Please Implement a trade system based on a planet based supply and demand, with crime and piracy based on the scarcity of goods of nearby planets.
one idea is to make trade a percentage of excess resources produced by a planet, and partially allow a planets non-credit deficit to be automatically covered by a percentage of both domestic and galactic trade surplus in exchange for credits. each resource has its own trade value depending on its credit value. galactic trade and domestic trade have their own independent % cap for how much of the deficit they are allowed to cover. the amount of excess resources converted to trade, and the ratio of deficit that can be covered by both domestic and galactic trade can be increased with civics, jobs and traditions.
trade agreements would allow an economic focused empire that produces huge amounts of excess resources to gain a credit flow based on the consumption of its partner while also partially covering their resource needs. the bigger the economy on both production and consumption, the more valuable a trade partner, just like real life.
if a planet cant meet a certain % of consumption through either production or trade, it accrues crime as the legal market can no longer satisfy its demand. when crime becomes profitable enough for interplanetary smuggling, piracy emerges in a nearby star system to better serve the needs of wealthy criminal clients.
while deficits and crime can lower happiness, happiness no longer causes crime. low happiness still causes negative events, lowers production and start rebellion situations. you don't start smuggling scarce equipment and food because you hate your government, but needing to do so can cause you to hate them.
this allows more levers for trade to fit each empires needs, such as xenophobic empires having an inherently smaller galactic trade cap for planetary deficits and a much larger domestic trade cap, with xenophiles being vice versa. machines gain a bonus from trade with other machines, and trade federations treat each others trade surplus as domestic.
as the conversion of trade to resources and and vice versa would be automatic, this also remove some busy work from the player and make trade a smooth and easy to understand system. it would also make crime and piracy much more straightforward and simpler to solve rather than being random, opaque and annoying. add a credit logistics cost based on empire size per trade partner to stop players from just trading with everyone instead of focusing on key economies. as trade resource is only a % of excess resources produced, it can never fully cover your consumption.
or something else entirely. the current system makes no sense to me at all and would rather have it be removed than stay in its current state.
one idea is to make trade a percentage of excess resources produced by a planet, and partially allow a planets non-credit deficit to be automatically covered by a percentage of both domestic and galactic trade surplus in exchange for credits. each resource has its own trade value depending on its credit value. galactic trade and domestic trade have their own independent % cap for how much of the deficit they are allowed to cover. the amount of excess resources converted to trade, and the ratio of deficit that can be covered by both domestic and galactic trade can be increased with civics, jobs and traditions.
trade agreements would allow an economic focused empire that produces huge amounts of excess resources to gain a credit flow based on the consumption of its partner while also partially covering their resource needs. the bigger the economy on both production and consumption, the more valuable a trade partner, just like real life.
if a planet cant meet a certain % of consumption through either production or trade, it accrues crime as the legal market can no longer satisfy its demand. when crime becomes profitable enough for interplanetary smuggling, piracy emerges in a nearby star system to better serve the needs of wealthy criminal clients.
while deficits and crime can lower happiness, happiness no longer causes crime. low happiness still causes negative events, lowers production and start rebellion situations. you don't start smuggling scarce equipment and food because you hate your government, but needing to do so can cause you to hate them.
this allows more levers for trade to fit each empires needs, such as xenophobic empires having an inherently smaller galactic trade cap for planetary deficits and a much larger domestic trade cap, with xenophiles being vice versa. machines gain a bonus from trade with other machines, and trade federations treat each others trade surplus as domestic.
as the conversion of trade to resources and and vice versa would be automatic, this also remove some busy work from the player and make trade a smooth and easy to understand system. it would also make crime and piracy much more straightforward and simpler to solve rather than being random, opaque and annoying. add a credit logistics cost based on empire size per trade partner to stop players from just trading with everyone instead of focusing on key economies. as trade resource is only a % of excess resources produced, it can never fully cover your consumption.
or something else entirely. the current system makes no sense to me at all and would rather have it be removed than stay in its current state.
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