How does the Trade port Work (Patch 1.05) Help Please


Let say I have 4 Planets named A, B, C and D in line. Let say the arrangement is:

A---B---C---D.

1. The maximum gain is to build Trade Port (TP) at A and D. Is this correct?

2. If I build another TP in both side (A and D), will my gain increase? If yes, spamming TD will greatly increase my credit income?  

3. If I discover another planets/asteroid, let say E and F, and they are in the long line. So that my network become this:

A---B---C---D---E---F

Will my profit increase if I build another TD at the edge of my empire? (Assuming A--àF is the longest path)

4. Do I need to build a pair of TD between two planets I intend to? Or I can build 1 in planet A and 2 at the Planet F? Any negative/positive outcome?

5. Would the Longest Path counted for between 2 galaxies? or planets?


other: Is there any good reason i should update my 1.05 game to 1.1 beta just yet?


20,849 views 20 replies
Reply #1 Top
1) No. To form a chain for a trade bonus it needs to be uninterrupted. Ships will fly from A to D, but the route won't generate any bonus. Your best bet is to build a port on each A, B, C, D - then all 4 planets will be in the bonus chain.

2) Yes. Trade ports don't have diminishing returns. Each one adds as much income as the previous.

3) Again, you'd need to keep the chain uninterrupted, but building ports at E and F will extend the chain and give those 2 planets a bonus also.

4) It doesn't have to be a 1:1. You can have one port around one planet, and 5 around another. Each port just makes a certain number of trade ships. The more you have, the more trade ships you get and the more income. They don't need a corresponding number of ports at their destination to "dock" or anything like that.

5) Trade chains do not go through stars, to the best of my knowledge.

other: Is there any good reason i should update my 1.05 game to 1.1 beta just yet?


There is a fairly annoying bug where strike craft don't scuttle if you change around your fighter/bomber ratios after they're already built. Other than that, the patch is a pretty considerable improvement. Most tend to agree the AI plays better, the explosions are prettier to look at, etc etc. It's definitely not broken/crashing left and right, the major issue is the strike craft.
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Reply #2 Top
Thanks. I hope its hope some people too who not sure how TP working.

Reply #3 Top
Don't you forget that you can always check out your longest chains anytime, by hovering the cursor over your credit display on the top right corner.
Also any miscellaneous gravity well, such as Asteroid Space Junks would always broke your chain unless you can hook up your trade chain around it. Basically, just think all of the UCGW (Uncolonizable Gravity Wells) counts as chain brokers in your trade routs, and there are nothing you can do about it.

Finally if trade ports are chained and uninterrupted and # of trade ports is known as x, then and only then: TP credit = x + 0.075x
that's a single trade port in your chain, and if and only if base value are defaulted as 1; so the total value of your longest trading chain (TPLC) should be:
TPLC = (x + 0.075x)x or TPLC = 1.075x^2
Therefore if you have 10 trade ports in 10 planets or asteroids chained and uninterrupted, then your TPLC should produce:
1.075 * 100 = 107.5 credits per second

Now, if you have multiple TPs in a single settlement then you should set your TP chain count to y, sooooo:
TPLC = (y + 0.075y)x or 1.075yx
If player "pimp" has 20 trade ports in 10 chained settlement, then his or her (I guess, haha) TPLC shall produce:
1.075*10*20 = 215 credits per second
As your mind instinctively telling you, sir now, as your spirit are comparing the number 107.5 and 215 credits per second, you should realize that it's probably a brilliant idea to hook up more combo breaking chains than go for a knock out tyson punch by build too many trade ports in a single settlement. Because look...
1.075*20^2 = 430 c/s ... yea that's right, that's the magic.

As you expanding further and further away from your home world, trade ports are basically the Yang for the Yin of the ever dropping allegiance of your settlements. And as for the many miracles of allegiance...well, that's another matter that I just don't wish to discuss in this thread, particularly, lol. Just remember this: Capital ships don't repulse culture in a hostile settlement.

Update your game please, b/c if you don't, then you are just another lazy coward who doesn't want to help to better our sins. Haha, "to better our sins," come on that was gold.
Reply #4 Top
I heard you can even hook up chains between different star systems, I have never tried to do that, personally, but I think it is a possible feat.
Reply #5 Top
Finally if trade ports are chained and uninterrupted and # of trade ports is known as x, then and only then: TP credit = x + 0.075x that's a single trade port in your chain,


What is #? # known as x? and what is 0.075?

If you have a single of Trade Port, it won't generate any credit. lol.


and if and only if base value are defaulted as 1; so the total value of your longest trading chain (TPLC) should be:TPLC = (x + 0.075x)x or TPLC = 1.075x^2


1.075x^2 =1.075 as x=1 assumed default.


Therefore if you have 10 trade ports in 10 planets or asteroids chained and uninterrupted, then your TPLC should produce: 1.075 * 100 = 107.5 credits per second



Now, if you have multiple TPs in a single settlement then you should set your TP chain count to y,


TPLC = (y + 0.075y)x or 1.075yx



again a single Trade Port won't generate any income.


