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Endless Space 2
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ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.

[ES2] GDD 13 - Trade

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8 years ago
May 20, 2016, 3:41:40 PM
WhiteWeasel wrote:
That sounds like status effects for active ship v ship battles. I was talking more passive options for system defense for outside of battles on the galaxy map.


Which is what I thought I had read somewhere here. I'm an old man though. My mind is going.
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8 years ago
Apr 25, 2016, 6:44:03 PM
Everything I've read so far looks amazing, I really like the fact you're trying to bring more control to the player on trade.



I fear this trade system could be messy, especially on the galaxy's map. Fortunately, there'll be the scan view ^^



However I have some concerns and questions :



Are you forced to manually create each trade companies, or will private firms be generated randomly by the game? Like "globalized" companies, that don't belong to anyone but that you can spend influence or dust in or to make sure their lanes come through your systems? The black trade companies of Brazilian_Joe (comment #14) are looking really good to (but maybe a bit complicated).



So what about organized crime, piracy, mafia, black market, parallel economy etc? Are they supposed to be implemented? If yes, will these leech/boost your revenue on your lanes/hard points?



Can you place an unlimited number of branches, or will there be limitations as for the building of boroughs in Endless Legend? I understood it can be wise not to spam these, but if I want to, will the game let me do so?



Finally, will certain types of systems/planets (very rare if possible) increase your trading revenues if you place a branch or a HQ there?





+ I really like the idea of The-Cat-o-Nine-Tales (comment #10) about specific trade companies as it would bring even more depth to this system.
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8 years ago
Apr 25, 2016, 11:44:40 PM
Hi, been a while since i was involved into anything related to Endless Space. I think there should be a difference between blockading and piracy. In my mind pirates are lone or small squadron of armed ships that hide in a system and catch unaware trade ships while a blockade is a military operation that openly capture anything passing through a star system (at least, anything too slow or too weak to break through). In both case though i think small, fast ships are better suited for the job while big lumbering warships should be terrible at catching anything that doesn't want to stay around (but still great at fighting off other fleets).



Also, in the case of piracy, the cost to trade should be much higher than what is actually seized by the pirates. Why? Because traders would try to defend their ships with weapons, patrols or escorts, decreasing the profit. On the side of pirates, how much they seize should vary since they don't always catch the traders and sometimes take damage in the process.



Edit: I hope blockade mechanics will change in Endless Space 2; it was silly to be constantly blockaded by unarmed or weaker fleets. A blockade should require actual warships and a weaker fleet should be able to prevent a much more powerful fleet from passing through.
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8 years ago
Apr 26, 2016, 10:52:33 AM
Hi,



Just curious: when sending a ship to create branches, will you put a tooltip showing us the potential benefits of each system, like the one in EL when founding a city, or we'll hate to speculate about it?

I think it will be useful to plan, even if knowing that incomes will change through the game.
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8 years ago
May 14, 2016, 7:59:47 PM
I have a fairly pertinent question regarding blockades. A frequent problem that I encountered/exploited in ES1 is that a ship with any kind of smiley: militarypower whatsoever could blockade a system. E.G a single scout with a piddly gun could shut down a systems trade routes and cut off resources. This is annoying for the player to deal with, as the only way to stop a blockade is to physically send in a ship. It is also super exploitable by sending in 10 scouts behind the enemies lines while their battle fleets are busy with yours and you can trash their ship production since mid to late game fittings require strategic resources.



