• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #127 - Trade Value and Trade Routes

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Trade Value and Trade Routes. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

Trade Value
Trade Value is a new value that's being added in the Le Guin update for non-Gestalt empires, representing the civilian and private-sector economies of these empires. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more trade value, and is also produced by a number of different jobs such as Clerks and Merchants. Additionally, Trade Value can be found as deposits in space, representing various resources that don't have a direct industrial application but might still be desirable to your population (for a real-life example, think of things like as precious stones used in jewelry). Trade Value has no inherent purpose, but can be turned into other resources by being exploited, representing taxation and tariffs imposed on the civilian economy by an empire that has the necessary infrastructure in place to benefit from it.
2018_09_27_1.png

In order for Trade Value to count as exploited, it has to fulfill two conditions:

1) There must be an upgraded Starbase in range from the system to collect the Trade Value. By default, upgraded Starbases can only collect inside their own system, but their collection range can be extended by constructing additional Trade Hub modules, with each module extending the collection range by a single system up to a maximum of 6 hyperlane jumps away. You do not need to build an orbital station to collect trade value from planets - this is done automatically if it is in range of a collecting Starbase.

2) Once collected, Trade Value needs to be sent to your capital system. This will be done automatically if the Starbase collecting is located in said capital system, but otherwise the Starbase must be connected to the capital through a Trade Route (more on that below).

Trade Value that is successfully exploited will be converted into other resources (currently, trade value is turned into energy credits at a 1:1 conversion rate, but which exact resources it becomes is fully scriptable and may differ depending on your empire type) and added to your monthly income.
2018_09_27_1_2.png


Trade Routes
Trade Routes are paths are that used to connect remote Starbases to your capital in order to exploit the trade value collected there. Each upgraded Starbase can support a single Trade Route by connecting to another Starbase, which is where the first Starbase will send all of its collected trade value. For example, an empire might have a remote Starbase (we'll call it starbase A), which is sending trade value to another Starbase closer to the capital (starbase B), which in turn sends on both its collected trade and all trade sent to it by starbase A on to the capital. The player has full control over which Starbase sends its value where, and can redraw routes, though there may be an efficiency loss on a newly drawn route for a time.

This means that if starbase A collects a value of 10 from the systems around it, and starbase B collects 15, 10 value will be sent from A to B and all 25 combined value is then sent on to C (the capital) and is successfully exploited. Any trade value that fails to reach the capital, either because of lack of collection, lack of a route, or piracy (more on that below) is wasted - the empire gets no benefits from it - so it'll be especially important to ensure any populous colonies that are generating a lot of trade value are properly connected via trade routes to your capital.

Trades routes will have a special map filter showing routes, protection and piracy, and is also planned to be visualized inside the systems, but more on that later.
2018_09_27_2.png

(Ignore any weird visuals such as sector borders, it's just a bug)

Piracy and Trade Defense
Of course, all that lucrative merchandise being moved through space won't exactly go unnoticed by the less savory elements of your empire. Over time, piracy will begin to accumulate along trade routes, especially routes with a high degree of trade value moving through them. For each system with piracy that the trade route passes through, a certain amount of the trade value will be lost. To combat piracy, an empire can make use of a combination of Starbases and fleet Patrols. All upgraded Starbases will have a trade protection value, that is essentially a minimum amount of trade value that will always make it through any system under their protection, regardless of the level of piracy (representing heavily escorted merchant convoys). By default, this trade protection is only for the system they are located in, but can be extended to additional systems by building defensive modules such as Hangar Bays.
2018_09_27_3.png


Additionally, any military fleet can be given orders to patrol a route between two Starbases to actively eliminate pirates and reduce the amount of piracy in the systems. The old system of spawning pirate ships in empty systems adjacent to your empire will also change - instead, pirate fleets may spawn in systems where a large amount of trade value is being lost to pirates. Overall, pirate fleets is something you will experience less often and can actively work to prevent, but will be more of an actual threat when they do spawn. We will most likely keep some sort of penalty for having a sprawling empire with a lot of unprotected connections, possibly by simply raising the amount of piracy experienced along your trade routes, or some sort of efficiency penalty. We may also have a system similar to the old pirates for Gestalts, since they do not have access to Trade Value or Trade Routes.
2018_09_27_4.png

(Yes, we know the grammar/spelling is wrong, no need to point it out - the icons are also placeholders)

That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Decisions and Planetary Bombardment

EDIT: Since it keeps being asked, at this point we are not ready to talk about how trade trades/trade agreements with other empires will work, only that they will exist in some form.
 
