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报告翻译问题






When I last used these units, they started up cities with larger populations and several basic buildings already built. Either this is the way the mod is intended to work, or that was something from another mod. I recommend testing it for yourself as well. The farther you are along in the tech tree when you found a city using a colonist or pioneer, the more pre-built buildings the city comes with.
I'm just asking to make sure.
pls halp
For the record, Pioneer and conquistadors start with 4 pop, 3 extra tiles, granary/library/monument/colosseum and watermill/lighthouse (if on shore/river)
The colonist starts with all of the above buildings, 6 pop, 5 extra tiles and workshop/university/market/aqueduct and harbor if on shore.
Both units turn into a worker after founding the city.
The cost of each is all the buildings + settler + worker multiplied by roughly 0.75 (if i remember correctly) This is because my own testing deemed the full cost too expensive. I am looking for feedback however, so try playing with it and let me know what you think.
@Blitchga, FEGELEIN 3: What expansions/ dlcs you have? what mods are you using?
Every bit of information you can give me will help me determine the issue. The mod should work if you have GnK, but im not 100% sure it would work with BNW alone.
I'd like to see some actual numbers on what they do. Do they have 2 and 3 pop or 3 and 5 pop? What do they cost to build?
I think they should cost the base cost of a settler, plus the cost of each of the buildings they start with.
Pioneers should have Monuments, Shrines and Granaries. Colonists should have that and workshops, library and markets as well as start with how much production a harbor costs so they can build a harbor in 1 turn, or something else if they're inland.
This would basically be like the city is sending people out to found a city with supplies and stuff to build a basic city.
Actually if you can get production to roll over correctly, just start them with the needed amount of production. That way you could build whatever is most applicable.
I've subscribes for now so I can see where this goes. Good luck.
Let me know what you think about it balance wise (Should it have more/less population / free territory / buildings. How about the price tags on the units?)
@tomi65d: The additional pop is fixed, however certain policies can increaese it - Liberty's finisher in my other mod adds 1 pop to every city you found, and Order's resettlement can add 3 pop as well.
@Sushisquid ye, who wouldve thought. Actually thinking it wouldent work is the reason i made this mod now, and not 6 months ago when i first came up with the idea.