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


== Trade value ==
== Civilian trade ==
{{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.
{{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.


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.
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.


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.
=== Trade value ===
Trade value is an in-game numerical value that represents the civilian and private-sector economy of an empire as well as the total value of all goods being traded. All pops generate a small amount of trade value based on their living standards, with higher living standard pops generating more trade value, and trade value also being produced by a number of different [[jobs]] such as clerks and merchants. The trade value of a planet is further affected by its stability, level of crime, designation, and other factors. 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.


The trade value of an empire can be modified by the following:
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.
 
In order to successfully exploit trade value, two conditions must be met:
* There must be an owned starbase within range of the system and it must be of higher than outpost level in order to extract trade value from the system. By default, every starbase will only extract trade value from the system in which it is located. The extraction range can be increased by building [[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|+5%}}
| {{green|+5%}}
|-
|-
| {{tradition|mercantile|Marketplace of Better Ideas|iconify}} tradition
| [[File:Tradition diplomacy open markets.png|24px]] Open Markets tradition
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{tradition|Mercantile|tree|iconify}} finisher
| [[File:Tradition icon mercantile.png|24px]] Mercantile Tradition complete
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{iconify|Trade League}} federation, member
| {{iconify|Trade League}} federation
| {{green|+5%}} per level after first,
| {{green|+5%}} per level after first,
up to {{green|+20%}}
up to {{green|+20%}}
|-
|-
| {{iconify|Trade League||Level 5}} federation, president
| {{icon|Trade League}} Completed [[Federation#Federation_projects|Trade League Federation Project]]
| {{green|+10%}} to {{green|+12%}}
|-
| {{iconify|Trade League}} level 5 president
| {{green|+10%}}
| {{green|+10%}}
|-
|-
| {{icon|Trade League}} First step of [[Federation#Federation_projects|Trade League Federation Project]]
| [[File:Resolution galactic commerce.png|24px]] Galactic Commerce Resolution
| {{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,
| {{green|+5%}} per level,
up to {{green|+25%}}
up to {{green|+25%}}
|- 
|- 
| [[File:Resolution galactic institutions.png|24px|link=Galactic_community#The_Custodian]] Galactic Trade Organization (Custodian Resolution) 
| [[File:Resolution galactic institutions.png|24px]] Galactic Trade Organization (Custodian Resolution) 
| {{green|+10%}}
| {{green|+10%}}
|-
| [[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:
The trade vale produced on a particular planet can be further increased by the following:
{| class="mildtable"
{| class="mildtable"
! Source
! Source
! Trade value
! Trade value
|-
|-
| {{iconify|Thrifty}} pop trait
| {{iconify|Enclave Trader}} OR
| {{green|+25%}} from jobs
{{iconify|Merchant of Numa}} governor trait
|-
| {{iconify|Enclave Trader}} or {{iconify|Merchant of Numa}} governor trait
| {{green|+10%}}
| {{green|+10%}}
|-
|-
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up to {{green|+30%}}
up to {{green|+30%}}
|-
|-
| {{icon|Stability}} Stability under 50
| {{icon|Building}} Urban World Designation
| {{red|-1%}} per point,
down to {{red|-50%}}
|-
| {{icon|Designation}} Urban World Designation
| {{green|+20%}}
| {{green|+20%}}
|-
|-
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| {{icon|Building}} Xeno-Outreach Agency Corporate Building
| {{icon|Building}} Xeno-Outreach Agency Corporate Building
| {{green|+5%}}
| {{green|+5%}}
|}
The trade value of an empire may also be decreased by the following factors:
{| class="mildtable"
! Source
! Trade Value
|-
|-
| {{icon|Crime}} Criminal Job
| {{icon|Crime}} Criminal Job
| flat {{red|-5}}
| {{red|-5}}
|-
| {{icon|Stability}} Stability under 50
| {{red|-1%}} per point,
down to {{red|-50%}}
|-
| [[File:Resolution custodian reforms.png|24px]] Galactic Mobilization Custodian Initiative
| {{red|-5%}}
|-
|-
| {{Planet modifier|Pm_crime|3|w=24px}} Smuggler Activity (Crime Event Planet Modifier)
| Travel Advisory (Crime Event Planet Modifier)
| {{red|-20%}}
| {{red|-20%}}
|-
|-
| {{Planet modifier|Pm_crime|3|w=24px}} Travel Advisory (Crime Event Planet Modifier)
| Smuggler Activity (Crime Event Planet Modifier)
| {{red|-20%}}
| {{red|-20%}}
|-
|-
| {{Planet modifier|Pm_crime|3|w=24px}} Trade Pilfering (Crime Event Planet Modifier)
| {{icon|Trade League}} Failed [[Federation#Federation_projects|Trade League Federation Project]]
| {{red|-20%}}
| {{red|-5%}} to {{red|-10%}}
|}
|}


=== Trade collection ===
=== Trade routes ===
{{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}}.
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.
 
==== 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.
 
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 ===
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.
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.
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}}).


=== Commercial pacts ===
Trade routes have their own map filter showing routes, protection and piracy.
{{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>
{{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.
{{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 ===
{{see also|FTL#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.
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 {{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:
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:


# All starbases bigger than outposts eliminate piracy in their systems.
# All starbases bigger than outposts eliminates 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.<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|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|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:
# {{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:
#* {{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 and missile battery module
#* {{green|+5}} for each gun battery module
#* {{green|+5}} for each missile battery module
#* {{green|+10}} for each hangar bay module
#* {{green|+10}} for each hangar bay module
#* Adopting the {{tradition|Mercantile|tree|iconify}} adds an additional {{green|+5}} trade protection in all owned systems.
#* The Secure Shipping tradition adds an additional {{green|+5}} trade protection on all trade routes.
#* 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 {{iconify|minerals||200}} and {{iconify|energy||100}} energy, scaled by the 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 {{icon|minerals}} 200 minerals and {{icon|energy}} 100 energy and this base amount is scaled by the receiving empire's monthly income.


{|class = "mildtable" style="text-align: center;
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==== Strategy ====
==== Strategy ====


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 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.


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


== 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: {{green|-5%}} each
* [[File:Sb offworld trading company.png|24px]] Trader Proxy Office starbase buildings add {{green|-5%}} market fee each
* {{icon|agenda}} Import / Export agenda: {{green|-5%}}
* {{icon|agenda}} Import / Export agenda adds {{green|-5%}} market fee
* {{tradition|mercantile|Insider Trading|iconify}} tradition: {{green|-10%}}
* [[File:Tradition_diplomacy_federal_unity.png|24px]] Insider Trading diplomacy tradition adds {{green|-10%}} market fee
* {{tradition|versatility|Adaptive Programming|iconify}} tradition: {{green|-10%}}
* [[File:Tradition_versatility_adaptive programming.png|24px]] Adaptive Programming versatility tradition adds {{green|-10%}} market fee
* Hosting the Galactic Market: {{green|-10%}}
* The empire that houses the Galactic Market gets {{green|-10%}} market fee
* The ''Economic Sanctions'' Galactic Community resolution will increase the market fee by {{red|+10%}}/{{red|+20%}}/{{red|+30%}}, per level of the resolution.
* 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.


== 参考资料 ==
== 参考资料 ==
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[[Category:游戏概念]]
[[Category:游戏概念]]
[[Category:外交]]
[[Category:外交]]
[[en:Trade]]
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