Difference between revisions of "Trade"

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{{Version|2.5}}
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{{Version|2.7}}
 
Trade represents the transfer of goods or resources from one entity to another. There are multiple types of Trade possible, each having different mechanics, and all play a large impact on the economy of an empire or even the entire galaxy.
 
Trade represents the transfer of goods or resources from one entity to another. There are multiple types of Trade possible, each having different mechanics, and all play a large impact on the economy of an empire or even the entire galaxy.
  
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=== Trade value ===
 
=== Trade value ===
Trade value is an in-game numerical value that represents the civilian and private-sector economy of an empire as well as the total value of all goods being traded. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more Trade Value, and Trade Value is also produced by a number of different [[jobs]] such as Clerks and Merchants. The trade value of a planet is affected by its stability {{icon|stability}}, with 100 stability giving {{green|+30%}} trade value and 0 stability {{red|-50%}}. Additionally, small amounts of Trade Value can be found as deposits in space, representing various resources that do not have industrial applications, but nevertheless are desirable to the population.
+
Trade value is an in-game numerical value that represents the civilian and private-sector economy of an empire as well as the total value of all goods being traded. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more Trade Value, and Trade Value also being produced by a number of different [[jobs]] such as Clerks and Merchants. The trade value of a planet is affected by its stability {{icon|stability}}, with 100 stability giving {{green|+30%}} trade value and 0 stability {{red|-50%}}. Additionally, small amounts of Trade Value can be found as deposits in space, representing various resources that do not have industrial applications, but nevertheless are desirable to the population.
  
 
Each unit of Trade Value exploited is converted into {{iconify|Energy Credits}} and, depending on the [[Policy#Trade_Policy|Trade Policy]], additional {{iconify|Consumer Goods}} or {{iconify|Unity}}.
 
Each unit of Trade Value exploited is converted into {{iconify|Energy Credits}} and, depending on the [[Policy#Trade_Policy|Trade Policy]], additional {{iconify|Consumer Goods}} or {{iconify|Unity}}.
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{{iconify|Corporate}} Branch Offices exploit 50% of a planet's Trade Value without reducing the planet owner's profits. For {{iconify|Criminal Heritage}} Branch Offices the percentage will instead vary from 25% with 0 {{icon|crime}} crime to 75% with 100 {{icon|crime}} crime. Trade Value exploited by Branch Offices is converted entirely into {{iconify|Energy Credits}} regardless of the Trade Policy. They do not require trade routes.
 
{{iconify|Corporate}} Branch Offices exploit 50% of a planet's Trade Value without reducing the planet owner's profits. For {{iconify|Criminal Heritage}} Branch Offices the percentage will instead vary from 25% with 0 {{icon|crime}} crime to 75% with 100 {{icon|crime}} crime. Trade Value exploited by Branch Offices is converted entirely into {{iconify|Energy Credits}} regardless of the Trade Policy. They do not require trade routes.
  
Pops will automatically generate some trade value<ref>The script code can be found in {{path|common/pop_categories/00_social_classes.txt}} and {{path|common/scripted_variables/01_scripted_values_megacorp.txt}}.</ref>, depending on their living standards and stratum, according to the following table. Undesirables never generate trade value.
+
The Trade Value of an empire can be increased by the following:
 
+
{| class="mildtable"
{| class="wikitable sortable"
+
! Source
 +
! Trade Value
 +
|-
 +
| {{iconify|Fanatic Xenophile}} ethic
 +
| {{green|+20%}}
 +
|-
 +
| {{iconify|Xenophile}} ethic
 +
| {{green|+10%}}
 +
|-
 +
| {{iconify|Free Traders}} civic
 +
| {{green|+10%}}
 
|-
 
|-
! Living Standards !! Ruler stratum !! Specialist Stratum !! Worker stratum
+
| {{iconify|Investor}} ruler trait
 +
| {{green|+10%}}
 
|-
 
|-
| Chemical Bliss || 0.4 || 0.4 || 0.4
+
| {{iconify|Enclave Trader}} governor trait
 +
| {{green|+10%}}
 
|-
 
|-
| Shared Burdens || 0.2 || 0.2 || 0.2
+
| {{iconify|Merchant of Numa}} governor trait
 +
| {{green|+10%}}
 
|-
 
|-
| Academic Privilege || 0.4 || 0.4 || 0.15
+
| {{iconify|Mercantile}} diplomatic stance
 +
| {{green|+10%}}
 
|-
 
|-
| Utopian Abundance || 0.4 || 0.4 || 0.4
+
| [[File:Tradition diplomacy open markets.png|24px]] Open Markets tradition
 +
| {{green|+10%}}
 
