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Trading

Posted: Sun Apr 17, 2011 2:42 am
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.

RE: Trading

Posted: Sun Apr 17, 2011 3:17 am
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

RE: Trading

Posted: Mon Apr 18, 2011 5:47 am
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.


RE: Trading

Posted: Mon Apr 18, 2011 3:31 pm
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.

RE: Trading

Posted: Mon Apr 18, 2011 11:27 pm
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.

RE: Trading

Posted: Tue Apr 19, 2011 4:30 pm
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.

RE: Trading

Posted: Wed Apr 20, 2011 2:21 pm
by Ntronium
Did you upgrade the building all the way to a passenger space port. You need one of these for tourism

RE: Trading

Posted: Wed Apr 20, 2011 4:29 pm
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.

RE: Trading

Posted: Wed Apr 20, 2011 5:19 pm
by Anguille
And these planets are not getting tourism from the other planet with that item?

RE: Trading

Posted: Wed Apr 20, 2011 8:56 pm
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?

RE: Trading

Posted: Thu Apr 21, 2011 3:48 am
by Anguille
Good question...

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


RE: Trading

Posted: Thu Apr 21, 2011 12:40 pm
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.

RE: Trading

Posted: Sun Apr 24, 2011 7:55 pm
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.

Cheers

RE: Trading

Posted: Sun Apr 24, 2011 9:40 pm
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.

RE: Trading

Posted: Mon Apr 25, 2011 4:30 pm
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.

RE: Trading

Posted: Mon Apr 25, 2011 6:33 pm
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