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
Have you considered making the Military Faction into a Civic instead of it being a general feature? I'm suggesting this mainly cause of two reasons: It could make for a more interesting playstyle balancing, but more importantly it would, in theory, drastically increase performance when not everyone has a military faction.
You could even limit its usage to certain ethics which "prefer" such a turtle playstyle (like being Pacifist), or even by government type. I could expand on this if you're interested...
Another unrelated idea: When a faction's "benefactor" becomes a subject, instead of immediately simply disbanding the whole faction give the benefactor some of their ships in return. Wouldn't want good hardware to go to waste, now would we? :P
1) Do the resources they take from you actually impact their ship building or is the loss of resources mostly flavour?
2) Could we get policies to increase funding?
3) Do the tech the military uses equal to yours?
e.g. 40 base credit production somehow becomes -61 (despite it only costing 50 monthly energy credits) essentially crippling my economy