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








In short: I like it! Most new features add a lot of internal complexity, or confuse players who aren't interested in it and didn't ask for it. But in this case, it's simple to add a trait, simple to condition off of it, and easy for other players to ignore it (heck, they might not even notice it).
I can implement this, but it'd be good to know how much interest other subscribers have in this feature. Let's see if anyone else weighs in on this thread.
this could work very well with xenophobic playthrough
The first time you declare a species to be the Total Assimilation Target, it'll start to apply to assimilation immediately. But if you later want to move the target to a different species, it'll take 10 years: you'll have to research a species modification project to remove the trait, and while the modification project is running, more pops of that species are being created. So you'll probably have to disable Total Assimilation temporarily or else the Target species will persist after the modification project. And once you turn off Total Assimilation, you can't turn it back on for 10 years, since it's a Citizenship Type.
Is that annoying enough to be a dealbreaker?
Given this, plus the potential issue I mentioned earlier, I think it makes sense to put this suggestion on hold. I'll focus on making sure Total Assimilation is compatible with 4.0 when it launches.
So, we're back to Square One. I'll repeat the problem I ran into when previously trying to implement this:
So the first new TA trait just shifts the target of Total Assimilation, so every other species (except for the main) becomes same as the new species. The second trait brings about an exception, those with the second trait are ignored by TA... which thinking about it can be done by just not putting TA citizenship type on the species at all, god I'm dumb. Sorry!
There are also mods out there that changes those timers on citizenship and many other such things, those who are truly bothered by this would likely find a solution.
It's not annoying to me. I play with other mods that mess with achievements, so I use console and free_policies allows me to mess with Species Rights as well