Stellaris

Stellaris

Civilian Trade
kyojin  [developer] 29 May, 2016 @ 11:51am
Suggestions
What kind of events, techs, policies would you like to see? Can't promise anything but I'll see what I have the time/skill for.
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Showing 1-15 of 69 comments
Life is Comedy 29 May, 2016 @ 2:15pm 
I found your mod very nice. Hope you will soon implement it!

Too help, I just traduce the textes in german and french (could have some errors, I will reread it tomorrow).

Here:
French

l_french:

#############################
# Civilian Trade Events
#############################


civtrade.1.name:0 "Marché privé"
civtrade.1.desc:0 "Forts du succès de la première colonie [Root.Owner.GetSpeciesName] , un petit groupe d'entrepreneurs de [Root.Capital.GetName] a ouvert la voie au commerce interplanétaire. Qu'ils soient sagaces ou hardis... Nul ne le sait. \n\nC'est un jour mémorable pour toute l'espèce [Root.Owner.GetName] qui a marqué le pas d'une future civilisation dont l'histoire s'écrira dans les étoiles."
civtrade.4.name:0 "Un nouvel convoi!"
civtrade.1.respond: "Laissez-faire, laissez-passez!"
civtrade.2.name:0 "Teste"

# Options
civtrade.1.a:0 "Que la foi puisse leur éclairé le chemin."
civtrade.1.b:0 "Vos papiers sont valides. Partez!"
civtrade.1.c:0 "Des actions indépendantes supposent une pénsée indépendante: attention à votre hubris."
civtrade.1.d:0 "Le développement fait par soi-meme est un signe de grand travail personel."
civtrade.1.e:0 "Cette déclaration d'egoisme avec vos reves individualistes ne seront pas tollérés."
civtrade.1.f:0 "Tant que vous payerez vos impots et frets de douane tout ira bien."
civtrade.1.g:0 "La liberté de mouvement et de commerce sont la base de notre société."
#############################
# Civilian Trade effects
#############################
trade_network:0 "Passage du Commercant"
trade_network_desc:0 "Des comercant interplanétaires sont recamment venu sur notre planète, ce qui a favorisé son économie."
#############################
# Civilian Trade personality
#############################
personality_civilian_traders:0 "Commercants"
personality_civilian_traders_desc:0 "Des Commercant en cherche de quelques échange profitable. Ils transitent paisiblement votre espace."
####################################
# Edicts
####################################

# Planet Edicts
edict_trade_hub:0 "HUB Interplanétaire"
edict_trade_hub_desc:0 "Avec la création de quelqes zones franches et infrastructures adaptées, la planète devient un escale obbligatoire pour tout commercant intéressé à LA bonne affaire. Notre Planète ne pourra qu'en profiter."

####################################
# Policies
####################################

policy_civilian_trade:0 "Commerce interplanétaire"
policy_civilian_trade_desc:0 "Selon les politiques plus ou moins de libre échange ou protectionistes, le nombre de nouveux commercants varie."

unrestricted_trade:0 "Libre échange"
unrestricted_trade_name: "Marché du Libre échange"
unrestricted_trade_desc:0 "Laissez-faire, laissez-passer. Que les comercants fassent comme bon leur semble (Avec quelques limites bien sur.)."
subsidized_trade:0 "Subventioné"
subsidized_trade_name:0 "Subventions au commerce interplanétaire"
subsidized_trade_desc:0 "Etant un domaine primordial au bien etre de notre Etat et de nos citoyens, nous devrions aidez les entrepreuners commercieaux. PLUS de commercants seront crées."
restricted_trade:0 "Protectionisme Planétaire"
restricted_trade_name:0 "Protectionisme Planétaire"
restricted_trade_desc:0 "Trop de libre circulation au sein de notre Etat est mauvais. Le commerce reste cerné par planète. AUCUN nouveau commercant n'est crée."




