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









Changes to faction potentials will not affect campaigns you are currently playing. It will apply to newly launched campaigns, and campaigns using the previous version of this mod will retain the previous values.
The Faction potential values part of this mod is in BETA and I test the mod while playing every new campaign I start. In this way, I make changes to the potential values of factions that are too strong or too weak in their area.
Thank you very much. I'm glad you enjoyed it. However, as I mentioned in the description section, it uses the same tables as the "faction unlocker" and "custom faction" mods, so there is a high probability that you will experience incompatibility.
<3
I did use this with a slew of other faction mods by the way. I made it to turn 105 without a crash---and I figured out the crash was in fact a consequence of Marienburg and Tabletop Caps not getting along.
~
Legions of Nagash (6.0)
SCM Marienburg (6.0)
Cataph's Southern Realms (TEB)
Araby
~
Order factions are become strong enough to overthrow all Chaos factions in the end game. In this case, Chaos factions cannot be expected to also handle the conflict among themselves. In the vanilla game, Order always wins. This mod aims to fix this.