Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода








2. It's something I have on my TODO list, I plan on reworking the whole flotilla system too to make everything more transparent and interesting.
3. Not yet, I'm waiting to have a "finished" version before touching AI improvements but in general I feel the game is more fair against AI because you can't cheese as much.
4. Former, only their "closest" friend gets access to the specific actions like in Vanilla.
5. They do stay around longer, it's harder to boost several factions at once because of decay now, and the cost can be pretty high to buy them all out (it scales with n° of systems owned), but the goal is still to have them disappear after mid-game.
6. That's already the case in vanilla.
One follow-up to the first point: did you adjust the industry cost and/or effects of improvements too? Basically, would I end up in a situation where I am running out of things to build, because anything will require strategic resources that I don't have? And so I might be left producing endless ships with no strategic or other resource requirements. Or will there generally always something to build, just maybe not what I'd ideally like? Adapting to what is available sounds like a nice requirement.