贸易:修订间差异

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(23:07, 10 May 2022‎ CaesarVincens)
 
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{{Version|3.2}}
{{Version|3.3}}
'''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.


== Civilian trade ==
''For information about trade deals between empires, see [[Diplomacy#Trade deals]].''
{{iconify|Trade value}} is collected and exploited by [[starbase]]s 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 [[File:sb trading hub.png|22px]] [[Starbase#Modules|trade hub]] module or [[File:Sb hyperlane registrar.png|22px]] [[Starbase#Buildings|hyperlane registrar]] building constructed on the starbase.


Civilian trade is not available to {{iconify|Gestalt Consciousness}} empires. {{iconify|Corporate}} empires on the other hand are highly dependent on it while {{iconify|Merchant Guilds}} empires who are not dependent on it, can still benefit from generating trade value by gaining more unity from merchants.
== Trade value ==
{{iconify|Trade value}} 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 {{iconify|clerk}}s and {{iconify|merchant}}s. The trade value of a planet is further affected by its stability, level of crime, designation, and other factors. Additionally, small amounts of trade value can be found as deposits on celestial bodies.


=== Trade value ===
Depending on the empire's {{icon|policy}} [[Policy#Trade_Policy|trade policy]], each unit of trade value is converted into {{iconify|energy credits}}, and possibly {{iconify|consumer goods}}, {{iconify|unity}}, or both.
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}}, {{iconify|unity}} or both.
Civilian trade is not available to {{iconify|Gestalt Consciousness}} empires. {{iconify|Corporate}} empires on the other hand are very efficient at generating and exploiting trade value.


In order to successfully exploit trade value, two conditions must be met:
The trade value of an empire can be modified by the following:
* 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 [[File:sb trading hub.png|22px]] [[Starbase#Modules|trade hub]] modules and a [[File:Sb hyperlane registrar.png|22px]] [[Starbase#Buildings|hyperlane registrar]] building up to a maximum collection range of 7 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 the empire. If the collecting starbase is located within the capital system, all trade value within its collection range 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).
 
{{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.
 
The trade value of an empire can be increased by the following:
{| class="mildtable"
{| class="mildtable"
! Source
! Source
! Trade value
! Trade value
|-
| {{iconify|Thrifty}} trait
| {{green|+25% from pop jobs}}
|-
|-
| {{iconify|Fanatic Xenophile}} ethic
| {{iconify|Fanatic Xenophile}} ethic
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| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{iconify|Enclave Trader}} governor trait
| {{iconify|Mercantile}} diplomatic stance
| {{green|+10%}}
|-
| {{icon|agenda}} Import / Export agenda
| {{green|+5%}}
|-
| {{tradition|mercantile|Marketplace of Better Ideas|iconify}} tradition
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{iconify|Merchant of Numa}} governor trait
| {{tradition|Mercantile|tree|iconify}} finisher
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{iconify|Mercantile}} diplomatic stance
| {{iconify|Trade League}} federation, member
| {{green|+5%}} per level after first,
up to {{green|+20%}}
|-
| {{iconify|Trade League||Level 5}} federation, president
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| [[File:Tradition diplomacy open markets.png|24px]] Open Markets tradition
| {{icon|Trade League}} First step of [[Federation#Federation_projects|Trade League Federation Project]]
| {{red|-5%}} or {{red|-10%}}
|-
| {{icon|Trade League}} Completed [[Federation#Federation_projects|Trade League Federation Project]]
| {{green|+10%}} or {{green|+12%}}
 
|-
| [[File:Resolution galactic commerce.png|24px|link=Galactic community#Galactic Commerce]] Galactic Commerce Resolution
| {{green|+5%}} per level,
up to {{green|+25%}}
|-
| [[File:Resolution galactic institutions.png|24px|link=Galactic_community#The_Custodian]] Galactic Trade Organization (Custodian Resolution)
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{iconify|Trade League}} level 5 president
| [[File:Resolution custodian reforms.png|24px|link=Galactic_community#The_Custodian]] Galactic Mobilization (Custodian Resolution)
| {{red|-5%}}
 
