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
I did want to fine-tune migration for Thessia as part of the update (or at least give them something similar to Illium's favours-bring-pops perk), but currently that mechanic is so obtuse that... I'm choosing to err on the side of caution until either the devs make it more clear how migration works or I get enough playtime to get the feel for it.
I love the new pop and growth system, but the lack of documentation on it annoys me to no end >.<
And I'm happy to hear that, actually n_n
Sophisticated Needs is a 3-cost trait for a reason. We balanced it with the intent of being very noticeable and impactful, especially early game and on developing colonies. There is a similar vanilla Lithoid trait (Brittle?) which has +0.5 amenities upkeep and also gives 3 trait points, so that was our measuring stick.
The two Origins should have enough amenities at the start (if they don't, that may be a mod conflict?) but if you are not using them, I imagine the upkeep would hit you a little sooner than intended, but with the counterplay of luxury residences being available right from the start, the level of pain per trait value should be acceptable.
Started as Asari. The needs for amenities is a bit high. With every race I have played since 4.0 came out I can live with 1 luxury house.
I started Asari and immediately needed two luxury houses and one holo entertainer building.
Please, don't take it the wrong way. I appreciate that you're not just requesting things, but actually trying to find ways to facilitate your requests. I love that! <3
But here's where my thought process is in regards to this matter:
Implementing a bunch of monitoring and maintenance scripts would be massively overkill just to reinvent the wheel in regards to the player-facing flavour of a single AI empire. Since it's not something that has tangible bearing on player experience (who can set species rights to whatever they like), we don't see a compelling reason to exchange an implementation that currently works for one that comes with caveats and requires extra work to get working.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2973736404
Oh, I see...
Sadly, there's no way for us to use it without overriding the vanilla trigger. And we do not override vanilla scripts. It would be a compatibility nightmare that I don't have the energy to deal with. Anything that increases the mod's maintenance cost is categorically off the table, sorry >.<
Preventing full citizenship rights is the only feasible way of triggering that trigger that's available to us.