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 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 jump for each Trade Hub module or Hyperane Registrar building constructed on the Starbase.
Civilian Trade is not available to Gestalt Consciousness empires. Corporate empires on the other hand are highly dependent on it while Merchant Guilds empires, while not dependent on it, can still benefit from generating Trade Value by gaining more unity from Merchants.
Winclone pro 8 0 2. 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 , 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 and, depending on the Trade Policy, additional Consumer Goods or Unity.
In order to successfully exploit Trade Value, two conditions must be met:
Corporate Branch Offices exploit 50% of a planet's Trade Value without reducing the planet owner's profits. For Criminal Heritage Branch Offices the percentage will instead vary from 25% with 0 crime to 75% with 100 crime. Trade Value exploited by Branch Offices is converted entirely into Energy Credits regardless of the Trade Policy. They do not require trade routes.
4k stogram 2 6 12 – download instagram photos online. The Trade Value of an empire can be increased by the following:
Source | Trade Value |
---|---|
Thrifty trait | +25% from pop jobs |
Fanatic Xenophile ethic | +20% |
Xenophile ethic | +10% |
Free Traders civic | +10% |
Investor ruler trait | +10% |
Enclave Trader governor trait | +10% |
Merchant of Numa governor trait | +10% |
Mercantile diplomatic stance | +10% |
Open Markets tradition | +10% |
Trade League level 5 president | +10% |
Import / Export agenda | +5% |
Trade League federation | +5% per level after 1st |
Galactic Commerce Resolution | +5% per level |
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 'downstream' 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 converted into tangible resources.
Fl studio mac official. By default, each normal empire that is not a Gestalt Consciousness will start the game with a Starbase in its home (capital) system that has a Trade Hub module constructed on it. https://united-download.mystrikingly.com/blog/family-feud-and-friends-cheats-coins. A Starbase can only extract and receive Trade Value if it has at least one such module constructed on it.
Each Trade Hub module will extend a Starbase's Trade Value extraction range by one hyperlane jump, up to a maximum of 6 hyperlane jumps for a max-level starbase with nothing but Trade Hub modules on it. If the Starbase's extraction range reaches a source of Trade Value, whether it be a Trade Value deposit in space, a planet generating Trade Value, or another Starbase that is extracting Trade Value from somewhere, then a Trade Route is created between the two of them. If two Starbases' extraction ranges connect and/or overlap, then a Trade Route is also created between both of them. In order to create a Trade Route, there must be a Starbase capable of receiving Trade Value in the empire's capital system and then the player must build and upgrade Starbases and construct Trade Hub modules on them as needed until their collection ranges connect/overlap and the Trade Routes created between the Starbases form a continuous chain, going from the Trade Value source(s) to the empire capital. After that, every Starbase whose collection range allow it to reach this trade route chain will send its collected Trade Value 'downstream' down the chain towards the capital Starbase until it reaches it and is converted into resources.
For added profit, a Starbase with Trade Hub module(s) on it can also have a Offworld Trading Company building constructed on it, which will produce +2 Trade Value for every Trade Hub module on the Starbase, up to a maximum of +12 Trade Value on a max-level Starbase with nothing but Trade Hubs on it.
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. 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 at a 1:1 ratio.
If, as an added example, the empire also colonizes or conquers a planet that generates 35 Trade Value but is located 6 hyperlane jumps away from the aforementioned Trade Route, then the planet must be connected to a Trade Route in order to exploit its Trade Value. To accomplish this, the player must either add more Trade Hub modules to one of the three aforementioned existing Starbases (A,B or C), until its collection range can reach the planet or, if that is not possible, then a fourth Starbase (Starbase D) must be constructed to extend the Trade Route with enough Trade Hub modules to reach the planet. Once this is accomplished, the Trade Value from the planet is sent to Starbase D (if built) and to and through the A-B-C-Starbase chain to the capital where it is added to the total output (60 Trade Value).
Trade Routes have their own map filter showing routes, protection and piracy.
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.
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:
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 but their ship components will never advance beyond tier 3.
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 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, 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 | Price |
---|---|
Minerals | 1 |
Food | 1 |
Consumer Goods | 2 |
Alloys | 4 |
Exotic Gases | 10 |
Rare Crystals | 10 |
Volatile Motes | 10 |
Dark Matter | 20 |
Living Metal | 20 |
Zro | 20 |
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 | Galactic Market Hub Nomination decision |
| 11 |
Adequate | Galactic Market Hub Nomination decision | 6 | 21 |
Strong | Galactic Market Hub Nomination decision |
| 31 |
Exceptional | Strong rating and 1 Boost Nomination Bid decision Adequate rating and 2 Boost Nomination Bid decision | 0 | 41 |
Perfect | Strong rating and 2 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 Resources will not be available until at least one empire has them in stock.
Uninstallpkg 1 0 21 download free. Genocidal empires do not have access to the Galactic Market, because they cannot join the Galactic Community. If a 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. Jitouch 2 7 1.
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, 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.
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 altered by the following:
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 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 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 empires have no use for Consumer Goods or 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:
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 Opinion, although this has a limit of +100.
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.
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |
Stellar Policies (new policies and edicts) For Stellaris
This mod aims at making more social features into the game, such as new policies and edicts. It adds new policies, edicts, technologies, buildings and ressources. Be careful at which policies you take, as they can have big inpacts on certain types of population ethics.
-7 new policies
-11 new edicts
-13 new technologies
-3 new buildings
-1 new resource
-english and french localisations
If you find any bug, unbalance, typos or mistakes, please report them to me.
If you have any idea or suggestion, I’d be happy to hear them out
If you want to help me, you can create new gfx and make translations.
Please like my mod and have fun!