Stellaris

Stellaris

304 ratings
Cargo Ships and Foreign Trade [DISCONTINUED, CHECK DESCRIPTION]
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
692.235 KB
28 Jun, 2019 @ 4:06pm
16 Apr, 2021 @ 5:20pm
83 Change Notes ( view )

Subscribe to download
Cargo Ships and Foreign Trade [DISCONTINUED, CHECK DESCRIPTION]

In 1 collection by Kiyosan
Kiyo's Personal Mod Collection
5 items
Description
USE THE LINK BELOW IF YOU WANT TO A MORE UPDATED VERSION AS I AM NOT MAINTAINING THIS ANYMORE
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2670609971

==================================================================================

This is a work-in-progress proof-of-concept external trade route system where you send cargo ships from one of your planets to another planet owned by another playable empire for mutual benefits based on the planets' pop jobs. Need minerals really badly? Send a trade route to a friendly mining world with a lot of miners. Food? Find a friendly agri-world with a lot of farmers. You know the drill.

Main Features
Cargo Ships are ships that will be used for loading cargo in between planets involved in its trade route.

Foreign Trade Routes give planets resources based on the pop jobs of each pop for a short while when a planet gets cargo from a cargo fleet. The cargo amount is based on the pop jobs of the destination planet and vice-versa. There is a cap (~1 million-ish) for each resource gain.

  • To set up a trade route:
    • You must have the Colonial Centralization tech.
    • Once you meet the above requirements, use the planetary decision "Add a Trade Route". This decision requires a planet with 20 pops with a job and 5+ buildings on it. A unmergeable fleet of one cargo ship will spawn.
    • Send the same fleet to another playable empire's planet. You will get a notification that you finished setting up the trade route.
    • If you want to trade with an AI empire, they must have +25 or more opinion on you.
    • If you are a Gestalt Consciousness empire, only empires that you have a Non-Aggression Pact/Defensive Pact/Federation with can be traded with.
    • The fleet will now automatically move to and from both target planets. Modifiers will pop up for both planets based on the number and type of pop jobs of both planets. Check the Trade Hub planetary feature of all involved planets you have a trade route with for more information.
  • Once the trade route makes one more round trip after it sets up, each cargo ship in that trade route with an empire increases the AI opinion of that empire of you by +3.
  • You may also 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 also increase the amount of cargo size in a trade route's cargo fleet by using the planetary decision "Bolster/Renew Cargo Fleet" and select the desired cargo fleet. Changing your mind will refund you some of the resources.
  • Corporate empires' cargo fleets gain a 1.5x multiplier for cargo.
  • Cargo ships normally have an upkeep of 2 energy times its cargo size. Going over admin cap increases its upkeep.
  • Trade routes are cancelled if the following happens:
    • The cargo fleet that is setting up or has a trade route is destroyed or disbanded. If the fleet is disbanded, you will get some resources back but you will lose the cargo fleet.
    • The destination planet's owner closes borders to you or declared war on you.
    • The origin or destination planet is no longer a colony.
  • The maximum number of trade routes (this includes trade routes being set up) and the max cargo fleet size per trade route you can have initially is 4. The following techs will increase these by 1:
    • Tier 2 Commercial Building tech
    • Tier 2 Consumer Goods Building Tech
    • Tier 3 Consumer Goods Building Tech
    • Galactic Stock Exchange Tech (the exception, increases max cargo fleet size per trade route by 3)
  • To view information on your trade routes, you can use the Check Cargo Ships and Foreign Trade edict. If you do not see a number beside a resource, then you can assume that the value is 0.

Compatibility
-Should be compatible with all mods as it changes no vanilla files.
-Load order for this mod doesn't matter. Any compatibility patches involving this mod should be below this one.

TODO
-Make quality-of-life changes based on feedback.
-Adjust the values gained from trade routes based on feedback (THIS IS A HUGE ONE)
-Make diplomatic relations from trade routes for the AI better(?)
-I need localization for other languages (Talk to me if you're interested). Currently already have the following:

Other Stuff
My Stellaris Mods
285 Comments
James Fire 12 Mar, 2022 @ 11:47pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2670609971

This mod has been updated as the Trade Ships module in Rise Of Cosmic Industry. If you just want this, you can disable the other modules just fine.
James Fire 6 Feb, 2022 @ 9:06pm 
I'll leave a link here once it's up. I have a feeling some people will want to follow it...
Kiyosan  [author] 6 Feb, 2022 @ 8:52pm 
Separate is fine. :steamthumbsup:
James Fire 6 Feb, 2022 @ 8:40pm 
If I was to update this, would you accept the updated code to upload here, or would you rather it be separate?
Kiyosan  [author] 4 Feb, 2022 @ 2:56pm 
nah, not updating it but thats what i would have done if i did because the modding updates kinda make the bulky parts of my code inefficient
Awaken my Masters 4 Feb, 2022 @ 1:00pm 
If you'd still update I won't lay my fingers on it I figured you stop working on it from what I read
Kiyosan  [author] 4 Feb, 2022 @ 12:04pm 
ye go ahead, though i'd personally overhaul the code myself
Awaken my Masters 3 Feb, 2022 @ 9:30pm 
Considering that you put your mod on hiatus, is one allowed to take parts of your mod and/or update it iff credits are given?
Cameron Parris 15 Jan, 2022 @ 8:25am 
RIP
Kiyosan  [author] 18 Nov, 2021 @ 7:40am 
@n.pedrazalis I just realized that the last time I replied here was on September... I'm very likely going to put my mods on hiatus cuz I haven't had the time to start playing the game lately and look into the modding changes.

@tilarium ur probably trolling but just in case, bruh check the upload dates LUL