A possible solution to this is to make blockading proportionally effective based on the attacking ships smiley: militarypower, So the better armed the ship/fleet blockading, the less effective trade routes become until they grind to a halt. (which should not be too hard to stop completely, a single well equipped destroyer or two should be able to lock down a system. Just enough so that you don't get the scout-cade exploit from above) Another thing I like to see addressed is having system defense affect blockades. From a lore perspective, some of the system defenses are surface to orbit weapons, or orbital batteries, and they should be able to deter/provide safe zones for trade ships to rally and make their jumps. This also has the gameplay benefit of not requiring the player to send in/dedicate a ship to protect a system from being blockaded.
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8 years ago
May 16, 2016, 3:45:29 PM
WhiteWeasel wrote:
I have a fairly pertinent question regarding blockades. A frequent problem that I encountered/exploited in ES1 is that a ship with any kind of smiley: militarypower whatsoever could blockade a system. E.G a single scout with a piddly gun could shut down a systems trade routes and cut off resources. This is annoying for the player to deal with, as the only way to stop a blockade is to physically send in a ship. It is also super exploitable by sending in 10 scouts behind the enemies lines while their battle fleets are busy with yours and you can trash their ship production since mid to late game fittings require strategic resources.



A possible solution to this is to make blockading proportionally effective based on the attacking ships smiley: militarypower, So the better armed the ship/fleet blockading, the less effective trade routes become until they grind to a halt. (which should not be too hard to stop completely, a single well equipped destroyer or two should be able to lock down a system. Just enough so that you don't get the scout-cade exploit from above) Another thing I like to see addressed is having system defense affect blockades. From a lore perspective, some of the system defenses are surface to orbit weapons, or orbital batteries, and they should be able to deter/provide safe zones for trade ships to rally and make their jumps. This also has the gameplay benefit of not requiring the player to send in/dedicate a ship to protect a system from being blockaded.


Correct me if I'm mistaken, but I thought they said ships in orbit (IE: Blockading) receive damage per turn, dependent on the system's defense. Presumably, a scout wouldn't be capable of blockading a planet for very long due to how fragile they are.
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8 years ago
May 19, 2016, 5:46:37 AM
Romeo wrote:
Correct me if I'm mistaken, but I thought they said ships in orbit (IE: Blockading) receive damage per turn, dependent on the system's defense. Presumably, a scout wouldn't be capable of blockading a planet for very long due to how fragile they are.


Can you point that out, I don't think I caught that bit in the design document, if so, that's good. Hopefully it will be tied to a systems defense.
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8 years ago
May 19, 2016, 4:35:29 PM
WhiteWeasel wrote:
Can you point that out, I don't think I caught that bit in the design document, if so, that's good. Hopefully it will be tied to a systems defense.


I'm having a nightmare of a time finding it too, and like I said, it might have been something somebody suggested and I got my wires cross. They did say the following though, which leads me to believe it's around here somewhere:



Battle Arenas

The Battle Arenas are generated from galaxy parameters. This means if you have a system with an anomaly, say "Aurora Wave" – that anomaly will likely be featured in the battle arena with an effect on battles in that system. The goal of this system is to generate different predictable battle arenas. Players can choose to place their fleets and battle in systems they feel they have an advantage. Players may even be able to modify the arena using system improvements or special ship modules.



The Battle Arena is generated from:



Galaxy Nodes:

Anomalies.

Planets.

Sun Type.

Player Interventions:

Special modules.

System improvements.
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8 years ago
May 19, 2016, 9:59:36 PM
Romeo wrote:
I'm having a nightmare of a time finding it too, and like I said, it might have been something somebody suggested and I got my wires cross. They did say the following though, which leads me to believe it's around here somewhere:



Battle Arenas

The Battle Arenas are generated from galaxy parameters. This means if you have a system with an anomaly, say "Aurora Wave" – that anomaly will likely be featured in the battle arena with an effect on battles in that system. The goal of this system is to generate different predictable battle arenas. Players can choose to place their fleets and battle in systems they feel they have an advantage. Players may even be able to modify the arena using system improvements or special ship modules.



The Battle Arena is generated from:



Galaxy Nodes:

Anomalies.

Planets.

Sun Type.

Player Interventions:

Special modules.

System improvements.


That sounds like status effects for active ship v ship battles. I was talking more passive options for system defense for outside of battles on the galaxy map.
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8 years ago
Apr 23, 2016, 11:53:56 AM
For the record, I'm against recalculating routes due to simple blockades. That would increase complexity without adding depth.

However, when non-neutral systems are concerned, I believe both options have benefits and drawbacks, and which one is implemented should be considered carefully.



I really hope the formula or at least the values for the trade route income will be stored in the xmls, so that they are easily moddable at least.
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8 years ago
May 23, 2016, 1:04:24 AM
Frogsquadron wrote:


Blockading

Blockade power

Who can say trade without also saying piracy? Any fleet will have a blockading power computed from number of command points, specific modules and possible faction affinities. This defines a max blockading power for the fleet, in % of leeched income from the trade route.



A faction fleet can blockade any hostile node that takes part in a trade network. The amount of trade leeched from the blockade will increment progressively per turn, until it reaches the max blockading power we computed earlier for the fleet. Players will also be able to hire privateers (mercenaries) from the market that won't show a specific ownership; using these units, they will be able to also blockade their allies or neutral trade networks without needing to declare war.





Tagging you to make sure you see my question:

I have a fairly pertinent question regarding blockades. A frequent problem that I encountered/exploited in ES1 is that a ship with any kind of smiley: militarypower whatsoever could blockade a system. E.G a single scout with a piddly gun could shut down a systems trade routes and cut off resources. This is annoying for the player to deal with, as the only way to stop a blockade is to physically send in a ship. It is also super exploitable by the player sending in 10 scouts behind the enemies lines while their battle fleets are busy with yours and you can trash their ship production since mid to late game fittings require strategic resources. EDIT: This seems to be mostly fixed via the leech system, I'm guessing the worse the ship, the less you can leech, but that brings up the question on non-percentile exports like strategic resources. If you blockade a system with say a leech value of 25%, how would that affect it if that system was exporting one or two units of titanium-70?



Another thing I like to see addressed is having system defense affect blockades. Some of the system defenses are surface to orbit weapons, orbital batteries, stations, etc... From a lore perspective they should be able to deter enemies/provide safe zones for trade ships to rally and make their jumps. This also has the gameplay benefit of giving the system passive defense against blockades that do not require the player to send in a ship to protect a system. Obviously having to send in a fleet to clear out the enemies should the best solution, but having a few forms of passive defense to at the least buy you time so you don't have to send in a fleet immediately before your resources are cut off would be a nice addition.
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8 years ago
May 23, 2016, 4:30:45 PM
Has their been any discussion of what happens to Trad Corps. when there parent Empire is "extinguished"... is it a to the victor goes the spoils, or do they just remain as a sort of rouge thing that is just sort of there, or do they just go poof like nothing happened?



Are their any thoughts for minor factions acting as trade nodes/HQ, maybe providing a slight bonus at the same time say extra Dust or Production depending on their trait?
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8 years ago
Aug 31, 2016, 9:23:19 PM

I was very excited when I read the word smuggling. I like the idea of conflict within a single empire where the ruler(the player) and the citizens want different things for the empire, I understand that there are already systems implemented/planned that will create this sort of conflict but this seems like and exciting way to create this sort of conflict but in a sly way.


For smuggling to be fun there would need to be something about certain resources that has a negative affect, such as negatively affecting fids or a population that becomes dependent on a particular resource. Causing the ruler and its citizens to want different things. If the ruler bans a resource that the citizens want, it could cause the citizens to migrate to a planet with the resource or use dust to buy the resource from a neighboring system. Or if the player wants a particular resource but the citizens do not, the citizens to implement laws to prevent the resource from being shipped around forcing the player to smuggle into its own empire.

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8 years ago
Sep 5, 2016, 11:42:51 AM

Economics gameplay isn't much funny in other games. But this will be really good. Finally I can destroy empires with somethig different than fight. I like that!

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8 years ago
Sep 20, 2016, 12:50:07 PM

Love it ! This by itself would make for a interesting game .


I'd suggest some ability to control / set tariffs + maybe the ability to set general trade policy - shortest route vs most profitable ect

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8 years ago
Sep 20, 2016, 1:59:43 PM

To be honest, I kinda feel how the whole trade ought to be more organic and out of control, I mean by the very definition smuggling is something that happends and can be at the most fought or tolerated, but putting lanes by hand gives us rulers something to do.


