AlphaMod: Traders (2.0)

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Author: AlphaAsh

Last revision: 10 Jun, 2018 at 09:04 UTC (4)

File size: 114.69 KB

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Description:
Galactic opportunities for galactic profits.

Requires AlphaMod 2.0.

Acension Perk: TRADE GUILD
To expand your trade empire into a Galactic Trade Guild you’ll need the ascension perk: Trade Guild. See the slideshow.

To take this perk you will need to complete the Diplomacy Traditions and have the Interplanetary Trade Initiatives technology.

When you take the perk, all your subjects, allies, federation members and any empire you have a migration treaty with will be given the Interplanetary Trade Initiatives tech. Your subjects will automagically get a Trade Station on their homeworld.

Anyone who doesn’t already have the tech, you become their Guild Master. If they already have the tech, they become Guild Partners. This is reflected in their opinion of your empire.

The perk will also give you access to a third foreign export route from a planet and will improve the production of any trade buildings.

EMPIRE EDICTS
Trade Guild also unlocks two new empire edicts:

Procure Imports
You bid for import routes to be established by neighbouring trade partners to your worlds. This increases the chances of trade partners establishing export routes to your worlds.

Expand Trade Opportunities
Planets in neighbouring empires with the necessary tech will have increased chances of constructing planet-based trade buildings, thus potentially making more trade routes available. Potential trade partners who do not yet have the Interplanetary Trade Initiatives tech will be given it.

AI TRADE GUILDS
The AI can take the ascension perk, and if you fit the criteria, you will receive an invitation to join their guild. If you don’t have the tech, you’ll get that too.

TRADE FACTIONS
Five new factions can form in your empire. Three types of corporation: Defence Corporation (Militarist), Tech Corporation (Materialist) and Consumables Corporation (Pacifist). Two types of Trade League: Domestic Trade League (Xenophobic) and Foreign Trade League (Xenophile).

COMPATIBILITY
Requires AlphaMod 2.0.
Built against Stellaris v2.0.4b.
Shouldn’t be an issue with an existing save-game.
No vanilla files are over-ridden or modified.

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AlphaMod 2.0Steam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.