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
That also means you can fiddle with the numbers that I listed in the description to see if you can arrive at a place where you still feel research is balanced towards the end-game.
Lemme know what you find out!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1435545710
One other thing is that your mod gave me an idea about having a give/take dynamic between research and unity and systems and collonies. I'm testing out keeping the base tradition cost on colonies but having a tradition decrease for number of systems, all the while having a tech increase on systems and colonies with a slight forgiveness based on population size. I feel like something along these lines has something to contribute to both wide and tall strategies. Just something I wanted to mention since your mod gave me the idea in the first place.
I'll give the standalone versions another shot this weekend. But, if you don't want to wait you can remove the lines about traditions from the mod. Look for `rrtp.txt` and remove the two lines starting with TRADITION.
Because I already have a mod handling tradition cost and this one is interfering with it.
Right now I'm thinking this is a little too lenient towards the late game.