They bring you money. The longer on the route, the more money you receive. When the freighter returns to the starting planet, trade route starts again with the initial money. Planets with better econ give a better starting value of the route. The player you have the route to receives the same amount of money you get
. A trade route also increases relations with the other player.
You put one trade module on a cargo hull, put there some range-enhancing modules (to go further), rest engines. You send that ship to:
- the very strong race you want to have better relations with, or
- a race that you'll not attack in some time (so trade route will give you full amount of money), or
- a race you'd like to help with the money, or
- unexplored star systems that are out of range for your regular scouts.
- In any case make sure the route avoids potential zones of conflict (don't send the trade route to a race that is behind the race you plan to attack (or the race that's hostile to your race). Thade ships are first targets in a war, so better have a safe
route to some backwater planet on the far side, that the destroyed one.
|how to transport trade goods|
Once you produce (build) them, you sell them in a diplomacy window. However some trade goods should be not for sale
. Those are built only to deny others to have them (like Diplo Translators).