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Of course by changing also the "english" terms within the according files. I did this for the "german" folder ;)
P.S. I did the same with some used mods from Zamensis.
However, i'll translate that and load it up to a free server, put the link here and you can DL it to use it in your mod.
But i think it makes most sense when you are done with the mod, or let's say, with your next update (weekend?), when i would check it out anyway once more.
The update is out. Check out the new localizations, see if you're still willing to do this.
I have some thoughts here, eventually for discussion of the tribal factions development.
The following in-game effects caused by the tribal malus observed:
01 Most tribal factions have a quite high negative civ-value in their territories.
Example, base total +3 %, malus total -10 % = -7 % total
02 This leads over time to civ-values below 0 in according territories, until a max negative value (?). Intentional?!
03 If a tribal faction conquered a city territory with "proper" civ-value, it will decrease quite fast that territory civ-value (see above 01). Okay, that effect might be even pretty historically accurate.
04 I think, if this is but the plan for tribal factions, so they quasi never can maintain a certain civ-value in their territories, then it needs but some exceptions, as follows.
05 Cultures like all the Italiotes (Italy) for example, as well as fe. Graeco-Illyrians. Imo. those should have relevant smaller malus values.
06 Further possible exceptions, or rather with countering positive-impacting values:
All such territories which gained some civ-progress from trade and any other contacts by high civ nations? Perhaps also the ones at known much-frequented sea coasts and possibly also rivers (known ports)? But especially the ones which frequenting the very known tradeways (silk-road, etc.)?
What do you think?
03: Relatively accurate. Though, some tribes have assimilated into developed territory and formed their own rump states.
04-5:Each culture has a different malus. It is extraordinarily unlikely that a tribe would form with Greek culture, and in the off chance that it does, then it’d be pretty fair to say that their land has been destroyed and they should naturally have a malus.
06: That is a good idea. Civ values depending on trade and commerce. But it may be questionable. For example, the Germanic tribes traded boatloads of amber with civilized states down south, but that didn’t necessarily make them developed. The trade ROUTE things though is a good idea. It leads me to question the possibility of a colony founding mechanic and perhaps Punic/Hellenic influence modifiers.
I guess you know CK2(?), it's massively done with traderoutes, and i personally used a much customised according mod there.
Question: I'm not so much in IR to say something reliable there. Has IR according content, that can be exploited for our modding goals here? ... i'll have a look ...
Imo. that part would fit more into a IR mod, that starts around 600 BC. With our IR start at 304 BC, all or most such colonies are present already. Except Carthage's conquest of a lot Iberian territory.
Nonetheless, the "Punic/Hellenic influence modifiers" make good sense anyway! I guess, that would do it already for the "Realistic Tribes" mod.
Try waiting until the yearly tick. If that doesn't work, let me know.