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





在 Youtube 上 



Also i am not complettly opposed to any of these mods, its just not quite what i imagined what the mechanic ideally should look like ... ofcause without knowing the constraints of the modding capabilities provided by paradox in aspect of relics or rather diplomacy and wargoals.
After some searching, I found two mods:
1. ' Relic Wars Continued' ' mod that seems to be the successor to one of the two examples you mentioned. It was last updated march 17th of this year.
2. ' Guaranteed Relic Theft ' mod that was updated Jan 6th, and might work? It changes the chance to steal a relic from an enemy after capturing their home world from 10% to 100%.
The second should help prevent relics from being destroyed by the AI as the game progresses via AI empires finding them, then being wiped out shortly after.
I haven't tested either mod, but I'll probably use them in my next modded game because they look cool.
Hope this helps!