|-
 
|-
| Stratified Economy || 0.4 || 0.25 || 0.1
+
| {{iconify|Trade League}} level 5 president
 +
| {{green|+10%}}
 
|-
 
|-
| Social Welfare || 0.4 || 0.25 || 0.25
+
| {{icon|agenda}} Import / Export agenda
 +
| {{green|+5%}}
 
|-
 
|-
| Decent Conditions || 0.4 || 0.25 || 0.15
+
| {{iconify|Trade League}} federation
 +
| {{green|+5% per level after 1st}}
 
|-
 
|-
| Basic Subsistence || 0.25 || 0.15 || 0.05
+
| {{icon|Trade League}} Galactic Commerce Resolution
 +
| {{green|+5% per level}}
 
|}
 
|}
 
{{iconify|Gospel of the Masses}} will add 0.25 to the above values, provided the pop has a spiritualist ethos.
 
  
 
=== Trade routes ===
 
=== Trade routes ===
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=== Piracy ===
 
=== Piracy ===
Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded Starbase will attract piracy in that system, slowly growing for 10 years until it reaches 25% of the Trade Value going through the system. Piracy can be countered in three ways:
+
Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded Starbase or at least one defense platform will attract piracy in that system, slowly growing for 10 years until it reaches 25% of the Trade Value going through the system. Piracy can be countered in three ways:
* {{iconify|Piracy Suppression}}: Fleets automatically decrease Piracy for the systems in which they are located when Max Piracy is less than Piracy Suppression. As soon as the fleet leaves the system, Piracy will start rising again. Any fleet can be given orders to patrol between systems in order to keep Piracy levels low. The amount of piracy suppression is dependent only on the ship's [[ship designer|hull size]], with corvettes being the best and titans being the worst, independent of their equipment, although high mobility might help soften piracy spikes on long routes.
+
* {{iconify|Piracy Suppression}}: Fleets automatically decrease Piracy for the systems in which they are located when Max Piracy is less than Piracy Suppression. As soon as the fleet leaves the system, Piracy will start rising again. Any fleet can be given orders to patrol between systems in order to keep Piracy levels low. The amount of piracy suppression is dependent only on the ship's [[ship designer|hull size]], with corvettes being the best and titans being the worst, independent of their equipment, although high mobility might help soften piracy spikes on long routes.
 
* {{iconify|Trade Protection}}: All Starbases bigger than Outposts give nearby systems a Trade Protection value representing heavily escorted convoys that cannot be attacked by pirates. A Trade Protection value ensures that the same amount of Trade Value cannot be lost to piracy. By default, this trade protection only applies to the system in which the Starbase is located, but can be extended to additional systems with weapon modules. Trade Protection is generated by the following:
 
* {{iconify|Trade Protection}}: All Starbases bigger than Outposts give nearby systems a Trade Protection value representing heavily escorted convoys that cannot be attacked by pirates. A Trade Protection value ensures that the same amount of Trade Value cannot be lost to piracy. By default, this trade protection only applies to the system in which the Starbase is located, but can be extended to additional systems with weapon modules. Trade Protection is generated by the following:
 
** {{green|+8}} for each Starbase level
 
** {{green|+8}} for each Starbase level
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** {{green|+10}} for each Hangar Bay module
 
** {{green|+10}} for each Hangar Bay module
 
** The Secure Shipping tradition adds an additional {{green|+5}} Trade Protection on all Trade Routes.
 
** The Secure Shipping tradition adds an additional {{green|+5}} Trade Protection on all Trade Routes.
* Connect all trade hubs to your capital using gateways, this completely eliminates piracy
+
* Connecting all trade hubs to the capital using Gateways, which completely eliminates piracy
 
If piracy is left unchecked in a system, then the possibility exists that a pirate fleet will spawn which will attempt to attack and occupy the system Starbase and destroy stations within the system. Pirate ships scale in strength with the amount of intercepted {{iconify|Trade Value}} but their ship components will never advance beyond tier 3.
 
If piracy is left unchecked in a system, then the possibility exists that a pirate fleet will spawn which will attempt to attack and occupy the system Starbase and destroy stations within the system. Pirate ships scale in strength with the amount of intercepted {{iconify|Trade Value}} but their ship components will never advance beyond tier 3.
  
