Stellaris

Stellaris

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sith9890 Dec 7, 2018 @ 3:52pm
Trade Routes
So how do you actually make trade routes? I was expecting the tutorial to mention it, but no luck. Are they made from Starbases, am I missing an obvious button (or is it a DLC only feature, because I don't have MegaCorp. I assume its base game because otherwise what's the point of Trade Value)
Originally posted by CraftyWülf:
A starbase with a trade hub on it collects any trade value 1 jump away for every hub you build. So 6 hubs = count 6 jumps away and it'll grab the trade from there. Then it automatically runs a route to whatever your trade capital is. Usually that's also your home world.

Check the trade routes map mode, bottom right, it'll show you the path, as well as any piracy risk sectors if there are any. If there are, send a fleet there to patrol.
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CraftyWülf Dec 7, 2018 @ 3:55pm 
A starbase with a trade hub on it collects any trade value 1 jump away for every hub you build. So 6 hubs = count 6 jumps away and it'll grab the trade from there. Then it automatically runs a route to whatever your trade capital is. Usually that's also your home world.

Check the trade routes map mode, bottom right, it'll show you the path, as well as any piracy risk sectors if there are any. If there are, send a fleet there to patrol.
Radiosity Dec 7, 2018 @ 3:58pm 
Originally posted by Post-Moe:
Check the trade routes map mode, bottom right, it'll show you the path, as well as any piracy risk sectors if there are any. If there are, send a fleet there to patrol.
There's also a trade routes button in the starbase screen itself, under modules.

OP: piracy works differently now as well, and affects trade. You either need to have a small fleet patrolling your trade route to curb piracy, or install hangar bays in the starbases.
Rabob Dec 7, 2018 @ 4:36pm 
Originally posted by sith9890:
because I don't have MegaCorp.

IIRC it's exclusive to megacorporations and those are exclusive to the DLC.
ScienceBoi Dec 7, 2018 @ 4:41pm 
Originally posted by Rabob:
Originally posted by sith9890:
because I don't have MegaCorp.

IIRC it's exclusive to megacorporations and those are exclusive to the DLC.
No, it's not.
Squiggle Dec 7, 2018 @ 7:37pm 
Is there any way to manually set the route? My default route is going right through a system containing a Very Bad Thing. There is a perfectly safe route right next to it but I guess it's a bit longer? I would love to be able to mark the route out manually. Sigh.
Terminal Dec 7, 2018 @ 8:00pm 
Originally posted by Squiggle:
Is there any way to manually set the route? My default route is going right through a system containing a Very Bad Thing. There is a perfectly safe route right next to it but I guess it's a bit longer? I would love to be able to mark the route out manually. Sigh.

You can mark that particular system as inaccessible/off-limits in the system HUD and that should automatically make the trade route go around it. Alternatively, if you have any other starbases with trade hubs, you can reroute the trade lanes between them to avoid the Very Bad Thing.
mcsproot Dec 7, 2018 @ 8:05pm 
I've only played a Hive Mind so far in 2.2 and they don't use Trade Value.

I'm guessing Trade Value only exists on Colonies? And it's only collected if Trade Routes connect back to your Empire Capital?

So each Trade Hub on the Starbase increases the Trade Route distance by 1, right? If two Starbases have a distance of 2 (from 2 Trade Hubs) does that add up to a total of 4 Hyperjumps? Like this:

X o o o o X

Meaning that if I had a colony 8 jumps away from my Capital, could I set it up like this?

C o o o o X o o o o C

Like does the 2 distance from my Capital and the 2 distance from a deep space Starbase count as 4 total?
Squiggle Dec 7, 2018 @ 10:23pm 
Originally posted by Recumen:
You can mark that particular system as inaccessible/off-limits in the system HUD and that should automatically make the trade route go around it. Alternatively, if you have any other starbases with trade hubs, you can reroute the trade lanes between them to avoid the Very Bad Thing.
Oh my, I never knew you could mark systems as inaccessible, that did indeed solve my problem, thank you! Let the spice flow!
mcsproot Dec 8, 2018 @ 5:53am 
Originally posted by Squiggle:
Originally posted by Recumen:
You can mark that particular system as inaccessible/off-limits in the system HUD and that should automatically make the trade route go around it. Alternatively, if you have any other starbases with trade hubs, you can reroute the trade lanes between them to avoid the Very Bad Thing.
Oh my, I never knew you could mark systems as inaccessible, that did indeed solve my problem, thank you! Let the spice flow!

