Stellaris

Stellaris

Trade League
 This topic has been pinned, so it's probably important
erter  [developer] 4 Mar, 2020 @ 8:43am
Updates
Update logs
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erter  [developer] 4 Mar, 2020 @ 8:57am 
1.0.1 Update

Balance:

The production and upkeep of new jobs was slightly reduced.

Buildings:

Trade Port now has 4 stages of construction, costs significantly more and has greater efficiency.

Minor fixes:

Localisation improvements.
Last edited by erter; 7 Mar, 2020 @ 5:49am
erter  [developer] 7 Mar, 2020 @ 12:04pm 
1.1.0 Big update

New buildings and jobs:

Private military buildings that add mercenaries (instead of fortresses and soldiers).
Private security buildings that add security guards (instead of police and enforcers).

Balance:

Bonuses and requirements of the "Free Traders" сivic have been reworked.

Bugs and flaws:

AI interaction with new buildings has been improved.
Building conversion has been added (except hyper-entertainment forums --> entertainment districts and private clinics/hospitals --> clinics/hospitals, I really have no idea what the problem is).

Localisation:

Improvements in English localisation.
Improvements in Russian localisation, thanks to Anya ( https://steamhost.cn/steamcommunity_com/id/stonedpip ).
Last edited by erter; 7 Mar, 2020 @ 12:05pm
erter  [developer] 8 Mar, 2020 @ 4:41am 
Small bug fix:

Fixed security guard job.
erter  [developer] 4 Oct, 2021 @ 11:39am 
1.1.1 Update

Last version compatibility:
1. Mod updated for 3.1.X
2. "Trade League" trade policy has been renamed to "Free Traders" to avoid confusion with vanilla policy. It's better, than vanilla "Trade League", and is available even if you are member of a trade federation.

Other mods compatibility:
1. Changed scripts so that empires with Free Traders civic (hereinafter - "FT") spawn with normal buildings on starting planet (they will automatically be replaced with their analogs for FT after month tick). This should solve the problem with mods that change start (like Planetary Diversity or adding new origins).

Balance changes:
1. FT now gives only -20% naval capacity debuff, instead of -50%.
2. Mercenaries upkeep was reduced from 0.5 consumer goods and 2 energy to 0.25 consumer goods and 1 energy.
3. Added 2 energy upkeep for private researchers, and they productivity increased (from 5 researchs to 6).
4. Added 1 energy upkeep for private entertainers, and they productivity increased (from 4 unity to 5).
5. Added 1 energy upkeep for private doctors.
6. Reduced the number of clerks and merchants received from FT in commercial buildings due to the balance change in vanilla Stellaris.

Bugs fixes:
1. Mercenaries now gives more naval capacity after researching "Ground defense planning", as they should.
2. Fixed Syncretic Evolution bug.
3. Traits "Thrifty" and "Nuumismatic Administration" now correctly affects on trait value produced by jobs from mod.
4. Traits "Thrifty" and "Nuumismatic Administration" now grants weight when pops are selected for jobs (from mod) that provide trade value.
5. Added jobs effects descriptions.
6. City Districts, SRW Commercial Districts, Residential Arcology Districts, Habitat Trade Districts, City Segments and Commercial Segments now gives extra clerk jobs (and merchants if gives in vanilla) if you have FT.
7. Leisure Arcology Districts/Habitat Leisure Districts and Habitat Research Districts/Research Segments now gives Private Entertainers instead of Entertainers and Private Researchers instead of Researchers respectively.

Bug with hyper-entertainment forums --> entertainment districts and private clinics/hospitals --> clinics/hospitals conversion still present, and I realy don't know how to fix. If you know please write:guardian:
Last edited by erter; 4 Oct, 2021 @ 11:57am
erter  [developer] 7 Oct, 2021 @ 8:44am 
Small update

Alien zoo now gives Independent entertainers job instead of entertainers
erter  [developer] 25 Oct, 2021 @ 6:50pm 
Small update

Planetary deposits that grant researchers jobs now grant private researchers if you have Free Traders civic.
erter  [developer] 24 May, 2022 @ 8:50am 
2.0.0 Update

New features:
1.Three new technologies that increase trade value, like technologies that increase the output of miners, farmers, etc. (Not only for free traders)
2.Repeatable technology that increase trade value. (Not only for free traders)
3.Mercenary armies, that better than standart assault armies, but more expensive (and costs energy to build, instead of minerals).
4.Robotic trait, that increase trade value output (same as thrifty organics trait)

Changed:
1.Unique builings was replaced by regular buildings for unification, compatibility and making future updates easier. (they still gives unique jobs if you have FT civic)

Also minor balance changes have been made.
Bug fixes.
erter  [developer] 9 Jun, 2022 @ 11:26pm 
2.0.1 Fix
Fixed:
1.Buildings slots bug.
2.Some GFX icons.
3.Maybe something else, that I already forgot.
Last edited by erter; 9 Jun, 2022 @ 11:26pm
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