安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Mod has been updated to 2.2 edition.
I'm still working on converting some other buildings and features I had in my previous version, but the ones listed above in the description are all updated and complete.
Feel free to playtest and offer feedback and balance comments.
What do you think the game most needs at this point in terms of buildings, jobs, districts, etc? Right now, Stellaris has become kind of a jumble with a lot of planetary automation and only very few opportunities to select what to build. I'm wondering why add more buildings since there are so few spots to build them in anyway.
Also check out the new features in my "Ecology & Emergency" update at the top of the page. These changes have been in the mod for some time, but I finally got around to listing them here.
Also, added a new early game tech that unlocks a new edict - One With Nature - a very expensive one-time edict that adds +1 Ascension perk slots
"Chiv Knight"