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Trading with Allies #112

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Hexan1 opened this issue Feb 5, 2015 · 1 comment
Open

Trading with Allies #112

Hexan1 opened this issue Feb 5, 2015 · 1 comment
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@Hexan1
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Hexan1 commented Feb 5, 2015

The M-1 Pedlar-class Trade frigate. Spinal mount doublehuller. Speed 80% that of the F-1 military fighter. Designed for quick response duty. Cargo is usually perishables or data courier load-out. Hold 1 is a multi-environ 800 stasis "pod-ule". Hold 2 is a splitterbox mail module: varied capacity in the generic accordion design

The M-2 Star City-class bulk carrier. Slow speed, approx 80% faster than slo-boat Colonizers. Capacity: 4 bellycan style grain/ore pods (2400 t-cred). Crew of 15.

@Hexan1
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Hexan1 commented Feb 5, 2015

My save messed up.
My idea was to require a level 2 yard to build Traders. Traders would be between allies. Only allies with a trade ship in port could do trades. To start a trade, you would fly your trader to an allied star, which would trigger sitrep msg about trader in port. The partner would then have up to three days to agree or reject. Agreed trading would add a Pact symbol at the stars where trader 1 built their ship, and ditto trader 2, only at those 2 stars, thus making a trade route on the galactic display. A trade route would function as an extra colony. Only allies with a Pact agreement can trade at a trade colony. Partners would tap one of three trade buttons buy-min, buy-food, or cash sale. Traders would have no choice of what your partner sells, only what you offer. Each partner would have a trade acct with 3 values: min, food, or cash. Pending trades would have 1 week to happen or trigger a no sale.

@codeka codeka modified the milestone: 2.0 Jun 1, 2016
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