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Knowledgebase : Game > Trade
     
Yes you can, and there is no real disadvantage to it other than you only count as one trading partner. When you trade with yourself you will get twice as much for the trade route but it will take up two slots, one of each planet.
Determining the distance between 2 locations, or bases, is important for things like managing your Trade Routes. Maybe you want a minimum distance of 3000, and want to know the Galaxy range that you will be looking for. To determine distance in Astro E...
Go into your fleet, and click 'Piracy', but in order to pillage a base's trade routes, you must have a fleet at that base, and there must be no enemy (base owner's, base owner's fellow guild members or fleets of the owner of the other end of the route) fl...
These are the main points that would serve you here: - Increasing the economy of the bases involved in the trade route. - Increasing the distance between the bases. - Increasing the total number of different players you trade with.
You’ll get more trade routes by building Spaceports. Spaceports increase the available amount of trades for your base by one at levels 1, 5, 10, 15, 20 and so forward. Also, each Spaceport increases your base’s economy by 2 credits per hour.
You'll get more trade routes by building Spaceports. Spaceports increase the available amount of trades for your base by one at levels 1, 5, 10, 15, 20 and so forward. Also, each Spaceport increases your base's economy by 2 credits per hour.
Sqrt(lowest base's income) x ( 1 + Sqrt(distance)/75 + Sqrt(Players)/10 ) Players = number of players your trade with.
If you cancel a trade route that have already been accepted by the other player you'll not receive any credits back. If the trade route wasn't accepted by the other players yet, you'll get only 75% of the trade route cost. Making trade routes have risk...
If a trade route is plundered in one of your bases, you won't be able to set or receive any new trade routes for the next 24 hours for that base.
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