Stellaris
Colony Designation: Ecumenopolis Commercial
23 comentarios
spectre199 30 ENE 2024 a las 17:01 
will this work with the newest update?
The_Last_Mando 14 SEP 2023 a las 8:51 
pls Update
corsairmarks  [autor] 11 JUN 2023 a las 6:53 
@MinedMaker It's intentionally strong at trade value - a key downside of trade is needing to provide anti-piracy protection (up until gateways, at least). Also a lack of scaling technologies. Compared to technicians, merchants generate more in raw value, but they have much more upkeep (and the districts require a strategic resource to build and for upkeep).

In the spirit of this mod being particularly strong, I added similar tweaks for other trade districts in this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2641081470
MinedMaker 11 JUN 2023 a las 3:55 
This seems like a really obvious feature to add to the game and I'm glad you did. A little worried about how the balancing works out though. Is that something you've thought about. We are essentially just printing money at this point, no?
ꜰᴀʏʙʀ 29 MAY 2023 a las 22:01 
It baffles me that ringworlds have more merchants than an ecumenopolis in the base game. I'm glad someone sees the same problem as I did.
Journeyman Prime 22 ABR 2023 a las 11:05 
Finally, real capitalism has been tried!
corsairmarks  [autor] 26 OCT 2021 a las 20:15 
@NCTribet (part 2)

Thanks for the offer to help localize the mod into Russian! Contact me on Discord at corsairmarks#7344. If you want to get a head start, copy the English file from the mod's localisation folder and replace the English with Russian. I reuse some existing translations from the game - for English there aren't word gender and case to worry about, but I'd love to make sure all of the descriptions for this mod are as good as we can make them. If you're a modder yourself, you can upload a localisation only mod and I'll link it in the description, otherwise I am happy to put it directly into my mod's code.
corsairmarks  [autor] 26 OCT 2021 a las 20:14 
@NCTribit Yes the district can only be constructed when the Ecu is set to the Ecumenopolis Commercial designation.

This isn't a direct copy of the ringworld commercial district and I intended for this one to be slightly stronger in terms of the amount Merchants a player can acquire. As a comparison, Ringworld Commercial districts can have up to 4 Merchants (with the Commercial Enterprises tradition) and this district can have up to 8 with the colony designation, tradition, and civic; or a more normal 4 with the tradition plus a different Ecumenopolis designation. I suppose I could release upgraded Trade districts for ringworlds and habitats too - I'll put that on my list. And I should probably tone down the free trade value from the district itself - a 50% cut is probably more sane.
NCTribit 26 OCT 2021 a las 17:07 
Trade districts available only when Arcology type Trade was selected?
I think Trade districts on Arcology is unbalanced now, this is copy of ringworlds trade districts? Ring world (one section) can have only 10 districts, Arcology can up to 30! It’s to strong.

Russian localisation is absent, I want help with this.
corsairmarks  [autor] 19 OCT 2021 a las 0:04 
@Kane No technical limitation why - I just coded it that way. I'll check into what adjustments I can make to have it work with capitol Ecus.
Kane 18 OCT 2021 a las 21:28 
Feels like this mod fills a hole for me, wanting a 100% pure trade ecumenopolis as capital. the problem is... 'capital' :D
is there any way to make the district also possible to build on capital world ecumenopolis? or is this some hard technical limitation :)
nonetheless great mod ^^
doctornull 30 SEP 2021 a las 12:19 
Ah gotcha. That's the same box for unavailable districts which you get when you create a Resort World, guess it means "you could build this but not now".
corsairmarks  [autor] 30 SEP 2021 a las 10:53 
@doctornull - yes - that is what it looks like when you can't build any. I'm not sure why the game adds such a large, ominous box. But yes, the colony designation enables the district. If you switch away you can keep any you built, but the lose a Merchant job.
doctornull 29 SEP 2021 a las 17:17 
Oh wait, I hadn't used the Designation.

Is that just what the district looks like without the Designation?
doctornull 29 SEP 2021 a las 16:07 
That's reasonable.

I'm seeing an incompatibility with Planetary Diversity, which adds more Arcology types but also adds an "Industrial Arcology" district to vanilla Ecu.

When I use both it and your mod, my Ecus look like this:
https://imgur.com/a/a1UGgjP

... and I can't build Commercial Districts.
corsairmarks  [autor] 28 SEP 2021 a las 23:13 
I should add - I did recently upload the new version of this mod, with a custom Commercial Arcology district. Id work similar to how you propose, but takes into more things to potentially have up to 6 merchants per district.
corsairmarks  [autor] 28 SEP 2021 a las 23:12 
@doctornull My goal was to not override the districts file with this mod. It's easier to create a new district type and maintain compatibility, rather than altering an existing one.
doctornull 28 SEP 2021 a las 19:30 
Maybe have the Mercantile tradition give +1 Merchant to Ecu City districts, and the Trade Designation give another +1 Merchant and +5 Clerks?
titanmode50 18 SEP 2021 a las 10:05 
ngl I read this as "colony designation: Ecumenopolis Capital"
corsairmarks  [autor] 15 SEP 2021 a las 18:04 
Looks like I released this mod just in time for it to be largely irrelevant in 3.1 - the default Ecumenopolis colony type now offers the same trade bonus.

I might take a look at designing a pecial commercial district type or maybe some jobs waps to Merchant to make this one stand out more.
Baka Racker 12 SEP 2021 a las 13:59 
It'll be nice to have another designation type for ecu's, thanks!
corsairmarks  [autor] 11 SEP 2021 a las 8:08 
@Robokiller 2500 You are welcome!
Robokiller 2500 11 SEP 2021 a las 2:21 
Thank you!