Stellaris

Stellaris

Enhanced Trade Districts and Designations
36 Comments
Comrade Phoenix Mar 10, 2024 @ 11:59am 
@Blorg: THANK YOU! I've been trying to hunt down the cause of that problem for so damned long!
Take the meds Sep 29, 2023 @ 2:38pm 
yo uh how are you gonna address the recent trade rework
Blorg Sep 23, 2023 @ 5:18am 
This mod will make city districts disappear
corsairmarks  [author] May 18, 2023 @ 9:57pm 
[quote]The colony designations enable some job swaps from Clerks to Merchants (extra swaps with the "Commercial Enterprise" tradition).[/quote]

It's in the description.
N3V3RFORGOTT3N May 18, 2023 @ 1:08am 
ok it seems you have to have the colony designation set to trade for the jobs to change... i didnt see that anywhere in the post but i guess i missed it
corsairmarks  [author] May 17, 2023 @ 5:39am 
@N3V3RFORGOTT3N This mod contains no UI code and works just fine with UIOD or other UI-only mods.
N3V3RFORGOTT3N May 16, 2023 @ 11:23am 
this doesnt work with UI overhaul dynamic?
PurplPanda Oct 5, 2022 @ 10:28am 
Highly recommend playing this mod with habitat adjunct modules and expanded habitats. I haven't had any compatibility issues and it's perfectly balanced (80 merchants on one hab)
Unabashed Aug 22, 2022 @ 9:54am 
Nah, they only add a special Planet Feature, Districts won't change
corsairmarks  [author] Aug 22, 2022 @ 9:41am 
@Unabashed I though Necro worlds ad their own city district type? Could also be that PD updated and I missed it.
Unabashed Aug 22, 2022 @ 7:07am 
Removes City Districts on Necro Worlds, works otherwise fine with Planetary Diversity.
Omicron Jun 11, 2022 @ 2:03am 
I also would have expected a larger drop in unity. Not sure what happened there. Maybe the numbers were already partially changed upon loading the save? Although the jobs hadn't been swapped from old to new at that point. So I really don't know, sorry.
corsairmarks  [author] Jun 10, 2022 @ 11:14am 
Also re: Subtle Polish sub-mods and working together: I actually make Subtle Polish by putting all the relevant sub-mods in the same mod folder - I don't even merge the files. I designed them to be a la carte first, then combined for convenience.
corsairmarks  [author] Jun 10, 2022 @ 9:22am 
@Omicron yes loading just rhe submods you want will work. A couple require merging, although I can't remember which ones. Most of the conflicts were eliminated on Stellaris 3.3 "Libra" and the two the conflict on military service are built to work together w/o using a merge tool.

I'm surprised you ended up with more Merchants - I eliminated all the double-dipping that MegaCorps got for trade-designated colonies. Also almost all of the Manager/Exec swaps were removed, which should have reduced unity output quite a lot.
Omicron Jun 10, 2022 @ 6:25am 
Curiously enough, though, I didn't lose much output. Total trade went from 500 to 490, probably because I now have *more* merchants than before, not fewer. Unity dropped some 10 points as well, but for a megachurch that's a drop in the bucket. Other resources dropped a bit due to less happiness due to unemployment. If I build a pair of temples to re-employ the four specialists, I might actually come out ahead.

I would consider this better than before - it's more plausible to the player, more discoverable, and doesn't do plain silly things like turning colonists into executives anymore. Ultimately though I still think this is a bit too powerful for my tastes.

Uninstalling Subtle Polish and loading just the individual submods I want should work fine, right? Or do some of them require active merging to be able to work together?
Omicron Jun 10, 2022 @ 6:25am 
Okay, I can only test with habitats, as my ongoing game is a void dweller and still fairly early.

My newest habitat has only one trade district and nothing else in it, 5 pops, and the trade habitat designation.

Job slots before update: 2 merchants, 2 executives, 2 managers
Job slots after update: 3 merchants, 2 colonists, 2 clerks
Job slots with default habitat designation: 2 merchants, 2 colonists, 3 clerks

Looks like your changes are working. And as a bonus, the planet view no longer needs to be closed and reopened to show changes after swapping designations :)

As a side effect of the transition, I now have 4 rulers and 4 specialists unemployed across 3 habitats as Stellaris tripped over itself trying to figure out the reassignment.
corsairmarks  [author] Jun 9, 2022 @ 1:27pm 
@Omicron I pushed my changes - let me know what you think. I also applied similar changes to my related mods (More Standard Districts and Colony Designation: Ecumenopolis Commercial).

