These dedicated galactic lanes allow only specific ships to enter them. Encroaching on another civilisation's trade lane may be considered an act of war. They also offer reduced friction in trade between civilisations and as such generate tax revenue for players. Longer trade routes cost more to build, but generate more revenue. Trade lanes may only be built between colonies (i.e may not terminate in an uninhabited system).
Standard trade lanes cost (length*1M Credits)+(length*500 ore) to build and generate (length*100K Credits) per round.
Only players whose civilisations have made contact can trade or negotiate. Players may offer credits, ships, information, trading-buff cards, planets/territory or any other resource they have at their disposal for any other thing from other players. Players may opt to have conversations in private. Players who have met two civilisations who have not yet discovered each other may act as brokers. They must talk to each civilisation individually and pass messages backwards and forwards. They may charge for the pivilege if they so wish. Any trades that, for example, require ships to move, buildings to be constructed etc are paid for now. Players are not obligated to uphold their side of the deal. Players who agree a "half now, half later"-type deal are not bound by the rules of the game to pay out the second half. You can see that building trust with other players is key to successful and fruitful trade (or a successful heist).
You can opt to trade away research which you have completed. By doing so you sign away all rights to that research and can no longer use it. The research becomes locked for you again, and you cannot research anything further down the research tree until the research has been re-researched. Any benefits you receive for research further down the tree is nullified until the research comes back into effect.
Players may set up trades during the 'Trade and Negotiation' phase. It is recommended that a time limit is set for this to keep the game moving. Any number of players may partake in deals as long as all players agree.
These can be used in trade with other players to sweeten the deal. The card is added to the deal by the owner and can be immediately redeemed by the other party at the conclusion of the deal for their listed value, or kept as is for future deals.