Stellaris

Stellaris

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Trade Lag Mitigation
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27. dec. 2024 kl. 3:27
3. jan. kl. 15:24
9 ændringsbemærkninger ( vis )

Abonner for at downloade
Trade Lag Mitigation

Beskrivelse
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

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 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)
Populære diskussioner Vis alle (1)
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31. dec. 2024 kl. 14:43
Mod compatibility record and report
LennyTheLing
44 kommentarer
LennyTheLing  [ophavsmand] 3. jan. kl. 15:33 
opps, sorry XD, I'll try to keep update at night next time. That's all the updates for today.
Woost 3. jan. kl. 15:31 
My poor checksum ;-;
Juan Wick 3. jan. kl. 15:30 
WE DONT NEED MORE BUG FIXES
LennyTheLing  [ophavsmand] 3. jan. kl. 14:31 
@noName Thanks for the suggestion, multiplayer support will be added next patch.
d.kall 3. jan. kl. 14:01 
The strategy of fragging the planets producing said trade value is still valid however, and produces the same results
FunnelVortex 3. jan. kl. 1:28 
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. kl. 15:13 
this legitimately boosted the smoothness of my game without breaking anything, I love it
JageriuS 1. jan. kl. 13:55 
@LennyTheLing Thanks for answer!
LennyTheLing  [ophavsmand] 1. jan. kl. 13:10 
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.