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








Using
Setting different year for each era ( early med era = 1 ; high med era = 2 ; late med era = 3) solved the issue, the command didn't came back true anymore and upon entering each era, the activity costs did increase accordingly.
However, I don't know if this changes could have any other effects on the mod/game.
However thx to Tioyo, his little tweak makes things go back to normal. Not sure if there's some other issues that I haven't noticed yet, but so far so good
The problem is that at setup the cultural era is determined during year 0 and before innovations are loaded, which means every culture starts with 100% of it's 0 civil and military innovations unlocked which immediately moves the culture to the Early Medieval era , which then chains into High and Late , if they have the same date for the same reason. Setting the starting year of Early Medieval to 1 fixes this (and the other eras can also be set to 1 because Early not being unlocked means they don't get checked again until after the innovations are loaded and the game has a proper year.
I have a mod that's basically identical to this one in function and I just checked
trigger culture = { has_cultural_era_or_later = culture_era_late_medieval }
and can confirm that as long as Tribal is 0 and others are 1, that that check behaves correctly in both 867 / 1066 (I used the Greeks who are Tribal in 867 and Early Medieval in 1066 and the full set of eras tested properly in both )