Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But one last question: is there any way to control where the trade line goes? In the last game (where I finally bothered to wonder what it was lol) I played the line went into a terran planet with only one connecting lane, and stopped there. When I expanded my trade network the line stayed stuck in that dead-end.
The junction that the line went into that system from was a dead asteroid with a trade port (I had goten the fabricator artifact) so perhaps that was why? This was also with the Sins of the Prophets mod on, but it would be odd if that was bugging out the trade line.
Or does the visual of the line not really matter? Does the bonus apply to any trade port on a new world, or does it HAVE to be on that line?
The line calculation is a bit weird. Basically, it draws the shortest path among a cluster of trade ports adjacent to each other. You can find some nice drawn out examples on the strategy forum of the Sins of a Solar Empire boards, but for the vast majority of the time simply building trade port in the longest line of planets you can make in your Empire works well.
It does not matter where the trade line goes. If you had that trade line there,it must be because you did not have more trade ports next to the dead asteroid for the line to connect to.
I do not think you really got my last post. The trade line bonus is a GLOBAL bonus to your trade income. All of your trade ports, whether they are on the trade line or not, get the bonus. You just want to make the line as big as possible, so all your trade ports will get an even bigger bonus.
In practice that is about what it comes out to on fastest income settings. However in the game code it clearly states the bonus is 7.5%. So basically each planet in your trade chain gives you the benefits of a free trade income bonus research.
No no I got you, I guess I wasn't 100% clear. I was asking just that, if the trade ports off the trade line affected the global bonus.
Oh you were right though, I missed part of your post, but not the global part. I missed the part where it was each PLANET, not each trade port per planet, that increased that number.
I now realize that my usual economic plan of "trade ports absolutley ♥♥♥♥♥♥♥ everywhere" means that I don't really have to worry about the line much because it will probably just go to the longest route anyway.
Do not this. Plan your route to be as long as possible. If you have a circle of planets, one of them should be without a trade port.
But the question is, is that bonus of the extended route exceed the additional income you could gather from sticking an extra trade port in that system.
The terrifyingly strong economies I can set up (in MP games against human opponents) would disagree. See, if the coefficent of the planet chain is .075, then you have to have to have THIRTEEN extra planets on that line for each new trade port you set up for extending the line to be more valuable than building a new trade port that would stop the line. And since you can always have at least one if not more trade ports in every system (esp. with development mandate) the economic viability of the trade line is questionable.
Math city.
Math is nice, planning and engineering are better. The route line was meant to be helpful without being overpowering so that the game could appeal to careful planners and spammers both.
P.S. I would never classify any ingame economy as 'terrifying' unless the dev actually wants you to PAY for the ships you're building ;)
No of course, my response was directly towards the idea of having a planet intentionally NOT have a trade port for the sake of the trade line. Basically unless doing that gets me 13 planets worth of trade line, I would rather just build the trade port.
So in that case, math beats planning. And I didn't mean that the economy system was terrifying, I meant the ammount of money I was making was terrifying. (To my opponents LOL.)
Not quite.
The real computation you should be doing is this.
Take your total trade income * (1 + (0.075 * (theoretical trade chain - current trade chain)))
and
Number of Trade ports you plan to build on that planet * defualt income per trade port (unless you know that planet has a trade income bonus or you plan to get industry specialization, then include those bonuses).
If the first number is bigger, you are actually better off not building a trade port at the planet, since that bonus to all of your existing trade ports would outwieght the income you would get building trade ports at that planet. If you already have a very large number of trade ports, even increasing the length of your trade chain by one can be enough to make more income than what you would make with trade ports at that planet. And that's ignoring the fact that by not building trade ports you save money and can build something else.
The vast majority of the time though you don't have enough trade ports for this to quite happen, and by the time you do you probably have such a huge income you stopped caring about maximizing trade efficiency anyways. :p