|}
The trade value produced on a planet can be further modified by the following:
{| class="mildtable"
! Source
! Trade value
|-
| {{iconify|Thrifty}} pop trait
| {{green|+25%}} from jobs
|-
| {{iconify|Enclave Trader}} or {{iconify|Merchant of Numa}} governor trait
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{icon|agenda}} Import / Export agenda
| {{icon|Stability}} Stability over 50
| {{green|+0.6%}} per point,
up to {{green|+30%}}
|-
| {{icon|Stability}} Stability under 50
| {{red|-1%}} per point,
down to {{red|-50%}}
|-
| {{icon|Designation}} Urban World Designation
| {{green|+20%}}
|-
| {{icon|Building}} Galactic Stock Exchange Building
| {{green|+20%}}
|-
| {{icon|Building}} Executive Retreat Corporate Building
| {{green|+5%}}
|-
| {{icon|Building}} Xeno-Outreach Agency Corporate Building
| {{green|+5%}}
| {{green|+5%}}
|-
|-
| {{iconify|Trade League}} federation
| {{icon|Crime}} Criminal Job
| {{green|+5% per level after 1st}}
| flat {{red|-5}}
|-
|-
| {{icon|Trade League}} Galactic Commerce Resolution
| {{Planet modifier|Pm_crime|3|w=24px}} Smuggler Activity (Crime Event Planet Modifier)
| {{green|+5% per level}}
| {{red|-20%}}
|-
| {{Planet modifier|Pm_crime|3|w=24px}} Travel Advisory (Crime Event Planet Modifier)
| {{red|-20%}}
|-
| {{Planet modifier|Pm_crime|3|w=24px}} Trade Pilfering (Crime Event Planet Modifier)
| {{red|-20%}}
|}
|}
=== Trade collection ===
{{iconify|Trade value}} is collected by {{icon|starbase}} [[starbase]]s above outpost level. By default, starbases will only collect trade value from the system in which they are built, but their collection range can be extended by 1 hyperlane jump for each [[File:sb trading hub.png|24px|link=Starbase#Modules|trade hub]] trade hub module present; the [[File:Sb hyperlane registrar.png|24px|link=Starbase#Buildings|hyperlane registrar]] hyperlane registrar starbase building also extends the collection range by 1, as does adopting the {{tradition|Mercantile|tree|iconify}}. A starbase with one or more trade hub modules can also have a [[File:Sb_offworld_trading_company.png|24px|link=Starbase#Buildings|Offworld Trading Company]] offworld trading company building, which produces {{iconify|trade value||+2|green}} for every trade hub module on the starbase, up to a maximum of {{iconify|trade value||+12|green}} on a starbase with 6 trade hubs. If the starbase is disabled or occupied, it will not collect trade value until it is restored. All trade value collected by a starbase is sent to the capital system, where it is converted into useable resources as determined by the empire's {{iconify|policy||trade}}.


=== Trade routes ===
=== 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 "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.
A trade route is a path that connects 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 initially connects 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 starbase leads to another starbase, the receiving starbase will send both its own collected trade value and the trade value received from the other starbases further "downstream" towards the capital system. The length of a trade route has no direct effect on its trade value, and overlapping individual trade routes are equivalent to consolidated routes, thus the primary use of manually setting routes is to reduce piracy risk. 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.
 
==== Creating and expanding trade routes ====
By default, each normal empire that is not a {{iconify|Gestalt Consciousness}} will start the game with a starbase in its home (capital) system that has a [[File:sb trading hub.png|22px]] [[Starbase#Modules|trade hub]] module constructed on it. 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 [[File:Sb_offworld_trading_company.png|22px]] [[Starbase#Buildings|Offworld Trading Company]] building constructed on it, which will produce {{green|+2}} trade value for every trade hub module on the starbase, up to a maximum of {{green|+12}} trade value on a max-level starbase with nothing but trade hubs on it.
Trade routes have their own map filter showing routes, protection, and piracy.


As an example: We have three starbases; {{red|A}}, {{green|B}} and {{blue|C}}. All three starbases are connected to each other by a trade route going from {{red|A}} to {{green|B}} and then to {{blue|C}} which is located in the empire's capital system. {{red|Starbase A}} collects {{red|10 trade value}} from within its range and {{green|starbase B}} collects {{green|15 trade value}} from within its range while {{blue|starbase C}} receives and converts all trade value into {{iconify|energy credits}}. In this scenario, {{red|starbase A}} will send its collected trade value ({{red|10}}) to {{green|starbase B}} which will send both its own collected trade value ({{green|15}}) and the trade value received from {{red|starbase A}} ({{red|10}}) to {{blue|starbase C}} which will convert the combined trade value received ({{blue|25}}) into {{iconify|energy credits}} at a 1:1 ratio.
=== Commercial pacts ===
 
