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






positive gold per turn, but my treasure kept shrinking. as far as I can tell there is no actual treasure inflation, right?
is the maintenance perhaps higher than the game tells me?
it should fill. per turn is increasing every turn, but the flat number in my treasury stays at 0 and bankruptcy continues. my empire is utterly f uc ked.
I was making +653 in my game and remembered this mod (I saw it the other day) and was like "hey, maybe I should give it a try..."
So I installed it, loaded the game... and now I'm making +730? XD
I guess it might only work when starting a new game?
It would make a lot more sense to heavily backload the changes, leaving Ancient, Classic, and Medieval eras unaffected while making it more important to have a good financial base... right about the same time the game has gone on long enough that you can actually afford to focus on increasing your income.
It is turn 119 and they have 6, 7, and 6 cities respectively.
Would you be willing to update that or is that intentional? If you do happen to update that, can you also include District Expansion: Worship to that? It adds new buildings such as jinja, tzacualli, etc
Thanks for the mod
We will be playing with your mod at PYDT.
Only humans.
My game is called
Economy Whoas. Economic Woes.
I went from rolling in gold to actually having to manage my policies in order to stay out of the negative.
The AI seems to handle the changes well enough, as well.
Thank you for your work!
All I can reliably do is base it off my own experience, and I think the current iteration is the best sweet spot between not crippling the AI (I’ve never seen an AI go bankrupt with this mod) and mounting a challenge to the player.
Funny enough they seem to catch up in some moment after Industrial, probably because even if the maintenance cost goes up, so do gold sources.
Both are great ideas .... ;)
I dunno what else could cause this, i have other mods but none managing or improving gold.
Otherwise I will test next game without it.
I'm at +32 gold per turn and when checking the 4 others empires, they are at best at +0, and ceasar from roma is at -9 gold per turn :'(.
If this mod is the problem, is there any way to activate it only for players and not AI ?
I haven't looked at that mod or checked the load order, but what's probably happening is this: my mod changes maintenance primarily based on the existing maintenance cost. So if a building has 3 maintenance (tier 3 buildings), my mod changes it to 5.
Since it loads after City Lights, it's increasing based on the City Lights new costs.
My mod has high load order to catch all added content, so I can't really change that.
I don't really see the problem either way - if you're using this mod you want higher maintenance costs, so it's giving you that.
City Lights adjusts maintenance costs for Districts and Buildings itself, so some of the changes in this mod are overwritten. For instance, while I don't touch Tier 1 buildings, City Lights makes Libraries, Shrines, etc. cost 3 maintenance.
In short, the values you're seeing are from City Lights.
Let me know if anyone thinks this is too harsh while playing, and whether you're playing with Civilizations Expanded or not. It felt good to me with Civilizations Expanded, but based on feedback, I may update the mod to be less drastic when not using Civilizations Expanded.
@weraptor And the Government Plaza still only has +1 maintenance with this mod, so I don't know what you're talking about.
However, +3 maintenance for the Government Plaza and the Diplomatic Quarter may actually a good idea...
Clavisra,
I really like some of your ideas there. Especially changing specialists into actual expenses to use or even maintain. Really useful specialists but they cost gold per-turn to maintain or purchase. Sounds like a great money sink. :) Far too many ways to make money and it just snowballs out of hand mid-late game.
What I think would help gold is not making it fungible with production, so you can't instant buy in production queue, no unit upgrades either. But instead maintaining units and infrastructure requires substantial gold. Also, district specialists could be reworked to be hired purely for gold, not required a population working the tile, and be more powerful. Gold to bribe city-states and end/forestall war, too.