It's also handy for long distance path finding so your military fleets don't go and say hi to Nether Drakes.
The Renderer Dec 8, 2018 @ 5:56am 
Originally posted by mcsproot:
I've only played a Hive Mind so far in 2.2 and they don't use Trade Value.

I'm guessing Trade Value only exists on Colonies? And it's only collected if Trade Routes connect back to your Empire Capital?

So each Trade Hub on the Starbase increases the Trade Route distance by 1, right? If two Starbases have a distance of 2 (from 2 Trade Hubs) does that add up to a total of 4 Hyperjumps? Like this:

X o o o o X

Meaning that if I had a colony 8 jumps away from my Capital, could I set it up like this?

C o o o o X o o o o C

Like does the 2 distance from my Capital and the 2 distance from a deep space Starbase count as 4 total?

You are confusing two things here. The trade route length is unlimited, you don't need starbases for that. Starbase range is only used to a) collect the trade resources and b) protect the trade routes. Range of a) can be increased by trade hubs on your starbase, range of b) by weapons stuff like hangar bays or missile launchers.

So in your case you would only need a starport at your colony and you'd be good to go. Or a starport with a trade hub one jump away from your colony. Or a starport with 2 trade hubs two jumps away. Etc.

Trade resources also exist in systems without colonies, btw.

Watch this video from about 23:12 on, it's a very good explanation of the whole trade route system:
https://www.youtube.com/watch?v=hu089STzDEw
Last edited by The Renderer; Dec 8, 2018 @ 6:00am
Nereus Dec 9, 2018 @ 5:10am 
Originally posted by Recumen:
Originally posted by Squiggle:
Is there any way to manually set the route? My default route is going right through a system containing a Very Bad Thing. There is a perfectly safe route right next to it but I guess it's a bit longer? I would love to be able to mark the route out manually. Sigh.

You can mark that particular system as inaccessible/off-limits in the system HUD and that should automatically make the trade route go around it. Alternatively, if you have any other starbases with trade hubs, you can reroute the trade lanes between them to avoid the Very Bad Thing.
yeah regarding the whole other starbases and re-routing... how the hell is that accomplished, like i'm going insane trying to get it to go over a couple systems instead of going the least logical route it can into no mans pirate land.
Darth Ginny Dec 9, 2018 @ 5:35am 
Originally posted by Nereus:
Originally posted by Recumen:

You can mark that particular system as inaccessible/off-limits in the system HUD and that should automatically make the trade route go around it. Alternatively, if you have any other starbases with trade hubs, you can reroute the trade lanes between them to avoid the Very Bad Thing.
yeah regarding the whole other starbases and re-routing... how the hell is that accomplished, like i'm going insane trying to get it to go over a couple systems instead of going the least logical route it can into no mans pirate land.

Zoom in to the system you want to avoid.

In the bottom left/middle of the screen, there is an "Fleet avoid system". That works on trade routes to

Belhedler Dec 9, 2018 @ 5:35am 
Erf, every time I read a thread, I get to learn something new I could not figure by myself with the UI alone. Just how far did they fail to inform the player of the ways of the 2.2 version exactly?
The Renderer Dec 9, 2018 @ 5:43am 
Originally posted by Belhedler:
Erf, every time I read a thread, I get to learn something new I could not figure by myself with the UI alone. Just how far did they fail to inform the player of the ways of the 2.2 version exactly?

They did inform us, it's not their fault you didn't read the dev diaries. They exist for a reason.
Belhedler Dec 9, 2018 @ 5:47am 
I read all the diaries though.
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Date Posted: Dec 7, 2018 @ 3:52pm
Posts: 20