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








For the mining expedition cargo, that sounds like a good addition. I still need to figure out quests which would be helpful to do choices like that.
Lower cost workers or tile improvements is absolutely a possibility.
Thanks for the input!
What about a cargo that gives each affinity 5 out of 11 points to the next level. This way you can still have an affinity bonus, but one without instant gratification.
Industrialists should have less negative health. 10% more just for 1 more production than engineers seems unworth it to me. I think 5% unhealth seems more just, or add another production.
Merchants sound more like something using trading, so what about changing their name to craftsman, and making a merchant colonist that gives you +3 energy from trade routes and start with 1 trading convoy.
What about an Architect colonist, giving 1 culture, 1 production, and 1 energy?
Also, how does extra food = tamed manticore? Also, that is very, very OP
Otherwise great work! I cant wait to see what else you come up with.