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I'm also planning to add an event chain to let people choose the size/extent of their vinland colony, so people can do my original "hardmode/losing is fun" playthrough with just the north of newfoundland, or the more generous start I plan on adding (most of the coast of the gulf of st. lawrence).
I'd maybe add a custom ship to the starting advances (I mean, makes sense for a viking colony anyway) -- They did this in vanilla in Indonesia, since all the land around there is islands Majapahit starts with a tech for a ship called the Kabang, that's cheaper and worse than a galley to build, but 300 troop transport like a hulk.
So you can effectively move troops around before age 2 institutions reach you.
Also unintended, but hilariously on theme, if you convert to norse, one of the benefits is of norse folk religions is raid religious enemies for slaves, so you -can- create a fairly healthy economy early on.. by pillaging instead of colonizing. >_> <_<
It's incredible, too solid. The population is too small, really have to rely on having kids yourself.
Also i believe, there is too few people in Vinland, it passed nearly 300 years and there are less people in there then in iceland although new foundland is probably much more rich in soil and resources, although the climate is very cold in both, so i think it should be the same population of iceland by then or a little higher. A submod where all of newfoundland coast is colonised could also be good.
Would u make a line in description?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599706198
@Urek: I'll take a look at those suggestions for re purposing the existing advances and scandinavian content (I make free farmers pan-scandinavian privilege in the mod too, so more can't hurt). The exploration cost reduction is already in the works as part of the additional advances in a few days.
For advances I think the Swedish Always Attack, Free Farmers and pretty much all of the Norway advancements would be fitting and easier to implement than creating new ones. A similar cabinet action to the Swedish one to support new farms would be nice too. Besides those the one that enables sea raiding that some of the muslims have, ideally it would be tied to the religion but I don't think it is.
For a unique one I'd say one with a big reduction on exploration cost, available in the Renaissance era. One thing I didn't like with playing Greenland is how it's literally impossible to colonise anything by sea before the age of discovery because it costs thousands, their ability to explore early is basically only usable on land. The real bottleneck for them should be their low population, not money.
It'd be nice if there were some Norse pops, so we had the option to convert and have our Norse Colony if we wanted.
Yeah I have some ideas for all of those in time, but appreciate the feedback. I don't have a huge amount of experience with event modding/scripting, but that's planned for a future version to add some depth.
Good call on the tribal estate name, ill add that to the next patch I put out.
The native american advances are something I will look into, as I noticed them too in testing. From a lore perspective I'd say those are lesson's maybe they've learned in contact and trade with the natives? Some definitely dont fit though. Right now their are tied to the area your capital is in, which is a condition I can change later to exclude the Vinland settlement.
If you have any sugestions for advances I am all ears, that's another on my eventual list to implement.
Some unique advances would also be a good addition as well (even though given Vinland has access to native american advancements, which doesn't make a whole lot of sense).