The acceptance of diplomatic agreements by computer empires is determined by several factors. Notes: Remember that this treaty completely blocks any aggressive policy, so don`t sign it with someone you want to conquer. Make sure your neighbors sign such pacts with you. Keep in mind the length of the deal – if you need to bribe other distant empires to sign it, you should consider it. This agreement allows 25% cheaper research on technologies that the counterpart has already discovered. After hovering your mouse over the agreement icon, a list of available search results is displayed. Within the exchange, you can also exchange strategic resources. They are very valuable and can therefore tip the scales in your favor – the less your counterpart has a certain resource, the more valuable it will be to him. Fanatical air purifiers deal only with empires of the same species. Determined exterminators deal only with machine empires.
In the remaining fields, the list of suggestions will appear as soon as you decide what you want to do. In the middle are buttons to confirm or cancel the offer. Commercial value is a numerical value in the game that represents the civil and private economy of an empire as well as the total value of all goods traded. All pops generate a small amount of business value based on their standard of living, with pops with a higher standard of living generating more business value and business value also produced by a number of different jobs such as clerks and merchants. The commercial value of a planet is affected by its stability, with a stability of 100 giving +30% commercial value and 0 stability of -50%. In addition, small amounts of commercial value can be found in the form of deposits in space, representing various resources that have no industrial applications, but are still desirable for the population. Monthly shipping is a monthly exchange with another empire. Credits will be sent automatically as long as the agreement is in effect.
Favors can be exchanged through diplomatic trade or obtained through events and have two purposes. First, an empire can call for favors to add the diplomatic weight of another empire to theirs when passing resolutions in the Galactic Community, as long as they are not already voting identically. Second, favors increase the acceptance rate of certain diplomatic agreements or federal laws by +5 for each favor. One empire can owe up to 10 favors to another empire. Corporate offices use 50% of a planet`s business value without reducing the profits of the planet`s owner. For the offices of the Criminal Heritage Branch, the percentage varies from 25% with 0 crimes to 75% with 100 crimes. The commercial value used by the branches is fully converted into energy credits, regardless of the commercial policy. They do not require trade routes. Empires are only allowed to access and trade in the galactic market if they are members of the Galactic Community. The owner of the Galactic Market System receives a discount on its market fees.
Supply and demand in the Galactic Market will affect the prices of each empire, and large price changes will affect the economy of any empire that depends on the import or export of a resource. Strategic resources will not be available until at least one empire has them in stock. When you select the trading exchange, you will be automatically redirected to this window. Here you can choose whether you want to exchange or just pay for the goods or privileges. On the left side  are listed the goods you can offer – on the right side  are listed the goods that can be traded from the enemy empire. AI initially evaluates resources in the same way as the energy credit market, although it can evaluate some resources more or less based on the Empire`s existing reserves. Once AI has stocked up, long-term contracts become the only viable option. AI will never accept long-term/instant mixed transactions. Although the empires of Gestalt consciousness have no use for consumer goods or Zro, they are still willing to trade for them. Lucrative trade always carries the risk of attracting piracy. Any trade route that goes through a system without an improved starbase or at least a defense platform will attract hacking into that system and grow slowly for 10 years until it reaches 25% of the business value that goes through the system. Hacking can be combated in three ways: each Trade Hub module extends the range of extracting the trading value of a Starbase through a Hyperlane jump, up to a maximum of 6 Hyperlane hops for a Max-level Starbase with nothing but Trade Hub modules.
When the extraction area of the starbase reaches a source of commercial value, whether it is a commercial value insert in space, a planet that generates commercial value, or another starbase that extracts commercial value from somewhere, a trade route is created between the two. When the extraction zones of two star bases connect and/or overlap, a trade route is also created between the two. To create a trade route, there must be a starbase capable of achieving commercial value in the Empire`s capital system, and then the player must build and upgrade star bases and build commercial hub modules on them as needed until their collection areas connect/overlap and the trade routes created between the star bases form a continuous chain. from the source or sources of commercial value to the capital of the Empire. After that, each starbase whose collective reach allows it to reach this chain of trade routes sends its collected commercial value “downstream” along the chain to the Great Starbase until it reaches it and is converted into resources. Trade Willingness shows how open an empire is to trade with other empires and depends on their AI personality. The weaker their willingness to trade, the less a trade deal needs to be made for them to consider it fair. Empires with less than 75% willingness to trade will never make offers. Monthly delivery is a monthly exchange with another empire. Credits will be sent automatically as long as the agreement is in effect.
The acceptance of diplomatic agreements by computer empires is determined by several factors. A trade route is a route that connects a value collected from Starbase to the capital system and is necessary for the commercial value to be exploited. Each updated starbase has an outbound trade route that is directly connected to the default capital, but can be manually redirected to any other starbase (select the base in the trade route map mode, then right-click on the destination base to cancel or change the route). If the trade path of a particular star base leads to another star base, the receiving star base continues to send both its own collected commercial value and the commercial value it has received from the other “downstream” star base to the capital system. Once the commercial value has reached the capital of the empire, the capital system must contain a starbase above the level of the outpost so that the commercial value can be converted into tangible resources. Notes: Keep in mind that this contract completely blocks any aggressive policy, so don`t sign with someone you want to conquer. Make sure your neighbors sign such pacts with you. Think about the length of the deal – if you need to bribe other distant empires to sign it, you should consider it.
Offering an AI empire (instant trading offer that doesn`t bother) can now (2.2.3) increase your opinion about yourself and create an option modifier of up to 100 for 2 years (“cheap trading”). Diplomatic trade is negotiated via the diplomatic menu. All tradable resources on the market can also be traded diplomatically, as well as the option of unique instant trades in addition to long-term transactions that last from 10 to 30 years. It is possible to break long-term trade agreements if resources are not sufficient, but a malus opinion is created. Diplomatic trade can often lead to better transactions than the market. Trade requires a neutral or positive attitude between the two empires. Empires that have a negative attitude only accept gifts. Fallen empires act only if they patronize the proposing empire. The amount of goods you can trade depends on the technologies and the degree of independence of the empire. Those of the empires that are vassals have limited capacity for commercial and diplomatic action. In the middle of the screen, you will find an indication  of the probability of completing the exchange. In order for the other empire to even consider your offer, the number must be green – it will differ depending on the details of the proposal.
The underlying asset is based on their attitude towards you – the higher they look at you, the lower the cost will be. The scroll bar below allows you to define the duration of the contract in years. The market is available to each empire from the beginning and represents different players within an empire that allow the empire itself to buy and sell resources. Resources are bought and sold for energy credits, their prices depending on the economy of the Empire, supply and demand, and whether or not the Galactic Market is established. Resources can be purchased in bulk or by setting up a monthly transaction and then setting a minimum/maximum purchase selling price. The basic market prices are as follows: it works for all elements, including resources and systems, and it is a very useful diplomatic tool. .