Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Until then, there's still the maintenance UI page that shows everything by room type anyway.
I just made it so it'll be an entirely different png file for the small and large icons I use in the mod, but for the time being, I still use the same Icons.java file, so I'll still have the same crash next time he edits adds a new icon :/ (but if he edits the icon image that's fine now!)
new error occuring with the current V68 beta build. without your mod, it works fine.
(just work in V68)
That table (both 'profit per employee with no labor bonuses') can be hard to read, but since it's not really that useful most of the time, I haven't bothered to fix it up. It is still invaluable when determining issues in the game or comparing the prices of what you have for certain recipes vs the worldwide average (comparing the two tables results for a given recipe) so I've kept it in, if for no one else than myself.
And the manufacturing that depends on other resources, when the primary resource is reduced and the number to the right of the @ becomes smaller, what does that mean? Is it the real profit after expenses?
If you mean the mod hasn't updated, maybe try unsubscribing and subscribing again? Or Verify Game Files, again from Properties.
I'm also in the Songs of Syx discord as EmiTheWitch
If you're on V66, then tech profitability by labor might be all it has. I made it for V67 and a lot of the functions I relied upon for my calculations weren't made yet in V66. V68 has some more features than V67 as well, so for all features, you'd need to be on the newest beta version.
I'll have to see if that price is actually something I can find, I might have to add another code file to get the best price in the world (and "best" varies if you want to buy or sell! Are you wanting lowest price for inputs and highest for outputs?) At the very least, the average price of the world is the one that raiders use when determining how much value your city has.
The average is rather meaningless. In my current game, the average for bow is 400, but the best price is almost 1k. It changes from least profitable to highest profitability, between world average vs world best price
As for 'profit per worker after maintenance" that is done on the workshops themselves, but I don't have that in the full page display of workshops and recipes because it depends on how you make the building and other modifiers. Right now, it's basically a "is this even worth making for money?" list and that amount will vary over time, based on location and trade partners. The only way to know if you're getting profit per worker after maintenance (tools, etc) is clicking on the room after you built it. Otherwise, I can't even know for sure what species of people will be in it.
Some buildings require cut stone or iron bars to build, which increase maintenance cost incredibly, making it not worth.
Also abit confused about the research tooltip.
First: Means if i put e.g. 1 more worker, ill have enough points to unlock that tech?
Second: ? no idea