I agree with BobTheJanitor
And I am gonna write a lengthy sort of-rant now...
Currently trade is by FAR the strongest and easiest way to create inter-racial +like and it's incredibly easy to setup and maintain (in fact, trade is never disrupted much, pirates play a role here, but pirates are WAY too weak, strategically (not combat)) I would go so far as to say that aside from Trade/Smuggling and Combat no other part of the gameplay is currently relevant, nor properly connected. Pirates are a good example, easy loot bringers, otherwise irrelevant. Prisoners are another example, exchange for influence or money... wee.
Imo each race needs at least 1 global (hard) way to get another race to like them and another 2 ways to create positive vibes at other races. This should require some stuff the player does. Optimally it should also require some roleplaying, and dynamic events between races, immigration, interracial synergies etc.
But here is the main problem. Player only has credits.
Credits are gained by
combat (
efficiently) and by
dispatch (
very inefficiently) there is also
resources, but
mining is horribly inefficent ->
Influence is gained by only
credits and
combat and
Mining only sort-of-relates to
credits. In essence,
mining is pointless.
This essentially means the following. The player is currently disconnected from at least half a dozen gameplay systems where we absolutely have no way to have any influence on them besides spending credits. And thus no way to create any ways to make races like each other without spending credits (and thus, this creates a situation where there is always -1- way to increase influence across races that's the best, and optimal way)
What I am saying here is, each race should have 3+ ways to improve relations and 2 of them should be required to get to 80. A quest or specific event should get 2 races to 90+. After that quest, both trade and the other 2 ways can increase influence between races beyond 90.
I am also not really happy that we can't interact with hostile alliances aside from fighting them. Which is another issue.. for another topic ;P
Currently, any change to trade would break the game by the way. As there is literally no way to get some races to like others without it. Like bob says, the problem is a lack of choices the player has currently to increase relations (as opposed to influence).
And as added problem. The black market.. seriously, the black market should not exist in this game. It's a credit sink that short-circuits HALF THE GAME. Hydral tech should be super rare, it should be hard to get, and it should require a race or 2 to interact with each other. Creating a federation should also give us a new way to gain technologies and interact with the federation as such, not just with 1 race. There is an entire political element missing here
Which makes the game basically
COMBAT focused with a pinch of credit spending.
We are still far away from a complex deep strategic experience imo. The game needs, aside from a diplomatic overhaul and a balance pass, also a way to slow-the-entire-thing-down. Research should be RARE. And it should not be linear nor should 2 drastically different races have the same research paths and items... ;P
So yeah, trading is too powerful, but because the game lacks alternative ways to increase relations changing it like the mantis post says would require far reaching changes to every single element of the game.