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报告翻译问题








Now, balancing, I'm no expert on this, but I have some general observations:
1. if you add bonuses, they have to have a cost (researchers are too cheap, they produce a lot of points, so you end up with a lot of ideas almost for free), so a first balancing action would be to change that, multiply the hiring price by 5 times and halve the points they add.
2. the bonuses are added to the ones already in the tech tree and other existing buffs, so on their own it might not seem that good, but think about adding 5 times the 10% siege ability with just a few of your ideas, then we have a few in the tech tree; the result is Space Marines; so I really think halving everything as a base isn't too much because of the cumulative power.
-a second solution to the second point would be to just reduce the idea tree count to just 4 (but who will want just 4 idea tree in 500 years of game play?), and yes I know you can set it to 4 in game rules, but again, I would prefer more ideas with less buffs.
3.the fact that some idea trees a bit more powerful, I do not mind, this is a single player at it's core
1. Anything allowing more control is very powerful in game, hence very powerful with in the ideas tree. The 5% max control in Espionage, which you can get very early is very powerful, when control is a big issue early in the game. If you can make it scale by 1% depending on the Age, it would balance out, or just flat out make it 2, maybe 3%. Also move it to the last idea in espionage, so you can't take it so early.
2. Going off of that, any idea that gives you proximity through roads/land/maritime presence works on top of that, so those are no brainers to take as early as possible.
3. The extra cabinet seats are massive bonuses. The cabinet members already give a huge advantage with their actions, allow you to appoint crown members for more crown power, and having so many extra seats gives too big of an advantage for the early game.
3. The bonuses to trading efficiency and production efficiency are huge, when you stack them with a great economy.
4. The +development bonuses also slowly add up quite a bit, paired with having enough cabinet seats to constantly develop your capital, you can snowball quite fast.
5. The accumulation of ideas seems a bit too fast so you can get 3-4 full idea groups by age 3 and those 3-4 usually have the most OP buffs to your nation, which diminishes the need to choose carefully what you research.
Also it would be pretty cool if there is a notification for when one of your researchers has died/was removed from his/her post, and if clicking on the face icon would open up a UI menu to choose a new researcher. Also how are research points calculated? I feel like it is better to choose someone with more overall points, than someone super specialized in admin/diplo/army
1. I thought about adding a cost of researchers, however right now there is no prime solution for it. You could tie it so sth like court cost, but something easily tieable to income sliders is not possible right now, at least to my knowledge. The hiring price will probably not be increased significantly as I feel that smaller countries also should be able to afford them. Maybe you just need to tie them to court cost and that would be that.
As for the points, I generally thought point generation is mostly fine. I mean you want some progress after all I'd say and if you gain like 10 points per month, which you almost never do you still need quite some time for a group to complete. Maybe it could be toned down too, just not sure on this one.
2. well thats always a problem with modifiers. If defensiveness increases on the same rate its not such a big problem though.
3. still thats what balancing is for.
1. Fair point.
2. Yeah control/proximity/everything here is hard to balance for sure.
3. Yes, but before the better actions are unlocked more seats mean more integration potential, obviously also ohter bonuses, but you can't add half a seat, so its either you add one or you dont.
4. Yeah maybe the economy percentage bonuses need to be toned down a bit, but despite playing the beta quite a bit I was still unsure how much 10% really are in some cases.
5. Well yeah.
6. Age 3 is already mid game though. I dont think per say that this is too fast. This is pretty much how I generally wanted it to be. Maybe the problem you have can kind of be averted with lowering the bonuses.
The modifier is additive with a +10% base, so -15% makes dip spending free.
If there are any Expected Court Cost modifier, they also needs to be in that lower range.
The +10% satisfaction of estates in a few places (Diplo -> Internal mediation/Assimilation) is quite powerful too. +2% or 2.5% would bring it more in line with what buffs the base game already give.