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EmperorZelos

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We all discuss about trade and politics for Stellaris, so I will give a stab on a system for Trading that takes parts of EUIV into it. However a big issue is naturally that as stellaris is generated each game that no games will be identical. This of course means traderoutes like EUIV had isn't an option. Besdies I felt that the static nature of traderoutes were just a pain, if you got a bad spot (anywhere but europe) you couldn't in anyway terminate it, someone was always gonna start dragging money away. Well here is my idea that is dynamic, changing and somewhat controllable.
------------------------------------
Let us start with an example of 4 assigned systems, this is taken from a game of mine I did but it's purely for conceptual representation.

Now the idea is focused on 2 objects, Trade stations which can be built in rich systems, where you have no colony, and trade modules for spacestations. These will be unique to the system so you can only have 1 per system so in a system with plenty of colonies, you have to be strategic!

Why strategic about it? Because these stations are assigned a "mass" or "weight" to them where several factors play in. The idea behind the mass here is that it determined the trade value. Rich systems is more attractive to do trading at, to and from. Richness is determined by the population of the planet it orbits around (if any), the population of the system, the minerals/energy credits produced and any rare resources in the system. They all together build up the trade value of the station and hence gives it mass.

Why am I calling it mass, when trade value suffices? It is mostly for the next bit. We've all seen the pictures of gravity curving space where it sinks into the rubber making it deeper. That is how I imagen it would be here. Why is that? The idea is that money/trade would flow from the ones "higher up", or being of less trade value here, to those "lower down" or having high trade value. For example if we let A have TV(trade value) of 35EC (energy credits) and C has TV=20EC, then the flow of trade could not go
A -> C
As that would mean it is climbing upward, but
C -> A
is allowed as the money reaches a "lower state" so to speak.

Another reason for having this is to prevent the occurence of "trade circles" where trade is going around and around which spirals out of control. This however does equally mean that the "heaviest" trade station will get ALL the trade from the galaxy, makes no sense! So of course there is a check of "do they know of the empire?" for each trade station, if they don't how can trade flow there? However once all is discovered, same problem! Well I am also thinking there is a distance cost. After all the longer the distance between the station the more fuel the trade ships must use to travel there, less profit, less interest! This can be illustrated by this diagram

Where the left axis is their value, the bottom axis is just for placement, as we can see there is a bump in the middle that it must climb over. If the bump is too big the trading won't occure as it's a net loss for the traders. In this example we have the bump only being 5EC while the "fall" is 20EC, so a net gain of 15EC is acquired there.

Here however, the drop is 10EC but the climb is 12,5EC, a loss of 2,5EC and as such no trading is even plausible here. I'd say that a station can have 4 incomming routes and 3 outgoing. One thing that would happen is also that as money flows from C to A, A's TV increases while C's decreases somewhat. The programmers would have to do so it's not looping but that's not our concern here. Why is that even relevant? Well more money is flowing into a system making it more attractive! More trading, more money can be earned there for selling your goods!

There is however a strategic reason for that also, i'll get into it in a moment. A feature these stations would have is for the state (you, AI computers etc) to establish government funded routes. What these do is lowering the transportation cost for our imaginary traders by saying "We'll pay part of your journey". This has the effect of our bump getting smaller and hence allowing more trading and hence increase the chance a natural traderoute forms inbetween the stations that will direct money there. This service of course will be a cost that comes monthly. And it goes from 0% to 200% in value, where value is the bumps value between the source and target. At 0% we have the graph like this

The bump exists and annoys, at 100% where you, the state, take the punishment of the bump, we get this instead.

Where it no longer adds to the calculation.
Finally, at 200% you are not only covering the costs, you are paying them some extra to go that route! This has the effect of increasing the target stations value such that we get this diagram

and hence is even more attractive, but ONLY between the target and source stations, no others.

