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









By national spirits you meant national advisers? Which ones are you having the most trouble with?
For research bonuses I have a few ideas planned.
But wow that national spirit decision(s) is probably the most overpowered and broken feature I’ve seen in a mod that’s not a cheat mod. It needs heavy balancing or the axe. (AKA turn it off if you’re playing this mod).
For the research bonuses, I think Voyager (guy below me) is on the right track for using relevant force XP and political power/command power to get the bonuses. You would be using the XP gained in the field to “improve your equipment in the lab.”
Love this mod and will have it permanently in my mod list.