Stellaris

Stellaris

Enhanced Trade Districts and Designations
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Update: Jun 15, 2023 @ 11:24am

7.0.1 Make code more flexible, where possible, with primitive country types

Update: May 9, 2023 @ 2:59pm

7.0.0 Update for Stellaris version 3.8 "Gemini"

  • Integrate underlying game changes
  • Add an override of the new "Trade Capital" colony designation - add all the related bonuses from the enhanced trade designations
  • Account for the new "Trade Capital" colony designation in enhanced trade districts

Update: Apr 27, 2023 @ 10:32pm

6.0.2 Improve built-in support for Planetary Diversity (support warform planets)

Update: Mar 14, 2023 @ 10:51pm

6.0.1 Adjust dynamic building weight - custom and overridden colony types now value building the same as built-in colony types

Update: Mar 14, 2023 @ 7:41pm

6.0.0 Update for Stellaris version 3.7 "Canis Minor" - integrate underlying game changes

Update: Feb 14, 2023 @ 8:41pm

5.1.0 Improve built-in support for Planetary Diversity

Update: Jan 9, 2023 @ 8:40pm

5.0.0 Compatibility triggers

  • Add a compatibility trigger for other mods to check whether this one is active
  • Consume the compatibility trigger from another mod
  • Remove old compatibility global flag

Update: Dec 16, 2022 @ 12:16am

4.0.0 Update for Stellaris version 3.6 "Orion" (and changes from version 3.5 "Fornax")

  • Bonus clerk jobs are now tied to the tradition Trickle Up Economics instead of Interstellar Franchising
  • Add override of new built-in trigger has_trade_designation, consume it for trade colony automation
  • Trade planet automation cooperates with my other trade-related district mods
  • Integrate underlying automation plan and colony designation changes
  • Integrate underlying district changes

Update: Jun 17, 2022 @ 2:18pm

3.2.0 The Urban World colony designation requirements more accurately reflect the base game: it can be used on any planet which is not an ecumenopolis, habitat, or ringworld

Update: Jun 8, 2022 @ 10:13pm

3.1.0 Balance update - reduce the overwhelming Trade Power™ generated for minimal effort and also simplify triggered job swaps

  • Update support for Planetary Diversity and Gigastructural Engineering
  • Reduce the amount of free MegaCorp job swaps; post-unity-rework they are much more powerful than in the past
  • City districts grant 1 Merchant job per 4 districts for regular and MegaCorp empires, instead of substituting Executives for MegaCorps
  • Simplify the Merchant/Executive/Manager jobs swaps for commercial districts - things got a little out of hand
  • Add custom descriptions to the commercial districts, describing the job shift(s)