安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題








R.E.D modpack
Strange Religions
Promotions Expansions Pack
Chaos Civilization
Faster Aircraft Animations
Please note that this combination of mods have worked before with Barbarians evolved but suddenly doesn't which makes it even more weird.
When you are playing with the Barbarian civ, there are actually two civs in play:
1. The Barbarian civilization
2. The tribal Barbarians (the ones that spawn in camps)
Barbarian cities are created as tribal, then "captured" by Barbarians, so that the player has the option of "liberating" the city. Liberating it doesn't make it yours - it returns it to the tribes. Then it disperses on the next turn, because having two barbarian groups holding cities is confusing.
This feature came about because people wanted a way to "liberate" a Barbarian city. Capturing them actually makes other Civilizations hate you (you look like a warmonger). Liberating them makes you a hero. The downside is, you can't keep a liberated Barbarian city. If I had to give a practical in-game explanation for that, it's that Barbarian cities lack the infrastructure to maintain themselves once liberated from barbarism. Technically, it's because you don't want to have cities on the game map owned by the civilization and the tribal guys at the same time.
If you don't care about liberating cities, you can simply play without the Barbarian civilization. In this case the tribal Barbarians will step up and found cities, but they will not be able to be Liberated - capture and raze will be your only options and you will be viewed as a warmonger.