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Trade with other empires is classic ressource for ressource trade.
Some systems have a ring icon on it after you finish scanning. That is the amount of trade that the system can produce. Not all systems have it. Colonized systems also have a trade value from the planet itself, from population jobs like clerks or Merchants.
Now how to collect them:
Starbases. A starbase collects the trade in the system it is in. For every Trade Hub you build in a starbase, the collection range increases by 1, so if for example you want the trade value of a system 2 jumps away, you'll need to build at least 2 trade hubs.
Is that all?:
No. Now that your corrupt provincial governor has collected all his ill gotten gains, he needs to give you your "cut". Or he won't be a governor for very long. So all the trade that the station collects now has to get to your hands. The station will then create a trade route from the station to your capital where you are waiting to collect on your "deal". Of course, money always makes people jealous, so people will "tax" your trade routes by pirating them if the value gets high enough, so send out patrol ships to patrol the route and keep piracy down or build a starbase in the middle and stack them with hangers for trade protection (hangers give +10 trade protection, guns and missiles only give +5). Same thing, 1 hanger = +1 protection range.
So, now that our poor suffering chest has reached the capital through pirate infested space, what do you get?:
What you got from all your hard work depends on your policy settings. There are 3 possible settings in Trade policies,
1- Wealth creation. Credits, credits and nothing but credits! 1 trade will give you 1 credit under this policy. (1 credit)
2- Consumer Benefits. Your poor provincial governor is too broke to pay it all, so he can only give you 0.5 credits per trade. To make up for that, he sends you stuff like his used silver spoons and silk underwear as security for a loan, so you get 0.25 consumer goods per trade as well. I'd recommend not using anything he sends. (0.5 credits/0.25 consumer goods)
3- Marketplace of Ideas. There will be some governors who can't even send you their underwear, but will give you 1001 excuses on why it is not their fault. Once you get tired of the same excuses, you can throw them all into a common dungeon and tell them to come up with better excuses. The brainstorming between fellow dungeon mates tends to breed unity so in the Marketplace of Excuses *cough*, I mean Marketplace of Ideas, you'll get 0.25 unity in addition to the 0.5 credits per trade you normally get. (0.5 credits/0.25 unity)
There is another, the Trade Federation but that's just 2 and 3 combined for a special government.
Hope this helps.
That would be 50 credits for the consultation fee.
- Colonized Planets with filled Clerk jobs
- natural sources, revealed while Surveying the system
- Offworld Trading Company improvement on a Starbase, requires a Trade Hub module to be built
You earn Credits based on your Trade Value at the end of a 2 step process. The first step is collecting it. A Starbase in a system will collect all Trade Value in that system. By adding Trade Hub modules, as well as the Hyperlane Registrar improvement, each one will allow that Starbase to collect from 1 hyperlane jump away from the Starbase. So a Starbase with a Trade Hub can collect from 1 jump away, 2 Trade Hubs from 2 jumps away, etc. But given that you have a cap on the number of Starbases you can build, and the multiple other roles you may want from a Starbase (Shipyard, defensive trap, etc), you need to think about where good placed would be to place your Trade Ports. You will want to look for clusters of systems close together, where a single Trade Port can collect them all with, ideally, just 2 Trade Hubs and a Hyperlane Registrar (which gives a total reach of 3 hyperlane jumps).
Now you're collecting Trade Value, but you need to send it home to your Capitol in order to make Credits from it. Any Starbase that is collecting Trade Value will immediately initiate a Trade Route from its system to your Capitol. It will always choose the route that has the shortest travel time. Generally this will be the smallest number of hyperlane jumps, but there are exceptions -- 3 zig-zag jumps might be faster than having to cross a single system at sublight speed. However, while these valuable goods are in transit, they are vulnerable targets just begging pirates to come liberate it from you. To protect against this, you need Trade Protection, which is step 2.
Basically anything with the ability to shoot at enemies will provide some amount of Trade Protection, but the question becomes how much, and at what range. Your defensive trap starbases at your perimeter, bristling with gun batteries and rocket batteries, will easily protect their own system. But they can't reach anywhere else. This is where Hanger Bays come in. They do not just protect the system their Starbase resides in. They also patrol other nearby systems. Each Hanger Bay will increase the Trade Protection Range by 1, the same way that Trade Hubs also reach out their Trade Value collection range by 1. For quite a long time, all you need to do is build 2 Hanger Bays for every 2 Trade Hubs (and Hyperlane Registrar).
As your Trade network grows, though, your Trade Routes will eventually start to become really valuable, especially if you keep routing them through the same few systems. Towards the mid game you may run into the situation where your Trade Value collection Starbases, even with 4 Hanger Bays each, just don't provide enough Trade Protection to deter the pirates. When this happens, you have 2 choices. The first is to create a set of fleets, predominantly of Corvettes with a few Destroyers as backup, and set them up to patrol the problem areas. Depending on what your Fleet Capacity looks like, though, this can be very problematic to maintain. The other option is to set up additional Starbases with lots of Hanger Bays. Not only will this give you coverage over more area to keep the threat at bay, but you can also reroute your Trade Routes to keep the value in any one system from exceeding your ability to protect it.
That's right, you can manually redirect your Trade Routes to different targets. They still need to reach your Capitol in order to maximize their Credit value, but it may be prudent to spread them out so they aren't all flowing through that one system and making it an insanely good target for Pirates. While viewing the current Trade Routes, you can click any Starbase to select it's Trade Route. It will default to targeting your Capitol, but you can right click on any other Starbase to target it instead. As a rule, I tend to go through periodically and retarget every single Trade Route to a nearby Starbase, rather than just letting them all go directly to the Capitol. It doesn't change the value of the Route as a whole, but it does make it easier to change the route it follows later if I need to.
Finally, here's the guide that helped me put all the pieces together:
https://www.youtube.com/watch?v=75yaV1I8a1o
In case I missed anything, or how I said it didn't come out right.
Seriously, it is easy if you put your mind to it for a few minutes
pops are as always produced automatically, you create jobs and living space for them
as long as theres enough of both they are happy and produce whatever you want them too
and avoid having too much space that nobody uses because as everyone with basic logistics sense knows: unused space costs unneccessary money
thats it
-Districts create housing and jobs.
-Pops live in the housing and work the jobs to make resources.
-Buildings are unlocked for every 5 pops (until the upcoming Nemesis patch) and can be used to provide more advanced jobs or various other functions.
Ok boomer?
I'd be much happier if they ASKED you if you wanted to promote your workers first before changing rather than automatically kicking them up and causing shortages randomly. Even upgrading is an exercise in fine juggling when you have to time your upgrade to be close to one demolition of multiples of the same structure so that you don't end up with +3 specialists that you did not want.
I personnally always use the Greater than Ourselves edict, makes the game so much better.
For the planet, there should be a 'template' of each world you should be able to design and let the new world autoconstruct itself according to it