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








Even though it clearly states it's a barony, the game interprests it like a city (I also know it doesn't see it as a temple because i can own temples).
Are you using any other mods at all that does something related to the government types?
And, does the same happens with the historical Metropolises when you start a new game?
Constantinople, Baghdad, and so on?
300 % more Levy and Taxes gives the holder the ability to win every war with ease, the current holder for example has 11k Gold and 5k Levy and that in 892 AD with just one County.
Unfortunately due to the all the modifiers there the income can get a little crazy with a Metropolis there, which you can see if you compare Constantinople with Baghdad and Cordoba. I'll have to rebalance the income while keeping it on a okay level for rest of the Metropolises.
I might have to end up making an entirely unique Metropolis just for Constantinople.
Oh wow I did not know those were Vanilla stats, thanks for the clearing that up for me.
I might just nerf the local tax/manpower modifier a bit for the Theodosian Walls to keep it in line with the rest of the Metropolises.
You must convert your blacksmith into a new duchy building. You can convert it into another blacksmith if you want it.
My mod uses as few vanilla assets as possible, so the Metropolises’ building chains are completely separated from all the vanilla building chains.
It was unintentional for the non-unique duchy buildings to be converted, so I’ll have to clarify it in the descriptions.
The unique mines are the only type of special buildings that checks if the holding is a castle, city, or temple. I'll have to think about a solution that doesn't cause a lot of duplicate buildings to appear.
So, I opted instead to change the vanilla castle/city/temple trigger by adding in Metropolis to it. As a positive side consequence to this it will no longer be required for the player to manually convert the non-unique duchy buildings.
The next update should be ready for release today.
And Nah, I don't mind about not having mines this game, I just thought I'd let you know about the mine in case you didn't know. Looking forward to seeing what you do in the future and very happy that one of my fav CK2 mods made to this game, and so quickly too!
building_type_cow_ramparts_01:1 "Elephantry"
It repeat
Great Mod tks