Trade

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Implemented on August 9th, 2014[1], trading is a voluntary yet lucrative way for worlds to provide a substantial boost to their economies by trading resources with other players.

Trade Resources

Sector Resource
Amyntas Abbasid Salmonite, Personal Drones, Ice Moss
Bion Hyperfibres, Dyon Crystals, Small Arms
Cleon Boson Condensate, Chronimium Gas, Tetramite Ore
Draco Maintenance Spiders, Entertainment Holos, Quantum Dot CPUs

The cost of producing an extra lot of a resource increases by increments of 10 GEU per lot. (e.g. World A produces 10 lots of Dyon Crystals. It will cost World A 110 GEU to produce an 11th lot of Dyon Crystals)

Note that while each sector's resources are based on their sector's bonus (Amyntian resources representing their wealth, Bion resources representing their production, Cleon resources representing their raw resources, and Draco resources representing their advanced technology), the benefit gained from trading resources is independent of their sector's origin.

How Trade Works

Each world begins with 5 production of its designated resource. Worlds gain bonuses by importing other resources from other worlds and by having a surplus of the resource being produced by the homeworld. Worlds can make agreements to send one lot of their resource to another world as long as the world being sent the resource doesn't produce the resource that is being sent. Sending excess resources does not benefit the world. Receiving resources increases the bonus gained from trading. The benefits that worlds receive from trade is dependant upon the world's economy.

The Trade Centre of a recently established world.
Economy Benefit (Per resource) Stack Bonus
Free Market N/A Set of 5: +2 growth; Set of 10: +4 Growth; Full set (12): +6 Growth
Mixed Economy +10 GEU per turn Set of 5: +1 growth; Set of 10: +2 Growth; Full set (12): +3 Growth
Central Planning +20 GEU per turn N/A

Limits of Trading

The total amount of resources that a world can produce (and receive) is capped at 130.

The growth bonus obtained by Free Market economies is capped at +60 Growth per turn.

The income bonus for Mixed Market economies is capped at 600 GEU.

The income bonus for Central Planning economies is capped at 1200 GEU.

Sending Resources

At the bottom of the pages of other worlds, players can find the option that allows them to send one lot of the resource they produce to the world they are currently viewing (as long as a surplus is available). This agreement can be revoked at any time by viewing the world's page again and clicking the option to revoke the trade agreement. For each lot of a resource being sent, the world sending the resource needs a free freighter to send the resource. Currently, not having enough freighters to satisfy all outgoing trade agreements will result in both parties receiving a notification in their trade centre. The recipient nation will still receive the bonus as if they were still getting the resource normally.
The option to send one lot of a resource to a world.
Sending resources to worlds can be prioritized numerically, with unprioritized trades automatically being sent to the bottom of the list. Worlds in the list that are green represent worlds that are reciprocating the trade you made with them. Yellow worlds represent worlds that are not reciprocating the trade you made with them. Your own world is grayed out.
An example of the outgoing trades list (the homeworld is grayed out).


 

Game Mechanics

Domestic
Economic
Military