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
So 1 it is.
1.5 is competing with other modules and job bonuses are usually better, making planets more desireable for "main" production of stuff.
Of course, I use NSC so my star bases are chunky things with a ton of free slots to make use of so that might be skewing my perception.
Method 2 sounds ideal, but it also sounds like a compatibility nightmare, and one of the things I like about ESC is how well it plays with most other mods without needing to muck around with compatibility patches for the most part.
Expanded Stellaris Traditions has many tradition picks who do this already. +minerals form farmers or +energy credits from bureucrats etc.
(modifier = { planet_bureaucrats_energy_produces_add = 2 }
Doesnt overwrite the vanilla bureaucats, is its own file.