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Kyojin

Sergeant
27 Badges
Jun 27, 2012
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Steam Workshop Link : http://steamcommunity.com/sharedfiles/filedetails/?id=693402022

Civilian Trade v1.2 Roosevelt.

>> Trader ship caps increased with tech.
>> Traders now a subject of their empires
>> Traders join your war and can be declared upon
>> Kill traders for spoils of war
>> New war goal: Trade Sanctions
>> 1 New event
>> No more trade focus policy, set each planet individually
>> Slight increase in bonuses to go along with less traders
>> Trader Wormholes are now built at the same time as their parent empire wormholes.

This update brings a lot of changes to how the mods works on a basic level. Functionally it is the same but I’ve changed a lot of stuff to hopefully make it better for lower end systems and longer games by reducing the number of trade ships that should spawn in the galaxy as well as setting caps for each empire.

> First there are now tiered caps for the max number of trade ships your traders can have. This is increased by researching the Trade Facilities technology. There are three levels, the first increasing the base max from 5 to 10 as well as unlocking the Trade Hub edict. The second and third increase the max by 10 each to get a final limit of 30 traders per empire.

> The Trader countries themselves have been overhauled. They now function as a new subject type (Traders) to their parent country. This brings some nice things along with it. They now join in any wars you get into. Meaning they can be killed by your enemies as well as allowing you to kill your enemy traders.


> Along with being able to kill traders in wars you now have access to a new war goal, Trade Sanctions. With this war goal you can force the loser to set his trade policy to restricted (which slowly reduces the number of trade ships) as well as reducing the effectiveness of his trade ships when they arrive at a planet.

> While at war if you destroy an enemy trade ship you gain an amount of minerals and energy credits, providing an incentive to hunt them down and move around your enemies space.

> A new event that gives a taste into what I’m going to be working on now that (hopeful) the foundation for the mod is set. Find some alien pets and get ready for the greatest show in the galaxy.

> The trade focus empire policy has been removed and replaced with edicts that can be applied to each planet. When no edict is selected a general smaller bonus is applied to that planet.

> Because of the decrease in total number of trade ships the bonuses have been increases slightly


++++++

Your citizens have finally gotten off their asses and started to pull themselves up with their own bootstraps and setup their own trade routes.

The philosophy behind this mod is to make the galaxy feel a little more alive and active with ships moving between systems by themselves doing their own thing. Using the amazing Aurora as an inspiration for how civilian trade should work you will find that it is a decided hands off affair. Traders will spawn every so often and route their own paths and start hopping from colony to colony.

Current Features:

>Traders spawn and fly about by themselves doing their own thing.
> Policies and edicts to influence the style and number of traders
> Technologies to increase trader limit
> A war goal and ability to kill traders during wars.
> 1 new event

Future Features:
> More events dealing with trade activities and strategic resources
> Moving trade sanctions to an insult/humiliate type thing (Not sure if possible)
> More unique trader ships with unique bonuses
> More techs
> Some sort of tax thing with direct payouts rather than passive bonuses

Thank you guys for waiting and for all the suggestions I’ve gotten. Keep them coming and let me know of any problems or anything else you find.

** I’ve done what I can to make this work with past saves with the mod already but you may encounter some odd things. I recommend running “event civtrade.13” on console to reset the mod.
** Old saves without the mod should have no problem.
** I don’t recommend this mod for Ironman games as it does add a fair amount of changes, but as far as I can tell achievements still work, the checksum does not appear to change. If someone finds out otherwise please tell me right away.
** If you have stability issues late game run “event civtrade.13” to kill all traders.
** If you turn off this mod run the above event (with the mod active) before unsubscribing
** Traders will still stick around if their parent country is destroyed or vassalized. The best thing to do would be to declare war on the traders and destroy them.

If anyone can find a way to check when a country is destroyed I would greatly appreciate it.
 
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An idea to improve on this, if you can find a way to make it work. Potentially you could add a trade deal option in the diplomacy screen that allows your traders to enter a neighbor's space and initiate trade with their planets, which would give them the trade bonus (stacking with their own) and give you an opinion bonus with your neighbor.
 
Sweet.