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| 0-10 || 10 || 0 || 0 || 0
 
| 0-10 || 10 || 0 || 0 || 0
 
|-
 
|-
| 10-20 || 14 || 0 || 0 || 0
+
| 10-40 || 14 || 0 || 0 || 0
|-
 
| 20-30 || 14 || 0 || 0 || 0
 
|-
 
| 30-40 || 14 || 0 || 0 || 0
 
 
|-
 
|-
 
| 40-50 || 8 || 4 || 0 || 0
 
| 40-50 || 8 || 4 || 0 || 0
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| 50-60 || 12 || 6 || 0 || 0
 
| 50-60 || 12 || 6 || 0 || 0
 
|-
 
|-
| 60-70 || 12 || 8 || 2 || 0
+
| 60-80 || 12 || 8 || 2 || 0
|-
 
| 70-80 || 12 || 8 || 2 || 0
 
 
|-
 
|-
 
| 80-90 || 14 || 8 || 4 || 0
 
| 80-90 || 14 || 8 || 4 || 0
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The lottery weights are:
 
The lottery weights are:
{| class ="mildtable"
+
{| class ="mildtable plainlist"
 
|-
 
|-
! Rating !! Requirements (Chance to get this rating) !! Weight
+
! Rating !! Requirements !! Rating weight !! Winning weight
 
|-
 
|-
| {{red|None}} || No nomination, all eligible empires || 1
+
| {{red|None}}
 +
| No nomination, all eligible empires
 +
|  
 +
| 1
 
|-
 
|-
| {{red|Weak}} || [[File:Decision default.png|24px]] Galactic Market Hub Nomination decision (56.25% chance; ~5.39% if Corporate Empire) || 11
+
| {{red|Weak}}
 +
| [[File:Decision default.png|24px]] Galactic Market Hub Nomination decision
 +
|
 +
* 9
 +
* x2 if {{iconify|Trade Value}} below 30
 +
* x0.33 if {{iconify|Trade Value}} above 100
 +
* x0.33 if {{iconify|Corporate}} authority
 +
* x1.5 if {{iconify|Gestalt Consciousness}}
 +
| 11
 
|-
 
|-
| {{yellow|Adequate}} || [[File:Decision default.png|24px]] Galactic Market Hub Nomination decision (37.5% chance; ~60% if Corporate) || 21
+
| {{yellow|Adequate}}
 +
| [[File:Decision default.png|24px]] Galactic Market Hub Nomination decision
 +
| 6
 +
| 21
 
|-
 
|-
| {{green|Strong}} || [[File:Decision default.png|24px]] Galactic Market Hub Nomination decision (6.25% chance; ~10% if Corporate; ~93% if Ecumenopolis) || 31
+
| {{green|Strong}}
 +
| [[File:Decision default.png|24px]] Galactic Market Hub Nomination decision
 +
|
 +
* 1
 +
* x0.5 if {{iconify|Trade Value}} below 50
 +
* x2 if {{iconify|Trade Value}} above 120
 +
* x9 if {{iconify|Corporate}} authority
 +
* x0.75 if {{iconify|Gestalt Consciousness}}
 +
* x200 if planet is [[file:Planet city.png|24px]] Ecumenopolis
 +
| 31
 
|-
 
|-
| {{green|Exceptional}} || {{green|Strong}} rating and 1 [[File:Decision default.png|24px]] Boost Nomination Bid decision<br>{{yellow|Adequate}} rating and 2 [[File:Decision default.png|24px]] Boost Nomination Bid decision || 41
+
| {{green|Exceptional}}
 +
| {{green|Strong}} rating and 1 [[File:Decision default.png|24px]] Boost Nomination Bid decision<br>{{yellow|Adequate}} rating and 2 [[File:Decision default.png|24px]] Boost Nomination Bid decision
 +
| 0
 +
| 41
 
|-
 
|-
| {{green|Perfect}} || {{green|Strong}} rating and 2 [[File:Decision default.png|24px]] Boost Nomination Bid decision || 51
+
| {{green|Perfect}}
 +
| {{green|Strong}} rating and 2 [[File:Decision default.png|24px]] Boost Nomination Bid decision
 +
| 0
 +
| 51
 
|}
 
|}
  
 
If the winning empire did not nominate a planet then one of their planets will be randomly chosen as the host of the Galactic Market. If they did nominate a planet then one of their planets will be chosen randomly where the nominated planet has weight 9999 and all other unnominated planets have weight 1.
 
If the winning empire did not nominate a planet then one of their planets will be randomly chosen as the host of the Galactic Market. If they did nominate a planet then one of their planets will be chosen randomly where the nominated planet has weight 9999 and all other unnominated planets have weight 1.
  
