoute and the AI you're trading with.

Reply #25 Top

Thanks for the reply.  I am trying some of the ideas in my latest game.  Fun!