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报告翻译问题






The 'Real' in real start locations is supposed to be short for 'Realistic' Start Locations, not 'True', and the plan was also to add Start Locations accurate to IRL Locations of the Civs (Like Zulu more likely to spawn South, archipelago Islands for Indonesia...etc.), even if they don't have Start Biases for that, I just never got to finish that part (still WIP).
Anyway, I suggest searching for 'TSL' string + the name of the Civs you want.
Why I'm concerned about the name? Because that's exactly what I'm searching for, the true historical start of civilisations, and the search gives me mods like this, that don't quite do, what I'm looking for.
I've also received feedback that sometimes it doesn't work well with YnAMP, but haven't had the time to test this further.
i still dont get english start bias (outside of coast and river)
开了这个mod之后,好像特拉图里的文明不会仅限于一个大陆了。
Basically, for Civilizations with a Coastal start bias, the mod prioritizes places where there is a minimum set of water tiles in a radius, to insure the civ spawns in a place where it has access to a big ocean (instead of a tiny sea). This sometimes tends to spawn players with only a coastal start bias on islands and not on continents (which are more likely for civs with coastal AND other start biases, like forest for example).
Japan's starting tiny island - https://steamuserimages-a.akamaihd.net/ugc/2486623401420053478/5231E41FBB495B646EEC3697B500858CE95DE87B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Completely empty continent - https://steamuserimages-a.akamaihd.net/ugc/2486623401420053611/1E872557559869BBFC8F684A847C1AC9BBB97170/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
I am playing on JNR's recommended playlist. Do the added resource mods change that file?
It's probably just a weird gen this time around. Will continue to try out the mod and the new version when it's out. Thanks for all your effort with your mods and don't worry about rushing - appreciate everything modders do for the community in their spare time.
FWIW, I'm sitting on an update of the mod since a little time now, one that may decrease the chances of cases such as yours (and any kind of isolated starts) by an enormous amount, and adding tons of customization options. Just need to fix some stuff and test everything thoroughly, but I got too much other things going on rn, so it might take a while before I can release that update.
Most of the time, if that happens, it will search for a bigger island, not a small one, and I personally never got a 1 tile Island start using this mod tbh.
FYI, There is no such thing as a Rule of "everyone starts on the larger landmasses" for Continents and Islands Map. You might just've been lucky to have that happen in your games, but I always get players spawn on islands on the C&I Map, with or without this mod.
C:\Users\ username \AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs
If it's not a conflict with a non-compatible mod (such as BBS) then you can provide the lua log and post it in the Bug Reports Discussion and I'll try to fix the Issue.
Anyway, It works fine on my end for many other people as well, and there wasn't any recent update that would have broke the mod.
This Mod doesn't make the Start Locations accurate to real life Locations of the Civs, but to their Start Biases in the Game (including modded ones). Civilizations that don't have Start Biases will still get a Random Plot assigned. See the Civ Wiki Site for more infos on which Civ has what Start Bias."
https://civilization.fandom.com/wiki/Starting_bias_(Civ6)
It should be straightforward to mod terrain bias into the game if you want to.
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Chopping Legions is a common strategy when playing Rome though. And Hills get in the way of some wonders, like the Statue of Zeus and the Terracotta Army, which are useful when playing Rome.