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and maybe change names of schools (Royal school for kings holdings, Imperial academy for emperors holdings etc) and maybe imperial academy should be more rewarding than royal school and more expensive
Although the cost is the same you need a Royal School to build an Imperial School.
In terms of being more rewarding, Imperial Schools have extra student minor titles and allow you to recruit Religious and Philosophy tutors.
I really like the idea of the bloodlines for legendary knights (though I need to tweak the requirements as too many are appearing for it to be legendary). I haven't looked into bloodlines so I'll need to see what options and possibilities there are
I've been toying with the idea of societies for knights & mercenary companies - both would be cross overs with other modules.
Societies & Knights would allow chivalric societies
Warfare & Knights would allow mercenary companies
Slavery religions are dependant on the head of the religion (and their traits) so it should change over time, though one person can't suddenly change it.
Slavery cultures are defined by the landed characters of that culture, again the changes are slow.
Also, randomly there is an anti and pro slavery trait that characters get (though it's hidden)
I'm now starting work on training for knights - a less risky and less hostile form of duelling, next will be either vice and virtue of warfare module. After that I'm going to implement slavery auctions for MR's which will include slave breeding
The thralls from Western Europe were mainly Franks, Anglo-Saxons, and Celts. Many Irish slaves were used in expeditions for the colonization of Iceland.[2] The Norse also took German, Baltic, Slavic and Latin slaves. The Vikings kept some slaves as servants and sold most captives in the Byzantine or Islamic markets.[citation needed] The slave trade was one of the pillars of the Norse economy during the 6th through 11th centuries.
Sweden had treaties with England[4][5] and France[6] concerning slave trade, with Swedish vessels involved in the trans-Atlantic slave trade
I have considered slave armies, and again it's on my to do list. I may create additional laws to allow it. Slave rebellions is the (current) end aim for the slave module when the rest is fleshed out fully (due to overlap between modules some elements will come much later than the initial module)
The slave rebellions I want to be potentially brutal. Once it starts as they successfully siege holdings and provinces they will release slaves (characters and buildings representing the slave workforce) thus reinforcing themselves. Obviously a nation with a lot of slavery is going to have a hard time, furthermore if they have slave armies.
With the exception of government types, everything is going to be available for all characters, regardless of religion and culture. I understand the game is partly a historic simulator, but I feel it should allow things to follow a less predefined path.
All that being said, different aspects/types of slavery are what I'm after. I can make it so that as the game progresses each culture and religion will change their stance on slavery - not simply for and against slavery as a whole, but being for and against different aspects and types of slavery.
I'll certainly come back to this once either warfare or V&V is released and look at further options whilst I'm developing the auctions for merchant republics.
Addition note regarding the auctions, they are auctions, so others will be required for the trade (like you mentioned slavery being a pillar of norse economy) and it would make sense for cultures/religions/countries benefiting from the slave trade to become more accepting & vise versa.
Anyway, thanks for the input. Whilst I have an easy time with scripting once I get into it, the ideas dont allows flow so help is much appreciated