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Comunicar un error de traducción
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3096238458
Since the author didn't reply to the request, I will withdraw it if doesn't allow it.
pcuf_plantations.txt
building_input_(goods)_add -> goods_input_(goods)_add
building_output_(goods)_add -> goods_output_(goods)_add
it works for me.
여기 따옴표 두개여. 모드들 존나 감사함. 님이 만든것중 반 이상 쓰고 있음..
Maybe this would also be solved by doing what 10ebbor10 suggested below.
I think the problem is that when you set up the conversion tables, you took the base production of grain to be 30 (90 - 60 consumed by fruit/wine consumption) instead of 90. You shouldn't do it that way, you should just use the raw production of a pure grain farm.
In that case, fertilizer for dye would look like a much more reasonable :
- No fert : 25
- Enriched : 42 (down from 75)
- Fert : 75 (down from 100)
- Chem Fert : 116,7 (down from 125)
Don't forget to adjust fertilizer consumption to match. The consumption ratio seems to be fine already.
A lvl 1 Grain Farm employs 5000 people to produce 30 units of grain, worth 20 pounds each.
A lvl 1 Tea Plantation employs 5000 people to produce 20 units of tea, worth 50 pounds each
With fertilizer, a grain farm produces 20 units of grain extra, at the cost of 5 units of fertilizer (worth 30).
So that's a net gain of 400 pound in revenue and 250 pounds in profit.
With fertilizer, a tea plantation produces 40 units of tea extra, at the cost of 50 units of fertilizer.
So that's a net gain of 2000 pounds in revenue and 500 pounds in profit.
The fertilizer is so strong right now that it's better than automatic irrigation