ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
WhiteWeasel wrote: That sounds like status effects for active ship v ship battles. I was talking more passive options for system defense for outside of battles on the galaxy map.
Which is what I thought I had read somewhere here. I'm an old man though. My mind is going.
Everything I've read so far looks amazing, I really like the fact you're trying to bring more control to the player on trade.
I fear this trade system could be messy, especially on the galaxy's map. Fortunately, there'll be the scan view ^^
However I have some concerns and questions :
Are you forced to manually create each trade companies, or will private firms be generated randomly by the game? Like "globalized" companies, that don't belong to anyone but that you can spend influence or dust in or to make sure their lanes come through your systems? The black trade companies of Brazilian_Joe (comment #14) are looking really good to (but maybe a bit complicated).
So what about organized crime, piracy, mafia, black market, parallel economy etc? Are they supposed to be implemented? If yes, will these leech/boost your revenue on your lanes/hard points?
Can you place an unlimited number of branches, or will there be limitations as for the building of boroughs in Endless Legend? I understood it can be wise not to spam these, but if I want to, will the game let me do so?
Finally, will certain types of systems/planets (very rare if possible) increase your trading revenues if you place a branch or a HQ there?
+ I really like the idea of The-Cat-o-Nine-Tales (comment #10) about specific trade companies as it would bring even more depth to this system.
Hi, been a while since i was involved into anything related to Endless Space. I think there should be a difference between blockading and piracy. In my mind pirates are lone or small squadron of armed ships that hide in a system and catch unaware trade ships while a blockade is a military operation that openly capture anything passing through a star system (at least, anything too slow or too weak to break through). In both case though i think small, fast ships are better suited for the job while big lumbering warships should be terrible at catching anything that doesn't want to stay around (but still great at fighting off other fleets).
Also, in the case of piracy, the cost to trade should be much higher than what is actually seized by the pirates. Why? Because traders would try to defend their ships with weapons, patrols or escorts, decreasing the profit. On the side of pirates, how much they seize should vary since they don't always catch the traders and sometimes take damage in the process.
Edit: I hope blockade mechanics will change in Endless Space 2; it was silly to be constantly blockaded by unarmed or weaker fleets. A blockade should require actual warships and a weaker fleet should be able to prevent a much more powerful fleet from passing through.
Just curious: when sending a ship to create branches, will you put a tooltip showing us the potential benefits of each system, like the one in EL when founding a city, or we'll hate to speculate about it?
I think it will be useful to plan, even if knowing that incomes will change through the game.
I have a fairly pertinent question regarding blockades. A frequent problem that I encountered/exploited in ES1 is that a ship with any kind of whatsoever could blockade a system. E.G a single scout with a piddly gun could shut down a systems trade routes and cut off resources. This is annoying for the player to deal with, as the only way to stop a blockade is to physically send in a ship. It is also super exploitable by sending in 10 scouts behind the enemies lines while their battle fleets are busy with yours and you can trash their ship production since mid to late game fittings require strategic resources.
A possible solution to this is to make blockading proportionally effective based on the attacking ships , So the better armed the ship/fleet blockading, the less effective trade routes become until they grind to a halt. (which should not be too hard to stop completely, a single well equipped destroyer or two should be able to lock down a system. Just enough so that you don't get the scout-cade exploit from above) Another thing I like to see addressed is having system defense affect blockades. From a lore perspective, some of the system defenses are surface to orbit weapons, or orbital batteries, and they should be able to deter/provide safe zones for trade ships to rally and make their jumps. This also has the gameplay benefit of not requiring the player to send in/dedicate a ship to protect a system from being blockaded.
WhiteWeasel wrote: I have a fairly pertinent question regarding blockades. A frequent problem that I encountered/exploited in ES1 is that a ship with any kind of whatsoever could blockade a system. E.G a single scout with a piddly gun could shut down a systems trade routes and cut off resources. This is annoying for the player to deal with, as the only way to stop a blockade is to physically send in a ship. It is also super exploitable by sending in 10 scouts behind the enemies lines while their battle fleets are busy with yours and you can trash their ship production since mid to late game fittings require strategic resources.
A possible solution to this is to make blockading proportionally effective based on the attacking ships , So the better armed the ship/fleet blockading, the less effective trade routes become until they grind to a halt. (which should not be too hard to stop completely, a single well equipped destroyer or two should be able to lock down a system. Just enough so that you don't get the scout-cade exploit from above) Another thing I like to see addressed is having system defense affect blockades. From a lore perspective, some of the system defenses are surface to orbit weapons, or orbital batteries, and they should be able to deter/provide safe zones for trade ships to rally and make their jumps. This also has the gameplay benefit of not requiring the player to send in/dedicate a ship to protect a system from being blockaded.
