A Guide to Trade Routes (long)
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Stardock Forums
The importance of trade in a game depends on the size of the game that is being played. On smaller maps, trade the the bread and butter of the empire. On larger maps, trade is just the icing on the cake. But every little bit counts and sometimes it is the 100 extra bcs that you received from trade that will make the difference. So here is a guide to understanding trade routes and using them effectively.
Establishing Trade Routes:
You can establish trade routes by making freighters. The origin of your freighter determines your end of the trade route. By moving your freighter to a foreign system, you set the foreign end of the trade route. Since the income from a trade route depends on the wealth (PQ, economy bonus, population) of the two systems involved, build your freighters at the wealthiest systems you have. In addition longer trade routes eventually produce higher income.
Choosing a Foreign Planet:
Your freighters give you and your trade partner equal benefits. By building enough trade routes to a major, that major may become economically dependent, and be open to an alliance. But if you do not intend to ally, be careful who you are trading with since you just might be helping the enemy. Some players trade solely with minors because most minors are not a militaristic threat.
Path of Trade Routes:
The path of trade routes is NOT the blue line that you see on your trade screen. The path of the trade route is instead traced out by the mini-freighters representing the trade route. In most cases, the trade route traces a parallelogram that has the blue line as its longest diagonal. Two of the sides are either entirely vertical or entirely horizontal.
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The trade route will travel clockwise on the parallelogram if your planet is 'south', the lower system. The trade route will travel counter-clockwise on the parallelogram if it is in the 'north', the higher system. The mini-freighters do return by a different path!
If there are OBSTABLES (star systems) in the path, the path become unpredicatable (not enough observations to determine a patter). For simplicity, many players choose to make their trade routes between systems sharing the same vertical or horizontal coordinates. This way the return path is the same as the outgoing path and usually better for maximizing trade income.
Determining Income:
Determining income is a complicated equation involving wealth (PQ, economy, population) of both systems, and the position of the mini-freighter on the route. Position (AA/BBB) is given in the trade routes screen:
AA is the distance traveled (in parsec)
BBB is the distance of one trade route cycle
The higher the AA, the more income from the trade route.
Maximizing Trade Income:
Trade income can be modified by either building TCs (trade centers) or S+ (speed nonuses) into SBs (starbases).
Trade Centers:
TCs affect one sector and one sector only. They are pretty much self-explanatory, giving a +50% trade income at the cost of 4 constructors and 5 bc maintenance.
Construct these in the sectors that mini-freighters spend a significant number of turns(T) and produced a high income(I).
In a trade route that takes(LT) turns to complete and several trade routes(C) running, the PER CYCLE
bonus generate by the TC will be:
50% x T x I x C
cost of maintaining the TC will be:
5 x LT
If the bonus isn't greater than the maintenance DO NOT build the TC! For most TCs to be worthwhile you wil need a high number of trade routes(C) running. By using S+(speed bonus) you can also decrease the turns to completion(LT) and make a TC more worthwhile.
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[Message Edited]
Establishing Trade Routes:
You can establish trade routes by making freighters. The origin of your freighter determines your end of the trade route. By moving your freighter to a foreign system, you set the foreign end of the trade route. Since the income from a trade route depends on the wealth (PQ, economy bonus, population) of the two systems involved, build your freighters at the wealthiest systems you have. In addition longer trade routes eventually produce higher income.
Choosing a Foreign Planet:
Your freighters give you and your trade partner equal benefits. By building enough trade routes to a major, that major may become economically dependent, and be open to an alliance. But if you do not intend to ally, be careful who you are trading with since you just might be helping the enemy. Some players trade solely with minors because most minors are not a militaristic threat.
Path of Trade Routes:
The path of trade routes is NOT the blue line that you see on your trade screen. The path of the trade route is instead traced out by the mini-freighters representing the trade route. In most cases, the trade route traces a parallelogram that has the blue line as its longest diagonal. Two of the sides are either entirely vertical or entirely horizontal.
/|
/ |
/ |
/ |
/ /
/ /
| /
| /
| /
|/
The trade route will travel clockwise on the parallelogram if your planet is 'south', the lower system. The trade route will travel counter-clockwise on the parallelogram if it is in the 'north', the higher system. The mini-freighters do return by a different path!
If there are OBSTABLES (star systems) in the path, the path become unpredicatable (not enough observations to determine a patter). For simplicity, many players choose to make their trade routes between systems sharing the same vertical or horizontal coordinates. This way the return path is the same as the outgoing path and usually better for maximizing trade income.
Determining Income:
Determining income is a complicated equation involving wealth (PQ, economy, population) of both systems, and the position of the mini-freighter on the route. Position (AA/BBB) is given in the trade routes screen:
AA is the distance traveled (in parsec)
BBB is the distance of one trade route cycle
The higher the AA, the more income from the trade route.
Maximizing Trade Income:
Trade income can be modified by either building TCs (trade centers) or S+ (speed nonuses) into SBs (starbases).
Trade Centers:
TCs affect one sector and one sector only. They are pretty much self-explanatory, giving a +50% trade income at the cost of 4 constructors and 5 bc maintenance.
Construct these in the sectors that mini-freighters spend a significant number of turns(T) and produced a high income(I).
In a trade route that takes(LT) turns to complete and several trade routes(C) running, the PER CYCLE
bonus generate by the TC will be:
50% x T x I x C
cost of maintaining the TC will be:
5 x LT
If the bonus isn't greater than the maintenance DO NOT build the TC! For most TCs to be worthwhile you wil need a high number of trade routes(C) running. By using S+(speed bonus) you can also decrease the turns to completion(LT) and make a TC more worthwhile.
-------- a break for now ------
[Message Edited]