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


Regarding optimizations many times the issue is displayign 1000s of 3d objects that you can improve by adjusting the zoom levels and icon thresholds. Devs are always looking into improving the graphics optimization but its not always something they can control.
Usually the problem CPU not the GPU. Many games prioritize high end graphics card aand mediocre motherboards and CPUs. 4X games tend to need better CPUs. The end result is the same poor frame rates. In GalCiv you can have upwards to 47 AI opponents and thousands of tiles and can zoom out to see much of this at any given point. Each of these AIs needs to calculate flight paths for every unit. The memory recommendations are just a guide line you might need more than listed if you play a very long game.
TLDR for that last post is try reducing your map size or opponent sand see if that solves the problem.