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Cheers for the report.
I used SCM to check if I had any conflicts or anything going on like that, and it pointed me towards this submod. I checked the 03_worker_jobs in here, and it had soldiers giving naval capacity just like the regular one. Did a quick test to remove the +2, and it brought my naval capacity per soldier back to +4, with the extra +2 over the regular AM norm coming from the Ground Defense Planning tech as expected. I'm not much of a modder so I don't really know what's going on there, but it seems CV(B) is adding all the job outputs to regular AM's own.
Thinking of people visiting Baltimore MD to see the scenes from The Wire, or corporate gangsta rap's commodification of the "ghetto"
More destitution: Population > 75, free amenities > 125, unemployed > 4
Lots of destitution: Population > 80, free amenities > 100, unemployed > 6
Merchants produce -5 Amenities, +10 Crime and +10 Wealth
Artisans produce +2 Stability and +10% Egalitarian Attraction (replacing the flat +5 Stability)
+ the unique Living Standard and Demotion Bonus
(basically this civic is more concerned about equality of outcome rather than initial distribution of ownership, like with Communes or Buy Local. Artisans are lauded as symbols of this society's commitment, and Merchants are oligarchic criminals out for themselves that have to bribe their way around)
Reduced upkeep and housing requirements for Soldiers.
(A minor bonus on its own, but a tempting synergy with other soldier-encouraging civics.)
Philosopher King adds:
+25% Leader XP
Can build an Eternal Palace on the homeworld.
(The Eternal Palace is expensive and has a significant upkeep, but grants +1 Influence, +5 Unity, +2 Housing, and +5 Amenities. It adds +1 Noble, +1 Academic, and +1 Medical Worker job. It also unlocks a decision which makes the current ruler Immortal, letting the player's perfect ruler stick around long enough to matter.)
Slaver Guilds adds:
+5% Slave Output for Enforcers
(A dark mirror to Academics; a police force that doubles as slave drivers.)
Barbaric Despoilers adds:
+1 Energy from Soldiers
+5 Energy, +1 Wealth from Warlords
(Yes, the civic already does a lot, but it's a rather questionable choice as-is, and so could use a thematic buff.)
Meritocracy adds:
+1 Unity from Academics.
+1 Unity from Educators.
(A minor bonus to make a decent-but-boring civic a bit more flavourful.)
Mechanists adds:
+3 Unity, +5 Amenities from Roboticists.
(A large bonus to a 1-per-planet job to celebrate the theme of the civic.)
This was one of my favorite components of AlphaMod back when I was playing it pre-2.2, glad to see it back! (Also, 2 civic points sounds good, especially if - like me - you're playing with a whole host of stuff that can potentially add civic points.)
3 civic points was really only intended to make testing quicker.
Thank you.
Legal prostitution, probably. Space Amsterdam, not Space Athens.
Nope. There's not enough content in vanilla to keep the new civics interesting. This is an expansion of civics reliant on an expansion of content. And since the supplement ties into about 90% of AlphaMod's content, it's pointless taking out the 10% that isn't.
This is extra content for players of AlphaMod. Doubtless there are plenty of standalone alternatives that work better with vanilla.
I'm looking forward to seeing what you have planned for Corporate/Gestalt civics.