Stellaris
49 valoraciones
Enhanced Trade Districts and Designations
   
Premiar
Favoritos
Favorito
Quitar
Tamaño
Publicado el
Actualizado el
322.714 KB
30 OCT 2021 a las 7:26
15 JUN 2023 a las 11:24
19 notas sobre cambios ( ver )

Suscríbete para descargar
Enhanced Trade Districts and Designations

En 1 colección creada por corsairmarks
Corsair's Stellaris Mods
57 artículos
Descripción
Overview
Do you wish your Trade Capital, Trade Stations, and Commercial Ring Worlds had a little more "oomph?" Or maybe you're disappointed with how far ahead Ecumenopolis Commercial Worlds got with my mod Colony Designation: Ecumenopolis Commercial. Then this mod is for you! The Trade Capital, Trade Station, and Commercial Ring World colony designations now also boost the build-speed of commercial buildings and the relevant commercial districts by 25% as well as the overall trade value by 20%. That is the same boost as the Ecumenopolis Commercial designation.

Additionally, Trade Districts and Commercial Segments now provide more Merchant jobs and fewer Clerk jobs as long as the colony designation is Trade Station or Commercial Ring World respectively. But wait, there's more! MegaCorps and empires with the Merchant Guilds civic will find that more Merchants replace Clerks. But wait, there's even more! On ringworld Commercial Segments, MegaCorps replace a Clerk with a Manager and another Clerk with an Executive (all the Clerks need bossing around). And if that wasn't enough, we'll throw in positive interaction with the "Commercial Enterprise" tradition for another/more Merchant(s) and the "Trickle Up Economics" tradition for another/more Clerk(s).

Changes
Overwrites the Trade Capital, Trade Station, and Commercial Ring World colony designations and the Trade District (for both habitats and the special district for Origin: Shattered Ring) and Commercial Segment district. The colony designations enable some job swaps from Clerks to Merchants (extra swaps with the "Commercial Enterprise" tradition). The designations also provide a small amount of bonus trade if you meet varying hidden, trade-related conditions - see if you can figure them out. The districts themselves also swap jobs if the owner has Civic: Merchant Guilds, Civic: Corporate Dominion (for people who don't own MegaCorp), and MegaCorps.

Also updates the regular City districts to provide part of a Merchant or Executive job for Merchant Guilds, Corporate Dominions, or MegaCorps as appropriate when combined with the "Commercial Enterprise" tradition. Ringworld city segments no longer receive bonus clerks from the "Trickle Up Economics" tradition - instead, those clerk jobs are provided by the Commercial Segments.

Localisation
  • English by corsairmarks (author)
  • Polish (Polskie) by Gatzek
Compatibility
Overwrites the col_city, col_capital_trade, col_habitat_trade, and col_ring_trade colony types and existing trade-related districts: district_city, district_srw_commercial, district_hab_commercial, district_rw_city, and district_rw_commercial. This mod is separate from Colony Designation: Ecumenopolis Commercial because viewing Commercial Arcologies requires a UI mod, and this mod does not.

This mod will not work well with other mods that make changes to the same colony designations or districts. Overhaul mods commonly make changes to districts, but are more likely to overwrite the entire file. Due to how Stellaris file-loading works, change from this mod will overwrite code from full-file district overwrites and apply the version of commercial districts from this mod. That's good for this mod, but could interfere with other modifications made by other mods.

Compatible with Planetary Diversity and Gigastructural Engineering (does not modify Gigas districts, but does exclude these districts from spawning on the wrong things).

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

When to Install
This mod can be safely added to your savegame after the game has started. Because it adds gameplay objects, it should not be removed during a game.

Recommended Companion Mods
Known Issues
Overwriting a colony type or district produces an error log. Expect to see nine entries in error.log similar to these:
[00:52:16][game_singleobjectdatabase.h:165]: Object with key: district_city already exists, using the one at file: common/districts/10_trade_district_enhancements_urban_district_overrides.txt line: 5 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: district_srw_commercial already exists, using the one at file: common/districts/10_trade_district_enhancements_urban_district_overrides.txt line: 158 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: district_hab_commercial already exists, using the one at file: common/districts/13_trade_district_enhancements_habitat_district_overrides.txt line: 5 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: district_rw_city already exists, using the one at file: common/districts/14_trade_district_enhancements_ringworld_district_overrides.txt line: 8 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: district_rw_commercial already exists, using the one at file: common/districts/14_trade_district_enhancements_ringworld_district_overrides.txt line: 117 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: col_city already exists, using the one at file: common/colony_types/01_trade_district_enhancements_colony_type_overrides.txt line: 10 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: col_habitat_trade already exists, using the one at file: common/colony_types/01_trade_district_enhancements_colony_type_overrides.txt line: 66 [00:52:16][game_singleobjectdatabase.h:165]: Object with key: col_ring_trade already exists, using the one at file: common/colony_types/01_trade_district_enhancements_colony_type_overrides.txt line: 98 [00:52:17][game_singleobjectdatabase.h:165]: Object with key: has_trade_designation already exists, using the one at file: common/scripted_triggers/10_trade_district_enhancements_scripted_triggers_ai_overrides.txt line: 2
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
36 comentarios
Comrade Phoenix 10 MAR a las 11:59 
@Blorg: THANK YOU! I've been trying to hunt down the cause of that problem for so damned long!
Take the meds 29 SEP 2023 a las 14:38 
yo uh how are you gonna address the recent trade rework
Blorg 23 SEP 2023 a las 5:18 
This mod will make city districts disappear
corsairmarks  [autor] 18 MAY 2023 a las 21:57 
[quote]The colony designations enable some job swaps from Clerks to Merchants (extra swaps with the "Commercial Enterprise" tradition).[/quote]

It's in the description.
N3V3RFORGOTT3N 18 MAY 2023 a las 1:08 
ok it seems you have to have the colony designation set to trade for the jobs to change... i didnt see that anywhere in the post but i guess i missed it
corsairmarks  [autor] 17 MAY 2023 a las 5:39 
@N3V3RFORGOTT3N This mod contains no UI code and works just fine with UIOD or other UI-only mods.
N3V3RFORGOTT3N 16 MAY 2023 a las 11:23 
this doesnt work with UI overhaul dynamic?
PurplPanda 5 OCT 2022 a las 10:28 
Highly recommend playing this mod with habitat adjunct modules and expanded habitats. I haven't had any compatibility issues and it's perfectly balanced (80 merchants on one hab)
Unabashed 22 AGO 2022 a las 9:54 
Nah, they only add a special Planet Feature, Districts won't change
corsairmarks  [autor] 22 AGO 2022 a las 9:41 
@Unabashed I though Necro worlds ad their own city district type? Could also be that PD updated and I missed it.