Stellaris

Stellaris

Cargo Ships and Foreign Trade [DISCONTINUED, CHECK DESCRIPTION]
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Update: 14 Sep, 2019 @ 10:49am

Quickfix for some very important localization that I forgot to rename.

Update: 13 Sep, 2019 @ 4:13pm

Energy/Consumer Goods cost for creating/bolstering/renewing trade routes changed from 1000 to 750.

Update: 13 Sep, 2019 @ 3:46pm

Small experimental update on the AI. Only gameplay change is that the tech requirement to use the mod changed from Space Trading to Colonial Centralization because the AI will almost never go for Space Trading since it's a trash tech in vanilla (which I agree with). Gestalt Consciousness empires are still exempt from making cargo ships even with the tech.

Update: 4 Sep, 2019 @ 8:10pm

Some insignificant nitpicks changed for my sake.

Update: 4 Sep, 2019 @ 2:52pm

-Cargo fleets will now show in the outliner BUT cargo fleets will only have one ship in the fleet. OLD CARGO FLEETS ARE UNAFFECTED BY THIS CHANGE! I was experimenting with making them "civilian fleets" before but they can't have multiple ships in one fleet, which was why they were not shown in the previous major update.
-Added an AI budgeting file for energy/consumer goods campaign expenditures because the default AI apparently does not really use much energy for campaigns and don't even consider using consumer goods.
-Added a copy of the T1 consumer goods building for the AI to let them actually build multiple T1 consumer goods buildings on one planet.
-The AI will now consider trading with other empires that they're okay with as opposed to having a commercial pact.
-There is now an edict that will show you information on your trade routes, how much you're getting from other empires' trade routes, etc. If you see no number next to a resource, then the value is 0. You may only check this information if you have a trade route of your own. Wanted to find a way to not have to use edicts to get this info but for now I'll use this method.
-You can no longer switch a cargo fleet's (during setup) origin planet to another planet that is unable to setup its own cargo fleet, you cheeky exploiters.
-The empires you're trading with will now gain 2/3 of calculated trade income based on the origin planet (from 1/2)
-Cargo from cargo fleets now last for 600 days (from 450).

Update: 29 Aug, 2019 @ 1:51pm

-Fixed a few errors
-Re-added code (that was accidentally deleted) for renewing expired cargo fleets so that they only keep 1 cargo ship.
-Changed duration of trade routes from 10 years to 15 years. Old trade routes need to be renewed to reset the duration.
-Trade value from trade routes per pop (based on pop jobs) is reduced from 1 to 0.5.

Update: 28 Aug, 2019 @ 5:59pm

-Hopefully fixed an issue on some events causing big CPU usage
-Fixed some slight oversights
-If you somehow went over the max trade route cap (between 4-8 depending on what techs you have), expired trade routes will be deleted while you are over this cap.

Update: 27 Aug, 2019 @ 7:05pm

Fixed the other slip-up introduced from previous update.

Update: 27 Aug, 2019 @ 7:01pm

Fixed an accidental slip-up but also accidentally added another slip-up. Will fix soon.

Update: 27 Aug, 2019 @ 6:10pm

-Cargo Ships are now considered as construction ships for the purpose of not making them clutter the military ship outliner (THANK GOODNESS I COULD DO THIS NOW). THIS DOES NOT WORK ON OLD CARGO SHIPS BEFORE THIS UPDATE FOR SOME REASON!
-Fixed an issue on disbanding individual cargo ships screwing you over (there's no reason to do this at all but it's fixed for those who did for some reason). If you're getting a lot of popups saying that a trade route was cancelled at the next daily tick, then you were affected by this.
-Fixed some cases where events that would reduce the number of current trade routes would trigger other events that would do the same.
-Fixed an issue with the bolster/renew trade route decision being usable when it shouldn't be.
-Fixed some issues on calculating opinion modifiers from foreign trade.
-You may now change a cargo fleet's origin planet while you are setting up its trade route. To do this, just orbit the planet you want to change their origin planet to. Its fleet name will change to accommodate.
-You may now see a cargo fleet's max fleet size. This number is not the true max size but the number is refreshed after the cargo fleet sends its cargo to a planet. For older saves, just wait for your cargo fleet to send its cargo to a planet to see its max fleet size.
-Reduced the resource cap gained for each resource from trade routes for the sake of reducing lag.