Any empire that knows of the Galactic Market system has access to it and is able to trade on it. The owner of the Galactic Market system gets a reduction in its Market Fee. Supply and demand on the Galactic Market affects the prices for every empire and large shifts in prices will affect the economy of every empire relying on importing or exporting a resource. {{iconify|Strategic Resources}} will not be available until at least one empire has them in stock.
+
Empires may only access and trade on the galactic market if they are a member of the Galactic Community. The owner of the Galactic Market system gets a reduction in its Market Fee. Supply and demand on the Galactic Market affects the prices for every empire and large shifts in prices will affect the economy of every empire relying on importing or exporting a resource. {{iconify|Strategic Resources}} will not be available until at least one empire has them in stock.
  
{{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empires do not have access to the Galactic Market. If a {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empire conquers the system hosting the Galactic Market the station will be moved to the nearest empire.
+
{{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empires do not have access to the Galactic Market, because they cannot join the Galactic Community. If a {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empire conquers the system hosting the Galactic Market the station will be moved to the nearest empire.
  
The Galactic Market cannot form in a galaxy with only one or two empires.
+
If the empire hosting the Galactic Market leaves the Galactic Community the nomination process will start over.
  
 
==== Slave market ====
 
==== Slave market ====
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Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are enslaved are able to be sold on the Slave Market, with a base price of 500 {{iconify|Energy Credits}}, raised or lowered by species Traits.
 
Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are enslaved are able to be sold on the Slave Market, with a base price of 500 {{iconify|Energy Credits}}, raised or lowered by species Traits.
  
Empires that have the Slavery policy set to ''Outlawed'' will set free any Pop bought on the Slave Market but the Pop price will be doubled.
+
Empires that have the Slavery policy set to ''Outlawed'' will set free any Pop bought on the Slave Market but the Pop price will be doubled. The Slave Market can be closed first for biological species and then for all species via Galactic Community Resolutions.
  
You will be notified if there are slaves of your main species put on sale.
+
Empires will be notified if there are slaves of their primary species put on sale.
  
 
=== Market fee ===
 
=== Market fee ===
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== Diplomatic trade ==
 
== Diplomatic trade ==
Diplomatic Trade is negotiated via the diplomacy menu. Most of physical resources, that are tradable through [[#Market|Market]] can be traded here too, although instant trades amounts can be defined manually here and there is always 10-30 years time limit on long-term contracts. Diplomatic Trade often can yield better deals than the Market.
+
Diplomatic Trade is negotiated via the diplomacy menu. All resources that are tradable through the Market can be traded diplomatically too, along with the option for one-time instant trades in addition to long-term deals that last 10-30 years time limit. It is possible to break long-term trade contracts if not enough resources are stockpiled, but will create an {{iconify|Opinion}} malus. Diplomatic Trade often can yield better deals than the Market.
  
The following resources can be traded. Each one is considered more valuable than the previous but a sudden shortage can make AI empires value a certain resource more.
+
AI initially values resources the same way the Market does in {{iconify|Energy Credits}} although it may value certain resources more or less depending on empire's existing reserves. Once AI fills their stockpile long-term contracts become only viable option. AI will never accept mixed long-term/instant trades. Although {{iconify|Gestalt Consciousness}} empires have no use for {{iconify|Consumer Goods}} or {{iconify|Zro}}, they are still willing to trade for them.
* {{iconify|Energy Credits}}: The least sought resource. Some types of empires might still often run low on it. For example, {{iconify|Machine Intelligence}}, which highly dependent on it for maintenance, or underpopulated {{iconify|Egalitarian}}s, which tend to buy out a lot [[slave]]s with acceptable habitability.
 
* {{iconify|Minerals}}: Valued twice more than Energy Credits.
 
* {{iconify|Food}}: Valued even more than Minerals due to its growth bonuses.
 
* {{iconify|Alloys}}: Very often in demand, especially by empires that are not {{iconify|Pacifist}}.
 
* {{iconify|Consumer Goods}}: Valued a bit more than Food due to potential bonuses and uses for upkeep.
 
* {{iconify|Volatile Motes}}: Highly valued due to its possible uses and great rarity.
 
* {{iconify|Exotic Gases}}: Highly valued due to its possible uses and great rarity.
 
* {{iconify|Rare Crystals}}: Highly valued due to its possible uses and great rarity.
 
* {{iconify|Living Metal}}: One of the most valued resources due to its scarcity.
 
* {{iconify|Dark Matter}}: One of the most valued resources due to its scarcity.
 
* {{iconify|Zro}}: The most valued resource due to its scarcity.
 
* [[File:Trade cat sensor.png|24px]] Communications: Valued based on the number of new contacts.
 
* [[File:Trade cat sensor.png|24px]] Active Sensor Link: Valued based on distance, neighboring empires being more interested.
 
