Stellaris

Stellaris

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Trade Lag Mitigation
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Dec 27, 2024 @ 3:27am
Feb 20 @ 6:51pm
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Trade Lag Mitigation

Description
Motivation:
Trade routes has appear to become a primary contributor to mid to late game lag. The path finding and trade protection calculation is suspected to be the main culprit behind the decrease in game speed.

Original Reddit post: https://www.reddit.com/r/Stellaris/comments/1b3cjrg/in_my_experience_these_are_the_biggest/

While there are other mods that deals with this issue, most either appear to be abandoned or deprecated, or too complicated and causes compatibility issues with other mods.

This mod aims to keep vanilla trade behavior, while at the same time keep compatibility with most other mods.

Design:
This mod applies a country effect to all countries at the start of the game that set starbase collection radius and protection range to 0.
The starbase in capital system gains a modifier that increase trade collection range to max. This eliminate the need of calculating trade route and trade protection.

Additional Changes:
The following has been changed due to becoming useless with trade route removable.

Trade hub: Increase trade value by 4
Hyperlane Registrar: Increase trade value by 6
Mercantile adoption effect: Increase trade value by 5%

Thanks to -F.T.L.- Solomun for the suggestion

If this mod is having compatibility issue with one of your overhaul mod, you can try the compatibility version here without those changes:
https://steamcommunity.com/sharedfiles/filedetails/?id=3403656496

Load order does not matter for compatibility version as no vanilla file is modified.

Known issue:
Trade pirate should no longer spawn with this mod enabled, since trade routes no longer exist.

Bug Report and Suggestions:
This mod is still in early development, so please report any bug you see to the comments or discussions.
If you have any suggestions to make the mod better, please let me know.

Mod compatibility:
Overwrites:
common/starbase_modules/trade_hub section.
common/starbase_buildings/warp_fluctuator section.
common/traditions/tr_mercantile_adopt section.

Should be compatible with most mods that modifies trade value.

FAQ:
Can this mod be added to old save?
This mod can be added without any further action required for singe player saved game.

For multiplayer saved game, there is an additional edict "Enable MP Trade modifier" that need to be activated. If you don't see the edict, it means either this mod has already been activated or there was an installation issue. Check your capital starbase trade collection range to confirm mod activation. (Thanks to 𝅳𝅳𝅳𝅳𝅳𝅳𝅳𝅳 for the suggestion)
Popular Discussions View All (1)
1
Jan 18 @ 12:10pm
Mod compatibility record and report
LennyTheLing
130 Comments
Xeonzs Apr 1 @ 3:21am 
Worked for me on a new playthrough.
I didn't particularly feel a performance difference, whereas after the contingency started neutron bombing 80% of the galaxy (thus eradicating all the pops) performance went up real fast.
So pops still seem to be the biggest performance hit.
I'll personally be unsubscribing as I kinda miss the trade route system, but I guess it's a good mod for those who really don't care about trading and just want to squeeze as much performance as possible out of the game.
LennyTheLing  [author] Mar 28 @ 6:57pm 
if it's still not working on your new run, check your edict page for "Enable MP Trade modifier". Activate the edict should fix most problems.
Fulcrum Mar 28 @ 6:51pm 
Alright, I double checked my load order (matches yours) and added the mod to my current game and it works fine. Then I started a new game to test and it doesn't seem to work, I let it run for a quick decade and my home starbase still had 0 collection range. I'm not sure why it works on my current game and not a new one, but I'm happy with that at least since the lag is way better!
LennyTheLing  [author] Mar 28 @ 1:54pm 
I started a run and there doesn't seem to be a problem. I set gigastructure on default setting.
The load order I used: UI overhual dynamic, UI overhual dynamic tiny outliner, gigastucture engineering 3.14, Technology Ascendant, Better AI economies, Trade Lag mitigation.

If you click on trade view, you should notice your home world station have 150 trade collection range. If not, then something is probably wrong.
Fulcrum Mar 28 @ 8:37am 
Current version of the game (no betas) and Trade Lag Mitigation (I just reinstalled both today). I am also using Gigastructures, Technology Ascendant, and Better AI Economies. Trade Lag Mitigation is loaded last, after the other 3 mods.
LennyTheLing  [author] Mar 27 @ 7:26pm 
can you provide a little bit of detail on what mod and what version of game you are running? I weren't able to reproduce this issue on last update.
Fulcrum Mar 27 @ 3:00pm 
This mod seems to make trade impossible to collect, no matter what I do or build my home system has 0 of its 82 trade income being collected in a completely new game. The capital starbase doesn't seem to gain any modded collection modifier, but the vanilla system is also gone.
NovaSpartan07 Mar 27 @ 9:32am 
Has this mod had any breaking effects on mega corps or trade heavy empires in terms of their trade production?
LennyTheLing  [author] Mar 26 @ 2:27pm 
My current plan is to deprecate this mod when next patch drops. Unless paradox somehow royally trashed the new update, we hopefully won't need to use this mod again.
Average Ligurian Mar 26 @ 12:05pm 
Paradox is changing the system so let's hope this mod won't be needed anymore after the update