• 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.

PeterCorless

General
83 Badges
May 4, 2006
1.979
1.286
  • Stellaris Sign-up
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Cities in Motion
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
Create a new class of "merchant ships' which can create trade routes between planets.

For instance, maybe you want to shift food and energy between systems. Should not be a problem. Merchant ships would constantly patrol back-and-forth between the associated worlds, making such trade possible. They should seek shelter in friendly systems near starbases during war like other civilian ships.

Each merchant ship should have a "capacity" so that it might only be able to transport a certain amount of resources back-and-forth. The main issue here is that it would require re-designing the trade system to use such ships, and not allow transfers greater than capacity. This might be good, actually. Right now, you can instantly transport a huge amount of minerals or energy with -- absolutely no commercial fleet whatsover.

While trading with a space empire all the way across the galaxy can balance your budget in a split second while in the middle of an intergalactic war... is that really how space trade should work?

Interstellar trade should also have some modest profit, so that there would be an incentive to building an interstellar merchant marine. In theory, specializing planets would have an even greater ROI. You'd also face the classic "guns or butter" with your ship capacity -- do you simply build warships, or do you build a massive merchant empire?

Anyway, I'd like to put the idea of trade ships forward for discussion, and see what people thought of the idea.
 
  • 4
Reactions:
Upvote 0

ShichiNoBushi

Second Lieutenant
32 Badges
May 20, 2016
109
47
  • Knights of Pen and Paper +1 Edition
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall Premium edition
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Way of Life
  • Crusader Kings II
  • Stellaris: Ancient Relics
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Regarding trading resources between your own planets, at this point food is the only resource that is specific to any one planet rather than one stockpiled for the whole empire like energy and minerals. Merchant/trade ships could help with building new colonies or supplementing ones unable to produce enough for themselves, but within your empire, they won't have much use. But I do agree with using them to trade minerals, energy, and strategic resources to other empires rather than lumping a large amount after clicking a few buttons. The amount you can trade at once and in any long while is limited to how large your "fleet" of trade ships is, and then they actually need to fly a path either within the other empire's territory or rendezvousing with the other empire's ships which could have its own difficulties or complications needing to cross other empires' spaces or getting intercepted by hostile ships possibly requiring a naval escort along the way and as far as any other empires permit them.

A similar feature I would have wanted was for planets to have their own stockpiles of resources requiring amounts transferred between them as needed and for construction ships to require replenishing their own cargo of minerals so they may build orbital stations. But that sort of feature would be too much micro-management and likely spurned by the community.
 

sparta105

Hegemonial Overlord
106 Badges
Jul 9, 2014
537
592
  • Surviving Mars
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis IV
  • Victoria 2
  • Hearts of Iron III Collection
  • Hearts of Iron IV: Colonel
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Cities: Skylines Deluxe Edition
  • Tyranny: Archon Edition
  • Magicka
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders III
  • Humble Paradox Bundle
These trade ships would probably need their own type of FTL system. I wouldn't want to trade with anyone if it allowed them to build gates within my borders.
Borders are getting revised in the Asimov patch so I would say we should wait for that before jumping to conclusions.
 

Purussaurus

Major
28 Badges
May 9, 2016
504
306
  • Sword of the Stars II
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Victoria 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
Another option is that merchant ships are automatically built by the civilian population and automatically trade between the planets of the empire (the "living systems"). The player could decide how much of their point of command he would engage in this trade fleet (if necessary).
 

AvengerDr

Second Lieutenant
52 Badges
Apr 18, 2001
187
161
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Crusader Kings III
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
I hope Paradox considers implementing their own version of Distant World's private sector. Although with the current implementation, it's very easy to build all kinds of stations very quickly. There would be hardly anything left for the private sector. So perhaps they would either change the cost of stations or allow private companies to build outposts in planets/asteroid that do not have resources.