Ten Locales and Clearer Placement
August 4, 2026 • Provincia Dev Team

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

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.

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.

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).