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Great mod :) Is there a possibility of additional localizations?
I've already prepared the code base for that =D
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2444537446
Shouldn't be far away.
For example, we can have Producers or Primary Buildings group/category where sliders that is associated to buildings that require no ingredient to produce a certain item can be found. Also, we can also have subcategories like Farms where sliders that belong to different variants of Farms are located. Same goes with Pastures.
-Producers/Primary Buildings Category
---> Farms
-------> Grain Farm Slider
-------> Fruit Farm Slider
---> Pastures
-------> Auroch Pasture Slider
-------> Entelodont Pasture Slider
Bakeries, smithies, and etc. that require an ingredient to function can be put into Intermediate Buildings category. Other sliders that do not fit into either of those can be put into Others or Miscellaneous category.
Then, if you want to change a specific group or category, for example, then there will be a button where it allows you to do that. Something like this:
-Producers/Primary Buildings Category [+, increment by x] [++, set amount]
---> Farms [+] [++]
-------> Grain Farm Slider
-------> Fruit Farm Slider
---> Pastures [+] [++]
-------> Auroch Pasture Slider
-------> Entelodont Pasture Slider
Would it be tedious, I wonder? I hope my english is understandable :)
Thank you for your efforts!
The game also has some kind of cateorization of boosters:
- Physics
- Battle
- Behaviour
- Rates
- Civic
- Start
- Military
- Rooms
I could use these, and even break down the "Rooms" by types, but there are e.g. types like "FISHERY", with only one "room" in there ^^
OR I can do my own mapping of categories via a config or so and put all I don't have a mapping for in a "Misc" category.
I'll try out some solutions and how good or bad they work =D
There the whole booster logic implementation of the game will change. As I will need to reimplement my stuff too then; I can also think about how to categorize them. There may be also new info I can get from a booster to help with the categorization ^^
We've added the categorization the game uses and additionally a search bar. I hope this helps =D
things such as,
% of mountains per tile of settlements
% of forests per tile of settlements
tweak able map gen settings (frequency or distribution of mountains, rivers, oceans)
tweak for "this settlement is blocked" on the world map by mountains, rivers, lakes, (so we can make settlements, completely inside/on (Mountains, Lakes, Rivers, even oceans if we want to do that)
starting settlers
starting currency
select able starting resources given
I think everyone just wants more ways to enjoy the game more freely. (Which is 100% not this mods problem but just things I think would be popular to other players)
Specifically the "this settlement is blocked" is killing me.
Let me think this through. I will definitely need to replace some of the games map generation code to make it configurable.
You can achieve similar results by editing your settlement map via the Dev Mode. You can enable it in the launcher settings. And in game you will have a small little cog icon in the top ui bar (left hand side next to the status bars). There you can individually place "terrain" and "mineral" tile by tile.
Setting up stuff like starting resources and amount of settles could be more "ez" to do ^^
I will look into it more deeply and see what's possible. Will take some time until you will see results though :x
One of those: Population multiplier in Sanitation tab. This multiplier going to zero as soon as your city pop i large enough.
It would be nice to manually change the rate this multiplier decrease. Or maybe even the multiplier itself.
Race specific boosters? Hmm... I would need to come up with another UI / UX for that. I'll think about it in more detail.