If player "pimp" has 20 trade ports in 10 chained settlement, then TPLC shall produce:1.075*10*20 = 215 credits per second


As your mind instinctively telling you, sir now, as your spirit are comparing the number 107.5 and 215 credits per second, you should realize that it's probably a brilliant idea to hook up more combo breaking chains than go for a knock out tyson punch by build too many trade ports in a single settlement.


Because look...1.075*20^2 = 430 c/s ... yea that's right, that's the magic. As you expanding further and further away from your home world, trade ports are basically the Yang for the Yin of the ever dropping allegiance of your settlements. And as for the many miracles of allegiance...well, that's another matter that I just don't wish to discuss in this thread, particularly, lol. Trust me, it's a science haha...I am not kidding, really.


Ok i don't get what you wanted to tell.

Any idea of how many allegiance's credit we lost from our home world?

I notice that in Sid's Civilization we can build a wonder called Forbidden City(and maybe some civil tweak) to compensate the corruptions. Duno if SinOSE has this kind of capability. Sure will make this game complicated.
Reply #6 Top
Any idea of how many allegiance's credit we lost from our home world?


He means that the further you spread out, the less income your outer planets make. Max planet allegiance drops as you colonize away from your homeworld and limits their income. A planet at 90% allegiance (1 jump away) will only generate 90% income, and a planet 7+ jumps will only generate 25% (both before culture, at which point it rises by 10%). Which is why he's saying trade ports are very important, since they aren't impacted by allegiance ;)
Reply #7 Top
You know what? People like ryeeson is why I have given up playing music to the cows. My mean, bejesus of heavenly lords, did you really think that I didn't know a single trade port won't generate any income? Holy frak man, I had a better time teaching my excel logic, than explaining the obvious to someone like you, sir.
But, please don't give up on life, you are so precious...lords of heavenly fathers.
Reply #8 Top
Hahaha you are funny Royal Rook. :) okey lets the lord in heavenly blessed you in your excel work :) anyway thank you.
Reply #9 Top
5) Trade chains do not go through stars, to the best of my knowledge.


Trade routes actually will go thru stars (& wormholes). And you will get the length bonus for (both/two uncolonizable gravity wells) stars as well.

Also see recent discussion on this topic at the Beta Feedback forum including this map.
Reply #10 Top
Trade routes actually will go thru stars


Look at the context of the original question. A trade route will not jump through a star to another solar system.
Reply #11 Top
Yeah, it will. At least it does in v1.09! Give it a try. I tryed it on that Agamemnon's Bounty map, and it worked (I made a long 11 'grav well' chain, with just 4 trade ports, ea with an income of 2.1).

But in the context of the original question, jumping thru stars (to other galaxies) may not be the longest trade route. But if you hover over your income, it will show trade routes thru stars, and to other systems. I believe this was also the case in 1.05 and earlier?
Reply #12 Top
The screenshot you linked to has the trade route in the same system. I have never seen a trade route go through separate star systems.
Reply #13 Top
The screenshot you linked to has the trade route in the same system. I have never seen a trade route go through separate star systems.


I just played a game this weekend (single player) where I had planets on two star systems with trade port and I am 98% sure that I was seeing trade ships go back and forth. This is with 1.05.
Reply #14 Top
Yes, I know trade ships go through star systems. The question is if the "longest trade route" (the thick white line when you hover over your trade income) can hop between solar systems. :) I've never seen it hop, but others say they have, so a screenshot of it happening will put the issue to rest :)

Edit: Screenshot was posted in this thread, so I stand corrected in my original reply :)
Reply #15 Top
Thanks Annatar, I should have added, that I didn't mean to be critical, and that you are usually 'spot on' with your advice, including great answers to his first 4 questions. If Stardock isn't already paying you, they ought to, for all that you do for this forum. Thanks again.
Reply #16 Top
Hey I never claim to be infallible :p (note: not inflatable, whole other thing!) Actually, usually when I'm not 100% sure about something, I always append an "I think" of sorts (in this case, it was 'to the best of my knowledge' - can't always have the same thing to add on :P). I knew that originally anything that couldn't be colonized stopped the route, and eventually IC changed it so the route could go through them - just never had a case where I saw it jump to another system from a star ;)

Most of my posting I also do from work, which means a lot of things I can't check on the spot :P
Reply #17 Top
I thought I'd seen it go to another system before, but I just wasn't sure...

Since there's no other questons:
So Annatar... are you inflatable?
Reply #18 Top
So Annatar... are you inflatable?


Yes. In the event of a water landing, I have been designed to function as a flotation device.
Reply #19 Top

no you need a long line of them like a bus route e.g.

 

 

A(T)------B(T)------C(T)

 

otherwise it wont link together and you dont earn nothing

the longer the connection the more money :typo:

HINT: if you mover your mouse curser above your cash recourse pile while next to a trade route it shows you how long it travels by showing you as a white bulky line.

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