Now I said there was a strategy to that stations gained/lost TV through the routes. It's like this, assume we have a chain like this
A -> B -> C
and also D -> B, if you manipulate this route from D to B such that enough flows from it to B such that B's trade value increases sufficiently enough that it's value is above the threshold value that is keeping B -> C active, then the traderoute B -> C withers and dies, leaving you only A -> B and D -> B remains. This is of interest if C lies not in your border and is draining from you. As such by investing enough money you can after a short while terminate a trade route. I would say it takes sometime before it dies and isn't just suddenly gone. At this point, Bs TV might have grown with both of A and Ds trade flows that even when you go back to just 100%, or even 0% guiding, B is too massive to establish toward C and it might even start flowing in the opposite direction.

A natural lingering question is why would anyone want to risk this? It can be a demand from people, this is where xenophobes could get an advantage, their people simply do not care. If no trading happens when it could then the pops get unhappy if it's not within some distance, a traderoute or something. Another possibility is that a trade station boosts productions by some amount that makes it worthwhile and the game becomes more about making sure you get the biggest bonus possible and not helping your foes.

This system would allow for a dynamic trade route system to exist where routes are not permanent, they change and such as the game progresses and population moves, change, discoveries are made and much else. What starts out as a good trading post in early game ends up just being an outgoing one later and nigh worthless at end game while others picked up value.
 
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EmperorZelos

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Let's hope this doesn't get buried under all the "omg corvet OP" and "wwhy xenophobe is piss" threads and Paradox sees this.
I am sorry but what do you mean exactly?
 

MasterOfGrey

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I like this but I think it could be refined slightly, I might have a go when I'm on a PC and not my phone later.
 

EmperorZelos

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I like this but I think it could be refined slightly, I might have a go when I'm on a PC and not my phone later.
Please feel free to do so! Post it here so we can all work together and make a fantastic system that Parabox will want to do!
 

EmperorZelos

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I was giving your thread a bump because I appreciate the effort which went into it. Paradox should have a gander.
Aw thank you! :) I also put it into the suggestion folder so they could see it
 

Bragi

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Interesting concept...
 
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MasterOfGrey

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Let us start with an example of 4 assigned systems, this is taken from a game of mine I did but it's purely for conceptual representation.

Now the idea is focused on 2 objects, Trade stations which can be built in rich systems, where you have no colony, and trade modules for spacestations. These will be unique to the system so you can only have 1 per system so in a system with plenty of colonies, you have to be strategic!

Why strategic about it? Because these stations are assigned a "mass" or "weight" to them where several factors play in. The idea behind the mass here is that it determined the trade value. Rich systems is more attractive to do trading at, to and from. Richness is determined by the population of the planet it orbits around (if any), the population of the system, the minerals/energy credits produced and any rare resources in the system. They all together build up the trade value of the station and hence gives it mass.
Ok this is good, I would propose that this is something added to a planet's various tabs as it's own thing (increasing the number of tabs when selecting a planet to 5). It should be build-able over any planet, so long as the system that planet is in has sufficient mass but only 1 per system. This check will be required because it will be easiest to build one in a system with multiple inhabited worlds, but obviously won't work if you can end up building more than one in the same system.

This style of implementation makes it simplest for the AI to adapt to, as it doesn't have to work out placement etc, it can just perform a relatively simple check on whether a system matches a criteria, and the build one around the largest world in the system.

Here however, the drop is 10EC but the climb is 12,5EC, a loss of 2,5EC and as such no trading is even plausible here. I'd say that a station can have 4 incomming routes and 3 outgoing. One thing that would happen is also that as money flows from C to A, A's TV increases while C's decreases somewhat. The programmers would have to do so it's not looping but that's not our concern here. Why is that even relevant? Well more money is flowing into a system making it more attractive! More trading, more money can be earned there for selling your goods!
Here you identified a problem with your style of implementation and so I propose an alternative that should look very similar without being as computationally hazardous.

Have it such that a trade station possess 5 defining variables: Total Mass, Local Mass, Collection Range, Trade Range and Local Influence.

Total Mass is the 'local mass' + inflows, and that's it. The 'mass' is an indication of how much trade it handles. You don't subtract outflow because the outflow is still a portion of 'local + inflow' that has been handled by the station, it has simply been handled through the station.