I don't know much of anything about modding, but maybe adding the trade fleets to an unmarked sector would force them to become hostile to invading empires, and also keep them out of player hands?
 
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So about the problem in the event files that causes the fleets to turn hostile in 1.1, I didn't check the log or anything its just that i was going to see if i could find the problem. So the first thing that i did was make sure that the event fires at the beginning of the year. Surprisingly, removing the random_list in civtrade.2 seemed to prevent the ships from becoming hostile. I just thought it was interesting and worth sharing with you.
 
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That is very weird. Are you then spawning the event through console?

I have actually just found a fix, the ships I was using civilian_freighter and civilian_tanker are set with is_civilian = no and making my own ship class and setting it to yes seems to have fixed it.

Now with saved games the problem still exists so working on a work around with that atm.

*It might have something to do with them prepping for their boarder access stuff and military ships entering your system triggers hostility or something.
 
That is very weird. Are you then spawning the event through console?
No I wasnt.

For the save games Is there a possibility to have an event that goes through all the trade countries and then through each of their fleets and then replace the ships with the new ones? I have only been playing around with modding Stellaris for about 2 days now so I dont know what is possible and not.

Glad to hear that you have found a fix though. Great mod, and keep up the good work.
 
So unable to find a fix for old saves I was able to get half of Dutch Vaders suggestion to work. I put in an event that players can trigger that will wipe the galaxy of all trader countries and reset country flags allowing for the event to refire.

Hopefully there will be something that changes later with the full patch and I won't need to do that.
 
I went ahead and updated it to 1.1.0. It should still work for everyone on 1.0.3, just ignore the outdated mod warning.

For anyone with hostile trade fleets. open up console type "event civtrade.13" this will destroy the current trade country and reset the starting event, from then on it should be fine.

I will have something for people running ironman in the next day or so.
 
Yeah the mod comments were getting filled with people who had updated to the beta and asking about the fix so I just pushed it through to get ahead of the problem.
 
Are there any plans to expand space piracy along the way? It would seem to really compliment the idea for this mod

I'm planning to add something yeah. It's not going to be extensive more like hit and run bandits then anything else. Probably no bases or anything as well to take out unless they get out of hand.
 
  • 1
Reactions:
*****
1.1.0 Update!

First if your traders are suddenly becoming hostile with the update out, open up console "~" and then type 'event civtrade.13' , this will destroy all of the trader countries in the game and reset the trigger event.

If you are running ironman go and download this >http://steamcommunity.com/sharedfiles/filedetails/?id=694640490

Updates to the Mod:
Changes to policies -

Took out subsidized trade and moved it to an edict.
Added in Trade Focus. Set which of the three base bonuses your traders provide. Mineral, Energy credit, Food. This still can't be changed for 10 years like any policy I am looking for a way to shorten it without shortening the other policies.

Changes edicts -

Country edicts:
Trade Subsidizes - greatly increases the rate at which traders are created. They spawn at a rate of about 1 a year with this policy. *open for rebalancing

Planet edicts:
Trade hub now give the planet a special modifier that can stack unlike the base modifier. This modifier gives an increase to all resources (mineral, energy, food)

Traders now fly solo. The problem with hostile fleets was fixed by making them civilian ships and civ ships can't be in fleets.

*Fixed bug where traders would go to mining stations or other things that weren't colonies.
*Added in some localization support for Spanish, German, and French thanks to some helpful people. Somethings aren't fully translated but most are.
If you want to help go to the Localization discussion.
******
 
  • 3
Reactions:
*****
1.1.0 Update!

First if your traders are suddenly becoming hostile with the update out, open up console "~" and then type 'event civtrade.13' , this will destroy all of the trader countries in the game and reset the trigger event.

If you are running ironman go and download this >http://steamcommunity.com/sharedfiles/filedetails/?id=694640490

Updates to the Mod:
Changes to policies -

Took out subsidized trade and moved it to an edict.
Added in Trade Focus. Set which of the three base bonuses your traders provide. Mineral, Energy credit, Food. This still can't be changed for 10 years like any policy I am looking for a way to shorten it without shortening the other policies.

