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报告翻译问题






另外我觉得建筑维护费可以直接扣整体税收效率,这样就不会无脑满地铺了。其实是应该根据当地税基来计算,减掉这个临近度中心覆盖地区的税收效率再加一些保底的费用,但这样貌似就太难搞了。
建议可以调整下,谢谢。
Add administrative expenditure to the budget page.
The secondary capital should be limited in number, with only one allowed. Its efficiency generation should increase with budget expenditure, capped at a maximum of 70, which is reasonable since historically, this was often a nominal department for sidelined officials—who would actually work there?
Introduce provincial administrative chambers without quantity restrictions, but their efficiency should be capped at 60, which is reasonable.
The unlocking of efficiency caps could be tied to era progression or the degree of centralization.
The paper consumption, personnel, and maintenance costs for provincial administrations should be doubled.
(Translation from AI DeepSeek)
1.在预算页面增加行政支出。
2.陪都应该是限定数量的,仅有一个,而且其生成的临近度随预算支出而增高,上限只能达到70比较合理,因为这玩意历史上就是咸鱼部门,丢去养老的谁干活啊。
3.增加省级行政院,数量不限制,上限只能达到60比较合理,
4.上限林进度的解锁可以随着时代或者中央集权程度提高。
5-省级的纸张消耗、人员和维护费建议翻倍。
Right now this is wildly unbalanced as is but given how difficult it is right now to find info on what code/commands/effect etc there are I don't blame you.
If proximity works the way I think it does then maybe it would be a good idea to limit this to market centres (like marketplace warehouses and such) that are not your capital as I think this would also help market access yes?
That way ai & player can't just spam this everywhere and it makes thematic sense - secondary capitals WOULD be market centres in real life terms.
e.g So like a unified France would/could have one each in Bordeaux and Provence
我设计上应该是ai会造,阶层不会造,托管建造不确定,但是我跑了一百年没有发现任何国家造了这个建筑……可能目前有bug让ai不会造这个东西,我正在排查,也正在做一个让玩家在开局菜单选择是否允许ai使用它的功能
感谢你的建议,我正在尝试把这些限制放进开局设置里,让玩家自己选择建筑强度、建筑数量上限、是否与国家等级挂钩、是否与文化挂钩这些功能。
从设计的角度说我个人希望可以让这个建筑的建造限制宽一些,维护限制严一些,让玩家可以比较轻松地建造它,但要全力运转很困难,实践上就是这个建筑需要的贵族岗位和维护费都很高,即使是(没有妥善经营产业的)元或明市场都只能满足它65%的需求,让它100的修正在游戏里跌到65%左右,如果进一步下调的话,游戏里的实际修正可能会和县衙建筑差不多,这个加成就有些聊胜于无了。
其实我之前也思考过能不能让养得很好,人口很多的省份首府自动升级为地区中心,再从这些地区中心里升级出少数副都,但代码层面上比较困难,当然我一定会努力为玩家制造这些差异化的选择。
Thank you for your suggestion. It's somewhat similar to my initial design, but to be honest, I can't find the code to check the player's country rank, nor can I find the code to limit the number of buildings instead of their level. The entire code related to proximity calculation is also a black box. I'm trying other methods to bypass these limitations and achieve the same functionality, I will keep it up.
Now I can give Rome the respect it deserves by making it a secondary capital :D
AI would build (though hard to meet requirement by themself) and estate won't, not sure what auto-bulit would react with a new building. I'm now working on a patch to let player decide it from starting menu.