* [[File:Trade cat transfer control.png|24px]] Transfer System: Available only towards neighbors during peacetime, it is the most valued trade option and can be used to offer to cede one of your star systems, usually non-preferred [[planets]] that are too expensive to terraform or adapt pops to, or as a way to ease opinion penalty of [[claim]]s or border tension. The AI will always refuse to accept systems that contain colonized Holy Worlds or border the Militant Isolationists.
 
  
AI values resources depending on empire's existing reserves, once AI fills their stockpile long-term contracts become only viable option and still will be accepted. AI will never accept mixed long-term/instant trades. Although {{iconify|Gestalt Consciousness}} empires have no use for {{iconify|Consumer Goods}} or {{iconify|Zro}}, they are still willing to trade for them.
+
Trading requires a neutral or positive attitude between the two empires. Empires holding a negative attitude will accept only gifts. Fallen empires only trade if they're patronizing towards the proposing empire.
  
Trade deals run for at least 10 years but can be done for up to 30 years. It is possible to break long-term trade contracts if not enough resources are stockpiled, but will create an {{iconify|opinion}} malus.
+
In addition to resources the following things can be traded diplomatically:
 
+
* [[File:Trade cat favor.png]] Favors: Each favor has a Trade Acceptance of 10, raised or lowered by the AI empire's Trade Willingness.
Trading requires a neutral or positive attitude between the two empires. Empires holding a negative attitude will accept only gifts. Fallen empires only trade if they're patronizing towards the proposing empire.
+
* [[File:Trade cat sensor.png]] Communications: Valued based on the number of new contacts.
 +
* [[File:Trade cat sensor.png]] Active Sensor Link: Valued based on distance, neighboring empires being more interested.
 +
* [[File:Trade cat transfer control.png]] Transfer System: Available only towards neighbors during peacetime, it is the most valued trade option and can be used to offer to cede one of your star systems, usually non-preferred [[planets]] that are too expensive to terraform or adapt pops to, or as a way to ease opinion penalty of [[claim]]s or border tension. The AI will always refuse to accept systems that contain colonized Holy Worlds or border the Militant Isolationists.
  
 
=== Trade acceptance ===
 
=== Trade acceptance ===
The trade acceptance number shows how much the other empire favors a deal. A trade acceptance lower than {{green|1}} means that the other empire sees the deal as disadvantageous for them and will always refuse it. A trade acceptance of {{green|1}} means that AI empire sees the deal as fair and will always accept it (unacceptable offers and demands still can be sent, it has no penalties). A trade acceptance higher than {{green|1}} means that the other empire sees the deal as advantageous for them and will give a temporary bonus to their opinion ({{icon|opinion}} ''Favorable trade deal''), although this has a limit of only {{green|100}}.
+
The Trade Acceptance number shows how much the other empire favors a deal. A Trade Acceptance lower than {{green|1}} means that the other empire sees the deal as disadvantageous for them and will always refuse it. A Trade Acceptance of {{green|1}} means that AI empire sees the deal as fair and will always accept it. A Trade Acceptance higher than {{green|1}} means that the other empire sees the deal as advantageous for them and will give a temporary bonus to their {{iconify|Opinion}}, although this has a limit of {{green|+100}}.
  
 
=== Trade willingness ===
 
=== Trade willingness ===
{{icon|trade attractiveness}} Trade Willingness shows how much an empire is open to trading with other empires and is dependent on their AI personality. The lower their Trade Willingness is, the more favorable a trade deal has to be for them to see it as fair. Empires with less than 75% Trade Willingness will never make offers. The only way to improve Trade Willingness is by activating the ''Diplomatic Grants'' [[edict]].
+
{{icon|trade attractiveness}} Trade Willingness shows how much an empire is open to trading with other empires and is dependent on their AI personality. The lower their Trade Willingness is, the more favorable a trade deal has to be for them to see it as fair. Empires with less than 75% Trade Willingness will never make offers.
 
{| class ="mildtable" style="float: left; margin-right: 30px;"
 
{| class ="mildtable" style="float: left; margin-right: 30px;"
 
!  AI personality
 
!  AI personality

Revision as of 17:06, 31 July 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.

Trade represents the transfer of goods or resources from one entity to another. There are multiple types of Trade possible, each having different mechanics, and all play a large impact on the economy of an empire or even the entire galaxy.

Civilian trade

Trade value.png Trade Value is collected and exploited by Starbases above Outpost level. By default Starbases will only exploit Trade Value inside the system they are built, but their collection range can be extended by 1 hyperlane for each Trade Hub module.

Civilian Trade is not available to Gestalt consciousness.png Gestalt Consciousness empires. Auth corporate.png Corporate empires on the other hand are highly dependent on it.

