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Siege Ability and Fort Defense Modifiers have been halved.
Ai will now get less war exhaustion while at war.
Trench System Building has been modified to cost less to be more worthwhile.
Land Forcelimit has been reduced by a considerable amount
Combat Width and Garrison Size has been reduced to match
A New modifier was added, that when you are fighting a defensive coalition war your aggressive expansion will tick down a lot faster
AI war exhaustion has been nerfed so ai will fight longer more often as time goes on
Some Defines are also changed that make the AI more aggresive as well.
The AI also gets increasing military Buffs in the form of combat ability for their units
But most importantly the AI gets massive economic Buffs that will help them keep up with the snowballing of players.
The AI also gets debuffs to siege ability as well as manpower, forcelimit and a ticking War Exhaustion debuff to limit the amount of annoyance of usual gameplay
So basically Xorme mostly changes ai in a somewhat similar way to what i did but i also rebalanced the entire AI economy and i am giving them buffs and debuffs to make them a more well rounded threat.
now it counts for every single dev and not just every 100 dev
maintenance for building makes u think twice before klicking ^^... could be linked to expanded infrastructure as well... hmm... I will give it a try :)
The following changes have been made:
the great power rank modifiers have been removed and replaced with a scale of 100-10000 Development modifier.
Furthermore the normal great power status has been slightly nerfed by including a small 25% debuff to institution spread and innovativeness gain.
A natural Inflation Rate of 0.5% yearly has been added.
Buildings now cost Ducats to maintain them
the usual scale goes from
0.125 doubling for every building level available
0.125
0.25
0.5
1
2
I'll try a different solution to limit snowballing, probably among the lines of changing the great power debuffs to general development debuff.
This should make the accumulation of these debuffs slower and more scalable without accumulating too fast.
I will also look into making the economy less of a snowball
countries like england and france wont get any institution spread at all, as they get also debuff from beeing great power
I had no trouble with the economy in general but the debuffs on production, trade and autonomy from feudal will predict them in further gameplay, which gets worsen by great power debuff, as the modifiers from edicts are nearly unpayable with that state maintance
furthermore you will be unable to fight corruption and just because you are the biggest nation (sure it isnt this unrealistic, but it would be bether linked to size in general, than the tier of great nation, this will make later gameplay very worse)
high debuffs aren't the problem in general, but if they kumulate this fast, there is not much fun left... especially if you have no tools against it... edicts, advisors and other bonuses are to weak to compensate
I recommend trying to get a nation to give you knowledge sharing and to use the advancement effort edict, but i will consider looking into the balance a bit more.
what particularly do you find unbalanced about the great power modifier?
@Windoo
unfortunately there are some balance issues... while your idea of some tweaks (feudal for example) can split reactions, the -100% institution modifier within is absolutely gamebreaking for me even with support I only get 0,1 institution groth in my capital
and also the great power modifier could use more balance, but I like the idea