Stellaris

Stellaris

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Trade Lag Mitigation
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27 Dec, 2024 @ 3:27am
14 Jan @ 5:07am
12 Change Notes ( view )

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Trade Lag Mitigation

Description
Motivation:
Trade routes has appear to become a primary contributor to mid to late game lag. The path finding and trade protection calculation is suspected to be the main culprit behind the decrease in game speed.

Original Reddit post: https://www.reddit.com/r/Stellaris/comments/1b3cjrg/in_my_experience_these_are_the_biggest/

While there are other mods that deals with this issue, most either appear to be abandoned or deprecated, or too complicated and causes compatibility issues with other mods.

This mod aims to keep vanilla trade behavior, while at the same time keep compatibility with most other mods.

Design:
This mod applies a country effect to all countries at the start of the game that set starbase collection radius and protection range to 0.
The starbase in capital system gains a modifier that increase trade collection range to max. This eliminate the need of calculating trade route and trade protection.

Additional Changes:
The following has been changed due to becoming useless with trade route removable.

Trade hub: Increase trade value by 4
Hyperlane Registrar: Increase trade value by 6
Mercantile adoption effect: Increase trade value by 5%

Thanks to -F.T.L.- Solomun for the suggestion

If this mod is having compatibility issue with one of your overhaul mod, you can try the compatibility version here without those changes:
https://gtm.you1.cn/sharedfiles/filedetails/?id=3403656496

Load order does not matter for compatibility version as no vanilla file is modified.

Known issue:
Trade pirate should no longer spawn with this mod enabled, since trade routes no longer exist.

Bug Report and Suggestions:
This mod is still in early development, so please report any bug you see to the comments or discussions.
If you have any suggestions to make the mod better, please let me know.

Mod compatibility:
Overwrites:
common/starbase_modules/trade_hub section.
common/starbase_buildings/warp_fluctuator section.
common/traditions/tr_mercantile_adopt section.

Should be compatible with most mods that modifies trade value.

FAQ:
Can this mod be added to old save?
This mod can be added without any further action required for singe player saved game.

For multiplayer saved game, there is an additional edict that need to be activated. If you don't see the edict, it means either this mod has already been activated or there was an installation issue. Check your capital starbase trade collection range to confirm mod activation. (Thanks to 𝅳𝅳𝅳𝅳𝅳𝅳𝅳𝅳 for the suggestion)
Popular Discussions View All (1)
0
31 Dec, 2024 @ 2:43pm
Mod compatibility record and report
LennyTheLing
70 Comments
EpicSpaceTaco 1 hour ago 
Would it be possible to add compatibility with ACOT?
Making a precursor citadel on your capital system removes the collection range.
LennyTheLing  [author] 15 Jan @ 7:54am 
This mod can be removed mid game without issues. (just tested)
GEORGEBUILDER 15 Jan @ 5:48am 
is this safe to remove or only to add mid game but not ot remove mid game
d.kall 14 Jan @ 1:20pm 
Don't get me started on that mod, its incomprehensible bloatware. I never tried it even when it was the only option for fixing trade lag
MaDJaMeS 14 Jan @ 7:58am 
This mod claims to do something similar https://gtm.you1.cn/sharedfiles/filedetails/?id=2475302050&searchtext=performance But still get the nasty mid to late game lag.
LennyTheLing  [author] 13 Jan @ 1:12pm 
I noticed a bug with gestalt empire always show mod edict, expect a patch addressing this issue sometime later today. (around 12 hours from now)
d.kall 13 Jan @ 6:20am 
Yeah that mod is dead unfortunately, which makes this mod the best option for reducing trade lag out there
LennyTheLing  [author] 13 Jan @ 4:50am 
As far as I understand, the megastructure trade mod is not currently maintained and causes bug related to galactic community resolution.
merklow 12 Jan @ 3:10pm 
what about that mod that gets rid of trade radiuses and makes a megastructure produce what would otherwise be collected?
LennyTheLing  [author] 12 Jan @ 10:24am 
for some reason i thought initial modifier was added by tml.2 instead of tml.1. Thanks for the information.