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报告翻译问题
Yesterday I started a new game in quick-mode for testing purposes. I passed year 2100 in this save and I noticed the barb cities' defence passed 1000. The cities were doable with 4-500 def. But I become laughing stock when they pass 1000 def.
If I just could edit the lua file so the barb cities' def were along with my cities' def I would be happy.
Still a great mod unless your save passes year 2050 or you play with the 3x marathon mod.
If I set a Liberate Target e.g. Mongolia, do I have to add Mongolia to the AI Civs in setup, so they exist to be Liberated? Would those Liberated Cities then transfer to Mongolia unless I set them to be dispersed?
Also, what happens with the "Set Barbarian ID"? I set those to be the Huns but nothing happened, do I also need to add the Huns to AI Civs to make it work?
In each game, the barbarians completely conquered the opposite continent I spawned on and so many barbarian units existed on the map that the turn timer crawled to 5+ minutes as the AI had to calculate the logic for, literally, hundreds of barbarian units. It makes the game borderline impossible to play both in the time you'll be waiting between turns and the slog of you vs. all barbarians, globally.
Disabling all of the city and camp features may mitigate the issue but imo, if you're disabling so many of the mod's core features just to make it work, the purpose to install the mod is gone.
@ Grizzk: have you tried skipping a turn before founding your capitol? If you're going to try that, see if there's a spot nearby with better yields and move your settler there. If you play as Barbarian civ, remember their turn is last - after all other civs & city-states have already started - only the wild barbs still move after you do. Also, read the discussion named "Next Turn Crash - Runtime Error" to see if that's your issue & someone has already found a solution for it.