Stellaris

Stellaris

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[Deprecated] Prosperity Tradition Rebalance for 3.0.3
   
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24 May, 2021 @ 10:51pm
16 Sep, 2021 @ 10:39pm
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[Deprecated] Prosperity Tradition Rebalance for 3.0.3

Description
DEPRECATED: The Prosperity tradition's finisher has changed with 3.1.1 "Lem" - it is now +5 stability and +5% job output. The Mercantile tradition also provides a trait for +1 trade value per Clerk. For me, that means this mod is no longer adding or tweaking gameplay in a meaningful way. It remains listed for players who choose to play in the 3.0.3 and 3.0.4 "♥♥♥♥" versions of Stellaris.

Prosperity Tradition Rebalance

Patch 3.0 (♥♥♥♥) and its immediate bugfix patches have reduced Pop counts on most planets (or habitats/ringworlds) drastically. The Prosperity tradition has not been updated to reflect the expected lower Pop counts, so this mod makes a few small changes to improve it.

Inspired by this post on Reddit.

Changes

The regular empire tradition Interstellar Franchising added 1 Clerk job to each city district. Because Pop counts are now much lower (and in the spirit of the 3.0.3 changes to the job bonus production buildings), this has been altered to instead increase the Trade Value of each Clerk by 1 and Amenities by 0.5. Machine and hive-minded empires already receive a bonus to energy production instead, and that did not need adjustment.

The regular finishing effect provided 1 Merchant job per 50 Pops. In the spirit of the approximately halved capital building Pops requirements, the finisher has been changed to 1 Merchant job per 30 jobs. Similarly, machine empires and hive-minded empires receive 1 maintenance/synapse drone (respectively) per 15 Pops (rather than 1 per 20).

Compatibility

Requires Stellaris version 3.0.3. This mod alters the following core Stellaris files:

  • districts/00_urban_districts.txt - entire file, removes section for bonus clerk job for city districts
  • districts/01_arcology_districts.txt - entire file, removes section for bonus clerk jobs for residential arcologies
  • districts/03_habitat_districts.txt - entire file, removes section for bonus clerk job for commercial districts
  • districts/04_ringworld_districts.txt - entire file, removes section for bonus clerk jobs for commercial segments
  • pop_jobs/03_worker_jobs.txt - entire file, contains most worker-tier jobs (NOT compatible with my mod Technician Job Priority Fix for Slaves - this one includes the same fix)
  • traditions/00_prosperity.txt - replaces two traditions tr_prosperity_finish and tr_prosperity_interstellar_franchising (new file 01_prosperity_overrides.txt)

Stellaris requires overriding the entire containing file to make changes to a district or job (there are technical consequences if not). That means this mod is incompatible with other mods that make changes to almost any type of districts (other than the rural types: generator, mining, and farming) and mods that change worker-strata jobs. Additionally it will not be compatible with mods that alter the same traditions (Prosperity Finisher and Interstellar Franchising).

This mod is not compatible with achievements because it overwrites core Stellaris files.

When to Install

This mod can be safely added or removed from your save game after the game has started. Adding it will result in more Merchant jobs on some of your planets, but fewer Clerk jobs. Removing it will cause the reverse - fewer Merchants and more Clerks. In either case you will probably end up with unemployment. Code-wise, however, it will not break your savegames.

Known Issues

Overriding a tradition generates an error log. Expect to see two lines in the error.log file similar to these:

[00:56:58][game_singleobjectdatabase.h:147]: Object with key: tr_prosperity_finish already exists [00:56:58][game_singleobjectdatabase.h:147]: Object with key: tr_prosperity_interstellar_franchising already exists

Changelog

See Change Notes

Source Code

Hosted on GitHub[github.com]

[discord.gg]
9 Comments
corsairmarks  [author] 17 Sep, 2021 @ 8:40pm 
@Peter34 very welcome!
Peter34 17 Sep, 2021 @ 12:17pm 
Thanks for having made this mod!
corsairmarks  [author] 31 Jul, 2021 @ 9:45am 
@Lee Excellent advice for people who want to run this with other mods that change districts.

The good news is that the changes in this mod (from vanilla) are very small and the merge function should pick them up easily.

I also maintain a compilation modpack of my mods, so they are available for people who don't want to use Irony: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2522974089
Lee 31 Jul, 2021 @ 8:57am 
A well thought out mod for the changes in v3+.

If you have any trouble with it I would definitely recommend using it with either Irony mod manager and running the conflict solver or manually merging if you use any other significant number of other mods as the districts files get touched by a number of mods and they all overwrite each other.
corsairmarks  [author] 5 Jun, 2021 @ 10:53pm 
@Refuelcore thanks for the vote of confidence!
Refuel 5 Jun, 2021 @ 7:21pm 
I take that back. Subscribed to ALL of your mods.
Refuel 5 Jun, 2021 @ 7:12pm 
Just found myself subscribing to well almost all of your mods. Awesome stuffs.
Risker the 34th 28 May, 2021 @ 5:55am 
Much needed mod!
Peter34 25 May, 2021 @ 5:23am 
Thanks for making this mod!