Stellaris

Stellaris

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[Deprecated] Trade Lag Mitigation
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2024 年 12 月 27 日 上午 3:27
2 月 20 日 下午 6:51
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[Deprecated] Trade Lag Mitigation

描述
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)
热门讨论 查看全部(1)
1
1 月 18 日 下午 12:10
Mod compatibility record and report
LennyTheLing
140 条留言
FancierImp 16 小时以前 
o7
Mikeh 5 月 25 日 上午 1:30 
o7
palinecko 5 月 20 日 上午 9:58 
o7
Armorion 5 月 17 日 上午 6:46 
o7
Teartime 5 月 16 日 上午 8:45 
o7
d.kall 5 月 13 日 下午 7:05 
o7, this was elegantly useful while it was needed so thanks for making it!
ldubose 5 月 11 日 下午 6:03 
o7
vanillaification 5 月 6 日 下午 6:22 
o7
PalmsAreSweaty 5 月 5 日 下午 5:54 
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 上午 8:41 
I think this mod has no use anymore? Trade is now a ressource