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






it should work fine on the current version of the game, some things might be a bit odd but it will not break a game
soon as i can, i'll update it to use the new mechanics
The mods'll run fine together, i did that myself for quite some time before making this mod, but you will likely find yourself not picking BB's ethics because you'll miss out on SS's APs.
It's a compatibility patch in that it adds things that are missing when the 2 mods are ran together, not in that it's needed for both to run.
currently playing a different game a lot, so haven't really been doing stellaris
the mod in its current version should work just fine with 3.6 though
when patch
a: be difficult for me to do
b: not really fit the theme of trade boosting your fleets
c: give competitive 3 perks that all directly boost trade value, which is a bit much overlap
so, no
Maybe limit the ship build cost deduction somewhere around 25-50%? Or perhaps instead of just costing alloys, building ships now cost credits? Or even just credits entirely?
however, if you get the privatized piloting AP, you can use your trade value to better effect
More. Trade. Value. Now.