Trade port advice for a TEC player?

I'm a relatively new player using the TEC, all the updates and such, and I'm looking for advice centering around establishing an effective economy.

Should I be placing trade ports on every planet I take or is there some magic number I should be shooting for?

Any economic advice regarding the TEC would be greatly appreciated. Thanks in advance for any responses.

10,825 views 11 replies
Reply #1 Top

The key to a good trade-driven economy (for any faction, not just TEC) is to build a long trade route.  Early on, you should only build trade ports which expand your trade route.  This gives you the most bang for you buck, and if you set up your logistics right allows you to get by without purchasing any expensive logistics ugprades on your planets.

Be careful when planning your trade route, since adding a new trade port may accidentally make your trade route shorter.  Traders always take the shortest route from point A to point B, so building a trade port that opens up a short-cut could reduce the length of your trade port chain.  Take for example this hypothetical system:

 

A = B = C = D

||          ||   ||

E = F = G = H

 

Suppose our trade route is currently B-A-E-F-G-H-D.  Because C does not have a trade port there, it is as if it doesn't exist at all with respect to trade routes.  This gives us a wonderful trade route of 7 jumps.  However, if we place a trade port on C this is no longer viable.  The shortest path between B and D is now a mere two jumps, and the path between them is no longer our longest trade route.  Instead, we get the (much shorter) A-B-C-D-H route which is only 4 jumps. 

I know this is somewhat confusing, trade routes always take a while to figure out.

Reply #2 Top

So in your scenario before you add the port to C, (B-A-E-F-G-H-D) all have trade ports?

Reply #3 Top

You actually can't add the trade port to C even after setup up B-A-E-F-G-H-D. The trade port line will recalculate if you do this.

Reply #4 Top

So in your scenario before you add the port to C, (B-A-E-F-G-H-D) all have trade ports?
End of quote

Everything except C has a trade port in that example, yes.  If you add C, then you reduce your longest path (since you just created a shortcut between A and D) and the amount of money your trade ports are earning.  A long snake-like empire is actually the best layout for trade income.  Tax income works best in a concentric layout spreading outwards from your homeworld, but generally this is sub-optimal for trade.

In the long run you colonize what you can get and then build the right kind of economy based on the layout of the map.  In the short run, you do have some choice in how you set up your empire.  Generally tax-based economy is best in the early game, and trade-based economy is best in the late-game.  When you make the jump between the two is your choice.

Reply #5 Top

Yeah, essentially you want to avoid creating a loop or shortcut in your chain.  You can curve and weave it through planets, but you always want there to be only one direction for the trade ships to go.  Better yet if you and an ally can make your chains meet and form one gigantic chain(assuming you've signed a trade agreement). 

 

One thing I'm not too sure about anymore is if trade port chains can still jump through a single uncolonizable zone.  They used to do that, but now, perhaps due to all starbases having trade port upgrades available, the chain doesn't seem to jump through uncolonizable zones.  This actually simplifies things, as you only need to worry about the specific gravity wells with trade ports.

Reply #6 Top

To point out the obvious for most, hold your mouse over the credits to see the chain.

I am not sure about this but I put refineries at planets the chain does not go though.

In a multi star, I now use starbases at wormholes when possible (instant travel) to extend the chain to another system. This is also great for protecting your flanks.

Reply #7 Top

If you use starbases on stars, does it chain through them as well?

Reply #8 Top

Yes, with entrenchment or diplomacy a Starbase may be necessary to extend a trade port line through a star, asteroid belt, dead asteroid, etc. Basically anything you can build a starbase in that does not have logistics slots available to build a trade port. Note, TEC does have reseearch to add 4 additional logistics slots to planets which does allow them to add a trade port to dead asteroids.

 

Reply #9 Top

Yes the chain can go star to star, but the ships take a long time to jump stars where wormholes are instant. (I'm not sure, not in modding code yet) the trade ports give so much income per sec. so the time the trade ships use jumping stars might be visual only. The A.I. uses the wormhole more and star-bases at stars are vunerable to multiple threats and cannot protect such a large grav well so i use wormholes if possible.

I found that A.I. does not like star-bases at wormholes and will waste fleet after fleet where at a star they just bypass the star-base and go for your planets.

Reply #10 Top

If you're Advent and have pirates turned on though, leaving your Trade Drones exposed in a star's gravity well can be a good thing.  Karmic Retribution means the Diplomacy v1.01 Pirate Empire will blast your opponent with a super armada.  *_*

Reply #11 Top

They used to do that, but now, perhaps due to all starbases having trade port upgrades available, the chain doesn't seem to jump through uncolonizable zones.
End of quote

No, you need starbases to do that.  It's a mixed blessing.  It used to be that uncolonizable wells would enable you to get LOTS of free jumps, but might cripple your longest potential route by opening shortcuts.  Now the potential is there for much longer, but the free lunch is over.

Starbase trade ports are very expensive, and seldom viable unless they'd add several jumps.