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









Since initial release, steady progression as been added but its almost not noticable due to how AI thinks and work. You can view the code and you'll see Ive added infos like:
## 30 years no fleet? go build some ##
then tries to limit it using: used_naval_capacity_percent < 0.5 and planets owned.
It basically work like a shady company forcing its employee to work work work until the company is satisfied with the result. (For this, that's reaching 90% of naval cap used on mid to end game)
Also yeah, you can switch between the two mod. The game will remove the missing modifier if it cant find it then add on decade pulse the new one.
2299 Switched to the Extreme Version Would it Update the AI Bonus in the year 2300?
I Kinda feel like they have something missing, like progression, the bonuses of this mod is good in the early and mid game.
But become less relevant in the late game, a progressive version were the AI gets the this Mod buf in the Early Game the Extreme Version's in the Mid Game And an even more Ludicrous Bonus in the Late Game Would be the metaphorical cherry on top.