
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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