MORE IDEAS IN THE REPLIES (Threadmarked)
I like the trade system in the game, and I would really like if it were expanded to become a decent strategy, not just a filler job. I don't know how many of these are workable ideas, and I think I've mentioned some of these in other threads, but here's all of it in one post.
Jobs/Internal
I like the trade system in the game, and I would really like if it were expanded to become a decent strategy, not just a filler job. I don't know how many of these are workable ideas, and I think I've mentioned some of these in other threads, but here's all of it in one post.
Jobs/Internal
- The first one I do remember making a post about, not just a comment: Giving Ecumenopolii "specialist" clerk jobs. https://forum.paradoxplaza.com/forum/index.php?threads/new-clerk-job-on-ecumenopolii.1247474/
- Someone mentioned it could still be useful to have worker tier jobs, so instead, city districts (on Ecumenopolii) could be split half and half between workers and specialists. And, the upgrade for commercial zones could instead add a couple more clerks, a few "specialist" tier jobs, and a merchant job.
- Boost clerk jobs by some amount.
- Galactic stock exchange should be buildable on capitals (both core, and sectors), and (if possible) Ecumenopolii. They only boost trade value in that sector (or planet in the last case). And instead of 2 merchants, it could be 1, plus a couple specialist clerk jobs.
- There should be a trade planet designation, that among what other designations typically do, should boost planetary trade value by 5%
- There should be more trade policies and each sector should be able to have its own policy. The ones I was thinking about would be for food (0.5 energy - 0.75 food), rare resources (either all 3, or individually - 0.5 energy - 0.02/03 resources), and research (0.5 energy - 0.25/35 in all)
- Commercial pacts should open a trade route between you and another Empire (if you're neighbors). No bonus to trade value if it's a couple normal Empires, small if a megacorp, and moderate if a Federation. For the last two, these would take whatever your core policies were respectively, or just do the pure energy one (and boost value across your empires for whatever policies you have)
- Right now, I'm at the stage of the game where you need a decent fleet to keep piracy suppression under control. Now, I'm also at the point where no pirate fleet is anywhere close to a threat, but it is eating into my trade value. So if I ever go to war, or when the crisis arrives (which requires more ships for my main fleets, which my piracy fleets would be busy biting into), it's just going to get annoying. Especially if any of these changes makes it into the game - raising your routes trade value, and making it harder to manage.
- So, I'm proposing two new ship classes: Merchant frigates, and Merchant cruisers. Merchant frigates are unlocked by a tech between corvettes and destroyers, and the Merchant cruisers are unlocked between destroyers and cruisers. These have fewer weapon slots than their regular counterparts, can only be within an Empire's borders (or another Empire so long as its within a route), and has lowered upkeep/naval cap (cap can be 1/2 the cap of corvettes and destroyers). And they have 2 and 4 times the piracy suppression of corvettes respectively, requiring a smaller, less resource intensive fleet for the same suppression.
- Hanger bays should get 3 level bonuses, lining up with each strike craft tech. Hanger bays automatically "level up" when you get a new strike craft tech, but the piracy suppression stays the same. Now, tier 1 does 10 like now, tier 2 raises it to 20, and tier 3 raises it to 30/40 + a range of 2.
- You should have the ship designer open to them, so you can make specific designs that can double for piracy, and defense (not whatever the auto is). Because while they can't exit your empire outside of a route, they still have weapons, and hence, could be useful in a pinch.
- Frigates could have 2 small slots, and Cruisers could have 3 medium slots, and (maybe) one special (PD/Strike/G), or small slot. There could be an Aux slot for both too.
- In the outliner UI, I could see this getting its own section between fleets and civilian ships. This way they don't clutter your normal fleets or anything.
- Merchant guilds gives added base protection
- There could be more bite with piracy later, especially if you (with other empires), or the mercenaries can meddle with it.
- There could be events while your fleets enter a system with high piracy, usually where you can get free resources, capture an Admiral, or gain mercenary ships (if you get them involved as above), even the chance to force spawn a pirate fleet to reset things.
- Let us draw up our own trade routes, which could be helpful. EDIT 2 As for drawing your own routes, auto ones are still fine, but you should be able to change if it isn't ideal for you.
- Allow us to upgrade/repair Merchant fleets without canceling the automatic patrolling at the same time (this is a small but mighty annoyance, especially when you have a lot of stuff going on, and forget)
- Add more interactions with caravaneers regarding trade.
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