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






Then again...religion was around for thousands of years obscuring peoples insight/understanding, and made it possible to live for milennia right on top of things which they could otherwise see.
Thanks again for making this!
I will quickly mark up a couple beta versions of these ideas and give them a go to see how they play out. I've sent you a friend request - perhaps you can help me beta test them?
To all others - send me a friend request and ask me if you would like to beta test some of the ideas I'm thinking about implementing, if you are willing to provide constructive feedback. THANKS!
I like things that work together, and add synchronocity ( i spelled it wrong probably). However, i was thinking that attatching it to the mines, as you said, leaves tech open for military, "bottom tree" civ's. This also allows the workshop to become the "university" of production, whereas it used to be the "library". (university - bonus + specialist. library - just a small bonus, no specialist). Workshop just seems intuitive to me.
However, if you want to have some capacity of this availible on the opening of the game, you could make "mines on top of resources" give +1 science at tech Mining, then give +1 science to all mines with a workshop in town. If you did this, it would be better for these bonuses to overlap and not stack - because you wouldn't want a Copper Mine to give +2 science on top of what a copper mine already gives.
Also, mine and jungle do not co-exist - my preferred solution is have Workshop give +1 science on mine improvements. This way there is some "cost" to this effect, and workshop becomes as "good" as university.
Okay - I've uploaded the file to a mirror site. You can download it here:
http://www.mediafire.com/?qku50n3u6iudvao
To install, download the file from the link above and move it into your MODS folder. This is usually found in the follow location:
C:\Users\*Your Name*\Documents\My Games\Sid Meier's Civilization 5\MODS
To download just click on the subscribe button above the mod description. The game will automatically download and install the mod.
To use it in a game, click on the "MODS" button on the main menu in game and you should get a list of your subscribed mods. Click the check mark next to the mods you want to load (if it's green, then its loaded) and click next.
You should be able to start a game normally, like you always would, except the game should use the mod's files instead.
This mod in particular is passive - it doesn't change anything about gameplay, nor does it add units or buildings. It simply adds 1 science for every mine that you have constructed.
@GecK0 - I will have to upload some additional files to make it compatible with multi-player. Even then, all the players must manually replace some of the core files or the game will crash. Let me know if you're still interested.
Do you mean the mod doesn't work, or that it unbalances the game?
Hmm... That's actually a good idea. I'll see what I can do
I actually made this mod for Extended Eras to help with the slow beginning:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=78516377&searchtext=