Last edited:
No international trade? Must follow to your capital? No inherent bonus?

This is NOT what I want in a trade system. I'd prefer you scrap it and try again in the next release so you have time to design something more comprehensive.
 
We're considering the ability to add additional collection points, but we don't want to make this easy as then there would be no need for long trade routes ever.
@Wiz Could you increase unrest on non-capital planets used as collection points? i.e., to emphasize their rising economic importance and independence relative to the capital.
 
There will be some sort of trade agreements between empires, but we're not ready to talk about that yet.

No international trade? Must follow to tour capital? No inherent bonus?

This is NOT what I want in a trade system. I'd prefer you scrap it and try again in the next release so you have time to design something more comprehensive.

For the first one at least, they haven't gotten to that yet.
 
Piracy and Trade Defense


Additionally, any military fleet can be given orders to patrol a route between two Starbases to actively eliminate pirates and reduce the amount of piracy in the systems. The old system of spawning pirate ships in empty systems adjacent to your empire will also change - instead, pirate fleets may spawn in systems where a large amount of trade value is being lost to pirates. Overall, pirate fleets is something you will experience less often and can actively work to prevent, but will be more of an actual threat when they do spawn. We will most likely keep some sort of penalty for having a sprawling empire with a lot of unprotected connections, possibly by simply raising the amount of piracy experienced along your trade routes, or some sort of efficiency penalty. We may also have a system similar to the old pirates for Gestalts, since they do not have access to Trade Value or Trade Routes.
View attachment 406923
(Yes, we know the grammar/spelling is wrong, no need to point it out - the icons are also placeholders)

That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Decisions and Planetary Bombardment

Will pirates finally have only lower or similar level ships and tech than the empire in question as the old system where the pirates could have for example more advanced ship types that even the whole galactic empire didn`t have yet seemed rather silly? Also if pirates appear now less regularly, which is definitely good, can they now build stronger bases than before? Perhaps even some resource gathering in their system?
 
This may be a good opportunity to look at ship balance again. Currently battleships dominate the game, but if they were really, really bad at protecting trade there might be a reason to built other ship types. Hell, you could make carriers really effective at combatting piracy and suddenly there'd be a reason to research strike craft again.
 
Will sector have effect on pirate spawn rate? In Star Wars for example, sector governors are responsible for fighting pirates...
And will patrols gain experience through escorting trade routes? How about planets or star systems that cut off connection with the capital?
I have so many questions and extremely interested to this DD:p
 
Trades routes will have a special map filter showing routes, protection and piracy, and is also planned to be visualized inside the systems, but more on that later.

@Wiz Are our corvetes going to be seen with trade ships as well? Och, Wiz, please say yes. I would love to have a visualization of increased protection. It would add so much life to galaxy.
 
@Wiz - As resources are a global variable, will exports and imports of them they be represented in some way on the trade routes? Such as food being delevered across the empire from an agri-world.
 
Great update, but I do think that Trade should have intrinsic value other than merely being exploited (such as automatically providing consumer goods, lowering infrastructure costs and so on).

Also, do we have a bourgueois pop? They could increase trade value.
 
Is piracy linked to crime on your planets? And how does the galactic market factor into this, is that just a seperate entity? Is trade just converted to energy or other resources or send from the capital to the galactic market and taxed when it is shipped away? Is the galactic market in a fixed system or does it move as a result of the pivot of galactic trade moving elsewhere because of wars, crises or simply other trade centers becoming more valuable?
 
As I said, trade routes/agreements with other empires is something we're still figuring out. More on it later.