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
							
						
 
											 
													

 15
 15								 
					




 举报此帖
 举报此帖


Once it has cleared testing, it will be rolled into this public / stable build.
One thing I can tease is that in the process, I have updated the Guild Merchant by customizing the unit model for Holo's Guild Merchants, to differentiate them from your average Great Merchants.
Do you have a screenshot available for me to look at?
Sanity checks: are the Orchards actually next to the source of water? (The game technically lets you build them away from fresh water, but you get nothing except 1 Gold then.) Also, are the Orchards being actively worked by a nearby City? (Must be within 3 tiles of a City.)
Also, upon entering a new turn just now, The aples that should have been gained from having 2 eligible orchards are not appearing anywhere :x Will provide screenshot in a moment
If I'm seeing it correctly.. it looks like the Orchards are not yet finished? You may have moved the workers away before they finished constructing the Apple Orchard. When it's completed, there should be almost a full tile of trees (think of the Citrus or Cocoa plantations.) That screenshot looks like there are only a couple rows of Apple Trees.
Can you check with a worker that they are actually fully constructed? (They take a long time to build.)
The completed model should have many more trees, and once completed, the option to build another Orchard on top if it should disappear entirely. The game lets you replace an improvement with another one, but won't let you replace it with the same improvement.
I suspect what likely happened, judging by the pillaged Wine in the east, is that your workers were building the Orchard, and 7 turns in, Barbarians showed up, which caused the Workers to "panic" and stop working (asking you for orders, whether to keep working, or run away.)
Do feel free to let me know if you run into anything else!
Because I found that the normal way to obtain trade route doesn't work, for instance, possessing technologies such as "Sailing" and "Banking", which both two are supporsed to give an extra trade route respectively.
The only way to get trade routes as Holo is to build her UB's - The HQ gives 2, and every Trade Guild Branch / Hub / Inn gives 1 each.
Her Palace also gives 1 free trade route at the beginning of the game, and I put text describing the changes into the Palace description, but maybe it's not clear enough..
I will look into re-wording the Palace description.
I wanted to remove the icons from her tech tree, but there's really no way to mod that screen short of just completely rewriting and replacing the TechTree file, which would cause it to conflict with other mods that also alter this file.