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Ten Locales and Clearer Placement

August 4, 2026Provincia Dev Team

#localization#placement#performance#ui

This main ship is three player-facing pieces that land together: locales, honest placement feedback, and quieter day/night transitions.

Colony overview — the UI chrome Loc now drives across panels

Loc: one string table, ten languages

Player-facing chrome used to be English-only scatters in scripts. We added a Loc autoload, a locale preference, and CJK font fallback so panels, tutorial copy, building names, combat labels, aqueduct chrome, and options share one inventory.

Generators keep the English CSV authoritative; the other locales are filled so a language switch is a preference change, not a missing-key scavenger hunt. A small Loc smoke test guards the hot paths.

Placement that names the fail

Ghosts that only tint red waste a second guess. Placement failure now surfaces on the mode strip as the primary line — refuse a slope, block a footprint, leave a tool — and a chip lingers only when it still helps. Leaving ghost tools clears the fail HUD so the next placer starts clean.

In-game placement footprint feedback on terraced ground

Dynamic placer kinds also get readable build-mode strip names instead of internal identifiers.

Day / night without the hitch

Dawn and dusk used to stack pathfinds: night marches home, morning wakes, haul scans, births. We budget those to one pathfind per slice, spread night births and deferred dawn reassign across frames, and keep stagger under time_scale so speeding up the clock does not amplify the spike.

A busy colony — haul and day/night work stay budgeted so the HUD stays honest

Colony lag work also budgets haul dispatch so the HUD job buckets stay honest when a busy day rolls through.

What to look for in a build

  • Switch language in options and click through Jobs / placement / tutorial.
  • Drop a building somewhere illegal — the strip should say why.
  • Watch dusk/dawn on a populated colony for hitch reduction (water CA off harnesses still exist for isolating agent time).

Provincia

Provincia is in active pre-alpha. Core placement, water, housing layout, colonist logistics, and battles are playable in the Godot build. Download a build below — expect bugs. No Steam page yet.

Status

  • Pre-alpha — free download
  • Steam — coming later
© 2026 Provincia