Stellaris

Stellaris

Optimized Trade (Less Trade Lag)
103 Comments
UncreativeName 22 Jun @ 6:50pm 
predicted the future o7
FirePrince 18 Jun @ 8:41pm 
F o7
alankraskow 8 Feb @ 2:05pm 
Awesome mod, but I have a question.
Why does it appear as Starbase not as megastructure? Is there like a reason for it?
mehanik-lsd 21 Jan @ 3:21am 
Not all standard trading policies work.
Innovative trade, which provides science, as well as the policies of a Planned Economy are also useless.
youtubitz 16 Jan @ 2:40pm 
Looks as if paradox are going to turn trade into a proper resource and may rename it, possibly into logistics.
shadowwarrior132 10 Jan @ 1:04am 
There's another mod called 'Cross Border Trade' I'm trying to find a mod that is compatible and lag reducer.
shadowwarrior132 10 Jan @ 1:00am 
(I copy and pasted my comment from another Optimized Trade) Is there a way to make a building that consumes trade? Maybe an starbase and/or planet also spending resources on it (Named: Tourist Center [level one] let's say spend 500 Energy Credits 200 minerals 3 jobs: | tourists [consuming] -10 trade, in exchange for Empire wide Amenities: +1 depending on your Trade Policy . Trade won't become too laggy in late game.
Geki 23 Dec, 2024 @ 5:14am 
Yeah, this bugs the galactic market resolution and thus the galactic community is bricked into voting it every few years instead of actually voting on anything else.
Geki 23 Dec, 2024 @ 4:52am 
Can we please get an update for this?
supercid87 30 Nov, 2024 @ 1:29pm 
Please update
blubberykangaroo 28 Nov, 2024 @ 5:40pm 
please update, I really want to use this mod <3 <3 <3
Ozymandias 23 Nov, 2024 @ 11:23pm 
Love this mod

But I'm pretty sure it breaks the galactic market.
It's happened in previous games also - I am now seeing the Galactic Market go through a vote for the umpteenth time, and no matter what I do, it just 'disappears' after a while having a nomination, and returns to the resolution pool and stalls all other galactic community progress.
Raven 19 Nov, 2024 @ 7:27am 
can u pls update this :/
Deathox120 24 Oct, 2024 @ 6:27am 
Does this mod still work for 3.13?
liliandra_nadiar 13 Oct, 2024 @ 8:17pm 
As a megacorp primary, this mod is both adored and regretted. The trade lag in late game for a very diplomatic/trade focused empire was pretty rough, getting rid of it is amazing.
On the other hand, I did like having to plan out starbases for collection and protecting paths (that they also tended to be invasion blockades was a plus too.)
That said, that the trade value of the planets is constantly showing on the map as 'uncollected' sometimes gives me anxiety. ;p
lyra_tcm 11 Oct, 2024 @ 8:29am 
Are you interested in ppl submitting the code for modded trade policies to be supporting in the mod by default rather than everyone having to do patch mods for it?
Duck 6 Oct, 2024 @ 3:46pm 
bruhhhh update this shit
SoSD 23 Sep, 2024 @ 3:53am 
It seems like this is messing with commercial pacts a little; nothing is ever shown in the diplomacy dialogue about how much a pact gives, so once you have multiple pacts going it is difficult to tell which pact is contributing how much to your energy income. The mod does seem to help with late game performance, though.
Ahmet 21 Sep, 2024 @ 10:00am 
Sheamus McFucкyourself, mod probably doesnt affect galactic market hub event. every planet has its own trade value after all
Does this mod affect galaxy market hub event?
Strength of nomination bid is determined by amount of trade value collected and game thinks none of it is collected, so, I think, all bids are equal and Hub is chosen randomly basically.
Or I am just been really unlucky since I installed this mod :)
Dreka 13 Sep, 2024 @ 10:09am 
Any compatibility issues crop up with 3.13?
Regunes 10 Sep, 2024 @ 3:22am 
Sounds like a good work around, but you need pirate and maybe some event that emulate the cost of remote worlds for trade empire.