Correct me if I'm mistaken, but I thought they said ships in orbit (IE: Blockading) receive damage per turn, dependent on the system's defense. Presumably, a scout wouldn't be capable of blockading a planet for very long due to how fragile they are.
Romeo wrote: Correct me if I'm mistaken, but I thought they said ships in orbit (IE: Blockading) receive damage per turn, dependent on the system's defense. Presumably, a scout wouldn't be capable of blockading a planet for very long due to how fragile they are.
Can you point that out, I don't think I caught that bit in the design document, if so, that's good. Hopefully it will be tied to a systems defense.
WhiteWeasel wrote: Can you point that out, I don't think I caught that bit in the design document, if so, that's good. Hopefully it will be tied to a systems defense.
I'm having a nightmare of a time finding it too, and like I said, it might have been something somebody suggested and I got my wires cross. They did say the following though, which leads me to believe it's around here somewhere:
Battle Arenas
The Battle Arenas are generated from galaxy parameters. This means if you have a system with an anomaly, say "Aurora Wave" – that anomaly will likely be featured in the battle arena with an effect on battles in that system. The goal of this system is to generate different predictable battle arenas. Players can choose to place their fleets and battle in systems they feel they have an advantage. Players may even be able to modify the arena using system improvements or special ship modules.
Romeo wrote: I'm having a nightmare of a time finding it too, and like I said, it might have been something somebody suggested and I got my wires cross. They did say the following though, which leads me to believe it's around here somewhere:
Battle Arenas
The Battle Arenas are generated from galaxy parameters. This means if you have a system with an anomaly, say "Aurora Wave" – that anomaly will likely be featured in the battle arena with an effect on battles in that system. The goal of this system is to generate different predictable battle arenas. Players can choose to place their fleets and battle in systems they feel they have an advantage. Players may even be able to modify the arena using system improvements or special ship modules.
The Battle Arena is generated from:
Galaxy Nodes:
Anomalies.
Planets.
Sun Type.
Player Interventions:
Special modules.
System improvements.
That sounds like status effects for active ship v ship battles. I was talking more passive options for system defense for outside of battles on the galaxy map.
For the record, I'm against recalculating routes due to simple blockades. That would increase complexity without adding depth.
However, when non-neutral systems are concerned, I believe both options have benefits and drawbacks, and which one is implemented should be considered carefully.
I really hope the formula or at least the values for the trade route income will be stored in the xmls, so that they are easily moddable at least.
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Who can say trade without also saying piracy? Any fleet will have a blockading power computed from number of command points, specific modules and possible faction affinities. This defines a max blockading power for the fleet, in % of leeched income from the trade route.
A faction fleet can blockade any hostile node that takes part in a trade network. The amount of trade leeched from the blockade will increment progressively per turn, until it reaches the max blockading power we computed earlier for the fleet. Players will also be able to hire privateers (mercenaries) from the market that won't show a specific ownership; using these units, they will be able to also blockade their allies or neutral trade networks without needing to declare war.
Tagging you to make sure you see my question:
I have a fairly pertinent question regarding blockades. A frequent problem that I encountered/exploited in ES1 is that a ship with any kind of whatsoever could blockade a system. E.G a single scout with a piddly gun could shut down a systems trade routes and cut off resources. This is annoying for the player to deal with, as the only way to stop a blockade is to physically send in a ship. It is also super exploitable by the player sending in 10 scouts behind the enemies lines while their battle fleets are busy with yours and you can trash their ship production since mid to late game fittings require strategic resources. EDIT: This seems to be mostly fixed via the leech system, I'm guessing the worse the ship, the less you can leech, but that brings up the question on non-percentile exports like strategic resources. If you blockade a system with say a leech value of 25%, how would that affect it if that system was exporting one or two units of titanium-70?
Another thing I like to see addressed is having system defense affect blockades. Some of the system defenses are surface to orbit weapons, orbital batteries, stations, etc... From a lore perspective they should be able to deter enemies/provide safe zones for trade ships to rally and make their jumps. This also has the gameplay benefit of giving the system passive defense against blockades that do not require the player to send in a ship to protect a system. Obviously having to send in a fleet to clear out the enemies should the best solution, but having a few forms of passive defense to at the least buy you time so you don't have to send in a fleet immediately before your resources are cut off would be a nice addition.
