I was thinking about how trade might be implemented in Stellaris and, while it's hideously too soon to start planning mods, these were some of the thoughts I had about how it might be modded in. I'm scribbling them down here in case I want to come back to it in future, and peoples' reactions on what might be fun/feasible would be cool 
Goals
The overall goals for this might be
1. Add to gameplay by offering more detail and choice around trade and resources (but broadly in keeping with the overall level of abstraction)
2. Improve the viability of being a small, peaceful power compared to a massive blob. (It's too early to tell whether blobs are over-powered in Stellaris, but they normally are in Paradox games at release. However, in the EU games being a small trading power is a feasible choice, and mods that make this more viable in Stellaris would be cool).
I can see two ways towards this which are probably both moddable - one new mechanic and one improved one...
Interstellar Commerce
* Establishing Commerce Links would be a new Diplomacy option (in Trade Deals)
* This represents trade between two reasonably friendly powers, that occurs below the abstraction level of the game as a whole. I.e. starships flying backwards and forwards between worlds of the species independently of their governments
* Both parties to a Commerce Links gain a small passive income of Energy, Minerals or both. This represents the overall gains from trade
* Establishing the links costs Influence [and possibly other resources?].
* Commerce links are cancelled if the nations are at war with each other
* The level of the income from Commerce Links depends on:
** The duration of the commerce links. It takes several years for income to reach a good level, and it continues to grow very gradually after time. After 100 years your economies are closely integrated and the gains are large
** The size *of your trade partner*. The more worlds in your commerce partner's empire, the more income you get. This is asymmetrical so a small nation gets more benefit from trading wiht a vast empire than the other way around. However, this is a much-slower-than-linear increase (e.g. the value of trading with a 10-system nation might be twice the value of trading with a one system nation)
** The number of other commerce links you have. The more commerce links you have, the bigger the bneefit from each of them. This is to simulate the effect of being a "trade hub" and being the Venice or the Liverpool of your part of the galaxy [Doesn't quite work though: if you have a block of 5 nations all trading with each other, all of them can't be the trade hub for all of the others]
** Your Ethos, Traits and Government Type. A thrifty materialist xenophile nation governed by a plutocratic hegemony will gain more from trade than a spiritualist military junta
** Possibly The nature of your homeworld and your phenotype, compared to your trade partner's. Similar species type and slightly different homeworld (e.g. Continental world if yours is Tropical) would add value.
Strategic Resource improvements
Another approach that might work instead or as well would be extending the strategic resource system.
* The number of strategic resources should be relatively high [~20-30? of course the actual number isn't confirmed yet, but only about 4 have appeared in the videos so far]
** This helps ensure everyone has some kind of resources to trade potentially
** This would probably necessitate reducing the impact of each resource (possibly considerably)
** Potentially lots of flavour here
* Strategic resources should appear on more worlds, so most worlds have access to at least one
** [possibly not starting homeworlds]
* However not all resources would be available.
** A resource starts as a 'potential' resource, visible as a planet attribute
** Potential resources turn into actual resources when they are exploited, which is a process that happens below the level of abstraction [to avoid huge micromanagement & exploitability]
** How likely a resource is to become available / how long it takes to exploit depends on government type and ethods: militarist nations are more likely to exploit military resources, decadent materialists luxury resources, etc
*** A 'blob penalty' should be incorporated: it is much less likely you will extract a new strategic resource from your 50th planet than your 2nd
* As well as/instead of allowing specific construction, access to strategic resouces could give (small) empire-wide modifiers
** These global modifiers could depend on your ethics
* Strategic resources would continue to be traded in the trade agreement interface
Anyone got any thoughts?
Goals
The overall goals for this might be
1. Add to gameplay by offering more detail and choice around trade and resources (but broadly in keeping with the overall level of abstraction)
2. Improve the viability of being a small, peaceful power compared to a massive blob. (It's too early to tell whether blobs are over-powered in Stellaris, but they normally are in Paradox games at release. However, in the EU games being a small trading power is a feasible choice, and mods that make this more viable in Stellaris would be cool).
I can see two ways towards this which are probably both moddable - one new mechanic and one improved one...
Interstellar Commerce
* Establishing Commerce Links would be a new Diplomacy option (in Trade Deals)
* This represents trade between two reasonably friendly powers, that occurs below the abstraction level of the game as a whole. I.e. starships flying backwards and forwards between worlds of the species independently of their governments
* Both parties to a Commerce Links gain a small passive income of Energy, Minerals or both. This represents the overall gains from trade
* Establishing the links costs Influence [and possibly other resources?].
* Commerce links are cancelled if the nations are at war with each other
* The level of the income from Commerce Links depends on:
** The duration of the commerce links. It takes several years for income to reach a good level, and it continues to grow very gradually after time. After 100 years your economies are closely integrated and the gains are large
** The size *of your trade partner*. The more worlds in your commerce partner's empire, the more income you get. This is asymmetrical so a small nation gets more benefit from trading wiht a vast empire than the other way around. However, this is a much-slower-than-linear increase (e.g. the value of trading with a 10-system nation might be twice the value of trading with a one system nation)
** The number of other commerce links you have. The more commerce links you have, the bigger the bneefit from each of them. This is to simulate the effect of being a "trade hub" and being the Venice or the Liverpool of your part of the galaxy [Doesn't quite work though: if you have a block of 5 nations all trading with each other, all of them can't be the trade hub for all of the others]
** Your Ethos, Traits and Government Type. A thrifty materialist xenophile nation governed by a plutocratic hegemony will gain more from trade than a spiritualist military junta
** Possibly The nature of your homeworld and your phenotype, compared to your trade partner's. Similar species type and slightly different homeworld (e.g. Continental world if yours is Tropical) would add value.
Strategic Resource improvements
Another approach that might work instead or as well would be extending the strategic resource system.
* The number of strategic resources should be relatively high [~20-30? of course the actual number isn't confirmed yet, but only about 4 have appeared in the videos so far]
** This helps ensure everyone has some kind of resources to trade potentially
** This would probably necessitate reducing the impact of each resource (possibly considerably)
** Potentially lots of flavour here
* Strategic resources should appear on more worlds, so most worlds have access to at least one
** [possibly not starting homeworlds]
* However not all resources would be available.
** A resource starts as a 'potential' resource, visible as a planet attribute
** Potential resources turn into actual resources when they are exploited, which is a process that happens below the level of abstraction [to avoid huge micromanagement & exploitability]
** How likely a resource is to become available / how long it takes to exploit depends on government type and ethods: militarist nations are more likely to exploit military resources, decadent materialists luxury resources, etc
*** A 'blob penalty' should be incorporated: it is much less likely you will extract a new strategic resource from your 50th planet than your 2nd
* As well as/instead of allowing specific construction, access to strategic resouces could give (small) empire-wide modifiers
** These global modifiers could depend on your ethics
* Strategic resources would continue to be traded in the trade agreement interface
Anyone got any thoughts?
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