Here's my general trade strategy, for what it's worth.
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I'm far from a great player, but I've managed to fund my entire empire off of trade at times, so maybe someone that doesn't have my weaknesses can make more of this strategy.
Early on, I stick to trade routes with neighboring major civs, mostly to keep them on reasonable terms with me. Long trade routes just don't seem worth it. Also, unless you've already got a starbase somewhere, trade-enhancing modules don't help much early game due to the 5BC maintenance on them.
I always trade my trade-route increasing techs as soon as I get them, unless there's a wonder involved. More trade routes means more money floating around the galaxy, and more money floating around the galaxy means that you can get more money from selling trade goods and techs.
When I get up to about five trade routes, I start shifting my strategy to trading with a minor civ that is close to my financial capitol, if possible. It's important to make sure that the planet you're trading with won't culture-flip, because you're about to put a lot of eggs in one basket. You also want the minor to be in a sector that has the same x or y value as your destination, as diagonal trade routes can't be boosted as efficiently.
As trade routes to other civs go away (due to war or similar, or just because you feel like it), establish new routes with the minor civ.
Since you've got several short routes going through the same sectors, trade-enhancing starbases will pay for themselves better than they did earlier for two reasons. First, with multiple routes, the starbase will be increasing each of the routes without increasing its maintenance fee. Second, with short routes, the freighters travel through fewer sectors, which means that it will spend a higher percent of it's time in a single sector.
Start by dropping a few starbases in whatever sector the mini-freighters spend the most time in, and then work on the other sectors. As long as the starbases are paying for themselves, feel free to put in as many starbases as you can, but make sure that the freighters still go into the sector in question, you don't want to fill it up to the point that they have to go around the entire sector and so don't gain the bonus (no, I've never gone that SB crazy).
Finally, you have to be careful of any starbases you put in the minor civs home sector. They might increase the chances of a culture flip. However, there's an easy way to get around that. After you've built the starbase, added all the trade modules, and enough defense to make sure it's not too soft a target, give the starbase to the minor civ. This way, not only will it not encourage a culture flip, but now you're not even paying the maintenance on it. NOTE: Do not give a minor civ several starbases in the same turn. Give it one SB per turn, or every few turns, otherwise the AI will see its expenses going up with no immediate reward, and will disband the starbases (that I have had happen to me).
Using this trick, I've had late-game empires funded entirely off of trade, to the tune of 6000+ BC/Turn. It works almost as well on a tiny map as it does a gigantic map, provided the game lasts long enough to get it set up. It's definitely not an early game strategy, however.
Early on, I stick to trade routes with neighboring major civs, mostly to keep them on reasonable terms with me. Long trade routes just don't seem worth it. Also, unless you've already got a starbase somewhere, trade-enhancing modules don't help much early game due to the 5BC maintenance on them.
I always trade my trade-route increasing techs as soon as I get them, unless there's a wonder involved. More trade routes means more money floating around the galaxy, and more money floating around the galaxy means that you can get more money from selling trade goods and techs.
When I get up to about five trade routes, I start shifting my strategy to trading with a minor civ that is close to my financial capitol, if possible. It's important to make sure that the planet you're trading with won't culture-flip, because you're about to put a lot of eggs in one basket. You also want the minor to be in a sector that has the same x or y value as your destination, as diagonal trade routes can't be boosted as efficiently.
As trade routes to other civs go away (due to war or similar, or just because you feel like it), establish new routes with the minor civ.
Since you've got several short routes going through the same sectors, trade-enhancing starbases will pay for themselves better than they did earlier for two reasons. First, with multiple routes, the starbase will be increasing each of the routes without increasing its maintenance fee. Second, with short routes, the freighters travel through fewer sectors, which means that it will spend a higher percent of it's time in a single sector.
Start by dropping a few starbases in whatever sector the mini-freighters spend the most time in, and then work on the other sectors. As long as the starbases are paying for themselves, feel free to put in as many starbases as you can, but make sure that the freighters still go into the sector in question, you don't want to fill it up to the point that they have to go around the entire sector and so don't gain the bonus (no, I've never gone that SB crazy).
Finally, you have to be careful of any starbases you put in the minor civs home sector. They might increase the chances of a culture flip. However, there's an easy way to get around that. After you've built the starbase, added all the trade modules, and enough defense to make sure it's not too soft a target, give the starbase to the minor civ. This way, not only will it not encourage a culture flip, but now you're not even paying the maintenance on it. NOTE: Do not give a minor civ several starbases in the same turn. Give it one SB per turn, or every few turns, otherwise the AI will see its expenses going up with no immediate reward, and will disband the starbases (that I have had happen to me).
Using this trick, I've had late-game empires funded entirely off of trade, to the tune of 6000+ BC/Turn. It works almost as well on a tiny map as it does a gigantic map, provided the game lasts long enough to get it set up. It's definitely not an early game strategy, however.