Stellaris

Stellaris

Cargo Ships and Foreign Trade [DISCONTINUED, CHECK DESCRIPTION]
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Update: 5 Jul, 2019 @ 1:27pm

Should be the last "unstable" update for now unless I missed something. Again, weirdness will only happen if you're using an old save using the previous version.

-There is an opinion modifier for foreign trade based on the number of cargo ships being sent to their planets. For now, it's +3 opinion for each ship at a max of +30.
-The base max cargo ships per cargo fleet is now actually 4 (from 3).
-Corporate empires now gain 1.5x cargo from trade routes from all sources.
-Hive Mind and Machine Intelligence empires being traded will now convert gain minerals and food (hive)/energy (machines) equal to half the trade value from trade routes, rounded down.
-Planets now must have at least 5 buildings and 20 pops with a job in the planet to be eligible to start a trade route there.
-Lowered the alloy cost of trade route decisions (from 250 to 150).

Update: 2 Jul, 2019 @ 11:42am

Quickfix on an error on cargo ship properties and accidental vanilla localization overriding

(This will break old saves)

Update: 1 Jul, 2019 @ 7:39pm

Quick patch test: Changed cargo ship speed from "very slow" (as fast as a colony ship) to "normal" (as fast as a cruiser).

Update: 1 Jul, 2019 @ 7:37pm

-Calculations for trade value fixed so that they correctly consider sapient pops that have a job that isn't a criminal-type job.
-Fixed a bug where you can change the cargo fleet composition after adding additional cargo ships to a cargo fleet. Only fixed in new games.
-Cargo Ships are now size 0.

Update: 1 Jul, 2019 @ 12:59pm

Quickfix: Priests and Managers now count for giving unity as cargo and calculations for unity that may cause a crash fixed.

Update: 1 Jul, 2019 @ 10:16am

This is an overhaul update so this may break old saves using the previous version of this mod.

OVERHAUL: You can no longer build cargo ships in shipyards but instead, you would need to activate a planetary decision to spawn one in (planet is considered the origin point) and then move it to the destination planet. Once you start the trade route, you may use a planetary decision that will allow you to increase the amount of cargo ships in trade routes involving the planet.

-The AI should now be able to use this system. As to whether they'll do it "well enough" is to be seen...
-Cargo Fleets will now also show where their destination will be after orbiting a planet involved with its trade route. This is for cases where you move the cargo fleet for any reason and don't know which planet they need to go to.
-The cost for the Cargo Ship decisions and the ships themselves are based on campaign costs so all modifiers involving campaigns will affect them.
-Cargo Ships that get attacked will now simply be destroyed and the trade route will be destroyed along with all current benefits from it.
-There is now a base cap of max cargo ships per trade route of 4. This can be increased by 1 for researching a tech that would increase your max trade route (except for Galactic Market tech, which increases this cap by 3).
-If a trade route was forcibly cancelled from an empire closing borders to/warring you or their planet was destroyed OR you disbanded the cargo fleet yourself, you will get some resources back for each cargo ship disbanded from this.
-If a cargo fleet were attacked, the trade route will no longer get cancelled unless they were destroyed.
-Changed alloys gained from trade back to original version (first change was an undocumented accidental buff, second change was too much).
-Doubled consumer goods gained from trade.
-Reduced resources gained for empire you're trading with by about half since trading would possibly help them more than you.
-Fixed an issue where if your cargo supplies expired in a planet while having a trade route and you would disband the cargo fleet involved, you would lose resources from trade, assuming that you had other trade routes.

Update: 29 Jun, 2019 @ 2:15pm

Nerfed the amount of alloys you get from trade routes.

Update: 29 Jun, 2019 @ 1:56pm

-You no longer need to bring the newly created unmergeable cargo fleet to orbit your planets to start setting up a trade route (for real this time).
-Because of the above, you can no longer exploit the max trade route system.
-Increased the max resources you can get in a planet from foreign trade by A LOT! This should also impact performance less so than the previous version.
-Foreign Trader job removed. All modifiers will now be based on the Trade Hub planetary feature.
-Fixed an issue where you could do more than one trade routes between two of the same planets.
-Fixed an issue where disbanding a cargo fleet with a trade route would not correctly get rid of the benefits from the trade route.

Update: 28 Jun, 2019 @ 11:24pm

Update was borked after testing so reverting.

Update: 28 Jun, 2019 @ 11:09pm

Optimized how designating the origin planet for trade routes work so that you no longer need to wait for the newly created unmergable cargo fleet (this is to prevent exploits) to orbit your planets.