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






I also could suggest partnering your mod with one of the others that adds a totally reinvented mission tree, since the Purple Phoenix tree your missions are added at the end of is...not great (seriously, who thought requiring ownership of Malta+Balearic Isles before Southern Italy and all those before Sicily was a good idea at PDX? The "natural order" of things is instead either Malta -> Sicily -> South Italy or the reverse, with the Balearic Isles being much later).
renovatio_imperii = { max_states = 55 }
You can replace it with: governing_capacity_modifier = x.x
Any ideas on what may be the conflict here? I'm trying to use the two together to spread Greek culture far and wide - the Cultural Hegemony declaration applies many buffs to tax modifier, manpower, etc etc, but most importantly it gives -25% Culture Conversion cost, which is what I'm after.
That being said, the government reform was supposed to also come with factions, but I am unable to square away the factions graphics, so those will have to come in later updates. That being said, if the banners mechanic I added doesn't mesh well, I will probably bring back the assimilate cultures mechanic to replace it. It depends on the reception to it. I am trying to create a flavorful tier I nation, not make an ubermensch nation.