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Not a bunch of header with Early...., Early...., Early....
l_english:
# --- SCALING: ARMY POWER ---
AUTO_MODIFIER_NAME_army_power_early: "[army|e] Power (Early)"
AUTO_MODIFIER_NAME_army_power_mid: "[army|e] Power (Mid)"
AUTO_MODIFIER_NAME_army_power_late: "[army|e] Power (Late)"
# --- SCALING: NAVY POWER ---
AUTO_MODIFIER_NAME_navy_power_early: "[navy|e] Power (Early)"
AUTO_MODIFIER_NAME_navy_power_mid: "[navy|e] Power (Mid)"
AUTO_MODIFIER_NAME_navy_power_late: "[navy|e] Power (Late)"
# --- SCALING: LOCATIONS ---
AUTO_MODIFIER_NAME_num_locations_impact_early: "Number of [locations|e] (Early)"
AUTO_MODIFIER_NAME_num_locations_impact_mid: "Number of [locations|e] (Mid)"
AUTO_MODIFIER_NAME_num_locations_impact_late: "Number of [locations|e] (Late)"
# --- SCALING: TECHNOLOGY ---
AUTO_MODIFIER_NAME_num_advances_impact_early: "[advances|e] (Early)"
AUTO_MODIFIER_NAME_num_advances_impact_mid: "[advances|e] (Mid)"
AUTO_MODIFIER_NAME_num_advances_impact_late: "[advances|e] (Late)"
# --- SCALING: SOLDIERS --- (I personally dont use this modifier, since it would make army too strong, but it does make sense that you would exert more strengths when you have more reserve)
AUTO_MODIFIER_NAME_soldier_percentage_early_game: "Percentage of [ShowPopTypeName('soldiers')] (Early)"
AUTO_MODIFIER_NAME_soldier_percentage_mid_game: "Percentage of [ShowPopTypeName('soldiers')] (Mid)"
AUTO_MODIFIER_NAME_soldier_percentage_late_game: "Percentage of [ShowPopTypeName('soldiers')] (Late)"
# --- SCALING: ARMY TRADITION ---
AUTO_MODIFIER_NAME_army_tradition_early: "[army_tradition|e] (Early)"
AUTO_MODIFIER_NAME_army_tradition_mid: "[army_tradition|e] (Mid)"
AUTO_MODIFIER_NAME_army_tradition_late: "[army_tradition|e] (Late)"
# --- SCALING: NAVY TRADITION ---
AUTO_MODIFIER_NAME_navy_tradition_early: "[navy_tradition|e] (Early)"
AUTO_MODIFIER_NAME_navy_tradition_mid: "[navy_tradition|e] (Mid)"
AUTO_MODIFIER_NAME_navy_tradition_late: "[navy_tradition|e] (Late)"
# --- SCALING: STABILITY ---
AUTO_MODIFIER_NAME_stability_impact_early: "[stability|e] (Early)"
AUTO_MODIFIER_NAME_stability_impact_mid: "[stability|e] (Mid)"
AUTO_MODIFIER_NAME_stability_impact_late: "[stability|e] (Late)"
# --- SCALING: PRESTIGE ---
AUTO_MODIFIER_NAME_prestige_early: "[prestige|e] (Early)"
AUTO_MODIFIER_NAME_prestige_mid: "[prestige|e] (Mid)"
AUTO_MODIFIER_NAME_prestige_late: "[prestige|e] (Late)"
# --- SCALING: INSTITUTIONS ---
AUTO_MODIFIER_NAME_num_embraced_institutions_early: "[embraced|e] [institutions|e] (Early)"
AUTO_MODIFIER_NAME_num_embraced_institutions_mid: "[embraced|e] [institutions|e] (Mid)"
AUTO_MODIFIER_NAME_num_embraced_institutions_late: "[embraced|e] [institutions|e] (Late)"
Also GovPower localisation if you ever want to edit that:
# --- SCALING: LEGITIMACY ---
AUTO_MODIFIER_NAME_high_legitimacy_early: "High [legitimacy|e] (Early)"
AUTO_MODIFIER_NAME_high_legitimacy_mid: "High [legitimacy|e] (Mid)"
AUTO_MODIFIER_NAME_high_legitimacy_late: "High [legitimacy|e] (Late)"
# --- SCALING: REPUBLICAN TRADITION ---
AUTO_MODIFIER_NAME_high_republican_tradition_early: "High [republican_tradition|e] (Early)"
AUTO_MODIFIER_NAME_high_republican_tradition_mid: "High [republican_tradition|e] (Mid)"
AUTO_MODIFIER_NAME_high_republican_tradition_late: "High [republican_tradition|e] (Late)"
# --- SCALING: DEVOTION ---
AUTO_MODIFIER_NAME_high_devotion_early: "High [devotion|e] (Early)"
AUTO_MODIFIER_NAME_high_devotion_mid: "High [devotion|e] (Mid)"
AUTO_MODIFIER_NAME_high_devotion_late: "High [devotion|e] (Late)"
# --- SCALING: HORDE UNITY ---
AUTO_MODIFIER_NAME_high_horde_unity_early: "High [horde_unity|e] (Early)"
AUTO_MODIFIER_NAME_high_horde_unity_mid: "High [horde_unity|e] (Mid)"
AUTO_MODIFIER_NAME_high_horde_unity_late: "High [horde_unity|e] (Late)"
# --- SCALING: TRIBAL COHESION ---
AUTO_MODIFIER_NAME_high_tribal_cohesion_early: "High [tribal_cohesion|e] (Early)"
AUTO_MODIFIER_NAME_high_tribal_cohesion_mid: "High [tribal_cohesion|e] (Mid)"
AUTO_MODIFIER_NAME_high_tribal_cohesion_late: "High [tribal_cohesion|e] (Late)"
And a localisation to make income hoverable as well:
AUTO_MODIFIER_NAME_monthly_income_impact: "Monthly [income|e]"
I think having soldier pops influence the score slightly is beneficial for smaller nations with militarized societies to project their "existence" to world like "Prussia of X" but if you think they influence the score too much, i can tune it down