安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






However I got various production related bugs, i.e. a horse tile gave only a base 1 food 1 production, even with a pasture and stables, a cattle in that same city registered the pasture improvement but not the stables building +1 production. My petra didn't register the +1 production on certain tiles. I had a lighthouse that didn't provide the +1 production from sea resources.
I also didn't get any Civ specific Decisions in my Events and Decisions Mod.
Community patch
events and decisions
historical religions complete
IGE
Cultural DIversity
piety
quick turns
YNAEMP
Why would any of these make me crash? They are all your mods, or approved ones, minus Quick Turns. Is quick turns the problem?
i also like how your modded civs are actually in yet (another) map pack. thats pretty cool too. thats another idea if you want to use it... like make a german map with the HRE states civs.
this is just an idea, idk if you would actually do this, it would be pretty cool. i dont know if you do commision work (i would pay you to do this but money is kinda tight right now), but just think about it
btw thanks JFD and crew for keeping my favorite game alive by providing excellent mods!
That said...looking at it closer, the Brick Mason seems pretty weak. The engineer slot two techs in is neat, but of questionable actual value, and besides that it's pretty much a regular, terrain-limited Stone Works, even with Vizers planting Limestone everywhere.