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










There is no right or wrong answer to modding. This is my take on a luxury yield mod, if you disagree you can always make your own.
Also yummy silkworm go squish squish in my mouth mmmm
- why does silk give food? I know worms, but their amount shouldn't be enough as a viable food source
- to defend salt + food yield, it's a food preserver
- as a general 'guide' on how to rebalance the resource yields:
if it's CLOSELY related to eating (practically spice, sugar, salt and animal based stuff), it's food+ anything, but production
other stuff either +1 production +1 gold (marble) or +2 gold, maybe some faith/culture/science variables for metals
most improvements should give the exact same bonuses, except if it's a faith/culture base bonus, those should be +2 gold, when improved
But there is an indirect way Salt gives energy: it was used as a preservative before refrigeration was invented, and is still used today, and keeping people's food from rotting is effectively giving them more food. (Okay, maybe that's taking it too far.)
To be honest you could simply make another mod for personal use with the changes you want. Try modding, it's quite easy if you only want to change simple things like the yield values of certain things.
At least now you get Faith from Incense when improved, it's still not a good resource but I hope it's better.
Ugh desert incense is the downright worst, while jungle and marsh resources are also terrible, and camp luxuries are often just as terribad if not worse, since Calendar tech leads to Philosophy at the very least.