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Skaaros

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Obviously their are now no trade routes like in eu4.

But is their the possibility to add a trade system in the future by a dlc? Or is it something which has simply no place in the concept of stellaris?

It would be a nice feauture, but needs to be much more complex and fluent than eu4.
 
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Botox

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I think they have a ton of ideas for DLCs and I'm pretty sure that trade in some way will be in the first to be released.

Hopefully in some way Distant Universe implemented it.
 

ahhheygao

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It seems the most popular DLC requests on this board thus far are civilian trade and ground combat, so I'm confident PDS will address them first.
 
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Ryvi

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Though i do understand the appeal for trade routes but atm i don't see what you could get out of them besides flavour. As far as i understand it we only have two resources to care about which are minerals and energy and i can't see a reason why trading should add to the production of these if there are no stockpiles at the different planets so that it would make sense to transport them from a to b since we already have an universal stockpile.
 
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QDI

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Though i do understand the appeal for trade routes but atm i don't see what you could get out of them besides flavour. As far as i understand it we only have two resources to care about which are minerals and energy and i can't see a reason why trading should add to the production of these if there are no stockpiles at the different planets so that it would make sense to transport them from a to b since we already have an universal stockpile.

In EU4, trading is its own "subgame". Everyone does a bit of it but if you specialized in it, you can reap massive monetary rewards.

It's also the closest gameplay to "playing tall" we have: a few carefully selected provinces can bring more revenues than a territory with much more "raw value".
 

[Q]uik

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Civilian trade (DWU) Would take a LOT of work to implement "properly", in a good way with simulated civs so this is.. quite unlikely I fear. But trade in one form or another would certanly be appreciated - but I also think that the trade in TW series and Civ series are really.. well just simplified to the point of being boring as well.
 

Ryvi

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I think my Problem with trading in Stellaris is the lack of money because in EU4 i could explain why you can get money out of it due to your trader making profits. In Stellaris i just can't wrap my mind around the concept of getting free minerals or energy because some civilian trader flys from a to b.
 

Beric

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Civilian trade (DWU) Would take a LOT of work to implement "properly", in a good way with simulated civs so this is.. quite unlikely I fear. But trade in one form or another would certanly be appreciated - but I also think that the trade in TW series and Civ series are really.. well just simplified to the point of being boring as well.

Remember that Distant Worlds was essentially developed by one guy. I don't think a similar implementation is unrealistic.
 

Skaaros

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I think Trade Routes could have a effect on the growth of the pops and depending on laws also on migration. The more trade, the more growth in the civilian sector and on the pops.
 
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nweismuller

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I think my Problem with trading in Stellaris is the lack of money because in EU4 i could explain why you can get money out of it due to your trader making profits. In Stellaris i just can't wrap my mind around the concept of getting free minerals or energy because some civilian trader flys from a to b.

Given that 'energy' is at least partially an abstraction for various different classes of 'liquid assets' needed for the maintenance of a complex interplanetary civilisation, I could see the existence of energy profits driven by the idea that there's some specialisation in the production of various high-precision components or the like.
 

[Q]uik

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Remember that Distant Worlds was essentially developed by one guy. I don't think a similar implementation is unrealistic.
With the groundwork they have - yes it seems like it is, because they'd have to spend a loot of time developing completly new mechanics to carry it
 

TheDellingr

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with trade you can probably have an mining world without an food production. And an agricultural world with a food over production and they exchange what they needs...
in case of a blockade the guys of the mining wolrd probably die... but that is the fun :)
 
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AmpsterMan

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I think the game treats "energy" as a composite of , well, energy, as well as economic activity. As such, I can see something even simplistic being added to the diplomatic screen "trade agreement" that increases the energy income of both empires.
 

EmperorZelos

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I think if anything, with the nature of Stellaris, if trade routes are implemented they should be dynamic. That is not fixed in where they go to and from but naturally evolve based one economies, materials, production etc.
 

Cruxador

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I think that whatever trade we get, it shouldn't look much like in EU4. Well, it can't since that relies heavily on static geography. We might see something vaguely like CK2 but again, game systems mean it would be very different in practice - holdings aren't a thing, but space stations are. I would not be surprised to see trade be based primarily on trade stations (which also makes sense logically since you don't need to spend energy credits hauling stuff in and out of a gravity well).

Add espionage to the list as well.
I wouldn't say that's a request, because they've already all but confirmed that they're planning to do it.
 
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I think that trade should be an important part of an interstellar empire. Trade is to me quite fundamental to 4X-games and can give rise to a lot of gameplay for the non violent people out there: blockades, piracy, trade unions, resource monopoly, trade coalitions, etc.

It could be made quite abstract and just open up trade routes between systems in range that will generate energy based on space station level, population etc. Rare resources could be traded and perhaps blocked by enemies and so on.

As I understand it the lead designer is more of a conquest type so perhaps that is why last X is dominant.
 
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Civilian trade like it is in DWU simply does not fit into the concept of how Stellaris economy works. And its addition would not work nicely. There is no private sector, there is no variety of resources to trade. The closest that might come to mind is logistics, physical transport of resources from production to consumption and possibility of blockades and piracy, somewhat similar to convoys and submarine warfare in HOI series and privateer missions in EU4. Even so, it would just complicate things and provide annoyance.
 
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I think that trade should be an important part of an interstellar empire. Trade is to me quite fundamental to 4X-games and can give rise to a lot of gameplay for the non violent people out there: blockades, piracy, trade unions, resource monopoly, trade coalitions, etc.

This so much <3
 
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Civilian trade like it is in DWU simply does not fit into the concept of how Stellaris economy works. And its addition would not work nicely. There is no private sector, there is no variety of resources to trade. The closest that might come to mind is logistics, physical transport of resources from production to consumption and possibility of blockades and piracy, somewhat similar to convoys and submarine warfare in HOI series and privateer missions in EU4. Even so, it would just complicate things and provide annoyance.

If they add it as a dlc, you can choose yourself if you want it or not. I think it would be a great tool for more interaction between the empires and i have the rust in paradox that they find a way to implement it.