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[Deprecated] Trade Lag Mitigation
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2024年12月27日 3時27分
2月20日 18時51分
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[Deprecated] Trade Lag Mitigation

解説
Deprecated
As of Stellaris 4.0, trade route no longer contribute to lag and this mod will no longer receive update. Thanks for all your support during this journey. This mod will remain published in workshop for compatibility reason to older versions of stellaris.

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://sp.zhabite.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)
人気スレッド 全て表示 (1)
1
1月18日 12時10分
Mod compatibility record and report
LennyTheLing
140 件のコメント
FancierImp 11 時間前 
o7
Mikeh 5月25日 1時30分 
o7
palinecko 5月20日 9時58分 
o7
Armorion 5月17日 6時46分 
o7
Teartime 5月16日 8時45分 
o7
d.kall 5月13日 19時05分 
o7, this was elegantly useful while it was needed so thanks for making it!
ldubose 5月11日 18時03分 
o7
vanillaification 5月6日 18時22分 
o7
PalmsAreSweaty 5月5日 17時54分 
Trade is linked with the number of populated worlds so yes @Xeonzs killing 80% of the galaxy can help as you are basically removing all the trade links connecting everything together.
RedDeath 5月5日 8時41分 
I think this mod has no use anymore? Trade is now a ressource