Granted... In almost any other strategy game the more isolated and remote the World, the more profitable its resources.
LEMONS? 2 Sep, 2024 @ 4:55am 
This mod is exactly what I was looking for. Thank you for a solution that doesn't break my immersion or game balance!
danielthelaw 30 Aug, 2024 @ 4:42am 
@DragonZephyr try Realistic Pirates mod
DragonZephyr 29 Aug, 2024 @ 11:39pm 
Pirates help level commanders in peaceful empires which can be useful to gain economic bonuses, level the fleets and give a context reason for corvettes to exist beyond picket duty. Their salvage is useful too either for the vulture perks and then taking them apart at the salvaging neutral faction after their revive or by intentionally letting them wreck things to spread them to neighbours and then cashing in on the stash which grows from their strength (a more advanced version of this is using gateways to build up piracy through another empire).
Even just suppresing piracy gives exp! I understand that you don't find them useful but i think solving these issues is why something like this is not in the game yet. Still all works with the players using the normal way as i doubt AI goes for any of that stuff but i still think it warrants commenting. Thank you for your work olympia.
ShadoxBlade 12 Aug, 2024 @ 11:21pm 
@Olympia

I see your comment from July 13 regarding commercial pacts, but I am not getting any EC from my commercial pact. I have my trade nexus disabled (so base game trade behavior) but AI have theirs still. I just double checked it by canceling my pact, waiting a month, and my EC income did not change. Have you tested this with no player nexus and with AI trade nexus?

I double checked by disabling the mod and waiting 2 months, and i was getting 3.5 trade and unity from it. Unless you drastically reduced the impact of commercial pact (I am early in the game after all), I suspect something is not working correctly
Flying_Squid_999 5 Aug, 2024 @ 4:33am 
Does trade still impact performance if you're a gestalt that destroyed every other empire?
danielthelaw 2 Aug, 2024 @ 1:31am 
Wow! And it even is correctly shown as Trade Value.
I thought it was a bug first till I tested.
Thank you! Stellaris needed this for a long time.
Aphyxia 17 Jul, 2024 @ 2:18pm 
An AI is abusing this mod by constantly losing and regaining its system:
https://imgur.com/a/uW7OsKn
d.kall 17 Jul, 2024 @ 5:17am 
@ Olympia, got it. The relic added a deposit of 9 trade value and best I can tell it got picked up by the mod.

One other thing I noticed, there's a starbase building called the hyperlane register who' previous purpose was to add +1 collection range to the starbase. Do you think you could change what it does given that you did something similar to trade hubs?
Jewels 14 Jul, 2024 @ 7:45am 
I've completed that event without issue on multiple saves using this mod. Probably something else.
Olympia  [author] 14 Jul, 2024 @ 7:15am 
@Parus, Teutonic Knight. I reviewed the code for that event when I was building the mod, but didn't see any issues. From what I'm seeing now, its triggers are: 1) a trade hub at a star base and 2) system trade value greater than 50 in that same system. Both of these triggers should still work with this mod. Can you tell me where the event is breaking down for you?
PaprusTeuton 13 Jul, 2024 @ 7:21pm 
This mod has one issue. If you have a Trade League federation, you won't be able to participate in the "Logistical Remodelling" Federation event because you technically won't have a starbase with at least 50 trade value flowing through it.
Olympia  [author] 13 Jul, 2024 @ 8:29am 
@BlackLight and @Aphyxia Thanks for the reports. Fixed it so that whenever you or the AI acquire a system with an extra trade nexus in it, it automatically dismantles, which should take care of what you're describing.

