Stellaris

Stellaris

Civilian Trade
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Update: Sep 28, 2017 @ 5:16am

Update is out!

Nothing big this time around. There haven't been a lot of modding changes that have affected this mod. I did try and fix some of the bugs you guys reported after the last patch.

> Fixed trade ships despawning before even leaving the system
> Fixed some numbers for bonus to make them make more sense

___

I wasn't able to reproduce the transport bug some people talked about, so here's hoping it was fixed somehow in the patch.

Let me know of any other bugs and such you guys find!

*Trade ships still appear in the outliner under civilian ships. This is intended and a result of making the mod small/less complex. I do apologize if it is a little annoying.

Update: May 9, 2017 @ 7:56am

Update for 1.6.0 Adams:

Civilian ships will appear at the bottom of the civilian outliner.
Switched to using the new pop_growth_speed modifier.

Update: May 2, 2017 @ 9:06am

Fixed the Leader Killing bug!

Update: Apr 20, 2017 @ 8:49am

Initial Upload

Update: Apr 20, 2017 @ 6:54am

Trade ships should no longer spawn in systems with hostile ships or fly to systems with them.

Update: Apr 18, 2017 @ 10:39am

Fixed the trade ship limit to actually work, there is a limit of 20 ships.

Update: Apr 17, 2017 @ 10:34am

Added Russian Localization
Capitalized the F in foreign
Fixed Foreign Trade Network bug
Trade ships now have a timer on them that will kill them after 30 days
Trade is no longer tied to Factions

Update: Apr 16, 2017 @ 1:19pm

Compatibility fix for the modifier frames with Guilliman's Planet modifiers mod.

Update: Apr 16, 2017 @ 11:19am

Civilian Trade for the Banks update 1.5.1

The mod has basically been completely rewritted 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.

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)
> Foriegn planets will recieve "Foriegn trade" which includes a small does of xenophilie 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.


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I think this version will also be a bit better on frame rate since the number of ships will be slightly lower ovrall 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 absolutly blowing up.
The trade ships are also regualr 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 curretly you don't have to do anything, it all runs in the background basically. Desicsions 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 seperate 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 damands
> Events



Localizations:
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: English
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.

Update: Dec 7, 2016 @ 9:38pm

Initial Upload