Local Mass is a product of collection range explained below.

Collection Range
should be a product of the influence of the system, and completely detached from the trade value. A simple formula could be created for this like:

Collection Range = <balancing constant>*< total population of planets in system>*<tech modifier>*<scaled value for planetary administration buildings>

This formula has a constant that can be tweaked for balance, and allows for example, a two planet system that barely meets the requirements to get a higher rating through having planetary administrations on both worlds. It wouldn't compete with a size 25 world with a planetary capital but it might let two size 10 worlds edge out a single size 20 world for example. It also means your homeworld would have an advantage with the empire-capital complex.

This range value is used to determine all systems 'connected' to the trade port, and the 'local mass' of the trade post is the combined EC value of all the systems in range. You disallow the construction of new trade ports inside the collection range of another port, and if there are systems that exist in an overlapping range because they're still relatively close to each other then you just split the EC being collected from that system between the two trade posts (either evenly or by comparing the home system values of the trade posts).

Trade Range should be a product of the total EC of the trade node. So yes the more that flows to it, the bigger it gets and the further it reaches, BUT with a built-in law of diminishing returns.

Trade Range = <balancing constant>*<EC value of trade node>^<exponent at some value slightly less than 1>

This means that the more EC flows to the trade node the further it reaches, but each additional EC of influence has less impact on it's range. If the exponent were 0.9 for example an EC increase of 6 outputs a range effect of ~5.02 and an EC increase of 8 produces a range effect of 6.50. So each additional EC has diminishing returns.

You make it such that the trade flow is derived from a formula thusly:

Trade influence in B = [<Total mass A (destination)>-<Total mass B (origination)>] * [1 - <distance B to A>/<Total Trade Range>]

Cut it off so negative values as = 0 (can't get negative influence)

Trade flow = <Total mass B (origination)>*[<Trade influence A>/<total influence in trade post>]

Cut it off so that where trade flow < 3 (for example) then trade flow = 0 so that there will be no connection at all between stations of sufficiently similar mass.

This way if a station is 50% of the trade range away from the next station, that station will only get 50% of the difference between them as influence towards it. This will increase the value of the destination station, increasing its range and allowing it to draw more trade. However, the law of diminishing returns on increasing trade range means that this will settle to a stable value and not just loop down into infinity. One iteration of this calculation could be done bi-monthly to avoid having a hangup when a new trade station connects and to represent the 'gradual' shift of trade to a new location.

Local Influence should be how a station knows how much it is to collect. This formula should be one of two things:

Local Influence = <Local Mass>
Or
Local Influence = <Local Mass>+[<Inflows>*<efficiency/mercantilism>]

With the first one the trade node will always have an amount of influence equal to it's local mass, and if it has a net inflow it will collect more than its local mass value of EC, and if it has a net outflow it will collect less than its local mass value of EC. If it is balanced it will produce EC equivalent to its local mass (this is possible though unlikely).

The latter one would present an option for adding techs or edicts to trade collection but is not necessary.

---------------------end of long wall of text-----------------------

This would look the same or very similar to your system from the players perspective; the combination of range+influence simulates the 'bump' they have to get over.

Additionally though, it'd be easier to understand for most people as well as being, more importantly, computationally simple - an important factor when the trade routes aren't fixed like they are in EU4.

That is how I'd opt to achieve your concept of trade networks.
 
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Jorgen_CAB

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I absolutely hated the EU4 static trade route system I hope they don't copy it hell no.

I think you should read it... it is not like the EUIV trade. It has similarities yes but it is dynamic and can flow in ANY direction not just in one direction.

I must say that this system actually seem very good and I really hope that trade is incorporated into the game in this way, very good idea!!!

Paradox should listen and see if they could implement something along these lines. It is simple yet effective and interesting.
 

ARASHI

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I think you should read it... it is not like the EUIV trade. It has similarities yes but it is dynamic and can flow in ANY direction not just in one direction.

I must say that this system actually seem very good and I really hope that trade is incorporated into the game in this way, very good idea!!!

