Stellaris

Stellaris

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Trade Lag Mitigation
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27 Dec, 2024 @ 3:27am
29 Dec, 2024 @ 1:23am
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Trade Lag Mitigation

Description
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.

To compensate for trade hub becoming useless, trade hub now gives 4 trade value instead of increasing trade collection range.

Known issue:
Trade pirate should no longer spawn with this mod enabled, since trade routes no longer exist.

Bug Report:
This mod is still in early development, so please report any bug you see to the comments or discussions.

Mod compatibility:
Overwrites common/starbase_modules/trade_hub 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 to single player save file. Multiplayer saves still need to add this at game start.
I am looking for a way to make this work with multiplayer save file without adding a monthly/yearly check, but I don't have any idea yet.
Popular Discussions View All (1)
0
31 Dec, 2024 @ 2:43pm
Mod compatibility record and report
LennyTheLing
39 Comments
FunnelVortex 9 hours ago 
I feel like this fundamentally changes a core part of how war works since disrupting trade routes to shut down the enemy's economy is a huge part of mid-late game war strategy. For simple lag reduction it does change a pretty significant part of the core game.
for MP, adding an edict for players to press that starts the process could work.
Mice 1 Jan @ 3:13pm 
this legitimately boosted the smoothness of my game without breaking anything, I love it
JageriuS 1 Jan @ 1:55pm 
@LennyTheLing Thanks for answer!
LennyTheLing  [author] 1 Jan @ 1:10pm 
kasako optimization rewrote the entire trade system and iterate every trade value source to approximate the expected gain from trade. So if both mod are loaded, this mod would do absolutely nothing.
JageriuS 1 Jan @ 12:26pm 
Is this compatible with Kasako Optimization mod? If I recall correctly, it touches trading system as well.
Kayden_II 1 Jan @ 7:34am 
I wonder if "trade value" would spare even more late-game-lag if it's handled like any other resource: Collected locally, but instantly transferred into the global resource-pool ?

I would do even a step further and split "Energy-Credits" into "Credits" ( renamed "trade value" ) and "Energy" in which the former does the market-stuff and the ladder is just doing the stuff it's doing right now, but without the market-stuff.
LennyTheLing  [author] 1 Jan @ 12:41am 
Thanks for the suggestion, I considered adding it earlier but decided against it to minimize mod impact for compatibility reason.

Although I am planning to create a addon mod that modifies all trade protection/collection range bonus to make those things not useless under this mod while at same time keeping compatibility in main mod. I don't have a time table for it right now through.
-F.T.L.- Solomun 31 Dec, 2024 @ 10:55pm 
Fantastic mod. One small issue I noticed: the Adoption Effect for the Mercantile Tradition is now useless at +5 Trade Protection and +1 Collection Range.

It would be nice if this mod changed it. I personally changed it to give +1 Merchant Job per 50 Pops, but you could go many places with this. Market Fee reduction, Pop Consumer Goods Upkeep reduction, maybe even Specialist Job output?

Regardless, thank you for the mod. Works perfectly, makes end game playable (along with other performance mods).
Styr 31 Dec, 2024 @ 6:20pm 
Trade collection and protection do go through bypasses, but since all the trade is being collected by the capital system there should not be any pathfinding shenanigans causing tons of lag; trade routes involve linking starbases together and since this only used a single starbase to collect trade... well, it is a rather ingenious fix.

Bravo, LennyTheLing. :steamthumbsup: :steamthumbsup: :steamhappy: