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Because the game keeps an unfilled city state quest into the next age, those quests stick and prevent me from ever getting any free reps in those city states.
This is also something that occurred in the base game, but was less of a problem due to longer routes.
The only suggestion I can think of is to mod away that possible quest entirely, since I doubt there's any logic for the state to see how far away it is.
If you want bonus resources to be more engaging check JNR's "Bonus Resource Improvements".
@Eastwind, @MarsEco - That was the original intention, but it's not possible, I don't think. The ability to change route length was introduced with Portugal's DLC (It gives Portugal a flat +15 to sea routes). I used that ability and attached it to techs and civics. But there's no corresponding modifier for land routes.
I got Civ 6 recently (played civ 5 for many years) and am making my own mod collection now lol.
Your mod works flawlessly so far
"Go to Trade Overview screen, navigate to "My Routes" tab, there you should find all your routes. The routes that are automated, should have a red X, next to their name. Click that, and the trader should be available as soon as the route is completed."
Copied from this link [forums.civfanatics.com]
If I set a route on repeat how can I cancel it when I will need to do that?
I've removed the Portugal DLC requirement and changed some descriptions accordingly.
(Page is the third entry under Concepts -> Trade, page ID is TRADE_3)
I used coast background for when the range increases by 4 and ocean background when it increases by 6.
Also, I moved the steam power upgrade to electricity because that spaces better on the 6T tech tree and avoids cluttering Steam Power too much in a modded setup (Monopoly++ adds a lot to it).
Once I get the chance I'll attempt this change and also try the icons fix again.
The ability I used to grant extra sea range is Portugal's ability ("Traders have 50% range over water"). Base sea range is 30, Portugal is granted a flat +15. I just copy and pasted that onto techs/civics, made it +4 or +6 instead.
Better Trade Screen does that ( I haven't attempted the fix mentioned by Duke Anax below). But I recommend you use it in order to easily automate trade routes towards the end game, when it can become a chore.
@Dork Bard it's hardcoded to function like that. Your only alternative is to use a mod which introduces other ways of building roads.
However I can't play it with my friends who don't own the Portugal DLC, is there a way to get rid of the dependancy ?
Also I noticed that with Better Trade Screen the estimated time for trade routes is calculated with the old system for instance 24 turns displayed but the road ended in 7 turns), idk if it is fixable
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
This mod does work with JNR's 6T Eras, but the "+X Sea Range" info will not display in the tooltip for the appropriate civics and techs. The bonuses will still trigger though. You'll know this by checking "Sea Range" when selecting a Trader unit.
There could be balance issues when using both together, but that's a matter of playing and finding out.