Multiple Trade ports and Broadcasts?

Does having mulitple trade ports and broadcasts in the same planet multiply their effects, or is it just redundant?

Thanks

19,776 views 22 replies
Reply #1 Top
Well, I don't think they actually multiply, but their effects do stack.
Reply #2 Top
yes it multiplyes their effects so building multiple of them would be benificial say if there was a 30 percent trade income increase.
Reply #3 Top
(edit) sorry Kitkun is right they only stack
Reply #4 Top
As for broadcasts, the culture generation does stack (for the purposes of spreading outwards faster and combatting enemy culture), but allegiance gain/loss is capped so shoving 10 broadcast centers worth of culture on a culture-less hostile planet won't make it drop any faster than shoving 3 centers worth.

Culture and allegiance is a little confusing that way :P
Reply #5 Top
It does allow your culture to spread faster, so you can affect more planets or overwhelm hostile culture. Just the allegiance is capped.
Reply #6 Top
I said that! Neatly tucked away in parentheses for easier missing :D
Reply #7 Top
I said that! Neatly tucked away in parentheses for easier missing
End of quote

You manipulated space/time to insert that in after I posted. :(

Either that, or I'm blind as a bat.
Reply #8 Top
Do I get to pick which? Because manupulating space/time sounds pretty awesome, actually.
Reply #9 Top
I like the way trade ports give you more credits the further apart they "string"; on the other hand, seing 2, 3, even 4 trade ports around a planet seems kind'a cheezy; no diminishing returns, so spamming them is actually good in many cases  :NOTSURE: 
Reply #10 Top
Wait guys this is very interesting. Can anyone work out the real math? I want to learn, please.
Reply #11 Top
Trade ports work as follows (AFAIK :))

Sins works out the longest chain - this gives you a value of X

Every trade port gets X credits.
So if you have 2 on a planet, that planet gets 2X.
If you have 3, it gets 3X.

So putting 10 on a planet is good if you have a reasonably well established chain.
i.e. Building 10 trade ports for your empire on a single planet will generate less income then putting one on 10 planets as you don't get the bonus factor from your longest chain (which is 1).
Reply #12 Top
Also, the more trade ports that you have in total, the more freighters you will have, and the greater the income that you recieve from trade. :CONGRAT: 
Reply #13 Top
But is it equal across all trade ports based on the chain.

For example if I have planets A B C D E F in a chain.

I want to build 12 TP and 12 labs, would it be exactly the same to have 2 labs and 2 TPs at each.

Or would it be better if I had my TP's like this 4 at A and F, 2 at B and E and 1 at C D? With the labs reversed. Thus the chain is maintained. But the average distance betwwen the weighted locations of TP is maximised.
Reply #14 Top
Also, the more trade ports that you have in total, the more freighters you will have, and the greater the income that you recieve from trade.  
End of quote


Are you sure about that???

Fairly sure it is based on number of tradeports per planet multiplied by X where X is calculated based on the length of your longest trade chain...

Trade ship numbers only come into it if they are destoyed as this reduces a % of a tradeports income as the ship has been killed and needs to be rebuilt.

But is it equal across all trade ports based on the chain.
End of quote


Yes (AFAIK) - every trade port gets the same multiplication of X, regardless of where on the map it is. It does not matter WHERE they are as long as one is at each location to maximise the chaining potential.
(Broadcast Centres DO matter as this is where the culture originates)

Reply #15 Top
, but allegiance gain/loss is capped so shoving 10 broadcast centers worth of culture on a culture-less hostile planet won't make it drop any faster than shoving 3 centers worth.
End of quote


Unless you play Advent. The Advent are basically cultural warriors. They can increase their total loyalty by 10%. I usually build a "cultural center" per system. I stack a bunch of Broadcast towers(4+) in a desert planet close to the center.

I do this all late game, usually when I am in the offense stage of the game. A fast far reaching culture can prevent enemies, or allies from colonizing strategic planets you have your eye on.
Reply #16 Top
Unless you play Advent.
End of quote


Playing Advent doesn't change the fact that the allegiance gain and loss rates are capped :P Yeah they get 10% more max allegiance with the tech, but that's not what was being described ;)
Reply #17 Top
Sorry Annatar! I didn't mean to come off as a jerk. :)

Basically if your a player that likes to sit back and pick up the pieces of the world, Advent is the way to go.
Reply #18 Top
Thanks for all the feedback... you guys rock
Reply #19 Top
Don't forget to Karma people :)
Reply #20 Top
Sort of hijacking the thread but, if you have 3 planets then a gas giant(not colonizable) then 3 planets, how big is your chain? If it's 6-7 then trade ports sound nice, if not then a decent number of refineries would be a good idea right?

Also if there are 3 neutral planets separating my TP from an ally TP how does that work?
Reply #21 Top
If you hover your mouse over your credit amount, it will highlight your longest chain ;)
Reply #22 Top
Trade port links will work through something that is not colonisable (including suns, wormholes etc...), but stop if there planet is colonisable (e.g. Dead Planet).

I had a link going for 3 systems the other day - main link in starting system to a wormhole, into the second system up to the sun, and then from the second sun to third sun and out to another planet I had colonised... Sweet...

Not exactly sure how they work with allies though... But the fact their are neutral planets there will stop any linkage I would think...