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Overall, my stance did not change - no plans to return to this game currently, sorry guys.
* fixed market prod/mbw span sort tooltip
* changed display of mbw to mbw prog in state mbw mode
* fixed govadmin prod/mbw prog when there are gov dividends in the state (vanilla bug workaround)
* added taxcap prog/prog_plus below 0 filter to map list
* fixed using of sol instead wealth in market filter tooltips
* fixed no new line in market lux goods filter tooltip
* fixed jobs auto incorrect value when different green pm groups are activated
* fixed labor auto incorrect value when any green pms are activated
* added number under construction and progress for infra buildings to map list
* added a setting to not use public motors for ucenters when filtering possible upgrades for transportation
Currently there aren't any plans to analyze the changes as I'm not interested in the game. But when I'll get to it, there will be a statement about the possibility of the update.
If you are trying to figure out, where to build consectors, then use avg wage or mbw prog+.
added option to topbar settings to disable cache autoupdate on opening panels
added setting for map list size to topbar
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3148438661
At the moment I can't even fully grasp what tremendous QOL changes for Vic3 this mod brings...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3019171696
So I found out that at `common/scripts_values/eui_script_value.txt`'s line 784:
> divide = { value = produced_influence subtract = influence }
the error happens when `produced_influence == influence`.
So maybe you could add a small number to the `divide`, and will solve the problem.
Or you could reconsider the calculation method of variable: `country_excess_influence_ratio`.
Just an advise. Thank you for providing a wonderful mod to us.
See additional info here https://gtm.steamproxy.vip/workshop/filedetails/discussion/3019598652/4293690852345577927/
Я английский знаю хорошо, но просто иногда как-то не особо привычно всё анализировать и всю игру попутно переводить.
Хотя да, может быть RU c англ. текстом был бы неплох
Мне кажется, там по иконкам все понятно, в принципе.
Я думал добавить во все языки английский перевод, чтобы хотя бы остальная игра могла быть на локальном - так скорее всего сделаю.
* added value to unspent innovation alert caption
* fixed unavailable/invalid options not showing in map list
* added filtered number of rows of unavailable/invalid options to map list
* added an approximate prognosis of budget expenses on goods to the related tooltips
* added bureaucracy is low alert with custom threshold in the topbar settings
* added convoys are low alert with custom threshold in the topbar settings
* added unspent innovation is low alert with custom threshold in the topbar settings
* split topbar settings into alert settings and settings
* added excess influence is low alert
* fixed naval bases hiring balance
In short, there is of course no error in price calculations. And vanilla triggers only work with current price, while this mod works with different prognosis prices.
Is that a bug? I think it could be +75%, or just I misunderstood something......
By the way, I'm modding about state good price. I noticed you worked out the price yourself. I can't find the way the game calculates the price of the goods also, so I'm using state_goods_pricier * g.price to get the real price. If u know how to get the real price of state goods, plz tell me.
What strikes me as odd is that your "market_goods_price" is trying to calculate "market_goods_pricier" and "market_goods_cheaper", but these trigger already exist in the game.
* fixed company bonuses not accounting for in prod/mbw progs
* excluded urban center transport PMs from autoPMs and addded a setting for that in the topbar
* added max base wage mode to state
* added a topbar setting for the next hire alert threshold
* added ebuilding usage to the available labor filter in map list
Not enough for the next hire alerts when next full hire will not succeed because of not enough peasants and unemployed left.
In your case I would suggest sorting by unemployed or available labor. Also, I'd recommend not using green PMs at all unless you run out of pops. And not using higher production PMs and instead constructing more buildings unless they don't give you required mbw to sustain expected SoL.
* added coal and glass to staple goods as they are consumed by lower levels
* showed hiring symbol in map list to see problems even when hiring
* changed qualifications list in map list to work with ebuilding and to show actual building qualifications
* made selected good to always show in map list even if building does not have it
* colored potential qualifications number red/green in the tooltip if they can be hired
1. Fitting all the necessary info in a good way is impossible in my opinion.
2. I have ideas in backlog on how to display only part of the info that is most relevant to the current task.
3. The amount of work required to do so is too big compared to more pressing features and my presonal interest in the game.
4. So for now, the official statement is that small screens are not supported.