Trading

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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Axiin
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Trading

Post by Axiin »

How in the world do I initiate trade runs to my own colonies in supernova. I can't find documentation anywhere about this. Thank you.
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Ntronium
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RE: Trading

Post by Ntronium »

Exporting colony needs something to export and a commercial space port. Importing colony needs a landing field and to be within range.

This is explained in the manual, and also covered by advice and tool tips for the relevant buildings
martok
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RE: Trading

Post by martok »

To clarify what Ntronium said:

1.) To see what (if anything) a colony has to export, look at the area just above a colony's building slots. Any "planetary specials" -- including trade goods/tourism features (both of which can earn money) -- will be listed there.

2.) To build a commercial spaceport, you must upgrade a planet's Colony Workshop to Light Industry.

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Iceman
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RE: Trading

Post by Iceman »

Trade Items (and corresponding system feature):

Alien Relics (Past Civilization)
Precious Gems (Excepcional Gems)
Rare Minerals (Rare Minerals)
Anti-matter (Natural Antimatter)
Neutronium (Neutronium Hoard)
Tourism (Amazing Wildlife, Ghosts, Majestic Heavens, Natural Wonders, Past Civilization, Serenity)

You can also trade Cultural Items with other races, by building Trade Missions. Foreign Tourism is also supposed to be more lucrative than internal Tourism.
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gijas17
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RE: Trading

Post by gijas17 »

So is there a slave trade in Supernova? If it's listed in the manual I wouldn't know cause Im just plain lazy but will read it if I have to.... lol.
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Deomrve
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RE: Trading

Post by Deomrve »

I have a planet that has a natural wonder, built the required buildings on the planet with the natural wonder and landing fields on nearby planets. I got no trade route, I know the routes would be in range because the planets with the landing fields are have trade routes from other planets that are further away. The only reason I can think of why the planet with the natural wonder won't create a trade route is because of the navigation hazards in the system. Anybody else experience this and/or can confirm that's why this particular planet won't create a trade route.
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Ntronium
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RE: Trading

Post by Ntronium »

Did you upgrade the building all the way to a passenger space port. You need one of these for tourism
Deomrve
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RE: Trading

Post by Deomrve »

Yes I did, I know I did it correctly because I did the exact same thing on a different planet with a similar trade item and I got trade lines. The only difference between the two planets was one had " navigation hazards" and the other didn't.
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Anguille
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RE: Trading

Post by Anguille »

And these planets are not getting tourism from the other planet with that item?
Deomrve
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RE: Trading

Post by Deomrve »

Not sure what you're asking, but I will try to explain what is happening. Planet A (A) is my home planet. Planet B (B) is 3 sectors to the east of A and is the planet with the navigational hazard and a tourism resource. Planet C (C) is 6 sectors west of A and Planet D (D) is 8 sectors north of A and both have a tourism resource. Planet E (E) is 4 sectors to the east of B and has no trade resources. I built a passenger space port on  B, C and D and a landing field on A and E. I get trade lines from C and D to A, but no trade lines from B to A and E. I figure E is out of range of C and D, hence no trade lines. I built the landing field on A before any of the passenger space ports were built. The passenger space port on B was completed before the ones on C and D. I'm not calling this a bug at this moment, but I do find it interesting that I don't get trade lines from the only planet with a navigational hazard. Also I find it interesting that the answer from Ntronium gives me the impression that this isn't supposed to happen. My real question is, has this happened to any one else?

If it is true, which appears to be the case at this moment, that trade lines will not form to or from a planet with a traveling type of hazard then it does add some minor strategic decision making to the game. Like, do I colonize that marginal system with the valuable trade resource or ignore it?
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Anguille
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RE: Trading

Post by Anguille »

Good question...

Was the Commercial port/Passenger space port damaged at one point (solar flares)?

Deomrve
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RE: Trading

Post by Deomrve »

No it wasn't damaged, the only difference between the planets with the working trade route and the one that wasn't was navigational hazards. Oh, yea I think there was one more thing. If I remember correctly the planet whose trade route was not working was also poor, but I'm not sure on this last point.
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Anguille
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RE: Trading

Post by Anguille »

Is there heavy dust between the planets that don't have trade? I have just noticed that heavy dust seems to block trade.

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ASHBERY76
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RE: Trading

Post by ASHBERY76 »

I think it is true navigational hazard seems to stop trade.This is either a bug but it seems more like a undocumented gameplay feature.
Deomrve
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RE: Trading

Post by Deomrve »

There might be heavy dust in one direction but not the other, so at least one trade route should have been established if heavy dust was the cause. Also I think it makes sense that you wouldn't have any tourism if you had a high probability of dying on the way there or on the way home.
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ASHBERY76
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RE: Trading

Post by ASHBERY76 »

The developer of the game said this on the Ntronium Forums.
There's nothing intentional in the code that prevents trade in systems with navigation hazards, nor does thick dust prevent trade, although it adds to the perceived length of the trade route
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