Stellaris

Stellaris

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!TPRPF (OBSOLETE)
   
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15 Dec, 2018 @ 2:56pm
19 Jan, 2019 @ 6:34am
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!TPRPF (OBSOLETE)

Description
NO LONGER NEEDED WITH 2.2.4b (2.2.3 is probably fine too, but 2.2.4b offers huge performance increases so use that) Accordingly, this mod is now unsupported. The mod is safe to remove from existing saves; if you happen to have been reliant on the trade hub buffs for consumer goods or something the trade hub buffs only mod is linked at the very bottom of this page.

Eliminates late-game lag caused by the trade system (Will not work miracles and make large late-game galaxies buttery smooth).

Change notes are extensive and detail every change this mod makes.

Compatible with 2.2.X.(Versions after 2.2.2 are unsupported; however they should also be unneeded.)

The original trade system is still in tact. The primary difference is that modules will not extend range.

This mod adds 1 collection range and 1 protection range to outposts while removing all collection range and protection range values from starbase modules and buildings. Other changes were made to balance out the loss of collection and protection range and are listed below.

The reason for this is that each starbase with additional protection/collection range seems to calculate its own pathfinding for collection and protection range individually on a daily basis which can cause massive late game lag especially with gateways and wormholes. The issue is more pronounced with mods, where this can cause egregious amounts of lag.

When using NSC and loading one of my Solar Strongholds with nothing but Trading Hubs my game slowed to a crawl with each day tick taking roughly 2-3 seconds each; furthermore, from what I've read on the forums even vanilla has this issue when enough starbases with range extending modules are built. After implementing the changes in this mod, the lag disappeared entirely.

I hope that Paradox addresses this issue, and I plan on discontinuing this mod when they do.
It seems like Paradox did indeed address the issue in patch 2.22; however, some users still report issues even with the patch, so I will still be maintaining this mod.
They finally did it! At the very least, any current performance issues are far out of the scope of this mod and my own capabilities as a modder.

tl;dr

Outposts
  • +1 Collection Range
  • +1 Protection Range
  • Outpost icons now visible on the galaxy map (this allows you to link them up to your trade hubs without upgrading the starbase); otherwise, trade cannot be manually routed through outposts.

All Starbase Modules/Buildings
  • Collection Range removed
  • Protection Range removed

Trading Hubs
  • +5% System Trade Value
  • +1 Trade Value

Strike Craft
  • Piracy suppression added to all strike craft (see change log) Piracy suppression won't be visible in fleet designer; however, the total piracy suppression value will be visible on the finished ships themselves and in the shipyard (This should allow hangar bay equipped defense platforms to substitute for trade protection for outposts without being an outright freebie).

Trade value on outposts MUST be manually hooked up to trade routes with your trade capital (or other stations if you'd prefer to more finely tune which routes they go along). Upgraded star bases will automatically route trade value to your trade capital as per usual.

What This Means for Gameplay
The removal a core mechanic to the trade system (range) means that you will have to adjust your trade routes if you're installing this mod on an old save. Piracy protection range is no longer extended from stations nor is collection range; however, outposts can now collect trade. For trade value on outposts, the trade routes must be manually routed to your trade capital or another trade hub connected to your trade capital through the trade map mode. In addition, you will need to either upgrade outposts along your trade routes or protect them with ships (ideally corvettes) to keep piracy down due to the removal of protection range. You cannot handle trade the same way you would in vanilla.

I usually play as follows:
  • Trade Ports are placed in populated systems to take advantage of the trade hub trade value buffs
  • Bastions are used solely for border areas and along very high value trade routes

Built-in mod support for (-NSC2 Season 2 - Finale - Mod Version 2.5.x-)
Built-in mod support for Extra Ship Components 3.0
Built-in mod support for The Zenith of Fallen Empires: Ancient Cache of Technology
Built-in mod support for At War: Starbase Improvements

Starbase Extended Compatibility Patch Here
Extra Ship Components 3.0 - Overwrites Compatibility Patch Here
Expanded Stellaris Traditions Compatibility Patch Here

Compatibility patches aren't neccessarily required for compatibility; however, they extend this mod's functionality to their respective mods. The exception to this is Extra Ship Components 3.0 - Overwrites Compatibility Patch which is required for full mod functionality across both mods.

Trading Hub Buffs Only Mod Here
Trade Hubs Lite Here

Works with old saves.
Ironman incompatible.
Popular Discussions View All (1)
0
7 Jan, 2019 @ 9:59am
Strike Craft Piracy Suppression Values
Tunafish76
233 Comments
Hurminal 21 Feb, 2021 @ 1:34am 
obsolete my ass
Hurminal 31 May, 2019 @ 12:46pm 
playing in 2.2.7 guess what, this is still needed
do not for any reason unsubscribe from this mod, it is essential for you to play the fucking game at all
RECKLE$$ 28 Mar, 2019 @ 7:44pm 
so this is still being used for 2.2.6, does it solve the issues more or less. should i bother coming back to the game
Maximus 14 Mar, 2019 @ 7:54am 
so needed cause 2.2.6 is even more broken XD
aZmoDen 5 Feb, 2019 @ 3:37pm 
actually, in my opinion, this mod IS needed.
I am running 2.2.4b and the lag at 2260 is almost impossible to deal with.
8 seconds per day, 3 second pause before each day runs.
After installing this mod again, im down to 5-6 seconds a day, and 1-2 second pause.
Thats a 25% increase in performance.
aZmoDen 5 Feb, 2019 @ 3:27pm 
im still getting horendous lag with the 2.2.4 patch.... im going to try this again see if it helps
Vaeringjar 26 Jan, 2019 @ 6:44am 
same, thanks for the mod and praised be the worm
*praises worm*
ParagonRenegade 19 Jan, 2019 @ 10:28am 
Hey, thanks for doing this. It's no longer needed, but it was a godsend while the problems lasted.
Tunafish76  [author] 19 Jan, 2019 @ 5:29am 
Oh yeah that's the mod the other guy had issues with (not that it matters anymore I suppose with this mod effectively being obsolete now). Glad to have been of help though! Personally I'm quite glad to finally be able to wrap up my MP game after a 1 month hiatus lol.
eldiabs 18 Jan, 2019 @ 12:57pm 
Yeah seems like pops were the biggest issue. I'm not even sure this mod is needed anymore with the test branch. Have not been using in my current tests and there aren't any issues. In fact I'm getting incredible performance increases on 2.2.4. on normal speed all the way into the 2400s. Seems like they really hammered it out. Still needs improvement, but at least it's playable. Fast and very fast speeds still suck a bit when comparing with 3dstats command, but at least normal works fine.

To answer your question. I am using this autoexplore mod.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1394094004

Thanks for your work on this mod. Guess I don't need it anymore with the recent fixes, but your mod allowed me to at least enjoy the game to a degree. Appreciated!