Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Invalid Scope type for trigger 'is_ai'. file: scripted effect kiyo_trade_calculate_resources at file: events/roci_trade_orbit_events.txt line: 236 line: 1.
Current Scope: fleet
Supported Scopes: country
Why wouldn't it be?
货运船能否接入现有的行商体系呢?
For example, freighters are allowed to build a limited number of exclusive caravan space stations in starfields, and the empire trades freight through control of the caravan space stations ( just like mercenary city-states).
例如,允许货运船在星域建造限量的专属行商空间站,帝国通过控制行商空间站来进行货运贸易(就像佣兵城邦)。
could you have this summerized so we could still read the other stuff that is still in that menu item but now moved out of sight because of all the factory stuff?
I don't think edict cost is anywhere in vanilla? But I can change it so this isn't affected.
I can add a periodic recheck of existing fleets to redo the count.
Maybe it's because of my other mods, however it seems to me that the Expand Trade Fleet edict is currently broken. It does not close after choosing an option effectively allowing you to expand it as many times as you want without additional cost. The limit for the Fleet size also seems to not be an actual limit there, just that the game crashes if you expand the fleet above the limit.
Also minor issue but since you can get 750 CG and EC refunded once opening it, if you have decreased edict cost somehow you effectively gain resources out of nothing,
Additionally, because of an event all my Colony Ships got disbanded, including the Trade Fleets. However, that means I now can't build any new ones since the limit didn't recognize that. Don't know how practical it would be, but maybe a button or something that allows you to reset them would be nice. But eh, maybe this is just because of my excessive modding.
Thanks a lot for making such a great mod!
Still rate this mod to be very helpful on the long run, but players have to be very patient before trying to push things on day one.
Anyway like I said - it’s just an idea. I still love this mod as it rewards not-Uber-specializing planets.
Appreciate the discussion !
I don't think that makes any sense at all.
Any resources produced by your trade policy is not produced at the planet. It's produced at the empire level.
Trade value has to be brought back to the capital to do anything.
发现一个只要打开“内阁”界面就会引起闪退的未知问题。关闭这个MOD后就正常打开“内阁”界面。
And I confirm that I correctly subscribed to the front module - "! !Universal Modifier Patch"
After game start, you can disable it by using this in the console
effect set_global_flag = no_shipping
There are plenty of places where it makes sense to get a buff from. The main problem is the overwriting to make it say it does. I can't do that conditionally, which means I have to add the modifiers silently through script.
My point about research is just that it doesnt make sense for ships to remain the same sizes as they are at the start of the game. especially with the galactic economy slowly becoming bigger and bigger (think about how large cargo ships are now compared to ww2)
Also other than research is there no options for buffs in Trade federations, that would make sense or perhaps decrees in the galactic community which would buff or nerf the trading.
Anyway im not trying to criticise, just saying hiw great the mod is and hope you keep working on it.
That is correct. The setting says it only affects Planet Build Speed and Assembly.
Correct. If you don't have enough IP, it reduces assembly speed instead. The bug is that it doesn't apply this malus while Production Boost is active.
I'm having some trouble deciphering where it goes and which planets it comes from, alongside having trouble regulating Industrial Production away from a planet.
Also it seems like the Ship Construction Speed modifier on the empire is not affected by the setting at game start pertaining to initial malus towards building speed (ie even on realistic, I still get to build at 100% speed at game start).
Finally the assembly boost is inverted and decreases assembly speed instead of increasing it.
Now this one is prob the hardest to do but under megacorps having merchant cargofleets transport stuff would be sick
The AI already has this. IIRC it just picks the closest target above a certain value. I could allow that to be enabled for player empires.