Stellaris
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Colony Designation: Ecumenopolis Commercial
   
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8 SEP 2021 a las 11:04 p. m.
11 MAY 2023 a las 1:55 a. m.
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Colony Designation: Ecumenopolis Commercial

En 1 colección creada por corsairmarks
Corsair's Stellaris Mods
57 artículos
Descripción
Overview
Tired of your city-planets not being top-tier trading hubs? Then this mod is for you! This mod adds an "Ecumenopolis Commercial" colony designation that boosts the build-speed of commercial buildings and commercial arcologies by 25% and overall trade value by 20%. That is the same trade value boost as Urban Worlds, Trade Stations, and Commercial Ring Worlds.

Because Stellaris version 3.1 added a +20% trade value boost to the base Ecumenopolis colony designation, I went back to the drawing board to double down on the theme of a commercial megacity. That lead to the creation of the new "Commercial Arcology" district which provides Merchant and Clerk jobs. Choosing to use the Ecumenopolis Commercial colony designation also swaps some Clerk jobs into Merchant jobs from each Commercial Arcology, and can provide small amounts of bonus trade if you meet varying hidden, trade-related conditions - see if you can figure them out.

But wait, there's more! Empires with the Merchant Guilds civic will find that more Merchants replace Clerks. But wait, there's even more! MegaCorps replace a Clerk with a Manager and another Clerk with an Executive (all those Clerks need bossing around). And if that wasn't enough, we'll throw in positive interaction with the "Commercial Enterprise" tradition for even more Merchants!

Changes
Adds the col_ecu_trade colony type and a new district district_arcology_commercial. Overrides the col_ecu_mix colony type to match the bonuses for the default mixed ringworld (+20% immigration pull, +5% jobs output, +5% Pop growth/assembly) so as to not conflict (mechanics-wise) with the new col_ecu_trade type. Overwrites trade colony automation automate_trade_planet in order to include col_ecu_trade and exclude col_ecu_mix.

Localisation
  • English by corsairmarks (author)
  • Polish (Polskie) by Gatzek
  • Russian (Русский) by NCTribit
Compatibility
Practically any mod, as long as it doesn't entirely remove ecumenopoleis or create/edit the same colony types. Compatible with Planetary Diversity.

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 a new district for planets, it is not advisable to remove during gameplay. Back up your savegame before trying to remove a mod.

Required Dependency Mods
In order to see and interact with the new commercial arcology district, it is necessary to use a UI mod that allows more districts to be visible. UI Overhaul Dynamic and Bigger Planet View are two possible options. If you play Stellaris on a lower resolution (such as 1366x768 or 1600x900) there are not many mod offerings that show many districts without making the planetview too large, so I created Basic Planetview: More Districts to solve that issue.

Recommended Companion Mods
Known Issues
Overwriting a colony type produces an error log. Expect to see two entries in error.log similar to these:
[23:10:05][game_singleobjectdatabase.h:165]: Object with key: col_ecu_mix already exists, using the one at file: common/colony_types/01_ecumenopolis_trade_colony_types_overrides.txt line: 2 [23:10:09][game_singleobjectdatabase.h:165]: Object with key: has_trade_designation already exists, using the one at file: common/scripted_triggers/10_ecumenopolis_trade_scripted_triggers_ai_overrides.txt line: 2
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
23 comentarios
spectre199 30 ENE 2024 a las 5:01 p. m. 
will this work with the newest update?
The_Last_Mando 14 SEP 2023 a las 8:51 a. m. 
pls Update
corsairmarks  [autor] 11 JUN 2023 a las 6:53 a. m. 
@MinedMaker It's intentionally strong at trade value - a key downside of trade is needing to provide anti-piracy protection (up until gateways, at least). Also a lack of scaling technologies. Compared to technicians, merchants generate more in raw value, but they have much more upkeep (and the districts require a strategic resource to build and for upkeep).

In the spirit of this mod being particularly strong, I added similar tweaks for other trade districts in this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2641081470
MinedMaker 11 JUN 2023 a las 3:55 a. m. 
This seems like a really obvious feature to add to the game and I'm glad you did. A little worried about how the balancing works out though. Is that something you've thought about. We are essentially just printing money at this point, no?
ꜰᴀʏʙʀ 29 MAY 2023 a las 10:01 p. m. 
It baffles me that ringworlds have more merchants than an ecumenopolis in the base game. I'm glad someone sees the same problem as I did.
Journeyman Prime 22 ABR 2023 a las 11:05 a. m. 
Finally, real capitalism has been tried!
corsairmarks  [autor] 26 OCT 2021 a las 8:15 p. m. 
@NCTribet (part 2)

Thanks for the offer to help localize the mod into Russian! Contact me on Discord at corsairmarks#7344. If you want to get a head start, copy the English file from the mod's localisation folder and replace the English with Russian. I reuse some existing translations from the game - for English there aren't word gender and case to worry about, but I'd love to make sure all of the descriptions for this mod are as good as we can make them. If you're a modder yourself, you can upload a localisation only mod and I'll link it in the description, otherwise I am happy to put it directly into my mod's code.
corsairmarks  [autor] 26 OCT 2021 a las 8:14 p. m. 
@NCTribit Yes the district can only be constructed when the Ecu is set to the Ecumenopolis Commercial designation.

This isn't a direct copy of the ringworld commercial district and I intended for this one to be slightly stronger in terms of the amount Merchants a player can acquire. As a comparison, Ringworld Commercial districts can have up to 4 Merchants (with the Commercial Enterprises tradition) and this district can have up to 8 with the colony designation, tradition, and civic; or a more normal 4 with the tradition plus a different Ecumenopolis designation. I suppose I could release upgraded Trade districts for ringworlds and habitats too - I'll put that on my list. And I should probably tone down the free trade value from the district itself - a 50% cut is probably more sane.
NCTribit 26 OCT 2021 a las 5:07 p. m. 
Trade districts available only when Arcology type Trade was selected?
I think Trade districts on Arcology is unbalanced now, this is copy of ringworlds trade districts? Ring world (one section) can have only 10 districts, Arcology can up to 30! It’s to strong.

Russian localisation is absent, I want help with this.
corsairmarks  [autor] 19 OCT 2021 a las 12:04 a. m. 
@Kane No technical limitation why - I just coded it that way. I'll check into what adjustments I can make to have it work with capitol Ecus.