My only pet peeve is with the distance element. I rewards going far and with different factions which is good but this creates the weird element of sending ones trading fleets to the furthest reasonnable point, ingnoring neighbours. And well, technically establishing a lane shouldn't be a one timed event (you could even upgrade lanes if you think about it) In Games like TW you would keep tradships to forme continuous lanes if recall...

Of course feature creep should be avoided and the documents is possibly a nice tradeoff. One question is what the magnitude of trade could be expected compared to other fidsi outputs ? Will war be  a very costly affair ? 



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7 years ago
Apr 19, 2017, 12:36:58 PM
Has the blockading been implemented yet? :)


Also has the trade subsidiary ship been implemented yet? I haven't set up trade companies yet but I remember reading you could only complete a trade lane by building a start in one of your systems and then building the End in another system but it was later going to be done by building the start in one of your systems then getting a ship you can then send to another system even if you don't own it and then deploy the End part if that makes any sense to anyone? lol 


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7 years ago
Apr 24, 2017, 10:50:43 AM
BoldElf wrote:
Has the blockading been implemented yet? :)


Also has the trade subsidiary ship been implemented yet? I haven't set up trade companies yet but I remember reading you could only complete a trade lane by building a start in one of your systems and then building the End in another system but it was later going to be done by building the start in one of your systems then getting a ship you can then send to another system even if you don't own it and then deploy the End part if that makes any sense to anyone? lol 


Hi Boldelf!


Yes, you can blockade routes and leech off resources from them (or be leeched resources!)


Otherwise, you create trade routes by building Trading Company HQs, then Trading Company Subsidiaries. An HQ automatically traces routes to all subsidiaries you own (and other players' if you sign a Trade Agreement), which all count towards the Trading Company's revenue :)


Don't hesitate if you have any other questions!


Cheers,

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7 years ago
Aug 2, 2017, 8:17:42 AM

I have a few questions about this as well.

so currently are the only systems that have any effect on trade the nodes with the HQ/subsidiary and the immediate neighbors of those nodes? do none of the other nodes along the route really matter? does this mean the only valuable systems to found an HQ in or place subsidiaries are systems that are themselves surrounded by 3-4 other systems? seems kinda odd that there's no trade going on along the trade route. I'd think that systems built up along the trade route would benefit from the freighters moving through their territory.

what's trade efficiency? is it only useful to the subsidiary/HQ nodes? if so, why can I build solar securito operation bases anywhere instead of just the systems that actually matter? going into system management scan, it says it's trading 8.7 industry and 8.7 food (well 8 orange and 8 green) but that value's not explained anywhere else, including the neighboring systems. it has a trade efficiency of 2 (white + grey bar, 2/3 neighbors). that said, it's not next to an HQ or subsidiary, but it is along the route. what does this even mean, since it doesn't seem to provide anything to the company trading along this route

going into economy scan, I have systems that have a small window under them saying, for example, 3 dust, .8 science, .3 void stone. these numbers don't seem to show up anywhere else. I thought maybe the trade companies, but this system's not even close to the trade route, and doesn't even have any colonized neighbors. would colonizing the neighbors even do anything anyway, though, since it's half a galaxy away from the HQ and subsidiary.


it'd be really nice if there was some kind of window to explain what any of this means in-game. hover over food and it tells you how much you're gaining and losing and from what, but hovering over trade efficiency tells the player nothing. the alternate view (space bar, for econ/diplo/etc) tells some stuff, but on other things it gives practically no information or bother saying what the information it does give even means

EDIT: btw I ask these questions because there's a lot of stuff that's different than in the OP.

also, I just found out what the 8.7 food and industry is. founded an outpost on a 1-planet system that only had a gas giant, and almost did a spittake when I saw it was only gonna take 11 turns unassisted to turn into a colony (playing on endless). I was earing a bunch of food from "passing trade routes". so that's really nice.

Updated 7 years ago.
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