{{iconify|Commercial pact}}s provide each empire 10% of the other's trade value without reducing their own benefit. This trade value is then converted according to the receiving empire's {{iconify|policy||trade}}.<ref>There is currently a UI bug that shows the effect of the Commercial pact using the sending empire's trade policy. The total amount is correct for each empire, just type of resources gained is not.</ref>
If, as an added example, the empire also colonizes or conquers a planet that generates {{yellow|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 ({{red|A}},{{green|B}} or {{blue|C}}), until its collection range can reach the planet or, if that is not possible, then a fourth starbase ({{yellow|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 {{yellow|starbase D}} (if built) and to and through the {{red|A}}-{{green|B}}-{{blue|C}}-starbase chain to the capital where it is added to the total output ({{blue|60 trade value}}).
{{see also|Branch Office}}
 
{{iconify|Corporate}} empires can establish branch offices on planets of other empires if: they have a commercial pact, are in a federation together, are their subject or overlord, or have the Imperial Charter or are the {{iconify|Sovereign||Corporate|pre=galactic}}. {{iconify|Criminal Heritage}} empires can always establish a branch office.
Trade routes have their own map filter showing routes, protection and piracy.
{{iconify|Corporate}} branch offices exploit 50% of a planet's trade value without reducing the planet owner's own profits. For {{iconify|Criminal Heritage}} branch offices, the percentage will instead vary from 25% with 0 {{iconify|crime}} to 75% with 100 {{iconify|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.


=== Bypasses ===
=== 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 (the bypass counts as one hyperlink distance, at least in the case of wormholes). Trade routes will also be formed through a bypass if the path is shorter that way.
{{see also|FTL#Bypasses}}
Trade value can be collected and routed through wormholes, gateways, and L-gates. Starbases with trade hub modules will collect trade value from the other side of a bypass, treating it as one hyperlane jump, as well as systems neighboring the other end within collection range. Trade routes will also be formed through a bypass if the path is shorter that way. 


=== Piracy ===
=== Piracy ===
Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded starbase attracts piracy in that system, slowly growing for 10 years until it reaches 25% of the trade value going through the system. Piracy is countered in three ways:
Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded starbase attracts {{iconify|piracy|suf=risk}} in that system, slowly growing for 10 years until it reaches 25% of the trade value going through the system. Piracy is countered in three ways:


# All starbases bigger than outposts eliminates piracy in their systems.
# All starbases bigger than outposts eliminate piracy in their systems.
# {{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 all fleets leave a system, piracy will start rising again. The total piracy suppression of a fleet equals the sum of piracy suppression of individual ships in the fleet. The amount of piracy suppression per ship depends only on the ship's [[ship designer|hull size]], with corvettes being the best and titans being the worst, independent of their equipment.<br/ >Any fleet can be given the patrol command in order to facilitate player's piracy suppression across their trade routes. A fleet under patrol command will travel from the starting waypoint, through intermediate ones, reaching an ending waypoint, stopping along the way until current piracy is less than the difference between max piracy and fleet piracy suppression, then re-trace the route back and repeat indefinitely. (Starting and ending waypoints can coincide.) In order to set a patrol waypoint on a system, left-click Patrol or press P, and then left-click on a system; press Shift + left-click on another system in order to set additional waypoints.
# {{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 all fleets leave a system, piracy will start rising again. The total piracy suppression of a fleet equals the sum of piracy suppression of individual ships in the fleet. The amount of piracy suppression per ship depends only on the ship's [[ship designer|hull size]], with corvettes being the best and titans being the worst.<br/ >Any fleet can be given the patrol command in order to facilitate player's piracy suppression across their trade routes. A fleet under patrol command will travel from the starting waypoint, through intermediate ones, reaching an ending waypoint, <!--I don't think they stop while on patrol: stopping along the way until current piracy is less than the difference between max piracy and fleet piracy suppression, -->then re-trace the route back and repeat indefinitely. (Starting and ending waypoints can coincide.) In order to set a patrol waypoint on a system, select one or more fleets, left-click Patrol or press P, and then left-click on a system; press Shift + left-click on another system in order to set additional waypoints.
# {{iconify|Trade protection}}: Starbases give 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 by 1 hyperlane per weapon module. Trade protection also does not extend outside of the territory of the empire to which the starbase belongs. A starbase's protection coverage can be seen in trade routes mapmode as the highlighted trade protection icons (a starbase can be selected by left-click). Trade protection is lost immediately if a weapon module is queued for replacement; however, trade protection gain with new modules and upgrades is only shown upon monthly refresh. Over a starbase's the protected systems, trade protection is generated by the followings:
# {{iconify|Trade protection}}: Starbases give 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 by 1 hyperlane per weapon module. Trade protection also does not extend outside of the territory of the empire to which the starbase belongs. A starbase's protection coverage can be seen in trade routes mapmode as the highlighted trade protection icons. Trade protection is lost immediately if a weapon module is queued for replacement; however, trade protection gained with new modules and upgrades is only shown upon monthly refresh. Trade protection is generated by the following:
#* {{green|+2}} Base protection for having a starbase
#* {{green|+2}} Base protection for having a starbase
#* {{green|+8}} for each additional starbase level
#* {{green|+8}} for each additional starbase level
#* {{green|+5}} for each gun battery module
#* {{green|+5}} for each gun and missile battery module
#* {{green|+5}} for each missile battery module
#* {{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.
#* Adopting the {{tradition|Mercantile|tree|iconify}} adds an additional {{green|+5}} trade protection in all owned systems.
#* The president of a level 3 or higher {{iconify|Trade League}} gains {{green|+5}} trade protection in all owned systems.
#* Level 2 or 3 of Galactic Commerce resolution adds {{green|+10}} trade protection for all Galactic Community members' systems.
#* Level 4 or 5 of Galactic Commerce resolution adds {{green|+25}} trade protection for all Galactic Community members' systems.
#* The Anti-Piracy Initiative Custodian resolution adds {{green|+5}} trade protection for all Galactic Community members' systems.


