Extra Info

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Author: Emi

Last revision: 18 Jun at 17:22 UTC (17)

File size: 3.23 MB

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Description:

V66:

Production bonus techs show how beneficial they are in terms of labor benefits

Calculate the knowledge per laboratory and library worker

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V67:

Everything V66 has and…

Production bonus from unlocking upgrades are also included now

Maintenance / Spoilage / Furniture cost reduction techs can be calculated too

Show maintenance costs in denari on the room’s maintenance hover GUI

Display Profit per person (import inputs export outputs) for all industries except farms

New UI pages for:

All producers of resources, each item, quantity, and value

All consumers of resources, each item, quantity, and value

Display overall maintenance costs by resource and by room type, even decorations or roads

Profit of an industry without and climate / race modifiers. 2 pages – one for world average and the other with your trade partner prices

New UI display for Maintenance per day in denari

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V68

Everything V67 has and…

New UI display system for techs, including:

Mod support for additional tech currencies besides Innovation and Knowledge

Production bonus from unlocking tools

Updated the spoilage tech formula to include the spoilage reduction of haulers (not just warehouses)

Production room UI change:

Display profit per person in two ways: "For Sale" and "For self" to show how beneficial it is to make stuff for yourself.

A weighted average profit per person that determines the ratio of "for sale" and "for self" that your town has atm.

New UI display

Show both Innovation and Knowledge separately

Actual game speed (between 0 and 250x)

Resources on the right panel also show haulers quantities

Treasury panel now shows 3-year and 1-year sums for each resource.

A lot of additional ‘under the hood’ work.

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V69

Everything V68 has and…

Orchards and Farms have profit per person now based on the previous year.

Techs (with Shift/Undo) now show the summary of benefits, so you can see if the benefit of labor is worth the increased cost of laboratory or library workers.

New Mod UI page for future mod support that use the property file. E.g. "Modify Pumps" will allow you to change the multiplier of pump distance from 1 to whatever you want. I’ll make these a "Modify" series to make it easy to know which ones they are, once they’re out.

Added Debug options for Fish bonus:
Fish 0 = no bonus
Fish 1 = the 0.07 bonus of fresh water near deep water
Fish 2 = the 0.13 bonus of salt water near deep water
Fish 3 to Fish 15 give additional bonuses up to 1.00.

Fertility debug options – now you can create Rich, Alluvium, Till, Poor, Sand, and Rock fertility wherever you want by searching for these values in the dev mode.

Added a Logistics UI page that includes 2 tables. 1 table shows the percent of people hauling a resource out of all people who are currently hauling something. (The estimate is from looking at people 16 times per day to check!)

The second table says the average amount they were carrying of each good among those seen hauling something that day. This can be used to determine if you need warehouses closer to food stalls or such, as many types of employees are limited to a max of 4 carry capacity, such as army supply depots and food stall workers.
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If you have any suggestions for what information to add, or how to value other technologies, let me know on the Songs of Syx Discord! If you think I miscalculated something, constructively complain please!

It is a code mod, and you can see all my code here:

https://github.com/Emi-the-witch/Extra-Info