Stellaris

Stellaris

1,117 ratings
Civilian Trade
 
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0.044 MB
May 29, 2016 @ 8:50am
May 9 @ 7:56am
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Civilian Trade

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Description
Civilian Trade for the Banks update 1.5.1

The mod has basically been completely rewritten and takes advantage of some of the new things added in the Banks update.


The biggest change is civilian trade is entirely based of the presence of pops who are the members of the Prosperity faction.
These citizens must be free and functioning member of your empire to participate in trade.


This is no longer the case and trade is not tied to factions. People correctly pointed out that it was too restrictive as it was, so until I find a better solution it will be like it was before. All you need to get it going is to have more than one planet. There is no event popup as well.

Features:

> Trade planets (planets with pop members of the prosperity faction) produce an 'aura' that send bonuses to planets within range (based on population size)
> Foreign planets will receive "Foreign trade" which includes a small does of xenophili attraction.
> Various trade auras depending on planetary edicts

> Trade ships spawned from trade planets that run stops to nearby planets
> Trade ships number of stops determined by the size of starting planet
> Trade ships deposit resources directly to the empire upon arrival, along with a reduction in commodity goods for a shot time
> Some planetary edicts can influence theses deposits
> If destroyed by enemies they provide a small amount of resources to the empire who killed them.


----

I think this version will also be a bit better on frame rate since the number of ships will be slightly lower overall in the galaxy, since each empire will vary more and the ships disappear after they are done with their stops.
There is still a limit on total per empire to keep it from absolutely blowing up.
The trade ships are also regular civilian ships that are part of your empire and appear in the civilian ship outliner. You can direct them a tiny bit but they will instantly go back on course.

With the way it is set up currently you don't have to do anything, it all runs in the background basically. Decisions you make will affect them but there is no real direct control you put on them.
This also means that it works perfectly with the AI.

Hopes and plans for the future:

> A separate civilian trader faction.
> there are some specific things I'd like a trader faction to want that don't fit perfectly with the prosperity faction.
> Having the happiness of the faction effect trade ships/bonuses
> Some connection to the unity system
> War Demands
> Events



Localization:
All of these are just English for the moment. Since so much changed basically all the text has changed and I couldn't keep any of the great translations you guys gave me.
There isn't a lot of text this time around so translating shouldn't be too hard. If you want to help I'll post the localization file in a discussion and you can just post it there.

German: English
French: English
Russian: Complete
Brazilian: English
Polish: English

Important for removing the mod!

Pause the game.
Open the console " ` "
type in " event civtrade.66 "
Hit enter and all the trade ships should disappear. Then just save a reload.

Compatibility:

This mod should be compatible with most every mod out there at the moment. Below though are some compatability patches or notes for mods that do need it.

Primitive Players, Pre-FTL Players - All FTL , Pre-FTL Players :
Compatibility patch.
Popular Discussions View All (20)
15
Jun 10 @ 11:18pm
Bug Reports
Yandersen
18
May 2 @ 9:08am
Trade Ships with leaders
kyojin
64
Jul 5 @ 3:15pm
Suggestions
kyojin
< >
869 Comments
ECH0 13 hours ago 
The ships keep appearing, but they always dissapear before they make it out of the system.
This mod keeps spamming/scrolling my Civilian ships group, downvoting until fixed.
Wilm8 Jul 14 @ 2:51pm 
@Zombie Cow

The one time I did resume a game without this mod, after previously using it, the only bug I encountered was that trade ships mid-ftl were stuck is their positions. Now that they are counted under Civialian Ships you can always disband them, but other empires won't.
essi2 Jul 14 @ 9:01am 
@Bladeofsharpness The number of traders varies alot, it gets crazier, which is also why I hope UI editting gets easier for modders in the future :)

@Zombie Cow I don't think it should, but no guarantees.
Zombie Cow Jul 13 @ 8:38pm 
If I want to remove this mod, will it corrupt my save that currently uses it?
BladeofSharpness Jul 12 @ 10:35am 
I find their number underwhelming (between 1 and 3 in my empire), is that possible to have more at the same time? That said, awesome mod, congrats for the good work.
PausePlay Jul 12 @ 8:26am 
Yo so I think this mod is pretty nice, but the ships keeping apearing and disappearing with a 5-10 sec life span. So yeah there is that also the name popping up in the civilian ships group is pretty annoying. Could you just get ride of that. We can't control them anyway.
Desimatorg[kiop] Jul 7 @ 5:13pm 
i will be unsubbed until currently being bombarded planets stop producing civ ships they will not auto go abck even so i have to stay there instead of capping multiple places at the same time
kyojin  [author] Jul 5 @ 9:15am 
@Wilm8 I've tried =( the interface is barely modable and even than pretty dificult. If anyone sees another mod or somewhere that has been able to do something like that please do let me know.

I've also tried adding them to other groups. For anything not a ship they just don't move. And I think people would be even more upset if I put them in the military group.
Wilm8 Jul 4 @ 2:52pm 
Would it be possible to create a new outliner group titled 'Trade Ships' and just place them in there? It would remove them constantly popping up and disappearing from the Civilian Ships section (which is annoying)