Has their been any discussion of what happens to Trad Corps. when there parent Empire is "extinguished"... is it a to the victor goes the spoils, or do they just remain as a sort of rouge thing that is just sort of there, or do they just go poof like nothing happened?
Are their any thoughts for minor factions acting as trade nodes/HQ, maybe providing a slight bonus at the same time say extra Dust or Production depending on their trait?
I was very excited when I read the word smuggling. I like the idea of conflict within a single empire where the ruler(the player) and the citizens want different things for the empire, I understand that there are already systems implemented/planned that will create this sort of conflict but this seems like and exciting way to create this sort of conflict but in a sly way.
For smuggling to be fun there would need to be something about certain resources that has a negative affect, such as negatively affecting fids or a population that becomes dependent on a particular resource. Causing the ruler and its citizens to want different things. If the ruler bans a resource that the citizens want, it could cause the citizens to migrate to a planet with the resource or use dust to buy the resource from a neighboring system. Or if the player wants a particular resource but the citizens do not, the citizens to implement laws to prevent the resource from being shipped around forcing the player to smuggle into its own empire.
Economics gameplay isn't much funny in other games. But this will be really good. Finally I can destroy empires with somethig different than fight. I like that!
To be honest, I kinda feel how the whole trade ought to be more organic and out of control, I mean by the very definition smuggling is something that happends and can be at the most fought or tolerated, but putting lanes by hand gives us rulers something to do.
My only pet peeve is with the distance element. I rewards going far and with different factions which is good but this creates the weird element of sending ones trading fleets to the furthest reasonnable point, ingnoring neighbours. And well, technically establishing a lane shouldn't be a one timed event (you could even upgrade lanes if you think about it) In Games like TW you would keep tradships to forme continuous lanes if recall...
Of course feature creep should be avoided and the documents is possibly a nice tradeoff. One question is what the magnitude of trade could be expected compared to other fidsi outputs ? Will war be a very costly affair ?
Also has the trade subsidiary ship been implemented yet? I haven't set up trade companies yet but I remember reading you could only complete a trade lane by building a start in one of your systems and then building the End in another system but it was later going to be done by building the start in one of your systems then getting a ship you can then send to another system even if you don't own it and then deploy the End part if that makes any sense to anyone? lol
BoldElf wrote: Has the blockading been implemented yet? :)
Also has the trade subsidiary ship been implemented yet? I haven't set up trade companies yet but I remember reading you could only complete a trade lane by building a start in one of your systems and then building the End in another system but it was later going to be done by building the start in one of your systems then getting a ship you can then send to another system even if you don't own it and then deploy the End part if that makes any sense to anyone? lol
Hi Boldelf!
Yes, you can blockade routes and leech off resources from them (or be leeched resources!)
Otherwise, you create trade routes by building Trading Company HQs, then Trading Company Subsidiaries. An HQ automatically traces routes to all subsidiaries you own (and other players' if you sign a Trade Agreement), which all count towards the Trading Company's revenue :)
so currently are the only systems that have any effect on trade the nodes with the HQ/subsidiary and the immediate neighbors of those nodes? do none of the other nodes along the route really matter? does this mean the only valuable systems to found an HQ in or place subsidiaries are systems that are themselves surrounded by 3-4 other systems? seems kinda odd that there's no trade going on along the trade route. I'd think that systems built up along the trade route would benefit from the freighters moving through their territory.
what's trade efficiency? is it only useful to the subsidiary/HQ nodes? if so, why can I build solar securito operation bases anywhere instead of just the systems that actually matter? going into system management scan, it says it's trading 8.7 industry and 8.7 food (well 8 orange and 8 green) but that value's not explained anywhere else, including the neighboring systems. it has a trade efficiency of 2 (white + grey bar, 2/3 neighbors). that said, it's not next to an HQ or subsidiary, but it is along the route. what does this even mean, since it doesn't seem to provide anything to the company trading along this route
going into economy scan, I have systems that have a small window under them saying, for example, 3 dust, .8 science, .3 void stone. these numbers don't seem to show up anywhere else. I thought maybe the trade companies, but this system's not even close to the trade route, and doesn't even have any colonized neighbors. would colonizing the neighbors even do anything anyway, though, since it's half a galaxy away from the HQ and subsidiary.
it'd be really nice if there was some kind of window to explain what any of this means in-game. hover over food and it tells you how much you're gaining and losing and from what, but hovering over trade efficiency tells the player nothing. the alternate view (space bar, for econ/diplo/etc) tells some stuff, but on other things it gives practically no information or bother saying what the information it does give even means
EDIT: btw I ask these questions because there's a lot of stuff that's different than in the OP.
also, I just found out what the 8.7 food and industry is. founded an outpost on a 1-planet system that only had a gas giant, and almost did a spittake when I saw it was only gonna take 11 turns unassisted to turn into a colony (playing on endless). I was earing a bunch of food from "passing trade routes". so that's really nice.
