安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
THIS is great. Very much appriciated!
That's, what gives this shithole (Shem) such a nice touch, it's unbelievable. Can't wait till my Group of Nomads will make their way throug the Fog, up to the shores of Dreg.
tyvm for this mod.
Historically nomads would settle. Oftentimes, abandoning their nomadic lifestyles for a sedentary one.
It was actually extremely common in the bronze and early iron age to live a semi-nomadic lifestyle. People settled areas with the expectation that they'd once again have to move once resources in the area have been depleted.
I think that explain why these settled nomads build using cheap materials (scrap). It could also act as a sort of hub for nomadic travellers to stop by. A bit like the Longports built by Vikings across the British isles, where Nordic adventurers could stop by, sell their gains & move on.
Pre-Islamic Arabs were a clan-based nomadic society, often moving through the harsh desert. Yet the Arabs developed cities where Nomadic Caravans would stop by, trade, rest, worship & get involved in the local intrigue. These cities did not have lasting governments ruling over them but instead constantly shifting dominant clans.
Minor things I could nitpick, is that nomads by definition shouldn't settle, so how come they do farming and agriculture? Isn't that the exact opposite of nomading? Also how come they sell materials & resources (like electronics. how did they get them?) Oh well, it suits me anyways. One can't be too strict when looking for realism in Kenshi :P
To extrapolate on what 野獸先輩的紅茶 wrote about compatibility:
The description for Living World says quote, "Deadcat villages in Dreg and Outlands now have traders and gate guards instead of just locked gates." That's the only obvious overlap I see from the description.
This (probably) should not conflict with something very simple like extra gate guards, right?