Stellaris

Stellaris

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Centralized Shipyards (1.6.2)
   
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4 Jun, 2017 @ 1:29pm
16 Jun, 2017 @ 12:09pm
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Centralized Shipyards (1.6.2)

Description
Simple:
Activate "Central Shipyard" edict on your shipbuilding planet.
Activate "Supporting Shipyard" edict on other planets with spaceports.
Profit!

Detailed:
You can set every planet a "Supporting Shipyard" which reduces their shipbuilding speed by 50% and creates a "One Supporting Shipyard" modifier which increases shipbuilding speed by 33% provided it has a Spaceport. So even without a "Central Shipyard" it decreasses its shipbuilding speed by 17%.

You can set one planet as "Central Shipyard", if you enable the edict on another planet the old one becomes a "Supporting Shipyard". If you have a "Central Shipyard" it will get all "One Supporting Shipyard" modifiers provided it has a Spaceport.

You can automate the Centralization of Shipyards with a policy which will make all planets "Supporting Shipyard", you will still be able to change which planet is the "Central Shipyard". Be aware that you have to wait 10 years before you can change the policiy again!

Actions that update the modifiers:
  • monthly pulse
  • spaceport destroyed
  • spaceport dismantled (missing trigger)
  • spaceport build (missing trigger)
  • war ended
  • planet colonized
  • colony transfered
  • colony destroyed

Compatibility:
  • Multiplayer when everyone has the same version of the mod
  • Savegames but you can't use the policy.
  • Ironmode Achievements
  • English & German (other languages display english text)
  • Other Mods

Bugs:
  • The modifiers don't update when a spaceport is build or dismantled.
    You can activate any mod specific edict to update the modifiers or wait for the monthly pulse.
40 Comments
Ryuichiro  [author] 15 Jan, 2018 @ 10:30am 
I don't support the mod anymore but you should be able to start the game even when the mod is marked as "outdated". I also won't define it as 1.9 compatible because I'm not sure it is and won't risk people enabling it in the launcher without checking here in the steam workshop.
BoltGriffen 15 Jan, 2018 @ 6:15am 
I still use this mod and i want to use it but its not compatiable with the latest version can someone make it soo please
Ryuichiro  [author] 24 Sep, 2017 @ 12:46pm 
Yeah. I don't use it myself and it's still impossible to finalize it, so it won't kill the performance when to many planets are colonized. If you want use the code, feel free to do so. You can find the mod files in your the steam sub-folder: Steam\steamapps\workshop\content\281990\93991382
Exceptional 23 Sep, 2017 @ 4:51pm 
is this mod still dead?
Wi1d 26 Aug, 2017 @ 1:09pm 
I can confirm that the more supporting shipyards you add, the worse the end of the month pause becomes. I'm down to 4 empires on my current medium size map game and have a approx. 20 second pause at the end of each month. I'm running this on an i7 6700HQ, 32GB RAM, and a Nvidia Geforce GTX 1060 so I wouldn't think the problem is compute but likely single-threadedness of the game and the restrictions you are stuck with the mod framework.

I'm not complaining but mainly pointing this out if anyone else gets stuck in this situation as it started to drive me nuts. I do really like the mod, you get a thumbs up from me, and I plan on using it on smaller games. I've got a ridiculous amount of planets and supporting shipyards to cause this to be a problem but did want to share the findings.
Ryuichiro  [author] 9 Aug, 2017 @ 6:21am 
Depending on the performance of your pc that's possible.
I don't have any problems but my PC is pretty decent and I don't play with too many empires.
Sadly the game doesn't provide the nessecary triggers to handle the modifiers in realtime, so I had to add a complete recalulation that triggers each month.
THE RIDE NEVER ENDS 8 Aug, 2017 @ 2:51pm 
Is this me seeing things or this mod makes the game "pause" for 2 seconds every month?
Ryuichiro  [author] 9 Jul, 2017 @ 6:16am 
No, a planet controlled by AI shouldn't have a negative (or positive) modifier in the first place.
Froggy 9 Jul, 2017 @ 4:58am 
but if the planet has a malus in ship building the AI should be avoiding building ship on it no?
Ryuichiro  [author] 9 Jul, 2017 @ 3:30am 
No, the mod is designed in a way that AI disables the modifiers and is building ships like always.
If you see one of the modifiers on an AI controlled planet please tell me and describe the recent history of this planet.