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Does anyone know if there is a downside for doing most of these? There doesn't appear to be a trade off most of the time, like giving up research or resources for something else. Most of these appear to be a "free" bonus?
If anyone knows and can spare the time to answer, would appreciate it!
PS I realize some of these projects may have dangers (I just stumbled into one that looked very suspicious) but I mean is there a "cost" do these other than using the occasional constructor or science vessel.
However, I have a question that has been bothering me for awhile. Is there every a reason to avoid starting a project?
I get a lot planetary events that seem like a no brainer. For instance, something like "bureaucrats meet at a capital to discuss something, gain 1000 Unity." However, there never seems to be a downside. There is no trade off. I mean, it's just like um ok, click, give me stuff in a bunch of turns.
The fun of these games is often balancing and planning for sacrifices or at least possible downsides. There are some events that require a science vessel or construction ship, and rarely I think my research is impacted, but as far as I can tell, most of them have no trade off, downside or any reason not to pursue them.
Am I missing something? Thanks for any guidance!
Say there was an event from a Tiyanki Preservation Society asking for support for a breeding sanctuary, they might ask for a food contribution and a constructor to build a food distributor. A negative from failing to deliver could be pop unhappiness for a time due to giving a commitment and failing to deliver.
I think there should be a check up for many projects not to spawn on the capital planets, since they are specifically talking about colonies.
(or at least disable the ones that require science ships)
I totally agree with you! Deepl [www.deepl.com] is really useful compared to Google Translator. :D
If you want nice translations, just use DEEPL translator.
It´s a way better than google and reads more natural.
Each on_success entry that calls a country_event and/or
set_timed_flag (in special_projects/special_projects_extended_projects.txt) needs to use the owner scope. E.g.:
on_success = { OWNER = { set_timed_flag = {[...]} country_event = {[...]} } }
event_scope = country_event
Which is probably preventing them from being able to occur. The event_scope of special projects can only be either ship_event or planet_event.
(I *think* that changing them all to planet_event should allow them to work fine? I'm not entirely certain. But they're definitely getting errors currently.)
project_abandoned_titan_object:
project_abandoned_titan_object_tooltip:
project_abandoned_titan_object_desc:
project_abandoned_fe_titan_object
project_abandoned_fe_titan_object_tooltip
project_abandoned_fe_titan_object_desc
but in special_project_extended_objects.txt the "abandonned" versions are what gets called.
in special_project_extended_l_english.yml:
ABANDONED_SHIP_ORBIT and its _DESC
should be
ABANDONNED_SHIP_ORBIT
(that's incorrect spelling, but whatever - it's more important that it matches how it's called in special_projects_extended_events.txt)
likewise
ABANDONED_LABORATORY and its _DESC
should be
ABANDONNED_LABORATORY
(same reason)
likewise
STRATEGIC_RESOURCE_DISCOVERY
should be
STRATEGIC_RESSOURCE_DISCOVERY
likewise
ABANDONED_TITAN
should be
ABANDONNED_TITAN
(Obviously, if you want to root through all the events, icons, etc to fix them instead, feel free. But changing the localisation tags to *also* be misspelled is easier and less likely to cause problems.)
planets_alloys_produces_add, planets_consumer_goods_produces_add, and planets_influence_produces_add (as used in the consumer_delivery, busy_spaceport, and peak_colony) don't work correctly.
Probably you'll want to just use country_base_consumer_goods_produces_add etc instead.
--
By the way, I noticed (in-game) that the Retirement Place project requires neither a science ship nor research (just waiting for it to be complete). Is that intentional?
Is this compatible with more events mod?