Boils down:
1. Merchant Guilds/MegaCorp: -1 Clerk/+1 Merchant as a perk of being commerce-focused
2. "Trade" colony designation for any empire: -1 Clerk/+1 Merchant (stacks with the above bonus)
3. Shattered Ring World Trade District only swaps a clerk for Merchant if the empire had both the +Clerks and +Merchants traditions since it has only 1 Clerk job to start
4. Ecu/Ring World: -2 Clerk/+2 Merchant instead of -1/+1
5. Ecu/Ring World: MegaCorps get -1 Clerk/+1 Manager and -1 Merchant/+1 Executive instead of -2 Clerks/+2 Merchants for the "free" swap, but still get -2 Clerks/+2 Merchants for the designation swap
6. Localisation is adjusted to show the designation-based job swaps just like Industrial Districts
corsairmarks  [author] Jun 8, 2022 @ 12:32pm 
I asked for the feedback so I'm happy to receive constructive criticism.

As for goals - I like the idea of having more dynamic job swaps, which is why there's the designation-based swap. In the code I am working on, I eliminated the double buff situation: all empires swap 1 clerk to a merchant with the designation change.

On top of that, I was interested in boosting merchant/megacorp empires and their interest in building commercial districts, so (most) trade districts will also swap a clerk for merchant for them w/o any designation change (and they can also benefit from the designation swap -1/+1).
Omicron Jun 8, 2022 @ 1:16am 
(Note that I'm not trying to be overly critical here - I just don't know what your ultimate goal is with the same surety that you do in your own head, so I want to throw up these questions and encourage you to find answers to them that align with your vision :) )
Omicron Jun 8, 2022 @ 1:16am 
So as far as I understand, your mod would by default swap one clerk for a merchant if the trade designation is chosen, or two if the empire is a megacorp or merchant guild? And not do anything else anymore?

Well, that's certainly more balanced than now. But is it strictly necessary to give an extra bonus to megacorps/merchant guilds?

Is your goal to make an underused designation more attractive to use? That is already achieved by giving a free merchant swap. It's a very attractive perk, one worthy of a tradition pick (and one of the stronger ones at that). It is attractive even to normal empires, but it's megacorps and other trade-focused builds who will benefit the most. What's the rationale then for doubling up on buffing megacorps? Additionally, why should the trade designation work in a way that no other designation does, and change its effects by government type?
corsairmarks  [author] Jun 7, 2022 @ 2:32pm 
@Omicron I added the free Executive and Manager job swaps for MegaCorps before the unity rework. Managers produced society research and were as "meh" as Culture Workers, and Exec were Admins that produced less unity/amenities for more trade. Given that those jobs are now both very good, I definitely agree the free swaps should be eliminated on my various trade districts.

Do you think that would balance it out enough? Then all empire types would receive the same Clerk-to-Merchant swaps (MegaCorps and Merchant Guilds would still get more than standard). Merchants produce 3x the trade of a Clerk, but cost 2 CG for upkeep which is equivalent to 4 Trade when used with the Consumer Benefits economic policy. Clerks gain bonus trade (4->5) from Trickle Up Economics and amenities (2->3) from the Giga Mall orbital ring building and Merchants do not. Upgrading +5/+3 to +12/+3 (total of +7 trade, or a net of +3 if you're using Consumer Benefits) seems more fair.
corsairmarks  [author] Jun 7, 2022 @ 10:48am 
@Omicron The job UI not updating immediately is just part of Stellaris. The script for these swaps works the same as industrial districts. I believe the "close and reopen" issue you describe, happens when a planet goes from 0 merchants to more than 1 (or more than 1 to 0). I experienced something similar while testing one of my other job-swapping mods.

I can add more UI descriptions about the swaps. For now, it's in the flavor text of the colony designations, and some (if not all) the trade-related districts.
Omicron Jun 7, 2022 @ 3:42am 
Well, the designation itself doesn't state it swaps jobs around, so I did not expect it to. And the thing is, when you select the designation, you don't see it swap jobs around. It's not like with the forge world and factory world designations, which both state the swap jobs, and which visually update the jobs when you manually reassign a pop.

