

So for example, if you had ships remote mining some uninhabited planet, you would need one or more freighters to ship the minerals to the inhabited planet that would actually make use of them. Stars! had a full-fledged logistics system where each world had its own stockpile of minerals and you had to build freighters and load them with cargo to ship resources, and colonists (who doubled as space marines) to where they were needed. Trade laws could determine what kind of trade empire prefers, for example a stream of small freighters, constantly coursing betwen trade nodes or a caravan of several large ones, so it's either small but steady and less valuable to piracy trade, because lossed are deluted or big profits but more desirable target for pirated, and requiring more protection, like spanish treasure fleets.

So important and valuable trade nodes should be protected. Also, with recent dev diary and piracy changes they could build their own raiding bases, instead of one large motherbase, and raid trade routes of various empires. But if, for example, trade deal is set to last 10 years cancelling it after that won't cause any problem or penalties.ĥ. Initiate a deal then don't cancel it, just make cancelling it before set number of years causing a diplomatic and reputational malus. This is to prevent godawful mechanics we saw in Civilization V - where player have been constantly spammed with "trade deal expired" messages. They should be auto-renewable, unless empire wishes to close them. This will encourage long trade agreements and build of trust, rather than trade deals of 1 mineral for 30 years to exploit the faulty mechanics.Ĥ. Trade routes should start working like Master of Orion 2 - initially costing you some resources to establish but then gradually increasing their profits. Trade routes should be fully automated, without excessive clicking, just to represent trade going on.Įdicts and policies regarding trade could go along with it.ģ. Also starport modules and planet buildings of course.Ģ.

Frequency of trade vessel generation must depend on factors like sulprus amount of food and planet\system economic developement, so having more than 0 food balance on the planet with maxed pops would make sense. So when trade agreement have been signed between empires their planets with space ports start generating trade vessels, which will automaticly start coursing between various empire planets.ġ.
