Forums » Suggestions

How trade routes and stuff.

Apr 06, 2013 Lord~spidey link
So i whipped up this barely legible map to explain sensible trade routes and commodity distribution
Red - Heavily populated systems
Produces: Civilian goods, Local speciality goods. - sells at 70%
Imports: Equipment, Research goods, Food, Speciality goods from other capitols. buys at 130%


Orange - Industrial/commercial systems
Produces; Equipment, Weapons, Ships, Food, Research goods. - sells at 50%
Imports; Ores, Civilian goods, speciality goods (lower demand). - buys at 130%


Green - Ore routes
Produces; Ore, Raw material. - sells at 30%
Imports, Equipment, Food, Civilian goods. 120%


Insystem trading in the case where something is sold that is produced in an an adjacent sector would only sell for 100%

This wouldn't replace insystem trading and stuff but it would create incentive between systems like this; you can see the shorter red routes all go through greyspace and the longer red routes take at least 20 minutes to complete in a moth but are perfectly safe.

You have shorter orange routes between industrial and capitol stations it would be nice to see systems within the yellow boundaries to each sell a few dozen industrial goods that aren't produced in adjacent orange system clusters so trading could be a bit more "foolproof" buying 32cu of an expensive industrial good in any orange zone you know for sure you'll be able to sell it for 50% more another orange zone.

Research stations would be somewhat different, regardless of what zone they're in they would import everything but industrial goods at high prices but the prices would tank faster because of low populations.

then you can break down material goods into basic categories each with a price range and profit margins

[Raw materials] - Impossible to tank (10 minutes) routes huge traffic from mining to industrial systems great returns on initial investment[8x], low total profit. tanks very slowly [250]
Buys: 20~400
Sells: 150~1800

[Civilian goods] - Prices bounce up very fast (half an hour) prices per widget drops moderately fast, great return for investment[10x], medium profits tanks slowly [100]

Buys: 120~1000
Sells: 280~1900

[Industrial goods] - Prices recover slower (couple hours) Items traded between industrial systems moderate return[~4x], good profits tanks slowly [100 units]

Buys: 500~2000
Sells: 800~4200

[Luxury/Specialty goods] - Prices recover slowly (8 hours) Awesome return on investment[~7x]/profit, these are long/dangerous routes. tanks slowly [150 units]
Buys: 700~2000
Sells: 1500~9700

[Research goods] - Prices recover very slowly (14 hours) low return on investment [~2x], great profit tanks very fast [30 units]
Buys: 1200~6000
Sells: 3000~12000

tanking prices is the amount of units you need to sell before you only see 50% of the money you made on the first sale, this would encourage buying various types of good where they're produced and selling them all at once where they're consumed

The current system is similar to this but i would like to see more obvious trade routes.

TL;DR: The idea is to further divide production and consumption over groups of systems so you can buy a bunch of shit there and sell it for good cash 2 systems away with little risk of losing money.
Apr 06, 2013 Lord~spidey link
bleh i'll fix this up later, it could use some more polish.
Apr 06, 2013 Kabuloso link
Don't forget to make some good routes for Serco Ale, and other crappy drinks.
Apr 06, 2013 Lord~spidey link
that stuff would fall under civilian goods or specialty goods.
Apr 06, 2013 Snake7561 link
Spidey, I love you.
+43242
Apr 07, 2013 TheRedSpy link
Spidey I have a present for you.

Did this a while ago to create a trident route guide, but go ahead and use it to make these if you like

http://sercodominion.org/down/mapsvo.svg

Best used with inkscape, obviously since its an SVG it's scaleable so you can blow it up to be as large as you like or make zoomed in graphics with the individual routes, which is what I intended to do with it.