Changes edicts -

Country edicts:
Trade Subsidizes - greatly increases the rate at which traders are created. They spawn at a rate of about 1 a year with this policy. *open for rebalancing

Planet edicts:
Trade hub now give the planet a special modifier that can stack unlike the base modifier. This modifier gives an increase to all resources (mineral, energy, food)

Traders now fly solo. The problem with hostile fleets was fixed by making them civilian ships and civ ships can't be in fleets.

*Fixed bug where traders would go to mining stations or other things that weren't colonies.
*Added in some localization support for Spanish, German, and French thanks to some helpful people. Somethings aren't fully translated but most are.
If you want to help go to the Localization discussion.
******

Awesome!
 
Civilian Trade v1.2 Roosevelt.

>> Trader ship caps increased with tech.
>> Traders now a subject of their empires
>> Traders join your war and can be declared upon
>> Kill traders for spoils of war
>> New war goal: Trade Sanctions
>> 1 New event
>> No more trade focus policy, set each planet individually
>> Slight increase in bonuses to go along with less traders
>> Trader Wormholes are now built at the same time as their parent empire wormholes.

This update brings a lot of changes to how the mods works on a basic level. Functionally it is the same but I’ve changed a lot of stuff to hopefully make it better for lower end systems and longer games by reducing the number of trade ships that should spawn in the galaxy as well as setting caps for each empire.

> First there are now tiered caps for the max number of trade ships your traders can have. This is increased by researching the Trade Facilities technology. There are three levels, the first increasing the base max from 5 to 10 as well as unlocking the Trade Hub edict. The second and third increase the max by 10 each to get a final limit of 30 traders per empire.

> The Trader countries themselves have been overhauled. They now function as a new subject type (Traders) to their parent country. This brings some nice things along with it. They now join in any wars you get into. Meaning they can be killed by your enemies as well as allowing you to kill your enemy traders.


> Along with being able to kill traders in wars you now have access to a new war goal, Trade Sanctions. With this war goal you can force the loser to set his trade policy to restricted (which slowly reduces the number of trade ships) as well as reducing the effectiveness of his trade ships when they arrive at a planet.

> While at war if you destroy an enemy trade ship you gain an amount of minerals and energy credits, providing an incentive to hunt them down and move around your enemies space.

> A new event that gives a taste into what I’m going to be working on now that (hopeful) the foundation for the mod is set. Find some alien pets and get ready for the greatest show in the galaxy.

> The trade focus empire policy has been removed and replaced with edicts that can be applied to each planet. When no edict is selected a general smaller bonus is applied to that planet.

> Because of the decrease in total number of trade ships the bonuses have been increases slightly


++++++

Your citizens have finally gotten off their asses and started to pull themselves up with their own bootstraps and setup their own trade routes.

The philosophy behind this mod is to make the galaxy feel a little more alive and active with ships moving between systems by themselves doing their own thing. Using the amazing Aurora as an inspiration for how civilian trade should work you will find that it is a decided hands off affair. Traders will spawn every so often and route their own paths and start hopping from colony to colony.

Current Features:

>Traders spawn and fly about by themselves doing their own thing.
> Policies and edicts to influence the style and number of traders
> Technologies to increase trader limit
> A war goal and ability to kill traders during wars.
> 1 new event

Future Features:
> More events dealing with trade activities and strategic resources
> Moving trade sanctions to an insult/humiliate type thing (Not sure if possible)
> More unique trader ships with unique bonuses
> More techs
> Some sort of tax thing with direct payouts rather than passive bonuses

Thank you guys for waiting and for all the suggestions I’ve gotten. Keep them coming and let me know of any problems or anything else you find.

** I’ve done what I can to make this work with past saves with the mod already but you may encounter some odd things. I recommend running “event civtrade.13” on console to reset the mod.
** Old saves without the mod should have no problem.
** I don’t recommend this mod for Ironman games as it does add a fair amount of changes, but as far as I can tell achievements still work, the checksum does not appear to change. If someone finds out otherwise please tell me right away.
** If you have stability issues late game run “event civtrade.13” to kill all traders.
** If you turn off this mod run the above event (with the mod active) before unsubscribing
** Traders will still stick around if their parent country is destroyed or vassalized. The best thing to do would be to declare war on the traders and destroy them.

If anyone can find a way to check when a country is destroyed I would greatly appreciate it.