Trade value

Trade value is an in-game numerical value that represents the civilian and private-sector economy of an empire as well as the total value of all goods being traded. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more Trade Value, and Trade Value also being produced by a number of different jobs such as Clerks and Merchants. The trade value of a planet is affected by its stability Stability.png, with 100 stability giving +30% trade value and 0 stability -50%. Additionally, small amounts of Trade Value can be found as deposits in space, representing various resources that do not have industrial applications, but nevertheless are desirable to the population.

Each unit of Trade Value exploited is converted into Energy Credits.png Energy Credits and, depending on the Trade Policy, additional Consumer goods.png Consumer Goods or Unity.png Unity.

In order to successfully exploit Trade Value, two conditions must be met:

  • There must be an owned Starbase within range of the system and it must be of higher than Outpost level in order to extract Trade Value from the system. By default, every Starbase will only extract trade value from the system in which it is located. The extraction range can be increased by building Trade Hub modules up to a maximum collection range of 6 hyperlane jumps from the Starbase. A planet that is within range of a collecting Starbase will automatically have its Trade Value collected by the Starbase. If the Starbase is disabled it will not export Trade Value until the hostile fleet is removed.
  • Once extracted, the Trade Value must successfully reach the Starbase in the capital system of empire. If the collecting Starbase is located within the capital system, the Trade Value will be instantly exploited. On the other hand, if the collecting Starbase is not located within the capital system, it must be connected to the Starbase in the capital system by a Trade Route. The capital starbase must be above Outpost level to be included in trade network (as any other trade hub).

Auth corporate.png Corporate Branch Offices exploit 50% of a planet's Trade Value without reducing the planet owner's profits. For Civic criminal heritage.png Criminal Heritage Branch Offices the percentage will instead vary from 25% with 0 Job criminal.png crime to 75% with 100 Job criminal.png crime. Trade Value exploited by Branch Offices is converted entirely into Energy Credits.png Energy Credits regardless of the Trade Policy. They do not require trade routes.

The Trade Value of an empire can be increased by the following:

Source Trade Value
Fanatic Xenophile.png Fanatic Xenophile ethic +20%
Xenophile.png Xenophile ethic +10%
Civic free traders.png Free Traders civic +10%
Trait ruler investor.png Investor ruler trait +10%
Leader trait enclave trader.png Enclave Trader governor trait +10%
Leader trait nuumismatic priest.png Merchant of Numa governor trait +10%
Diplomatic stance mercantile.png Mercantile diplomatic stance +10%
Tradition diplomacy open markets.png Open Markets tradition +10%
Federation trade.png Trade League level 5 president +10%
Agenda Import / Export agenda +5%
Federation trade.png Trade League federation +5% per level after 1st
Federation trade.png Galactic Commerce Resolution +5% per level

Trade routes

A Trade Route is a path that serves to connect a Starbase collecting Trade Value to the capital system and is required for the Trade Value to be exploited. Each upgraded Starbase has one outgoing Trade Route, which by default is connected directly to the capital, but can be manually re-routed to any other Starbase (select the base in trade route mapmode, then right-click on the target base to cancel or switch route). If the Trade Route of a given Starbase leads to another Starbase, the receiving Starbase will send both its own collected Trade Value and the Trade Value received from the other Starbase further towards the capital system. Once the Trade Value reaches the empire's capital, the capital system must contain a starbase of higher than Outpost level in order for the Trade Value to be exploited.

As an example: We have three Starbases; A, B and C. All three Starbases are connected to each other by a Trade Route going from A to B and then to C which is located in the empire's capital system. Starbase A collects 10 Trade Value from within its range and Starbase B collects 15 Trade Value from within its range while Starbase C receives and converts all Trade Value into Energy Credits.png Energy Credits. In this scenario, Starbase A will send its collected Trade Value (10) to Starbase B which will send both its own collected Trade Value (15) and the Trade Value received from Starbase A (10) to Starbase C which will convert the combined Trade Value received (25) into Energy Credits.png Energy Credits at a 1:1 ratio.

Trade Routes have their own map filter showing routes, protection and piracy.

Bypasses

Civilian Trade will always make use of Wormholes, Gateways, and L Gates . Starbases with Trade Hub modules will collect Trade Value from the other side of a Bypass, as well as systems neighboring the other end if enough modules are constructed. Trade Routes will also be formed through a Bypass if the path is shorter that way.

Piracy

Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded Starbase or at least one defense platform will attract piracy in that system, slowly growing for 10 years until it reaches 25% of the Trade Value going through the system. Piracy can be countered in three ways:

  • Piracy suppression.png Piracy Suppression: Fleets automatically decrease Piracy for the systems in which they are located when Max Piracy is less than Piracy Suppression. As soon as the fleet leaves the system, Piracy will start rising again. Any fleet can be given orders to patrol between systems in order to keep Piracy levels low. The amount of piracy suppression is dependent only on the ship's hull size, with corvettes being the best and titans being the worst, independent of their equipment, although high mobility might help soften piracy spikes on long routes.
  • Trade protection.png Trade Protection: All Starbases bigger than Outposts give nearby systems a Trade Protection value representing heavily escorted convoys that cannot be attacked by pirates. A Trade Protection value ensures that the same amount of Trade Value cannot be lost to piracy. By default, this trade protection only applies to the system in which the Starbase is located, but can be extended to additional systems with weapon modules. Trade Protection is generated by the following:
    • +8 for each Starbase level
    • +5 for each Gun Battery module
    • +5 for each Missile Battery module
    • +10 for each Hangar Bay module
    • The Secure Shipping tradition adds an additional +5 Trade Protection on all Trade Routes.
  • Connecting all trade hubs to the capital using Gateways, which completely eliminates piracy

If piracy is left unchecked in a system, then the possibility exists that a pirate fleet will spawn which will attempt to attack and occupy the system Starbase and destroy stations within the system. Pirate ships scale in strength with the amount of intercepted Trade value.png Trade Value but their ship components will never advance beyond tier 3.

Trade value.png Trade Value Lost Corvettes Destroyers Cruisers Battleships
0-10 10 0 0 0
10-40 14 0 0 0
40-50 8 4 0 0
50-60 12 6 0 0
60-80 12 8 2 0
80-90 14 8 4 0
90-100 0 0 2 1
100+ 12 0 0 1

The market

The Market is available from the start to every empire and represents various actors within an empire with whom the empire itself can buy and sell resources. Resources are bought and sold for Energy Credits.png Energy Credits, with their prices dependent on empire economy, supply and demand, and whether the Galactic Market is founded. Resources can be purchased either in bulk or by setting up a monthly trade and then setting a minimum sale/maximum purchase price. The Market base prices are the following:

Resource Energy Credits.png Price
Minerals.png Minerals 1
Food.png Food 1
Consumer goods.png Consumer Goods 2
Alloys.png Alloys 4
Exotic gases.png Exotic Gases 10
Rare crystals.png Rare Crystals 10
Volatile motes.png Volatile Motes 10
Dark Matter.png Dark Matter 20
Living Metal.png Living Metal 20
Zro.png Zro 20

Galactic market

The Galactic Market is created by passing the Form the Galactic Market Galactic Priorities Resolution. Once the Resolution is passed the Galactic Market Nomination event will begin. For 5 years eligible empires may boost their chances by nominating one of their planets and by boosting their nomination bid. Nominating a planet randomly assigns a rating, according to the table below. After the 5 years are up the selection lottery is drawn and one empire is chosen as the host of the Galactic Market, based on the rating of every empire.

The lottery weights are:

Rating Requirements Rating weight Winning weight
None No nomination, all eligible empires 1
Weak Decision default.png Galactic Market Hub Nomination decision
  • 9
  • x2 if Trade value.png Trade Value below 30
  • x0.33 if Trade value.png Trade Value above 100
  • x0.33 if Auth corporate.png Corporate authority
  • x1.5 if Gestalt consciousness.png Gestalt Consciousness
11
Adequate Decision default.png Galactic Market Hub Nomination decision 6 21
Strong Decision default.png Galactic Market Hub Nomination decision
  • 1
  • x0.5 if Trade value.png Trade Value below 50
  • x2 if Trade value.png Trade Value above 120
  • x9 if Auth corporate.png Corporate authority
  • x0.75 if Gestalt consciousness.png Gestalt Consciousness
  • x200 if planet is Planet city.png Ecumenopolis
31
Exceptional Strong rating and 1 Decision default.png Boost Nomination Bid decision
Adequate rating and 2 Decision default.png Boost Nomination Bid decision
0 41
Perfect Strong rating and 2 Decision default.png Boost Nomination Bid decision 0 51

If the winning empire did not nominate a planet then one of their planets will be randomly chosen as the host of the Galactic Market. If they did nominate a planet then one of their planets will be chosen randomly where the nominated planet has weight 9999 and all other unnominated planets have weight 1.

Empires may only access and trade on the galactic market if they are a member of the Galactic Community. The owner of the Galactic Market system gets a reduction in its Market Fee. Supply and demand on the Galactic Market affects the prices for every empire and large shifts in prices will affect the economy of every empire relying on importing or exporting a resource. Strategic.png Strategic Resources will not be available until at least one empire has them in stock.

Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empires do not have access to the Galactic Market, because they cannot join the Galactic Community. If a Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empire conquers the system hosting the Galactic Market the station will be moved to the nearest empire.

If the empire hosting the Galactic Market leaves the Galactic Community the nomination process will start over.

Slave market

Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are enslaved are able to be sold on the Slave Market, with a base price of 500 Energy Credits.png Energy Credits, raised or lowered by species Traits.

Empires that have the Slavery policy set to Outlawed will set free any Pop bought on the Slave Market but the Pop price will be doubled. The Slave Market can be closed first for biological species and then for all species via Galactic Community Resolutions.

Empires will be notified if there are slaves of their primary species put on sale.

Market fee

All sales or purchases on the Internal and Galactic Market have a Market Fee added to them. The Market Fee starts at 30% and cannot go below 5%. It can be lowered by the following:

  • Sb offworld trading company.png Trader Proxy Office starbase buildings add -5% Market Fee each
  • Agenda Import / Export agenda adds -5% Market Fee
  • Tradition diplomacy federal unity.png Insider Trading diplomacy tradition adds -10% Market Fee
  • Tradition versatility adaptive programming.png Adaptive Programming versatility tradition adds -10% Market Fee
  • The empire that houses the Galactic Market gets -10% Market Fee

Diplomatic trade

Diplomatic Trade is negotiated via the diplomacy menu. All resources that are tradable through the Market can be traded diplomatically too, along with the option for one-time instant trades in addition to long-term deals that last 10-30 years time limit. It is possible to break long-term trade contracts if not enough resources are stockpiled, but will create an Diplomacy opinion.png Opinion malus. Diplomatic Trade often can yield better deals than the Market.

AI initially values resources the same way the Market does in Energy Credits.png Energy Credits although it may value certain resources more or less depending on empire's existing reserves. Once AI fills their stockpile long-term contracts become only viable option. AI will never accept mixed long-term/instant trades. Although Gestalt consciousness.png Gestalt Consciousness empires have no use for Consumer goods.png Consumer Goods or Zro.png Zro, they are still willing to trade for them.

Trading requires a neutral or positive attitude between the two empires. Empires holding a negative attitude will accept only gifts. Fallen empires only trade if they're patronizing towards the proposing empire.

In addition to resources the following things can be traded diplomatically:

  • Trade cat favor.png Favors: Each favor has a Trade Acceptance of 10, raised or lowered by the AI empire's Trade Willingness.
  • Trade cat sensor.png Communications: Valued based on the number of new contacts.
  • Trade cat sensor.png Active Sensor Link: Valued based on distance, neighboring empires being more interested.
  • Trade cat transfer control.png Transfer System: Available only towards neighbors during peacetime, it is the most valued trade option and can be used to offer to cede one of your star systems, usually non-preferred planets that are too expensive to terraform or adapt pops to, or as a way to ease opinion penalty of claims or border tension. The AI will always refuse to accept systems that contain colonized Holy Worlds or border the Militant Isolationists.

Trade acceptance

The Trade Acceptance number shows how much the other empire favors a deal. A Trade Acceptance lower than 1 means that the other empire sees the deal as disadvantageous for them and will always refuse it. A Trade Acceptance of 1 means that AI empire sees the deal as fair and will always accept it. A Trade Acceptance higher than 1 means that the other empire sees the deal as advantageous for them and will give a temporary bonus to their Diplomacy opinion.png Opinion, although this has a limit of +100.

Trade willingness

Mod country trade attractiveness.png Trade Willingness shows how much an empire is open to trading with other empires and is dependent on their AI personality. The lower their Trade Willingness is, the more favorable a trade deal has to be for them to see it as fair. Empires with less than 75% Trade Willingness will never make offers.

AI personality Trade Willingness
Honorbound Warriors 70%
Evangelizing Zealots 75%
Erudite Explorers 90%
Spiritual Seekers 90%
Ruthless Capitalists 100%
Peaceful Traders 100%
Hegemonic Imperialists 80%
Slaving Despots 80%
Decadent Hierarchy 90%
Democratic Crusaders 90%
Harmonious Hierarchy 90%
Federation Builders 95%
Xenophobic Isolationists 50%
Fanatic Purifiers 50%
Migratory Flock 110%
Fanatical Befrienders 100%
Holy Guardians 33%
Keepers of Knowledge 50%
Enigmatic Observers 50%
AI personality Trade Willingness
Hive Mind 70%
Machine Intelligence 80%
Driven Assimilators 50%
Determined Exterminators 100%
Rogue Servitors 90%
Ancient Caretakers 50%

Fanatical Purifiers only trade with empires of the same species. Determined Exterminators only trade with machine empires.

References


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs