安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Thats a victoria thing, it assumes you only lose 30 wood from your stockpile and get 30 tools, it doesnt account for:
making it cheaper, and other industries more prosperous
opening up more wood jobs in too large industrys that didnt fill up due to a lack of profitibility
opening up more jobs in the same state and throughoutput bonuses etc.
it also always assumes the most basic production method, for some reason, i dont know why. but i think the workaround is by building it, then changing it to every single industry, then reentering the builöding menu and checking again
if not, well, thats why ocmpact mods are great because this is the kinda ♥♥♥♥ that makes me wanna knwo exactly how much fertilized farms i can have per livestock ranch :DDD (0.7, you wanna have 2 livestock ranches per farm for optimum output , 3 if you get better fertilizers)
By the very nature of Victoria 3 (having a dynamic economy where prices change based on supply and demand), any expected profits calculation will be either extremely complex to the point of not being worth implementing, or wrong because it's immediately out of date as soon as some change happens in the market.