Stellaris

Stellaris

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AlphaMod: Traders (2.1)
   
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22 Jun, 2018 @ 2:05am
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AlphaMod: Traders (2.1)

Description
Galactic opportunities for galactic profits.

Requires AlphaMod 2.1.

Tech: Interplanetary Trade Initiatives
To begin building your trade empire, you'll need this tech. It will unlock the Trade Station building. This can be built on any habitat, or any colony that is in a system with a starbase with a trade hub module.

Establishing Domestic Trade Routes
These can be established between two of your own colonies that have a Trade Station, using Planet Edicts.

Establishing Foreign Export Routes
This is a bit trickier, as these require a neighbouring empire to have a colony with a Trade Station. You will only begin to get foreign imports from neighbouring AI empires when they construct Trade Stations. And they will when they can.

TRADE POLICIES
There are two policies that will be unlocked when you are able to establish domestic or foreign trade. See the slideshow for an introduction to them.

Acension Perk: TRADE GUILD
To expand your trade empire into a Galactic Trade Guild you'll need the ascension perk: Trade Guild. See the slideshow.

To take this perk you will need to complete the Diplomacy Traditions and have the Interplanetary Trade Initiatives technology.

When you take the perk, all your subjects, allies, federation members and any empire you have a migration treaty with will be given the Interplanetary Trade Initiatives tech. Your subjects will automagically get a Trade Station on their homeworld.

Anyone who doesn't already have the tech, you become their Guild Master. If they already have the tech, they become Guild Partners. This is reflected in their opinion of your empire.

The perk will also give you access to a third foreign export route from a planet and will improve the production of any trade buildings.

EMPIRE EDICTS
Trade Guild also unlocks two new empire edicts:

Procure Imports
You bid for import routes to be established by neighbouring trade partners to your worlds. This increases the chances of trade partners establishing export routes to your worlds.

Expand Trade Opportunities
Planets in neighbouring empires with the necessary tech will have increased chances of constructing planet-based trade buildings, thus potentially making more trade routes available. Potential trade partners who do not yet have the Interplanetary Trade Initiatives tech will be given it.

AI TRADE GUILDS
The AI can take the ascension perk, and if you fit the criteria, you will receive an invitation to join their guild. If you don't have the tech, you'll get that too.

TRADE FACTIONS
Five new factions can form in your empire. Three types of corporation: Defence Corporation (Militarist), Tech Corporation (Materialist) and Consumables Corporation (Pacifist). Two types of Trade League: Domestic Trade League (Xenophobic) and Foreign Trade League (Xenophile).

COMPATIBILITY
Requires AlphaMod 2.1.
Built against Stellaris v2.1.1.
Shouldn't be an issue with an existing save-game.
No vanilla files are over-ridden or modified.

FAQ
Q - Is there a stand-alone version?
A - Yes. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1419641746

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21 Comments
AlphaAsh  [author] 8 Nov, 2018 @ 11:42pm 
Then you didn't meet some other criteria.
yoda8582 8 Nov, 2018 @ 4:03pm 
i didnt have the perk in that game
AlphaAsh  [author] 7 Nov, 2018 @ 11:44pm 
You aren't invited to join an AI's trade guild if you've already created one yourself.
yoda8582 7 Nov, 2018 @ 9:00pm 
the ai that got the perk was a fanatic xenophile and spiritualist
yoda8582 7 Nov, 2018 @ 8:48pm 
the other federation members also had fanatic spiritualist and xenophile
yoda8582 7 Nov, 2018 @ 5:52pm 
i was in a federation with an ai that got the acension perk, but i never go the event asking me to jobi their trade guild, i then took a look at their relationships with other nations and only their vassel had the guild master modifier. (i was playing as a xenophile / fanatic spiritualist empire)
AlphaAsh  [author] 2 Nov, 2018 @ 3:52am 
The blurb already answers your question.
AlphaAsh  [author] 2 Nov, 2018 @ 3:51am 
Establishing Foreign Export Routes
This is a bit trickier, as these require a neighbouring empire to have a colony with a Trade Station. You will only begin to get foreign imports from neighbouring AI empires when they construct Trade Stations. And they will when they can.
AlphaAsh  [author] 2 Nov, 2018 @ 3:50am 
EMPIRE EDICT
Expand Trade Opportunities
Planets in neighbouring empires with the necessary tech will have increased chances of constructing planet-based trade buildings, thus potentially making more trade routes available. Potential trade partners who do not yet have the Interplanetary Trade Initiatives tech will be given it.
AlphaAsh  [author] 2 Nov, 2018 @ 3:49am 
When you take the perk, all your subjects, allies, federation members and any empire you have a migration treaty with will be given the Interplanetary Trade Initiatives tech. Your subjects will automagically get a Trade Station on their homeworld.

Anyone who doesn't already have the tech, you become their Guild Master. If they already have the tech, they become Guild Partners. This is reflected in their opinion of your empire.