Paradox should listen and see if they could implement something along these lines. It is simple yet effective and interesting.

I know what the OP is suggesting. I have no objection to what OP is sayign whatsoever I am merely stating that I hated the static system in EU4.
 

EmperorZelos

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I know what the OP is suggesting. I have no objection to what OP is sayign whatsoever I am merely stating that I hated the static system in EU4.
Ah yes that is why I suggested this, it avoids that staticness
 
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EmperorZelos

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Here you identified a problem with your style of implementation and so I propose an alternative that should look very similar without being as computationally hazardous.
Yepp, I have had enough experience about computing and programming to spot the potential issues at quite a distance.

Collection Range should be a product of the influence of the system, and completely detached from the trade value. A simple formula could be created for this like:

Collection Range = <balancing constant>*< total population of planets in system>*<tech modifier>*<scaled value for planetary administration buildings>
I would add things such as mining stations and a penalty to distant planets, that is instead of < total population of planets in system> we replace with (< total population of orbiting planet> + k*< total population of system minus orbiting planet>) where k<1

This range value is used to determine all systems 'connected' to the trade port, and the 'local mass' of the trade post is the combined EC value of all the systems in range. You disallow the construction of new trade ports inside the collection range of another port, and if there are systems that exist in an overlapping range because they're still relatively close to each other then you just split the EC being collected from that system between the two trade posts (either evenly or by comparing the home system values of the trade posts).
this I do like, it'd be a way to limit thetrade stations in a natural way.

Trade influence in B = [<Total mass A (destination)>-<Total mass B (origination)>] * [1 - <distance B to A>/<Total Trade Range>]

Cut it off so negative values as = 0 (can't get negative influence)

Trade flow = <Total mass B (origination)>*[<Trade influence A>/<total influence in trade post>]
Besides semantic points (i'd call it Trade-Pull rather than trade influence), the formulas are fair, simple and shouldn't be too computationlly complicated.

Cut it off so that where trade flow < 3 (for example) then trade flow = 0 so that there will be no connection at all between stations of sufficiently similar mass.
Close enough would with the distance issue render them depleted anyway.

This would look the same or very similar to your system from the players perspective; the combination of range+influence simulates the 'bump' they have to get over.
Yes it does and quite honestly, I like it. I wanted to come with a skeleton idea that could be worked off and you made it more concrete!
Over all I liked your suggestions, they are certainly in line with the intent and can achieve what I suggested. I do hope they do go for a dynamic trade like this. Though you did forget how "government routes" impact your formulas :p
 
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ARASHI

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Ah yes that is why I suggested this, it avoids that staticness

Having said that I am not sure if computing dynamic trade routes for a 400-1000 star system would be technically viable or not. I mean how much resources would it require from a normal pc?

In EU4 there are I think ~30 trade nodes in total I understand you are not suggesting trade station to be built in every system but I think it's probably a huge drain to computer resources unless the total number of trade stations is limited on the map somehow.

I am not a expert in programming by any means you might know better in that regard.

P.S. After thinking for a little bit more I suspect the problem in EU4 is the sheer number of countries instead of the number of trade nodes. This is all speculation though I don't know enough about programming to be certain.
 

EmperorZelos

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Having said that I am not sure if computing dynamic trade routes for a 400-1000 star system would be technically viable or not. I mean how much resources would it require from a normal pc?

In EU4 there are I think ~30 trade nodes in total I understand you are not suggesting trade station to be built in every system but I think it's probably a huge drain to computer resources unless the total number of trade stations is limited on the map somehow.

If you check out the additions MasterOfGrey came with he includes the concept of Collection Range that forbids any additional tradestations to be built within that range. So if they cover 10 to 20 stars each, you get about 50-100 in the galaxy.
 

Raulazo

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It is a awesome idea and I think this would be a good idea for peacful species as they can make pressure without going to war.
 
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It is a awesome idea and I think this would be a good idea for peacful species as they can make pressure without going to war.
Indeed, imagen also the political things! Embargoes have more of an impact, can force trade routes through war if you want. This also allows one to play much taller!
 
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