German

l_german:

#############################
# Civilian Trade Events
#############################


civtrade.1.name:0 "Privathandel"
civtrade.1.desc:0 "Nach der erfolgreichen Koloniesierung des ersten Exoplaneten hat eine gruppe von [Root.Capital.GetName] Kaufleute entschlossen den ersten Raumhandelsconvoy rechtzuvertigen. Ob Narren oder Fuechse, dies ist noch unklar... \n\n Es ist ein grosser Tag fuer [Root.Owner.GetName] und der ganzen [Root.Owner.GetSpeciesName] ! Ab dieser Tag wird unsere Spezies seine Geschichte auch im All schreiben."
civtrade.4.name:0 "Ein neues Convoy!"
civtrade.1.respond: "Los geths!"
civtrade.2.name:0 "Test"

# Options
civtrade.1.a:0 "Die Geister werden ihnen den weg zeigen."
civtrade.1.b:0 "Eure Lizens ist gueltig. Ihr duerft abfliegen."
civtrade.1.c:0 "Unabhängige Aktionen stehen su ein unabhängiges Kopf zu: passt auf eurer Hybris auf."
civtrade.1.d:0 "Sich mit eigenen Haende hochzuschaffen ist bemerkenswert. Viel Glueck."
civtrade.1.e:0 "Diese Egoistische und Antikollektivistische Aktion ist unfassbar!"
civtrade.1.f:0 "Bislang ihr Steuern und Zinsen bezahlen werdet, ist alles Ok."
civtrade.1.g:0 "Dank Reisefreiheit und Handelsfreiheit ist unsere Gesellschaft Stark."
#############################
# Civilian Trade effects
#############################
trade_network:0 "Handlaer Besuch"
trade_network_desc:0 "Weltraumhaendler sind vor wenigem hier gewesen. Ihr aufenthalt hat die Planetoekonomie eifriger gemacht."
#############################
# Civilian Trade personality
#############################
personality_civilian_traders:0 "Handelsbund"
personality_civilian_traders_desc:0 "Die Weltallaendler sind immer unterwegs, auf der suche nach neue Handelsmoeglichkeiten."
####################################
# Edicts
####################################

# Planet Edicts
edict_trade_hub:0 "Handelszentrum"
edict_trade_hub_desc:0 "Mit der beschaffung von Speziellen Handelsorten und verleichtate Uebernachtungsmoeglichkeiten muessten wessentlich mehr Haendler interessiert sein unser Planet in dessen Handelsrouten hinzuzufuegen."

####################################
# Policies
####################################

policy_civilian_trade:0 "Privathandel"
policy_civilian_trade_desc:0 "Ob Weltraumhandel unter Protektionismus oder Frei Handel sich aufbauen wird, wird zu mehr oder weniger neue Haendler bringen."

unrestricted_trade:0 "Freihandel"
unrestricted_trade_name: "Freihandel"
unrestricted_trade_desc:0 "Der Staat hat kein grund sich im Handel einzumischen (es sei den zwei-drei Kontrolleaktionen durchzufueren)."
subsidized_trade:0 "Subventioniert"
subsidized_trade_name:0 "Subventioniertes Handel"
subsidized_trade_desc:0 "Da Handel so wichtig fuer unser Staat und unsere Buerger ist, sollten wir neue Haendler helfen ihr Geschaefft aufzumachen. MEHR Haendlerlizensen werden gegeben."
restricted_trade:0 "Planetarer Protektionismus"
restricted_trade_name:0 "Planetarer Protektionismus"
restricted_trade_desc:0 "Zu viel freier Handel ist schlecht fuer unsere Interessen. Haendler sollen auf ihre Planeten Handeln. KEINE neuen Haendler sind zugelassen."

P.S. Would love if you add those languages, as I play in german ;)
Last edited by Life is Comedy; 30 May, 2016 @ 2:46am
stardestroyer 30 May, 2016 @ 3:09am 
Hi! This game needs this mod! Is there a way to use fleets to create a naval blockade? Not necessairly be in war with another faction. Just an economic war..
Last edited by stardestroyer; 30 May, 2016 @ 3:09am
kyojin  [developer] 30 May, 2016 @ 4:34am 
Originally posted by stardestroyer:
Hi! This game needs this mod! Is there a way to use fleets to create a naval blockade? Not necessairly be in war with another faction. Just an economic war..

