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
It seems it creates a bug where Citadels have tiles controlled by them forever after capturing or obtaining adjanted cities. Moving units over there or building forts nearby doesn't help. You will notice this only in mid-game or later, and this might ruin fun significantly.
To the people saying this doesn't work, note that a military unit HAS TO OCCUPY the fort within a few turns of it being built, otherwise it's back to neutral territory, until you or someone occupies it.
Cheers for the great mod
1) Can't build outside of borders (I'm ok with this tbh)
2) If built within a cities radius before that city expands normally or via gold purchase, then those tiles are unassignable as manually controlled pops!!! Not quite game breaking, but so fucking annoying to make me was to remove this mod from my rotation
which is quite annoying
I have a question-when you use it to "claim" a resource with a worker after the fort is built, I see it collects it in the resource tab, even if it isn't immediately connected to your territory yet.
Does it go to the closet city or is it collected aggregately? Wanting to know in regards to food sources within fort tiles, does it go to the closet city that will eventually connect to it? Thanks in advance and great mod
cause that would be awesome....
There's no technology requirement and workers do the building right?