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报告翻译问题
This mod seems very interesting but i can't play without UC anymore, i seems too weird ...
this means that city is going to have a LOT more defense that it would otherwise, plus the defensive boost for having a "MILITARY" type district of some kind. remember, districts improve city attack and defense strength, and the arsenal counts as giving extra protection until it too goes down.
there's real no net negative, there.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3322762447
Can anyone tell my if there is a way to find where the mod is saved and how to edit it so that the Arsenal can be built in a city that already has an encampment?
I know this is not how the mod was intended and if it is rude to ask for wanting to change anothers creation just for my tastes then I am sorry.
Do you have an error you can share?
* Royal Navy Dockyard Arsenal - England's Royal Navy Dockyard becomes an Arsenal
* Arsenals is for Admirals - Great Admirals move from Harbors to Arsenals
There was a third, but it has since been integrated into this mod.
@Albro feel free to include any of this in your mod if it's to your liking.
@Mr Peterson from Hello Neighbor - Now you can turn the Royal Navy Dockyard into an Arsenal!
learned it was impossible to do on the civ discord
Ive modded whereby there were the possiblites for both districts playing a game where Zulu
When building an arsenel in a city that has encampment/ the arsenal has no building upgrade possiblites.
Likewise all exsisting arsenels lost their buildings with no options.
would the conflict have been one of these lines /zulu prehaps?
( District, MutuallyExclusiveDistrict ) VALUES
( 'DISTRICT_IKANDA', 'DISTRICT_ARSENAL' ),
( 'DISTRICT_ENCAMPMENT', 'DISTRICT_ARSENAL' ),
( 'DISTRICT_ARSENAL', 'DISTRICT_ENCAMPMENT' ),
( 'DISTRICT_ARSENAL', 'DISTRICT_IKANDA' );
Is there a reason for nerfing the seaport from +2 gold to +1 gold? The seaport already comes very late in the game which means the production/gold spent on it will not pay itself back in most cases.
Also, would you consider reducing the cost of the breakwater building? It's too expensive rn at 780 gold/195 production. Or maybe buff it with more housing/food?
Go to Steam Apps
Then Workshop
Then Content
Then folder 289070
Then folder 2601169154 (its the only one that starts with 26011)
edit out/delete the lines under "INSERT INTO MutuallyExclusiveDistricts"
It worked for me!! I used notepad ++ (for anyone familiar with Skyrim modding, you likely have this already)
Naval Tradition is a Medieval civic, where Harbors/Lighthouses are available in early Classical era. The Breakwater building requires significantly more production to build which is a big problem for a small city. Thus you delay getting a crucial growth factor for island cities an era later AND have to build an extra expensive building to get it.
For a Mod that on its surface seems perfect for a civ like Kupe, it is actually a poison that cripples the early game of his civ in particular.
Does this mod work with JNR's "Urban Complexity" mod serie ?
With this mod the Harbor district and its buildings yield Great Merchant points instead.