Stellaris

Stellaris

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Trade Lag Mitigation
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27 Dec, 2024 @ 3:27am
18 Jan @ 1:16pm
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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.

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://gtm.steamproxy.vip/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 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)
Popular Discussions View All (1)
1
18 Jan @ 12:10pm
Mod compatibility record and report
LennyTheLing
81 Comments
Jedi9986 8 hours ago 
Thanks for the prompt response! That fixed it.
Ignacy M(LG)oscicki 22 hours ago 
Great mod, thank You for the hard work!
kuyo 20 Jan @ 10:22am 
The mod does make the game "easier" in the sense that it A) doesn't require you to have the occasional hangers on starbases to assist with piracy suppression and B) eliminates all loss to piracy. The reason why this doesn't really matter is because virtually everyone over a certain "knowledge level" were already eliminating piracy completely because it's incredibly simple to do so. It's not even a skill issue - the game communicates this very poorly and the calculations then lag out the game.

Great mod. They really need to take another pass at how piracy is implemented. With that and the removal of pops to move to a population/manpower based planetary economy, I'm almost a little scared of how fast Stellaris is going to run with 4.0. They will have to add some incredibly laggy mechanic soon or I might not even get ANY real slow down.
TheMidwestMarvel 19 Jan @ 12:45pm 
Great work, appreciated.
LennyTheLing  [author] 18 Jan @ 4:27pm 
Hello, as far as I know, this mod does not modify trade value to credit conversion. I suspect what's happening in your game is you are losing around 75% of your trade values to piracy.

I don't have plans to simulate piracy in this mod, as it defeats the purpose of this mod. Additionally I want to keep this mod simple for compatibility reason. Lastly, I don't want to punish players for using this mod by reducing trade value conversions.
perl 18 Jan @ 4:06pm 
I like the mod but I think this makes the game way too easy. With this mod installed, I get 2000 credits per month from trade, and after disabling it, I only get 500. I would recommend decreasing trade value since collection is no longer a thing
EpicSpaceTaco 18 Jan @ 3:13pm 
Looks like it's sorted, fella.
Appreciated.
LennyTheLing  [author] 18 Jan @ 1:18pm 
I fixed the issue related to the edict, the edict should now show up properly when you have citidal build. And enable the edict should fix the trade range issue. Unfortunately there is still no automatic way of fixing this due to the way precursor citadel is created.
Jedi9986 18 Jan @ 9:38am 
I'm running into the same issue as EpicSpaceTaco. I'm not seeing the Enable MP trade modifier come up after making the precursor citadel from ACOT.
LennyTheLing  [author] 18 Jan @ 5:33am 
The edict name should be "Enable MP Trade modifier"