Hi guys and thanks for the feedback! About some of your questions:
Mythox wrote: is there a possibility to use trading as away to blackmail / pressure in the diplomacy?
That is up to players and certainly intended. On the other hand, the pressure system might allow you to place a trade embargo on someone, or force trade agreements.
Romeo wrote: I have an off-question: Are trade ships a separate class of ships unto themselves? Are they just a way to outfit ships? Or are they more of an "intangible" ship like in Civilization?
Good point! Trade ships will need to have a physical existence as you use them to place branches. Regarding the fact that they are a separate class or simply another outfit of the civilian ship, it has yet to be defined (depending on what works best in tests).
Sezneg wrote: My one concern is that the diplomacy system actually allows for developing your neighbor into a long term ally. That's not easy to do in ES1, and with the extra work and resources required to create these routes, losing them to fickle AI spasms is a real disincentive to have foreign trade.
You are correct. Our goal is that the AI uses both the marketplace and the trade system in a meaningful way.
Kweel_Nakashyn wrote:
Is there a way to attract foreign traderoutes in your Empire (without that Empire's consent, which could share profits) ?
Can you use your tradeships as spies to watch foreign Empires ?
Is there border taxes, if yes, can you finetune them ?
Currently no, we want to keep the system as simple and accessible as possible. But what you describe could probably be achieved with blockades and privateers.
Tridus wrote: If you're friendly with another player, can you place branches on their systems? Can they also place branches on those systems (effectively giving the system two branches for two players)?
Yes and yes.
Tridus wrote: Does a trade agreement enable that, or can you do it in any peaceful status and a trade agreement just enhances it?
No, the friendly status (actually it’s rather a "not hostile" status) is enough for that. We have two courses of actions for trade agreements, pending testing:
The first one is that a branch that you own, which is placed in a system owned by a player with whom you have a trade agreement, will see an increase in their revenue (will probably be safe).
The second one is that signing a trade agreement with another player will trace a route from their best branch to your best HQ (and inversely), if a path can be found (might be more subject to problems ).
Ridiculi wrote: This sounds great! One question though: Can you close existing branches and reopen them in a different system?
You have a good point and this is something we have considered. For now, we're going to start testing with a static approach.
Eji1700 wrote: Smuggler routes a possibility perhaps? Say race X has a strategic resource I really really want, but they won't give it to me. We do have a trade route, but I don't actually get the resource from it. Perhaps the ability to use that route to "smuggle" the resource I want, but it costs Dust per turn to have it up, and I run the risk of getting caught and having the other player take action against me for it.
Currently if you have a hard point on a non-hostile system that produces a certain resource, you'll automatically gain a fraction of that resource. That fraction can be increased by signing trade agreements, and you can forbid a player to exploit it by having a trade embargo against them. So it's not smuggling per se, but the end result can be comparable. Maybe we could think about a "Smuggler" ship that has a smuggling fleet action over an unowned system containing resources... I'll add it to our list of things to investigate.
Cronstintein wrote: I found this a little confusing. If the point of the system is to create trade entanglement with your allies, there should be a definite incentive to creating foreign branches, no? Otherwise I see more benefit from having all my branches/HQs in my own system, negating it's purpose.
Yes, my answer was more focused towards the diplomatic aspect. In game, the incentive will still be strong! Placing a branch in foreign territory could grant you access to a resource not present in your empire, and this is actually how you could achieve the longest routes, maximizing the length bonus provided to income.
It will certainly be possible however to play it safe and have all your routes be contained in your empire.
I have an off-question: Are trade ships a separate class of ships unto themselves? Are they just a way to outfit ships? Or are they more of an "intangible" ship like in Civilization?
My one concern is that the diplomacy system actually allows for developing your neighbor into a long term ally. That's not easy to do in ES1, and with the extra work and resources required to create these routes, losing them to fickle AI spasms is a real disincentive to have foreign trade.
Sounds cool. Having to actually build up the trade network is more interactive than where it just kind of happened before.
I'm curious about how this works with other players. If you're hostile, trade doesn't happen, and that makes sense.
If you're friendly with another player, can you place branches on their systems? Can they also place branches on those systems (effectively giving the system two branches for two players)?