If piracy is left unchecked in a system, a pirate fleet may spawn and attack the system. The pirate will attack stations, destroying them, as well as the starbase itself. A system succumbed to pirate attack will be occupied by a pirate station. Pirate ships scale in number with the amount of intercepted {{iconify|trade value}} but their ship modules will never advance beyond tier 3. Destroying a pirate station awards {{icon|minerals}} 200 minerals and {{icon|energy}} 100 energy and this base amount is scaled by the receiving empire's monthly income.
If piracy is left unchecked in a system, a pirate fleet may spawn and attack the system. The pirate will attack stations, destroying them, as well as the starbase itself. A system succumbed to pirate attack will be occupied by a pirate station. Pirate ships scale in number with the amount of intercepted {{iconify|trade value}}, but their ship modules will never advance beyond tier 3. Destroying a pirate station awards {{iconify|minerals||200}} and {{iconify|energy||100}} energy, scaled by the empire's monthly income.


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==== Strategy ====
==== Strategy ====


Since piracy suppression of individual ships stack, when max piracy is high along a trade route, it is more effective to combine patrolling ships into one big fleet in order for fleet piracy suppression to approach or match max piracy and to reduce current piracy one system towards a minimal amount at a time -- ideally currency piracy at that system will not bounce back too much by the time the patrolling fleet returns; meanwhile, when max piracy is low, vice versa.
As the piracy suppression of individual ships stacks, when max piracy is high along a trade route, it is more effective to combine patrolling ships into one big fleet in order for fleet piracy suppression to approach or match max piracy and to reduce current piracy in one system towards a minimal amount at a time - ideally, current piracy in that system will not bounce back too much by the time the patrolling fleet returns; meanwhile, when max piracy is low, vice versa.


Since it is usually more effective have few fleets and each covering a number of systems, high fleet speed facilities suppression of piracy in player's empire, which in turn makes corvettes with their high speed on top of per ship piracy suppression extra effective at suppressing Piracy.
Since it is usually more effective have few fleets and each covering a number of systems, high fleet speed facilities suppression of piracy in player's empire, which in turn makes corvettes with their high speed on top of per ship piracy suppression extra effective at suppressing piracy.


If the player has only used the trade hub module in a starbase for trade value collection in early game in order to conserve the starbase's building slots, in late game, as more building slots become available, it can be more efficient to construct a hyperlane register building and swap a trade hub module for a weapons module in order to extend piracy Protection while maintaining collection coverage. This also coincides with higher amounts of trade value that requires piracy protection in late game.
If the player has only used the trade hub module in a starbase for trade value collection in early game in order to conserve the starbase's building slots, in late game, as more building slots become available, it can be more efficient to construct a hyperlane register building and swap a trade hub module for a weapons module in order to extend piracy protection while maintaining collection coverage. This also coincides with higher amounts of trade value that requires piracy protection in late game.


Since trade protection extends over wormholes, gateways and L-gates, player can prioritize weapon modules in starbases near wormholes, gateways and L-gate in order to overlap trade protection coverage. This coincides with the need for defense at or near wormholes, gateways and L-gates.
Since trade protection extends over wormholes, gateways and L-gates, player can prioritize weapon modules in starbases near wormholes, gateways and L-gates in order to overlap trade protection coverage. This coincides with the need for defense at or near wormholes, gateways and L-gates.


Connecting all trade hubs to the capital using [[Megastructures#Gateways|gateways]] can eliminate piracy.
Connecting all trade hubs to the capital using [[Megastructures#Gateways|gateways]] can eliminate piracy by removing unprotected systems from the trade routes.


== The market ==
== The market ==
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=== Market fee ===
=== 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 {{green|5%}}. It can be altered by the following:
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 {{green|5%}}. It can be altered by the following:
* [[File:Sb offworld trading company.png|24px]] Trader Proxy Office starbase buildings add {{green|-5%}} market fee each
* [[File:Sb offworld trading company.png|24px]] Trader Proxy Office starbase buildings: {{green|-5%}} each
* {{icon|agenda}} Import / Export agenda adds {{green|-5%}} market fee
* {{icon|agenda}} Import / Export agenda: {{green|-5%}}
* [[File:Tradition_diplomacy_federal_unity.png|24px]] Insider Trading diplomacy tradition adds {{green|-10%}} market fee
* {{tradition|mercantile|Insider Trading|iconify}} tradition: {{green|-10%}}
* [[File:Tradition_versatility_adaptive programming.png|24px]] Adaptive Programming versatility tradition adds {{green|-10%}} market fee
* {{tradition|versatility|Adaptive Programming|iconify}} tradition: {{green|-10%}}
* The empire that houses the Galactic Market gets {{green|-10%}} market fee
* Hosting the Galactic Market: {{green|-10%}}
* The ''Economic Sanctions'' Galactic Community resolution will increase the market fee by {{red|+10%}}/{{red|+20%}}/{{red|+30%}}, depending on the level of the resolution.
* The ''Economic Sanctions'' Galactic Community resolution will increase the market fee by {{red|+10%}}/{{red|+20%}}/{{red|+30%}}, per level of the resolution.
 
== 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 {{iconify|opinion}} malus. Diplomatic trade often can yield better deals than the market.
 
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.
 
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:
* [[File:Trade cat favor.png]] Favors: Each favor has a trade acceptance of 10, raised or lowered by the AI empire's trade willingness.
* [[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 ===
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 ===
{{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;"
!  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%
|}
{| class ="mildtable" style="float: left; margin-right: 30px;"
!  AI personality
!  Trade willingness
|-
| Fanatic Purifiers
| 50%
|-
| Migratory Flock
| 110%
|-
| Fanatical Befrienders
| 100%
|-
| Holy Guardians
| 33%
|-
| Keepers of Knowledge
| 50%
|-
| Enigmatic Observers
| 50%
|-
| Hive Mind
| 70%
|-
| Machine Intelligence
| 80%
|-
| Driven Assimilators
| 50%
|-
| Determined Exterminators
| 100%
|-
| Rogue Servitors
| 90%
|-
| Ancient Caretakers
| 50%
|-
| Crisis Aspirant
| 50%
|}
{{clear}}
Fanatical Purifiers only trade with empires of the same species. Determined Exterminators only trade with machine empires.


== References ==
== 参考资料 ==
<references />
<references />


{{ConceptsNavbox}}
{{ConceptsNavbox}}
[[Category:Game concepts]]
[[Category: 游戏概念]]
[[Category:Diplomacy]]
[[Category: 外交]]
[[en:Trade]]

2022年5月11日 (三) 23:04的最新版本

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.

For information about trade deals between empires, see Diplomacy#Trade deals.

Trade value[编辑 | 编辑源代码]

Trade value.png Trade value 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 职员 Clerk 职员Clerks and 商人 Merchant 商人Merchants. The trade value of a planet is further affected by its stability, level of crime, designation, and other factors. Additionally, small amounts of trade value can be found as deposits on celestial bodies.

Depending on the empire's 政策 Policy trade policy, each unit of trade value is converted into 能量币 Energy Credits 能量币Energy Credits, and possibly 消费品 Consumer Goods 消费品Consumer Goods, 凝聚力 Unity 凝聚力Unity, or both.

Civilian trade is not available to 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness empires. 企业政府 Corporate 企业政府Corporate empires on the other hand are very efficient at generating and exploiting trade value.

The trade value of an empire can be modified by the following:

Source Trade value
极端亲外主义 Fanatic Xenophile 极端亲外主义Fanatic Xenophile ethic +20%
亲外主义 Xenophile 亲外主义Xenophile ethic +10%
自由商人 Free Traders 自由商人Free Traders civic +10%
投资者 Investor 投资者Investor ruler trait +10%
经贸至上 Mercantile 经贸至上Mercantile diplomatic stance +10%
议程 Agenda Import / Export agenda +5%
Marketplace of Better Ideas Marketplace of Better Ideas tradition +10%
Mercantile 传统树 Mercantile 传统树 finisher +10%
贸易联盟 Trade League 贸易联盟Trade League federation, member +5% per level after first,

up to +20%

贸易联盟 Trade League Level 5 贸易联盟Trade League federation, president +10%
贸易联盟 Trade League First step of Trade League Federation Project -5% or -10%
贸易联盟 Trade League Completed Trade League Federation Project +10% or +12%
Resolution galactic commerce.png Galactic Commerce Resolution +5% per level,

up to +25%

Resolution galactic institutions.png Galactic Trade Organization (Custodian Resolution) +10%
Resolution custodian reforms.png Galactic Mobilization (Custodian Resolution) -5%

The trade value produced on a planet can be further modified by the following:

Source Trade value
节俭 Thrifty 节俭Thrifty pop trait +25% from jobs
城邦商人 Enclave Trader 城邦商人Enclave Trader or 拜金教商人 Merchant of Numa 拜金教商人Merchant of Numa governor trait +10%
稳定度 Stability Stability over 50 +0.6% per point,

up to +30%

稳定度 Stability Stability under 50 -1% per point,

down to -50%

殖民地规划 Colony Designations Urban World Designation +20%
建筑 Building Galactic Stock Exchange Building +20%
建筑 Building Executive Retreat Corporate Building +5%
建筑 Building Xeno-Outreach Agency Corporate Building +5%
犯罪与异常 Criminal Job flat -5
Pm crime.pngPm frame 3.png Smuggler Activity (Crime Event Planet Modifier) -20%
Pm crime.pngPm frame 3.png Travel Advisory (Crime Event Planet Modifier) -20%
Pm crime.pngPm frame 3.png Trade Pilfering (Crime Event Planet Modifier) -20%

Trade collection[编辑 | 编辑源代码]

Trade value.png Trade value is collected by 恒星基地 Starbase starbases above outpost level. By default, starbases will only collect trade value from the system in which they are built, but their collection range can be extended by 1 hyperlane jump for each trade hub trade hub module present; the hyperlane registrar hyperlane registrar starbase building also extends the collection range by 1, as does adopting the Mercantile 传统树 Mercantile 传统树. A starbase with one or more trade hub modules can also have a Offworld Trading Company offworld trading company building, which produces Trade value.png  +2 trade value for every trade hub module on the starbase, up to a maximum of Trade value.png  +12 trade value on a starbase with 6 trade hubs. If the starbase is disabled or occupied, it will not collect trade value until it is restored. All trade value collected by a starbase is sent to the capital system, where it is converted into useable resources as determined by the empire's 政策 Policy trade 政策Policy.

Trade routes[编辑 | 编辑源代码]

A trade route is a path that connects 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 initially connects 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 starbase leads to another starbase, the receiving starbase will send both its own collected trade value and the trade value received from the other starbases further "downstream" towards the capital system. The length of a trade route has no direct effect on its trade value, and overlapping individual trade routes are equivalent to consolidated routes, thus the primary use of manually setting routes is to reduce piracy risk. 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.

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

Commercial pacts[编辑 | 编辑源代码]

商业协议 Commercial Pact 商业协议Commercial Pacts provide each empire 10% of the other's trade value without reducing their own benefit. This trade value is then converted according to the receiving empire's 政策 Policy trade 政策Policy.[1]

See also: Branch Office

企业政府 Corporate 企业政府Corporate empires can establish branch offices on planets of other empires if: they have a commercial pact, are in a federation together, are their subject or overlord, or have the Imperial Charter or are the (unrecognized string “sovereign” for Template:Icon) Corporate Sovereign. 罪犯世家 Criminal Heritage 罪犯世家Criminal Heritage empires can always establish a branch office. 企业政府 Corporate 企业政府Corporate branch offices exploit 50% of a planet's trade value without reducing the planet owner's own profits. For 罪犯世家 Criminal Heritage 罪犯世家Criminal Heritage branch offices, the percentage will instead vary from 25% with 0 犯罪与异常 犯罪与异常 to 75% with 100 犯罪与异常 犯罪与异常. Trade value exploited by branch offices is converted entirely into 能量币 Energy Credits 能量币Energy Credits regardless of the trade policy. They do not require trade routes.

Bypasses[编辑 | 编辑源代码]

See also: FTL#Bypasses

Trade value can be collected and routed through wormholes, gateways, and L-gates. Starbases with trade hub modules will collect trade value from the other side of a bypass, treating it as one hyperlane jump, as well as systems neighboring the other end within collection range. Trade routes will also be formed through a bypass if the path is shorter that way.

Piracy[编辑 | 编辑源代码]

Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded starbase attracts (unrecognized string “piracy” for Template:Icon) piracy in that system, slowly growing for 10 years until it reaches 25% of the trade value going through the system. Piracy is countered in three ways:

  1. All starbases bigger than outposts eliminate piracy in their systems.
  2. 海盗镇压度 Piracy Suppression 海盗镇压度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 all fleets leave a system, piracy will start rising again. The total piracy suppression of a fleet equals the sum of piracy suppression of individual ships in the fleet. The amount of piracy suppression per ship depends only on the ship's hull size, with corvettes being the best and titans being the worst.
    Any fleet can be given the patrol command in order to facilitate player's piracy suppression across their trade routes. A fleet under patrol command will travel from the starting waypoint, through intermediate ones, reaching an ending waypoint, then re-trace the route back and repeat indefinitely. (Starting and ending waypoints can coincide.) In order to set a patrol waypoint on a system, select one or more fleets, left-click Patrol or press P, and then left-click on a system; press Shift + left-click on another system in order to set additional waypoints.
  3. 贸易保护 Trade Protection 贸易保护Trade Protection: Starbases give 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 by 1 hyperlane per weapon module. Trade protection also does not extend outside of the territory of the empire to which the starbase belongs. A starbase's protection coverage can be seen in trade routes mapmode as the highlighted trade protection icons. Trade protection is lost immediately if a weapon module is queued for replacement; however, trade protection gained with new modules and upgrades is only shown upon monthly refresh. Trade protection is generated by the following:
    • +2 Base protection for having a starbase
    • +8 for each additional starbase level
    • +5 for each gun and missile battery module
    • +10 for each hangar bay module
    • Adopting the Mercantile 传统树 Mercantile 传统树 adds an additional +5 trade protection in all owned systems.
    • The president of a level 3 or higher 贸易联盟 Trade League 贸易联盟Trade League gains +5 trade protection in all owned systems.
    • Level 2 or 3 of Galactic Commerce resolution adds +10 trade protection for all Galactic Community members' systems.
    • Level 4 or 5 of Galactic Commerce resolution adds +25 trade protection for all Galactic Community members' systems.
    • The Anti-Piracy Initiative Custodian resolution adds +5 trade protection for all Galactic Community members' systems.

If piracy is left unchecked in a system, a pirate fleet may spawn and attack the system. The pirate will attack stations, destroying them, as well as the starbase itself. A system succumbed to pirate attack will be occupied by a pirate station. Pirate ships scale in number with the amount of intercepted Trade value.png trade value, but their ship modules will never advance beyond tier 3. Destroying a pirate station awards 矿物 Minerals 200 矿物Minerals and 能量币 Energy Credits 100 能量币Energy Credits energy, scaled by the empire's monthly income.

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

Strategy[编辑 | 编辑源代码]

As the piracy suppression of individual ships stacks, when max piracy is high along a trade route, it is more effective to combine patrolling ships into one big fleet in order for fleet piracy suppression to approach or match max piracy and to reduce current piracy in one system towards a minimal amount at a time - ideally, current piracy in that system will not bounce back too much by the time the patrolling fleet returns; meanwhile, when max piracy is low, vice versa.

Since it is usually more effective have few fleets and each covering a number of systems, high fleet speed facilities suppression of piracy in player's empire, which in turn makes corvettes with their high speed on top of per ship piracy suppression extra effective at suppressing piracy.

If the player has only used the trade hub module in a starbase for trade value collection in early game in order to conserve the starbase's building slots, in late game, as more building slots become available, it can be more efficient to construct a hyperlane register building and swap a trade hub module for a weapons module in order to extend piracy protection while maintaining collection coverage. This also coincides with higher amounts of trade value that requires piracy protection in late game.

Since trade protection extends over wormholes, gateways and L-gates, player can prioritize weapon modules in starbases near wormholes, gateways and L-gates in order to overlap trade protection coverage. This coincides with the need for defense at or near wormholes, gateways and L-gates.

Connecting all trade hubs to the capital using gateways can eliminate piracy by removing unprotected systems from the trade routes.

The market[编辑 | 编辑源代码]

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 能量币 Energy Credits 能量币Energy Credits, with their prices dependent on empire economy, supply and demand, and whether the galactic market is founded. The price can go as low as 20% and as high as 500% of the base price, further subject to market fee. 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 能量币 Energy Credits Price
矿物 Minerals 矿物Minerals 1
食物 Food 食物Food 1
消费品 Consumer Goods 消费品Consumer Goods 2
合金 Alloys 合金Alloys 4
异星天然气 Exotic Gases 异星天然气Exotic Gases 10
稀有水晶 Rare Crystals 稀有水晶Rare Crystals 10
易爆微粒 Volatile Motes 易爆微粒Volatile Motes 10
暗物质 Dark Matter 暗物质Dark Matter 20
活体金属 Living Metal 活体金属Living Metal 20
泽珞 Zro 泽珞Zro 20

Galactic market[编辑 | 编辑源代码]

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.

The host for the glactic market is chosen by two kinds of random rolls. The first kind happens whenever the Decision default.png galactic market hub nomination decision is passed on a planet. At this moment a rating ranging from weak to strong is assigned randomly to the planet according to the weightings listed below under Rating weight. Thus, improving trade value of the planet later on will not retroactively improve the rating of the planet. Instead, this rating can be improved to the next best rating by passing the Decision default.png ‘Boost Nomination Bid’ decision up to two times. Each empire can only nominate a single planet.

Once 5 years have passed the second kind of random roll happens determining the empire to host the galactic market. In this roll each empire is weighted according to the Winning weight listed below corresponding to the rating of their nominated planet. If they did not nominate a planet their Winning weight will be 0.5.

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.

The lottery weights are:

Rating Requirements Rating weight Winning weight
None No nomination, all eligible empires 0.5
Weak Decision default.png Galactic Market Hub Nomination decision
  • 9
  • x2 if Trade value.png trade value below 50
  • x0.33 if Trade value.png trade value above 100
  • x0.33 if 企业政府 Corporate 企业政府Corporate authority
  • x1.5 if 格式塔意识 Gestalt Consciousness 格式塔意识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 企业政府 Corporate 企业政府Corporate authority
  • x0.75 if 格式塔意识 Gestalt Consciousness 格式塔意识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 51
Perfect Strong rating and 2 Decision default.png Boost Nomination Bid decision 0 76

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. 战略资源 Strategic Resources 战略资源Strategic Resources will not be available until at least one empire has them in stock.

种族洁癖 Fanatic Purifiers噬杀蜂群 Devouring Swarm铁心灭绝者 Determined Exterminator Genocidal empires do not have access to the galactic market, because they cannot join the galactic community. If a 种族洁癖 Fanatic Purifiers噬杀蜂群 Devouring Swarm铁心灭绝者 Determined Exterminator 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[编辑 | 编辑源代码]

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 能量币 Energy Credits 能量币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. This can be useful for diversifying the empire or expanding colonial holdings by purchasing species with different habitability preferences, provided that a compatible planet or habitat is available for the purchased pop. Pre-sapient pops can also be bought on the slave market.

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[编辑 | 编辑源代码]

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:

  • Sb offworld trading company.png Trader Proxy Office starbase buildings: -5% each
  • 议程 Agenda Import / Export agenda: -5%
  • Insider Trading Insider Trading tradition: -10%
  • Adaptive Programming Adaptive Programming tradition: -10%
  • Hosting the Galactic Market: -10%
  • The Economic Sanctions Galactic Community resolution will increase the market fee by +10%/ +20%/ +30%, per level of the resolution.

参考资料[编辑 | 编辑源代码]

  1. There is currently a UI bug that shows the effect of the Commercial pact using the sending empire's trade policy. The total amount is correct for each empire, just type of resources gained is not.
游戏概念