Stellaris

Stellaris

[Deprecated] Trade Lag Mitigation
148 Comments
Dachu 14 Jul @ 4:24pm 
o7
Okay 30 Jun @ 3:03pm 
o7
Grand Master Gore 15 Jun @ 4:40pm 
07
FunnelVortex 9 Jun @ 9:48am 
007
cxncorde 9 Jun @ 9:46am 
o7
PalmsAreSweaty 8 Jun @ 7:32pm 
o7
filizi 8 Jun @ 11:46am 
o7
chicorito 2 Jun @ 9:12am 
o7
FancierImp 30 May @ 12:45pm 
o7
Mikeh 25 May @ 1:30am 
o7
palinecko 20 May @ 9:58am 
o7
Armorion 17 May @ 6:46am 
o7
Teartime 16 May @ 8:45am 
o7
d.kall 13 May @ 7:05pm 
o7, this was elegantly useful while it was needed so thanks for making it!
ldubose 11 May @ 6:03pm 
o7
vanillaification 6 May @ 6:22pm 
o7
PalmsAreSweaty 5 May @ 5:54pm 
Trade is linked with the number of populated worlds so yes @Xeonzs killing 80% of the galaxy can help as you are basically removing all the trade links connecting everything together.
RedDeath 5 May @ 8:41am 
I think this mod has no use anymore? Trade is now a ressource
Xeonzs 1 Apr @ 3:21am 
Worked for me on a new playthrough.
I didn't particularly feel a performance difference, whereas after the contingency started neutron bombing 80% of the galaxy (thus eradicating all the pops) performance went up real fast.
So pops still seem to be the biggest performance hit.
I'll personally be unsubscribing as I kinda miss the trade route system, but I guess it's a good mod for those who really don't care about trading and just want to squeeze as much performance as possible out of the game.
LennyTheLing  [author] 28 Mar @ 6:57pm 
if it's still not working on your new run, check your edict page for "Enable MP Trade modifier". Activate the edict should fix most problems.
Fulcrum 28 Mar @ 6:51pm 
Alright, I double checked my load order (matches yours) and added the mod to my current game and it works fine. Then I started a new game to test and it doesn't seem to work, I let it run for a quick decade and my home starbase still had 0 collection range. I'm not sure why it works on my current game and not a new one, but I'm happy with that at least since the lag is way better!
LennyTheLing  [author] 28 Mar @ 1:54pm 
I started a run and there doesn't seem to be a problem. I set gigastructure on default setting.
The load order I used: UI overhual dynamic, UI overhual dynamic tiny outliner, gigastucture engineering 3.14, Technology Ascendant, Better AI economies, Trade Lag mitigation.

