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报告翻译问题









This happens even if you have mods to disable the AI from building habitats, as this mod technically just allows settling any world. TLDR: Great mod, but it would need an update to stop the AI from using it/using it way less.
Thanks for flagging & sorry for the late answer. This is bad. It shouldn't work like that with Gaia either. I'll look into it, but haven't had the time yet.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2768353425
Granted, this was terraforming direct to Gaia class, going to try terraforming to on of the more basic types first to see how that affects it.
Wow. :D
On touching the colonist jobs: I hear you on that. You are certainly right that this way they would fit more seamlessly into the vanilla system (bonus buildings, AI management, slaves/robots etc.), and other mods. My objection to this idea (raised by someone, maybe you, back in the mod's early days) was mostly philosophical (early colonies in near hard vacuum _do_ need college educated specialists, not workmen + yeah, they don't seamlessly fit into vanilla colony models, and that's fine).
But your points do make sense. I don't think I'll rewrite this part before a long and relaxing post-Xmas playthrough, but may think about it soon after.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2678717994
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2678718017
* Robots & Slaves are actually useful on ZT Settlements
* Asteroids are no longer better than Dyson Spheres
* Encourages transplanting from larger worlds to "fill up" Asteroids instead of expecting the Asteroid population to grow, varying gameplay
* The AI will likely handle the use of vanilla Worker jobs better than modded Specialists
* Works with mods/vanilla effects that target the basic Worker jobs
* Makes the Dome districts more important, since you'll actually have cause to fill up all the housing
* Might actually build Resort Towns or Military Outposts instead of Technician Colonists & Researchers
Perhaps each Colonist building is unique, but gives a handful of the basic jobs so it works better with other mods/new vanilla? So the +2 Technician Colonists could be replaced with +3/4 normal Technicians, plus a decent base income (and perhaps +5% Habitability per Colonist building?) and maybe a specialist job or two.