Stellaris

Stellaris

Colony Designation: Ecumenopolis Commercial
23 Comments
spectre199 Jan 30, 2024 @ 5:01pm 
will this work with the newest update?
The_Last_Mando Sep 14, 2023 @ 8:51am 
pls Update
corsairmarks  [author] Jun 11, 2023 @ 6:53am 
@MinedMaker It's intentionally strong at trade value - a key downside of trade is needing to provide anti-piracy protection (up until gateways, at least). Also a lack of scaling technologies. Compared to technicians, merchants generate more in raw value, but they have much more upkeep (and the districts require a strategic resource to build and for upkeep).

In the spirit of this mod being particularly strong, I added similar tweaks for other trade districts in this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2641081470
MinedMaker Jun 11, 2023 @ 3:55am 
This seems like a really obvious feature to add to the game and I'm glad you did. A little worried about how the balancing works out though. Is that something you've thought about. We are essentially just printing money at this point, no?
ꜰᴀʏʙʀ May 29, 2023 @ 10:01pm 
It baffles me that ringworlds have more merchants than an ecumenopolis in the base game. I'm glad someone sees the same problem as I did.
Journeyman Prime Apr 22, 2023 @ 11:05am 
Finally, real capitalism has been tried!
corsairmarks  [author] Oct 26, 2021 @ 8:15pm 
@NCTribet (part 2)

Thanks for the offer to help localize the mod into Russian! Contact me on Discord at corsairmarks#7344. If you want to get a head start, copy the English file from the mod's localisation folder and replace the English with Russian. I reuse some existing translations from the game - for English there aren't word gender and case to worry about, but I'd love to make sure all of the descriptions for this mod are as good as we can make them. If you're a modder yourself, you can upload a localisation only mod and I'll link it in the description, otherwise I am happy to put it directly into my mod's code.
corsairmarks  [author] Oct 26, 2021 @ 8:14pm 
@NCTribit Yes the district can only be constructed when the Ecu is set to the Ecumenopolis Commercial designation.

This isn't a direct copy of the ringworld commercial district and I intended for this one to be slightly stronger in terms of the amount Merchants a player can acquire. As a comparison, Ringworld Commercial districts can have up to 4 Merchants (with the Commercial Enterprises tradition) and this district can have up to 8 with the colony designation, tradition, and civic; or a more normal 4 with the tradition plus a different Ecumenopolis designation. I suppose I could release upgraded Trade districts for ringworlds and habitats too - I'll put that on my list. And I should probably tone down the free trade value from the district itself - a 50% cut is probably more sane.
NCTribit Oct 26, 2021 @ 5:07pm 
Trade districts available only when Arcology type Trade was selected?
I think Trade districts on Arcology is unbalanced now, this is copy of ringworlds trade districts? Ring world (one section) can have only 10 districts, Arcology can up to 30! It’s to strong.

Russian localisation is absent, I want help with this.
corsairmarks  [author] Oct 19, 2021 @ 12:04am 
@Kane No technical limitation why - I just coded it that way. I'll check into what adjustments I can make to have it work with capitol Ecus.
Kane Oct 18, 2021 @ 9:28pm 
Feels like this mod fills a hole for me, wanting a 100% pure trade ecumenopolis as capital. the problem is... 'capital' :D
is there any way to make the district also possible to build on capital world ecumenopolis? or is this some hard technical limitation :)
nonetheless great mod ^^
doctornull Sep 30, 2021 @ 12:19pm 
Ah gotcha. That's the same box for unavailable districts which you get when you create a Resort World, guess it means "you could build this but not now".
corsairmarks  [author] Sep 30, 2021 @ 10:53am 
@doctornull - yes - that is what it looks like when you can't build any. I'm not sure why the game adds such a large, ominous box. But yes, the colony designation enables the district. If you switch away you can keep any you built, but the lose a Merchant job.
doctornull Sep 29, 2021 @ 5:17pm 
Oh wait, I hadn't used the Designation.

Is that just what the district looks like without the Designation?
doctornull Sep 29, 2021 @ 4:07pm 
That's reasonable.

I'm seeing an incompatibility with Planetary Diversity, which adds more Arcology types but also adds an "Industrial Arcology" district to vanilla Ecu.

When I use both it and your mod, my Ecus look like this:
https://imgur.com/a/a1UGgjP

... and I can't build Commercial Districts.
corsairmarks  [author] Sep 28, 2021 @ 11:13pm 
I should add - I did recently upload the new version of this mod, with a custom Commercial Arcology district. Id work similar to how you propose, but takes into more things to potentially have up to 6 merchants per district.
corsairmarks  [author] Sep 28, 2021 @ 11:12pm 
@doctornull My goal was to not override the districts file with this mod. It's easier to create a new district type and maintain compatibility, rather than altering an existing one.
doctornull Sep 28, 2021 @ 7:30pm 
Maybe have the Mercantile tradition give +1 Merchant to Ecu City districts, and the Trade Designation give another +1 Merchant and +5 Clerks?
titanmode50 Sep 18, 2021 @ 10:05am 
ngl I read this as "colony designation: Ecumenopolis Capital"
corsairmarks  [author] Sep 15, 2021 @ 6:04pm 
Looks like I released this mod just in time for it to be largely irrelevant in 3.1 - the default Ecumenopolis colony type now offers the same trade bonus.

I might take a look at designing a pecial commercial district type or maybe some jobs waps to Merchant to make this one stand out more.
Baka Racker Sep 12, 2021 @ 1:59pm 
It'll be nice to have another designation type for ecu's, thanks!
corsairmarks  [author] Sep 11, 2021 @ 8:08am 
@Robokiller 2500 You are welcome!
Robokiller 2500 Sep 11, 2021 @ 2:21am 
Thank you!