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






It was initially 6, but this was too good - the player almost never had to make a choice between fresh water and getting the sun shield bonus. 4 tiles ensures that a meaningful choice must often be made.
Like... City - x - x - x - City... (4 tiles TO the next city; within 4)
or like... City - x - x - x - x - City (4 tiles BETWEEN the cities; within 5 actually).
The typical adjacency bonus in the game for effects like this is 6 tiles (e.g. Factories) and I always took that to be the first example above but within 6 tiles of the factory...
Factory - x - x - x - x - x - City... Count 5 tiles between and the city itself is the 6th. "Within 6 tiles."
Sorry for being pedantic. But I hate having to cluster cities so close. 6, even 5 would be so much better than 4.
PS - LOVE the mod... have gone and gathered I think another of yours and some others and am setting up games against the computer with all Pre-Indo-European "Americas" Civs. Thanks!