Stellaris

Stellaris

Civilian Trade
suggestion stuff
The idea is to create a comprehensive economy system.

The system would be compromised of:
- local (on individual planets and stations) resource generation and storage factors (population units, production buildings, storage buildings, tile resources).
- transportation factors (transports, comm relays).
- local production factors (on planet construction, space construction by ships and stations).
- trader spawning factors.

If there are insufficient local generated/stored resources, then the local production would request those resources from elsewhere. This would promote specialisation and trade protection. Pops as one of the resources should also get transported by space ships from planet to planet both during migration and forced resettlement.

The traders are spawned and controlled by "trade fleet owners".
- spawn rate is dependent on the income of the "trade fleet owners", ie the higher their profits are the bigger trading fleet you would have.
- the "trade fleet owners" can be affected by policies, edicts and events, with initial event chain to kick start your first "trade fleet owner" and thus the trade system in general.

This system can be expanded by introduction of "imperial" and "civilian" types of generation/storage, transportation, production factors.
- "imperials" are directly under player control.
- "civilians" are not under direct player control, but can be influenced by policies, edicts and pay taxes from their activities. "Civilians" should be able to form their own factions, with their own faction goals, such as the ability to explore, colonise, trade to fight minor defensive actions and so on (think in terms of west indies trade company or trade federation).
Last edited by ivantheterrible; Jul 5, 2016 @ 6:37am