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报告翻译问题






<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Database>
<VisualRemaps>
<Row>
<ID>REMAP_OIKISTES</ID>
<DisplayName>LOC_REMAP_OIKISTES</DisplayName>
<Kind>UNIT</Kind>
<From>UNIT_OIKISTES</From>
<To>UNIT_SETTLER</To>
</Row>
</VisualRemaps>
</Database>
That's the file (example given is my unique unit for a mod that's in the works rn) and then you plug that into
<UpdateVisualRemaps>
<Item>data/visual-remaps.xml</Item>
</UpdateVisualRemaps>
in the current age you want (so in this case it would be "exploration-age-current" with the game scope.
If you knew or don't care to do it, just ignore this message asjldgb
But I'm a bit unsure about the Gendarme abilities. Their uniqueness was that they were a professional standing army in a time were mercenaries was the standart.
While the longer training is understandable, the cheaper maintenance is not, having to constantly pay your armies and standarsizing them is much more costly than only having to pay them in time of war.
I think the Gendarme ability could be "Esprit de Corps", being a standing army made out of nobility and having close ties with the king through their captain, gendarmes had high morale. This ability could give the unit more combat strength when it is wounded.
To do that I would copy the Poison ability and give it to all combat units, but give it a negative combat strength instead, and only activating the ability if the opponent is a Gendarme.