Does a trade agreement enable that, or can you do it in any peaceful status and a trade agreement just enhances it?
This sounds great! One question though: Can you close existing branches and reopen them in a different system? I imagine as the game progresses a player will want to evolve their trade routes to take advantage of needed resources and changes in relationships between factions.
Again sounds like a good expansion to make ideas that seemed cool, but fell flat, actually work (privateers mainly and more interactive trade).
Smuggler routes a possibility perhaps? Say race X has a strategic resource I really really want, but they won't give it to me. We do have a trade route, but I don't actually get the resource from it. Perhaps the ability to use that route to "smuggle" the resource I want, but it costs Dust per turn to have it up, and I run the risk of getting caught and having the other player take action against me for it.
Questions about consequences on diplomacy and incentive to place Branches in foreign territory
When you are at war with an empire, if the route goes through enemy systems then it will be interrupted. On the other hand, players at peace have the opportunity to sign trade agreements to further increase |their trade output.
A potential incentive to place a foreign Branch would be that the and bonus will be granted to the systems on the route regardless of the owner. But I'd agree that this is a rather small incentive. Our intention |behind that is to encourage players to have long-lasting alliances in the game (if your trade network is very intertwined you might want to preserve peace for a win-win situation).
I found this a little confusing. If the point of the system is to create trade entanglement with your allies, there should be a definite incentive to creating foreign branches, no? Otherwise I see more benefit from having all my branches/HQs in my own system, negating it's purpose.
My first, and most important question, is if the companies are generic or specific. That is, will we simply be founding "Trade Company A, Trade Company B" or will we instead found "Galactic Parcel Service (+50% bonus from trade route length)" and "Borer's Guild: (+100% Strategic Resource extraction on connected nodes)?
I think the latter would add some weight to the decision which companies to found. They might or might not be exclusive to the player who founded the HQ. The latter would increase competition for them, but also potentially cooperation for the sake of company branches you really want. The former would avoid the frustration of being beaten to a specific corporation by a single turn.
The "hardpoint" system still leaves some questions about details for me, though:
-Does the HQ itself count as a destination for trade routes from other HQs?
-It says a branch can be place don a friendly or neutral system, but is a "neutral" system one at peace, or one at cold war? May a neutral system even be an uncolonized system?
-What happens if two hardpoints share the same system as a neighbor, or even neighbor each other?
-Will planetary and system features have any impact on the value of hard points or trade routes passing through them?
And a few questions related to route length and the route computation:
- The way I understand the GDD, route length will change the gain of strategic/luxury resources and the bonus of FI on passed systems from trade routes. Does this increase or decrease with distance? An increase (or even a similar output) for a longer trade route would feel off to me
- How will foreign trade routes be indicated to us, so that we can judge where to blockade?
- Do trade routes avoid potentially hostile systems? For example, in the picture below, we have two Sophon empires who were merrily trading when the cravers took a bite out of their systems, and now occupy a lot of the area between them. Will the trade route simply be disabled, as the shortest route is across hostile territory, or will it be re-routed through their own systems? If it does not re-route, will the cravers gain FI bonuses during cold war (or any other empire during the truce after a war?)
Regarding the suggestions of using the placement of buildings by ships on neutral systems, I can see many uses. For example Pilgrim's designating holy sites on planets with Endless ruins, or buildings that are part of a wonder victory and require one per constellation, ormbassies that provide mutual Influence boosts.
Also, a module that would allow cravers to capture slaves while blockading would be interesting, but I feel the details of that would be very hard to figure out.
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Rationale The idea is to allow the player to control their trade without too much micro-management, and allow trade to shape the galaxy map to create strong economical strategic points.
Trade Companies HQ & Branches Each player will have a limited amount of Trade Companies available to them throughout the course of the game, which will vary slightly depending on faction traits and research. To create a new company, a player will need to build an HQ as a system improvement on one of their systems.
To actually create a trade network, the player will then need to place Branches on other systems. The branches are placed using commercial ship and their fleet action, so you actually need to travel to the system you want to place the branch on. We define the following conditions:
A single ship can only place a single branch
A branch can only be placed on a friendly or neutral system
The number of branches is limited at an empire level
The number of branches depends on the number of trade companies, research, and faction affinities
Placing a branch will then create trade routes between this branch and all existing HQs. Placing a new HQ will also trace new routes to all existing branches, but we don't trace routes between HQs (see "Tracing a route" for more details and schematics).
