Economic takeover

Economic takeover is the method by which traders can take over cities and planets in the Civilization Stage and the Space Stage. To begin the process to start an economic takeover, the player must start a trade route with the targeted city or solar system.

=Civilization Stage=

=Space Stage=

The player can have up to 3 trade routes active at a time in the space stage: Once created, the trade route will be from the closest player owned system to the system being captured. The trade route is visible on the galaxy view as bi-directional green and blue arrows linking the systems as well as trade ships traveling between the systems. The players world that is at one end of the link will start to accumulate the type of spice mined in the traded with system.

When a trade route is in place an economic capture bar will be displayed, which will start at 0%. An economic takeover of the star system is possible when the economic takeover bar reaches 100%. The current owners of the system will alert the player the moment this happens. Alternatively, player races ascribing to the Trader Philosophy can use their Cash Infusion skill to instantly move the takeover bar to 100% at any time once a trade route has been initiated.

To buy a system, the player must bid, if the bid fails the economic takeover bar is reset to 0%. The chances of succeeding a bid to buy a system is suspected to depend both on the player race's relation to the race in the system, and the quality of the system probably in terms of its T rating.

Table of Offers

 * 500,000 - I don't believe that this offer will ever succeed.
 * 1,000,000
 * 2,000,000

Relation Bonus
There is a +30 relation bonus that is given for as long as a trade route exists. If, despite this bonus, the relation with the empire is allowed to decay too far, the trade route can be canceled.

Badges

 * Trader - This badge is awarded for starting trade routes.
 * Economist - This badge is awarded for buying out star systems.