If you click on trade view, you should notice your home world station have 150 trade collection range. If not, then something is probably wrong.
Fulcrum 28 Mar @ 8:37am 
Current version of the game (no betas) and Trade Lag Mitigation (I just reinstalled both today). I am also using Gigastructures, Technology Ascendant, and Better AI Economies. Trade Lag Mitigation is loaded last, after the other 3 mods.
LennyTheLing  [author] 27 Mar @ 7:26pm 
can you provide a little bit of detail on what mod and what version of game you are running? I weren't able to reproduce this issue on last update.
Fulcrum 27 Mar @ 3:00pm 
This mod seems to make trade impossible to collect, no matter what I do or build my home system has 0 of its 82 trade income being collected in a completely new game. The capital starbase doesn't seem to gain any modded collection modifier, but the vanilla system is also gone.
NovaSpartan07 27 Mar @ 9:32am 
Has this mod had any breaking effects on mega corps or trade heavy empires in terms of their trade production?
LennyTheLing  [author] 26 Mar @ 2:27pm 
My current plan is to deprecate this mod when next patch drops. Unless paradox somehow royally trashed the new update, we hopefully won't need to use this mod again.
Average Ligurian 26 Mar @ 12:05pm 
Paradox is changing the system so let's hope this mod won't be needed anymore after the update
Siveen 15 Mar @ 7:34pm 
Great mod. Looking forward to Paradox deprecating it.
LennyTheLing  [author] 14 Mar @ 4:16pm 
Unfortunately that's the vanilla behavior, the only way to fix it is to build a bypass that connects to your capital system. (ie, either natural wormhole or gateway)
Tystefy 14 Mar @ 1:53pm 
I can't collect trade through the territory of other empires. Meaning I own territory with trade but, since it is not directly connected to the rest of my territory, I can't collect it. Is this fixable?
d.kall 13 Mar @ 1:50pm 
Yeah, the new trade system is pretty much this mod except it treats trade as its own resource instead of 1:1 converting it into as your trade policy dictates. So unless the new system is astronomically worse than the current one, this mod won't be necessary
Lazy Invincible General 10 Mar @ 1:36am 
at least from my understanding
Lazy Invincible General 10 Mar @ 1:36am 
I don't think this will be needed post 4.0 since they are removing trade routes and trade is going to be treated as a resource like minerals
Chum 9 Mar @ 7:20pm 
Since trade is getting overhauled in 4.0 are you planning on keeping this mod around?
[PG] TheUltimateSayian 9 Mar @ 1:21pm 
@Alex Schütz ✔ In what regards?
Alex Schütz ✔ 2 Mar @ 12:04pm 
Ironmode compatibility?
LennyTheLing  [author] 1 Mar @ 5:24am 
Some starbase buildings are changed, all listed under "additional change" section. trade range bonus got changed to increased trade value.
FancierImp 28 Feb @ 1:26pm 
Does this mod make trade buildings for starbases useless or is it still profitable to build them?
LennyTheLing  [author] 22 Feb @ 3:02pm 
upgrade a outpost to starbase should fix the issue.
Iceman 22 Feb @ 12:01am 
Looks like the issue is fixed. Thanks for looking into it @LennyTheLing :)
BoostHungry 21 Feb @ 5:47pm 
Sorry, I didn't understand the below. What should we do to fix the trade routes now? Remove/Add/Replace a module or building on our capital starbase? Build a random starbase somewhere outside our capital?
LennyTheLing  [author] 20 Feb @ 6:54pm 
After mod update, new change won't be reflected immediately. The old trade route should disappear when new starbase are build/upgraded.
LennyTheLing  [author] 20 Feb @ 6:50pm 
It looks like removing trade protection value reduction caused trade route to come back, I'll revert the last mod update.
Iceman 20 Feb @ 2:22pm 
Reporting an issue, Trade Routes have returned with the lag. I've reinstalled the mod, still same problem. New update torpedoed this mod?

Only running Planetary Diversity Mod pack
Eisvisage 17 Feb @ 4:45pm 
Maybe raising the protection range to the same high number as the collection range would help with shutting down what little piracy does exist. Which only exists due to trade routes being formed automatically when upgrading or conquering a starbase. Turning off those automatic trade routes, if you can do that, should fix all piracy.
LennyTheLing  [author] 15 Feb @ 4:38pm 
This mod doesn't directly modifies piracy nor ai behavior. This only modifies trade route range which indirectly prevents piracy from spawning.

The only thing I can think of it's the other mod might be tracking station in trade piracy range, in which case it would have been null. But that would only be logged as an error, and would not crash the game.
Janlitschka 15 Feb @ 12:51pm 
Hey, I got some mods relating to piracy added to the game and around an ingame month later when I defeat some of their stations, the game crashes, the logs only hint on some AI behaviour mod . Is this a possibility when combining these mods with yours, the last few comments talking about piracy mods make me highly suspicious here
LennyTheLing  [author] 13 Feb @ 2:24pm 
do you happen to have mods that adds pirates to the game? I am under the impression piracy should never spawn, but I might be missing some newer game features.

Also as long as your home starbase have 150 range and all other starbase have negative range, the mod is working properly.
drinkyxcy10 13 Feb @ 7:36am 
So after few games, idk if it works properly, as my cap. starbase has range of 150, but still sometimes pirate fleet appears, not often, but like 2-3 times per century