On top of these trade hard points (HQs and Branches), we define a notion of trade power that represents the global efficiency of a company, which can be improved on an empire level by building a repeatable system improvement (a finite number of times). However, to represent the logistics cost of managing several companies with potentially varying agendas, building more HQs (so founding more companies) will decrease each individual HQ's efficiency with each newcomer on the trade market.
A quick list to summarize the above:
[LIST=1]
I need to build an HQ on one of my systems to found a Trade Company
I then need to build a commercial ship to found a Branch
I move my commercial ship to a friendly/neutral system to found the Branch
A route is traced between my HQ and my Branch
Any additional Branch will trace a new route to the HQ
[/LIST]
Upon placing a trade hard point, the immediate neighbors will also contribute to the trade income (see "Income - Hard point" for more details).
A captured HQ will be deactivated for the corresponding player. Any player can at any moment remove trade companies from their economy view, effectively destroying the corresponding HQ (for a price). In the case of branches however, they are destroyed upon capture by an enemy.
Tracing a route Below is a series of schematics to illustrate how we plan to trace routes between HQs and Branches.
A green node is a node that directly contribute to its hard point income (neighbor); which one is indicated by the colored outline
Trade routes take the color of their corresponding branches
First step is to build an HQ:
We can then place a Branch; the shortest route is computed between the branch and the HQ:
If we place a second branch, another route is computed:
Finally if we place a second HQ, two new routes are computed from the branches to this new HQ:
Income Hard point A trade hard point is either a Branch or an HQ. The income generated will be centralized on these systems, and modified significantly by the route's length. What contribute to the income is then:
The hard point's system itself
The neighbors of the hard point
The length of the trade route
The income will be and on one hand, and Luxury and Strategic resources on the other hand. The FIDS part will be mostly based on systems stats, whereas the resources income will depend on the spatial localization (a hard point or neighbor needs to possess a deposit for it to contribute to the trade income).
All these incomes will be modulated by the route's length.
Systems on route The systems on a trade route won't directly contribute to the trade income, but will benefit from being situated on one. Each node traversed by a route will receive a and bonus based on the system's development and modulated by the route's length.
Blockading Blockade power Who can say trade without also saying piracy? Any fleet will have a blockading power computed from number of command points, specific modules and possible faction affinities. This defines a max blockading power for the fleet, in % of leeched income from the trade route.
A faction fleet can blockade any hostile node that takes part in a trade network. The amount of trade leeched from the blockade will increment progressively per turn, until it reaches the max blockading power we computed earlier for the fleet. Players will also be able to hire privateers (mercenaries) from the market that won't show a specific ownership; using these units, they will be able to also blockade their allies or neutral trade networks without needing to declare war.
Hard point Blockading a trade hard point (branch or HQ) will completely stop any route connected to it. The victim player won't receive any income from it, while the blockading player will receive up to their max blockading power in leeched income. As soon as the blockading fleet moves or is destroyed, trade will resume.
Systems on route In the same idea, a player can block any node that is part of a route. In this case however, income is not completely stopped, only reduced by the corresponding fraction in blockading power. As above, when the raiding fleet moves or is destroyed, trade (and income) will resume at full capacity.
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Add more cases where an empire can use another one's buildings Not planned but interesting, we will see how we can integrate it in other mechanics.
Connection between Trade and Marketplace? There won't be a direct interaction between trade and the Marketplace, however, they will be indirectly connected, as you will be able to generate luxury/strategic resources with a judicious branch placement. We have several ideas to further link them, but as it has not been confirmed and we don't know if we will have the time/means to do them, we prefer not to elaborate on that for now.
Will there be any benefit to building a branch/ hq connecting to the market? For now it's not the case but I like this idea! We will look into it. We will most probably have an increased bonus for your route if it passes through the marketplace's system.
Questions about blockading and privateers The intention is to make privateers a viable option through pricing and retrofitting. A blockade on a trade route will leech a part of the income; it means the owner still gets some income: for example if I leech 23% of a route, its owner will still obtain 77% of the income.
Questions about consequences on diplomacy and incentive to place Branches in foreign territory When you are at war with an empire, if the route goes through enemy systems then it will be interrupted. On the other hand, players at peace have the opportunity to sign trade agreements to further increase their trade output.
A potential incentive to place a foreign Branch would be that the and bonus will be granted to the systems on the route regardless of the owner. But I'd agree that this is a rather small incentive. Our intention behind that is to encourage players to have long-lasting alliances in the game (if your trade network is very intertwined you might want to preserve peace for a win-win situation).
