Colony Designation: Ecumenopolis Commercial

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Author: corsairmarks

Last revision: 11 May, 2023 at 08:55 UTC (5)

File size: 339.97 KB

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Description:
Overview

Tired of your city-planets not being top-tier trading hubs? Then this mod is for you! This mod adds an "Ecumenopolis Commercial" colony designation that boosts the build-speed of commercial buildings and commercial arcologies by 25% and overall trade value by 20%. That is the same trade value boost as Urban Worlds, Trade Stations, and Commercial Ring Worlds.

Because Stellaris version 3.1 added a +20% trade value boost to the base Ecumenopolis colony designation, I went back to the drawing board to double down on the theme of a commercial megacity. That lead to the creation of the new "Commercial Arcology" district which provides Merchant and Clerk jobs. Choosing to use the Ecumenopolis Commercial colony designation also swaps some Clerk jobs into Merchant jobs from each Commercial Arcology, and can provide small amounts of bonus trade if you meet varying hidden, trade-related conditions – see if you can figure them out.

But wait, there’s more! Empires with the Merchant Guilds civic will find that more Merchants replace Clerks. But wait, there’s even more! MegaCorps replace a Clerk with a Manager and another Clerk with an Executive (all those Clerks need bossing around). And if that wasn’t enough, we’ll throw in positive interaction with the "Commercial Enterprise" tradition for even more Merchants!

Changes

Adds the col_ecu_trade colony type and a new district district_arcology_commercial. Overrides the col_ecu_mix colony type to match the bonuses for the default mixed ringworld (+20% immigration pull, +5% jobs output, +5% Pop growth/assembly) so as to not conflict (mechanics-wise) with the new col_ecu_trade type. Overwrites trade colony automation automate_trade_planet in order to include col_ecu_trade and exclude col_ecu_mix.

Localisation
  • English by corsairmarks (author)
  • Polish (Polskie) by Gatzek
  • Russian (Русский) by NCTribit
Compatibility

Practically any mod, as long as it doesn’t entirely remove ecumenopoleis or create/edit the same colony types. Compatible with Planetary Diversity.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

When to Install

This mod can be safely added to your savegame after the game has started. Because it adds a new district for planets, it is not advisable to remove during gameplay. Back up your savegame before trying to remove a mod.

Required Dependency Mods

In order to see and interact with the new commercial arcology district, it is necessary to use a UI mod that allows more districts to be visible. UI Overhaul Dynamic and Bigger Planet View are two possible options. If you play Stellaris on a lower resolution (such as 1366×768 or 1600×900) there are not many mod offerings that show many districts without making the planetview too large, so I created Basic Planetview: More Districts to solve that issue.

Recommended Companion Mods
Known Issues

Overwriting a colony type produces an error log. Expect to see two entries in error.log similar to these:

[23:10:05][game_singleobjectdatabase.h:165]: Object with key: col_ecu_mix already exists, using the one at file: common/colony_types/01_ecumenopolis_trade_colony_types_overrides.txt line: 2 [23:10:09][game_singleobjectdatabase.h:165]: Object with key: has_trade_designation already exists, using the one at file: common/scripted_triggers/10_ecumenopolis_trade_scripted_triggers_ai_overrides.txt line: 2
Changelog

See Change Notes

Source Code

Hosted on GitHub[github.com]

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