At the moment no, you should be able to attack other empires trade fleets though. They won't retaliate atm.
Chad Chadinski 30 May, 2016 @ 7:44am 
Give prons and cons to the policy itself.Make it a 4-layer policy that starting from the top would gradaully scale down both in size and effect. So not only the frigates would give bonuses and maluses upon arrival to a said planet but from the time you activate the policy the player would receive a set bonus let's say happines or upkeep cost reduction etc. But the thing that i would like to suggets is a little bit more complex. In orded to activate the policy you will need to build at first either a building let's say a trade port on a planet tile or create a spaceport module to house your trade frigates. I think that this is logical since the ships cannot spawn out of nowhere but i also believe that it might need A LOT of work. Either it's a very good mode. It also reminds me of Distand Worlds.
Heavy Kniblets 30 May, 2016 @ 1:08pm 
Have you thought about having the spawn rate be related to population size? Maybe planets with higher pops have a little better chance at spawning a trade fleet.
Avian Overlord 30 May, 2016 @ 1:18pm 
Is there anyway to connect trade deals to this system? Maybe require a working trade route to trade Minerals/Energy/Strat. Res?
Zilenan 30 May, 2016 @ 6:16pm 
What's the fix for this in 1.1.0?
coyo 30 May, 2016 @ 8:05pm 
I think that it seems reasonable that the traders should have at least some pea shooters on them or have a few corvettes as escorts. Maybe even a fomula that's something like: Pop /x = Number of escorts.
MaddestBob 31 May, 2016 @ 6:37am 
It would be quite cool if you added some Q trader ships. Still controlled by civs and not yourself but in case of attack there is a random chanse of the trader dropping its helpless facade and showing some teeth from hidden gun ports :)
I really really really like this mod. What I would love to see is a system where you can send resources from sector to sector. like if one sector needs more minerals or a strategic resource, I can give it to them without changing the sector.

Also I think it would be good if they had some weak defenses bassed off of your inferior tech. like if you have tier 3 lasers, they could have some tier 2 lasers
Last edited by The Federal Government; 31 May, 2016 @ 1:33pm
You could also make pirates randomly spawn and attack the civ freighters, giving your fleet something to do while not at war.
coyo 31 May, 2016 @ 1:55pm 
@The Federal Government Your inferior tech idea doesn't work late game/at all in some cases, how does it decide what weapons to use? If you start with Lazers and then switch to Torpedoes what does it decide? I think a better idea would just have them be based off a design with a -x% modifier to them which makes it so the weapons work as if they're civilian grade without having to go through the trouble of making it so they choose the "inferior tech".
Wrath 31 May, 2016 @ 2:14pm 
What a great idea. Though a single trade ship every ten years per colony, or two years with a policy setting, doesn't sound like it would do much to add life to the systems, which was what I've been hoping to see. I'd like to see near continual traffic at fully developed colonies and at least regular traffic at less developed ones. I don't know what bonuses these civilian traders add, but I'd prefer to see them scaled down significantly and then balanced out with more civies running around to get underfoot in a fight or needing protection during wartime.

As an example of spawn frequency, there would maybe be a 1% chance per month per POP of a trader spawning. That way, a fully grown colony would be sending out traders with great frequency, for whatever destinations make the most sense for the cargo they're carrying, which could also be based on which POP spawned it. Then there might be a policy that doubles this frequency. Lastly, some of these spawns could be for simple service runs to the various outposts and operations that exist within the system itself. Remotely mined minerals aren't going to just fly themselves to the local colony in that system.

If I misread how it's supposed to work, I apologize. I was just hoping to see a lot more activity in my systems to make them seem like there's life there. I think I'd take a weird pleasure in just watching things in slow mode, moving around my colonies for whatever non-military purpose they have. The current default spawn rate doesn't seem to offer that.
I am Nyióuh 31 May, 2016 @ 2:25pm 
Would be great if traders could actually trade in excess food in one pçanet to another without food.... adds to the depth of war and economy
coyo 31 May, 2016 @ 2:52pm 
Originally posted by nunodrks:
Would be great if traders could actually trade in excess food in one pçanet to another without food.... adds to the depth of war and economy

This is something that annoyed me deeply when the game first came out. Not being able to ship food around seems incredibly stupid. I much perfer what happens in Master of Orion 2 where you can built frieghters to ship food from planet to planet which allowed you to have a very mineral poor gaia world that was probably the most important world you owned because it produced all the food everyone in your empire ate. You can tell paradox wanted this because of the way the Ring Fallen Empires work. They have 1 ring world made pacifically for food that does absolutly nothing until the AI/you change it.
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