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











juggernaut ship designs work, may need to rebuild if you used a new template and name
the special +30% ship hull and armor module works, but take care that armor +% is capped at 100 and you may already be hitting that with repeatable armor tech
0 cap=1 Juggernaut
1500 cap=2 Juggernauts
3000 cap=3 Juggernauts
It gels better with the logic of naval cap. Each Juggernaut is effectively a "worldship" with the population of a small moon needed to crew it. Naval cap should logically determine how many your empire can support. Plus as a conqueror it gives you an actual reason to have a massive naval cap despite having a runaway post-megastructure economy that can bear the brunt of any overage costs.