Console Dev Diary #5: Advanced Resources, Trade and the Market

Console Dev Diary #5: Advanced Resources, Trade and the Market

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Aceparadox

Community Manager (Stellaris)
Jan 9, 2020
21
143
Hello Stellaris: Console Edition Fans!

AC here again, Community Manager for Stellaris! We’re now closing in on the release of Synthetic Dawn, Expansion Pass Two and the 2.2 update for Stellaris: Console Edition launching May 12th!

Today we’re going to be talking about advanced resources, the new trade system, and the market. Again, something to keep in mind, is that these screenshots are screenshots taken from the beta, and may contain not-final-UI, numbers, and may not represent the game as it stands upon release!


Advanced Resources

In the 2.2 update for Stellaris: Console Edition, there have been new advanced resources added. These resources are either manufactured from basic resources (energy, minerals, food) or mined in space (or both!). These resources are Alloys, Consumer Goods, Rare Crystals, Volatile Motes, Exotic Gases, Living Metal, Zro and Dark Matter.

Once you have one of any of these resources, you will be able to trade for them on the Market (more on the Market later).

These resources have various functions, and more advanced ship components and buildings will use these resources as upkeep, making building upgrades more of a strategic choice. For example, the refinery Alloy Mega-Forges (the second level Alloy Foundry) requires Volatile Motes as upkeep, but if you can’t afford to pay the upkeep, your economy will eventually grind to a halt as you run out of these resources.


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Alloys will now be the primary resource used to build ships, alloys are refined by pops working Artisan jobs, which are created by building a Refinery building and cost minerals upkeep. Some higher level ship components will also cost advanced resources, so you can wind up with one ship costing several resources.

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Consumer Goods are consumed by Pops and produced by Civilian Fabricators and are converted from minerals. The amount of Consumer Goods upkeep a pop requires is based on the social strata and living standards of a pop. For instance a Full Citizenship, Ruler class pop will cost significantly more Consumer Goods than a slave pop with Resident Living Standards.

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The other resources are found either naturally in space, or synthesized by planetary buildings after unlocking certain technologies, or both.


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Trade Value

Trade value is a new value that has been added with the 2.2 version of Stellaris: Console Edition, which represents the civilian and private-sector economies of non-Gestalt empires. All pops generate a small amount of trade value, based on their living standards. Trade value is primarily produced in City districts as well as Commercial Zones, which generate Clerk and Merchant jobs respectively. Additionally, Trade Value can be found as deposits in space, representing rare resources that are commercially profitable, but not exploited by the empire as a whole (Think precious stones used in Jewelry). Trade value has no inherent purpose, but can be converted into other resources via a policy decision. (Energy, Energy/Consumer Goods mix, or Energy/Unity mix).


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In order to Trade Value to contribute to your overall empire, it must meet certain conditions:

  1. There must be an upgraded Starbase within range of the system to collect the trade. Upgraded Starbases will automatically collect trade within their own system, and can collect trade from surrounding systems by building a Trade Hub module, with each module extending the range by +1 hyperlane jump.
  2. Once collected, trade needs to be sent to your capital. This is done automatically if the Starbase collecting trade is in your Capital system, but otherwise must be connected by a Trade Route.

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Trade Routes

Trade routes are paths that are used to connect remote Starbases to your capital in order to exploit the trade value collected there. Each upgraded Starbase can support a trade route connected to another Starbase, and these are normally drawn automatically. As long as the trade route makes it uninterrupted to the empire capital, the trade value will be automatically collected. Players can redraw trade routes to get around high piracy systems (more on this below), closed borders or reconnect Starbases that have been cut off and then reconnected.

Piracy and Trade Defense

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, which 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.

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Also, military fleets can be given patrol orders to patrol the route between two Starbases to actively hunt down pirates and reduce the amount of piracy in systems. Each ship will also have a trade protection value. Pirate fleets will have a chance to spawn in systems with high levels of trade passing through them, and especially if they also have low trade protection values.

Internal Market

The internal market is a new interface where you can buy and sell resources. Resources are bought and sold for energy credits, with their prices dependent on a variety of factors. Resources can be purchased or sold either a one-time purchase in bulk, or by setting up a monthly purchase/sale.

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Prices on the internal market will fluctuate based on supply and demand -- every time minerals are sold, prices will drop, and every time purchases are made, the prices will increase. While it isn’t possible for the Internal Market to “run out” of a resource, it’s possible that the prices will become prohibitively expensive or cheap, if you buy or sell a lot of a particular resource.
Monthly purchases can be set with a minimum sale price or a maximum purchase price (optional), so that you can ensure that major fluctuations in prices do not disrupt your empire’s economy.


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Galactic Market

After a time, the nations of the galaxy will form the Galactic Market. The Galactic Market has the same basic mechanics of the Internal Market, however since there is a galaxy’s worth of supply, the prices are almost always lower. However, price increases and decreases from buying and selling resources will affect all Empires in the Galaxy.


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At the formation of the Galactic Market, you will lose access to the Internal Market, as it is absorbed into the Galactic Market. There are exceptions to this, for instance races with limited diplomacy (Fanatic Purifiers, Devouring Swarms, Determined Exterminators, etc) will never get access to the Galactic Market.

There is also a Market Fee, which represents brokerage fees and transportation costs to transfer bought and sold resources, but there are various methods available to lower this fee, including becoming the Galactic Market Leader.


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Trader Enclave

A final note, since the Internal Market, has much of the same functionality as the Trader Enclave used to have, we’re also changing Enclaves for those with the Leviathans Story Pack. Instead of trading food, energy and minerals, trader enclaves will now sell rare resources in the form of monthly trade deals offered at advantageous prices. Additionally, Trader enclaves will sell special Governor-type leaders with unique trade and commerce traits.

That’s it for today folks!

We have one more surprise Dev Diary for Stellaris: Console Edition 2.2 this Monday:

The Machine Fallen Empire, and Introduction to the Contingency!

Have a great weekend, and I’ll be back again Monday for one more Dev Diary before the Synthetic Dawn Story Pack, Expansion Pass Two, and Update 2.2 goes live on Tuesday, May 12th!
 

LazyZubzub

Recruit
Mar 23, 2020
4
1
How come in the stream on twitch the ai empire had humanoid ships when they aren’t going to release till later?