Suggestion: stealthed routes and pirates I'm not sure about the stealth mechanic, mainly because it would feel a bit weird in terms of lore to hide a complete trade route, considering the infrastructure and number of people required to run it properly. It could however be interesting for the raiding fleets! It could tie with our probe mechanic (to reveal them).
Suggestion: making the marketplace also the first HQ, and granting the possibility to impose tariffs on trade I have mixed feelings about your marketplace idea. On the one hand it's interesting, but on the other it would give too much value to the marketplace, which is an early game building that already has several advantages for its owner. I think it might be safer for now to keep it detached from trade (at least in that area). I like the idea to give other means to hurt trade, we'll investigate (smuggling was mentioned as a theme).
Suggestion: recompute the route tracing in case of a blockade (if the route goes through your systems then you get the income) Might complexify the accessibility of the current system for a result that would be comparable.
And that's all for now! I let you guys trade ideas!
This looks great. Much more interesting than the old "Get Trade Cap Up, Explore, Peace, ..., Profit!", but you'll actually have strategic decisions placing HQs and branches, and blockading will also actually work between end point and start point rather than just at them. I really think trade routes should change to avoid blockades though; would be weird if enemies could do piracy on your route when your ships should just be able to go around; maybe trade routes could even dynamically move away from points of conflics and enemies. And the system also looks a bit complicated to completly understand.
The-Cat-o-Nine-Tales wrote: My first, and most important question, is if the companies are generic or specific. That is, will we simply be founding "Trade Company A, Trade Company B" or will we instead found "Galactic Parcel Service (+50% bonus from trade route length)" and "Borer's Guild: (+100% Strategic Resource extraction on connected nodes)?
Companies will be generic. On our "nice to have" list though, there is the idea to be able to specialize them using specific luxury resources; it would then grant a purpose to the company like the ones you described. It is not currently planned however, but priorities might shift with testing and feedback.
The-Cat-o-Nine-Tales wrote: The "hardpoint" system still leaves some questions about details for me, though:
-Does the HQ itself count as a destination for trade routes from other HQs?
-It says a branch can be place don a friendly or neutral system, but is a "neutral" system one at peace, or one at cold war? May a neutral system even be an uncolonized system?
-What happens if two hardpoints share the same system as a neighbor, or even neighbor each other?
-Will planetary and system features have any impact on the value of hard points or trade routes passing through them?
- No, HQs don't trace routes between them. A branch however will trace routes to all HQs.
- Maybe you will have read the other post before I post this, but I'll write it back here : a neutral system is a non-hostile system, so currently, not at war or in a trade embargo. The system needs to be colonized though.
- This is not a problem; the neighbor will contribute to both incomes, and a branch can be a neighbor to another branch and contribute to its base income (will only be based on the system's characteristics though, not the added trade income).
- They will . For now population and system level are the most important factors, but this is subject to change.
The-Cat-o-Nine-Tales wrote: And a few questions related to route length and the route computation:
- The way I understand the GDD, route length will change the gain of strategic/luxury resources and the bonus of FI on passed systems from trade routes. Does this increase or decrease with distance? An increase (or even a similar output) for a longer trade route would feel off to me
- How will foreign trade routes be indicated to us, so that we can judge where to blockade?
- Do trade routes avoid potentially hostile systems? For example, in the picture below, we have two Sophon empires who were merrily trading when the cravers took a bite out of their systems, and now occupy a lot of the area between them. Will the trade route simply be disabled, as the shortest route is across hostile territory, or will it be re-routed through their own systems? If it does not re-route, will the cravers gain FI bonuses during cold war (or any other empire during the truce after a war?
- It increases with distance. The idea is to create interdependencies between players for trade, so longer trade routes are better (encouraging you to place a branch outside of your empire).
- The galaxy will feature visual indications on the lanes in case of trade, and of course the scan view will provide more detailed information.
- No, they don't. In this case, the Cravers would indeed gain FI bonuses during cold war. The case you showed is a great example actually: the best course of action here would probably be for the Sophons to ally and take back the system blocking the trade route.
I second cat-o-nine-tails route recalculation thing. The route should choose the safest path, not be hard-coded for the shortest one.
Maybe it could be unlocked by a tech; starts with the shortest path, then unlocks the "commerce safe transportation protocol" to detour the unsafe nodes.
BLACK TRADE COMPANIES
A Black trade company is an underworld of smugglers which can get past certain restrictions, such as war and blockades.
It has advantages and disadvantages over standard trade companies.