I spent a good while being confused about why some of my habitats had more merchants than others, despite nothing I did in the planet interface having any effect. Like, changing the designation away from trade doesn't remove the extra merchant as long as the planet view window is open. Not even when you manually switch pops around.

The display of jobs only changes if you completely close the planet view and then reopen it. Then I could see that something had changed when I changed the designation. But it took a while for me to cotton on to that.
corsairmarks  [author] Jun 7, 2022 @ 12:28am 
@Omicron I will definitely take another look at balance. I've been playing unmodded while I got all the achievements and MegaCrops are very strong. As for not displaying the existing job swaps - what seems to be the issue there?
Omicron Jun 6, 2022 @ 12:56pm 
I'm just coming fresh out of a savegame I started with a void dweller megachurch, and I have to ask... could you possibly tone this down a good bit? Perhaps remove the additional job replacements, as it is not displaying correctly in the first place?

Trade-focused Megacorps are already a meta build in vanilla, and with this buff, it practically obsoletes any and all districts on habitats that are not 100% research or 100% trade. I found myself with no need to ever build anything else.

I mean... If this is intentionally meant as a major power fantasy for trade builds, okay, fair. But I wasn't expecting something quite like this from a mod titled "Subtle Polish"... this really isn't subtle at all. I think I'm honestly considering uninstalling it even though I play exactly the kind of empire for who this mod is made. It's just too much.
corsairmarks  [author] Apr 22, 2022 @ 10:33pm 
@PurplPanda what do the description, change notes, and the Stellaris Launcher say about that? ;)

Yes this it up-to-date with the current revision of 3.3
PurplPanda Apr 15, 2022 @ 8:46am 
Does this still work with 3.3?
corsairmarks  [author] Feb 2, 2022 @ 5:26pm 
@Wilmfe23 thanks for the suggestions - I'll take another look at trade-related jobs and see if there's a niche for a Specialist-tier trade job.

As for altering the balance on Clerks - due to how Trade and Amenities aren't "resources" in the game sense - it is challenging to work with those values dynamically. However, the upcoming 3.3 update improves the moddability of existing jobs - it will be possible to release a mod with just an altered Clerk job (instead of all worker jobs) and I think I can explore that idea further then.
Wilmfe23 Feb 2, 2022 @ 12:47am 
I really would like something like a manager or something like that. Maybe most appropriate to call it a merchant and rename the current merchant to like director or something. Just a specialist class focused on providing trade. Something stronger than a clerk but not quite as strong as a merchant.

Also one feature I've been looking for, for a while is the ability to change the ratio of amenities and trade value from clerks.
Mad Cow Nov 6, 2021 @ 12:17pm 
My personal hero.
corsairmarks  [author] Nov 6, 2021 @ 11:11am 
@ModCow94 I think that must be the default for Discord. I accepted your friend request but your comment here also gives me enough to get started.

Adding trade (in general) to Gestalts isn't something I want to tackle, but I can get the rest of the districts set up across the existing district_sets.
Mad Cow Nov 5, 2021 @ 10:52pm 
In short, I'd like to port the habitat trade, research, and leisure districts for use on regular worlds. I think if the exact designations are used the AI will understand their function (or it may simply be needed to be included in the district code, you'd know better than I would). Gestalts can be excluded from trade districts are discretion. And yes, I use the Bigger Planets mod which has a scrollbar for districts. My personal mod uses the "more than 1 district" uses 3/14 display and allows up to 20 buildings. Once those districts are standardized, it opens up more options for world customization.
Mad Cow Nov 5, 2021 @ 10:52pm 
FYI: After I found you and messaged you, your discord is set to only accept from friends or people I share channels with. LOL. I <3 the internet.
Mad Cow Nov 5, 2021 @ 10:20pm 
Discord can't seem to find you. I'm fairly rookie/nub at it. Me: MadCow99#4560
corsairmarks  [author] Nov 5, 2021 @ 8:06pm 
@Mad Cow I can, but without a UI mod you won't be able to see more than 5 district types.

Message me on Discord at corsairmarks#7344 so I can double check what you're looking for.
Mad Cow Nov 5, 2021 @ 4:35pm 
Since you seem to be the modder who is like Santa Claus to me, thinking of everything I want, any chance you could whip up a tiny mod that gives commercial/trade districts on normal worlds? (to non-gestalts, obviously). I think trade, research, and "culture/leisure" districts are definitely a thing that should happen, but every mod that seems to agree with me has like 40 other district types instead of keeping it simple.