@d.kall It's likely that the event is placing trade deposits that are custom and/or event specific. This mod only covers the randomized ones that get generated at galaxy setup (generally anything worth a trade value of 5 or less). Those custom trade value deposits will still get counted in your nation total trade value though, and since there is no path finding to take care of, it shouldn't impact your performance.
Olympia  [author] 13 Jul, 2024 @ 8:29am 
@Fede98k Glad to hear it!

@Menegucci: <3

@Skulliton Yeah, I keep trying to figure out a way to get it to show up in the diplomacy menu when you're making the deal, but I haven't had any success yet. If anyone knows how to localize a variable, please let me know, because I've tried all sorts of ways to get it there and it just shows up blank. Once the agreement is set, though, it will show up in your Energy tooltips as Commercial Pacts.
BlackLight 12 Jul, 2024 @ 5:59am 
I just noticed that, whenever an empire goes to war and conquers the home system of another empire that contains the conquered empire's trade nexus, the trade value received by the conquering empire massively increases. It's as if the trade value of the conquered empire is being added to the conquering empire. This causes massive spikes in the trade value gained by the conquering empire. The concept of this mod is nice, but I think you weren't been able to consider fully the trade value when systems change control to another empire.
Aphyxia 11 Jul, 2024 @ 1:58pm 
Hey, conquered trade stations don't seem to auto-dismantle. Is this a possible mod conflict or a bug?
d.kall 10 Jul, 2024 @ 6:33am 
Minor bug report but I just noticed that The Surveyor artifact earned from the Mining Drone homesystem still generates trade deposits
Fede98k 8 Jul, 2024 @ 8:36am 
@Olympia I'll look into it, and thanks a lot for your mod, it's simple and helps noticebly with lag,
Menegucci 8 Jul, 2024 @ 8:20am 
I love you so much
skulli 7 Jul, 2024 @ 4:54am 
Just popping in to say that I've noticed that you don't know how much trade value you're getting from commercial pacts. Is there a workaround for this or do I accept the offer and monitor my EC?
Olympia  [author] 6 Jul, 2024 @ 10:04pm 
@Hekadem Apologies for my poorly worded response! Cross Border Trade does work without the need for a patch. I use it without issue.

@Hatmann Weird. Thanks for letting me know. I'll keep an eye out if anyone else experiences that.

@Chicago Ted Hmm, I'll have to check that in the morning. The AI info sounds correct. They only get a yearly check, not a monthly one for performance reasons. They should be gone by the 1st of the new year.
Chicago Ted 6 Jul, 2024 @ 7:35pm 
I really like this mod, and it has improved my performance... but if I move my capital it builds a second trade nexus which does NOT disappear after a month, I have to manually delete it. I have more than once seen an AI with multi nexuses in one system, which have lasted longer than a month as well, any ideas what the issue may be? How can I delete the extra ones the AI has via a console command?
Hatmann 6 Jul, 2024 @ 4:41pm 
@Olympia I didn't even know how to build it to be honest. It was there from the start for the AI but the players didnt get them for 6 in game years and then they just appeared.
Dr. Nolegs 6 Jul, 2024 @ 12:09pm 
@Cookie looked into that myself, and without him doing a destructive edit on the UI, he cannot.


This is such an excellent mod.
Cookie 6 Jul, 2024 @ 11:20am 
Trade Value icon over the planets or system in question looks like there are not collected which I think it's in line with how this mod should work. Is there any chance to disable that for visibility?
Hekadem 6 Jul, 2024 @ 9:13am 
How to patch cross border trade then? I can't find trade_conversions as stated in the forum (So it apparently doesnt need a patch) yet you said it here that it does need it
Olympia  [author] 6 Jul, 2024 @ 6:41am 
@Yes That would be cool! Not sure if I'll add anything more, though, to this mod. I may make an expanded version down the line with additional features, but this one is strictly meant to be a performance mod, first and foremost.

@Sunconure11 Yep! I use Cross Border Trade myself.
yes 5 Jul, 2024 @ 10:21pm 
it be cool if the trade station got mini hyperlane and gate with it as you unlock those techs as decorations