SHORTEST PATH
Black trade companies will always use the shortest path, and they cannot be completely blockaded. There will ALWAYS be someone vulnerable to bribery along the way to let a ship pass through, or ignore a probe detection, or otherwise shove stuff under the rug.
Even though a blockade does not completely block a black trade, it can significantly reduce its output - 90% reduction by default.
Black trade nodes are not destroyed by war. To eradicate them a concerted effort requiring a strong militia, stationed ships plus an industrial "building" to raze it - actually it represents extra resources being dedicated to the wara agains the smuggler network.
OILING THE ENGINE
If there is a black trade node in the enemy territory, two things happen: 1) The player's blockade % reduces, which means more profit. 2) The blockading player's spoils of piracy % increase as well.
Justification: Since the black trade network is better established on both sides of the blockade, it becomes easier to move product behind borders to and from. The more well-established teh tarde network, the less risk, and less resources are squandered in trying to bypass the blockades. In a bleaker lore view, as corruption encroaches, the black trade syndicate profits more, having more opportunities of corruptible people available, thus spending less on bribes. Also it becomes easier to avoid physical altercations and destroyed goods.
The black market is a convenient but double-edged sword, that would bypass the hard blockades but benefit the other party as well.
Depending on political party and laws passed, presence of a black market node or HQ could reduce happiness to a lesser or greater extent, or have no penalty at all.
Presence of a black trade node or HQ would allow flowing of strategic and luxury resources through the network.
The trouble with routes automatically rerouting is that it makes blockading a route without just blockading the hard point itself extremely difficult. This way, there's places on the route you can go after without just hitting the hard points themselves (or if you're on a map that only has one route between far flung places).
Tridus wrote: The trouble with routes automatically rerouting is that it makes blockading a route without just blockading the hard point itself extremely difficult. This way, there's places on the route you can go after without just hitting the hard points themselves (or if you're on a map that only has one route between far flung places).
Yeah but why wouldn't it be like that I mean you already want to blockade hardpoints anyway and it'd make no sense if you could blockade one system and it'd work if there was a way around. Like if there was 1 road between two cities and you blockaded it it'd make sense if it'd stop trade but if there was 1 road and also 1 road through another city then it'd make sense that trade would be redirected. And this works even better here since there are no roads in space.
Will colonies be affected by having a branch or a route through it?
For example lets say there's a system I own in the center of the map, and it just so happens to work out that 4 or 5 routes go through that system due to map geography and where I and others are placing their branches and HQs. Will it see increased trade or migration given that it should, logically, be a trade hub?
With route recalculation, an option would be to give the option of letting pirates set up a base in a system.
A pirate base in a system gives -happiness, but it will harass all systems adjacent to it, giving +dust as it pays the bribes to maintain operations.
The pirate effect is more of a 'move profit from adjacent planets to this one' for the host of the pirate base, which means leeching FIDS from friendly and enemy adjacent planets. It wouldn't harm local economy that much, or at all, since the player's FIDSI is just trading places (and mostly converted to dust) - but it would have a negative happiness impact.
A pirate base's strongest effect would be to strongly leech on trade routes going through any adjacent node, or the pirate base's node.
While not outright blockading, stealing 50% or more of the enemy's profit can be even better.
Brazilian_Joe wrote: I second cat-o-nine-tails route recalculation thing. The route should choose the safest path, not be hard-coded for the shortest one.
Maybe it could be unlocked by a tech; starts with the shortest path, then unlocks the "commerce safe transportation protocol" to detour the unsafe nodes.
Like Tridus said, the risk is that blockading becomes marginally useful. It's probable that most hard points will be on well defended systems or systems that are placed deep in one's empire, hence it would be much easier for pirates to target soft blockades on the route itself.
Brazilian_Joe wrote: BLACK TRADE COMPANIES
SHORTEST PATH
OILING THE ENGINE
There are several good ideas in your suggestion, but it would be a new system by itself . We certainly would like to make the smuggling notion appear in the trade part of the game, but as we have few resources it might not be possible to do before release.
Eji1700 wrote: Will colonies be affected by having a branch or a route through it?
Yes, they will . From the GDD:
jhell wrote: Systems on route
The systems on a trade route won't directly contribute to the trade income, but will benefit from being situated on one. Each node traversed by a route will receive a and bonus based on the system's development and modulated by the route's length.
In the case where your system is traversed by multiple routes the effects will indeed cumulate!
Brazilian_Joe wrote: With route recalculation, an option would be to give the option of letting pirates set up a base in a system.
This is a really interesting idea! Something comparable might actually be feasible without too many additions. I'll add it to our list of things to investigate.
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