Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1318388154
I generate Terminus with tile blockers and buildings to keep the correct deposits.
And during on_game_start i trigger a new event which start after the original ones and add the modifier + remove all blockers ^^
I'm just trying to fight against the first event which erase planets modifers (Terminus lack of minerals for example) and also seems to modify some tile deposits with no building/blocker after planet init (again for Terminus, maybe add false blocker
I started to work on an updated version for 2.0
It's almost done, still need to correct system initalizers, personalities and name list.
It will be for a first version.
After i plan to rework traits (replace "Mineral Poor" of 1st Foundation with a planet modifier for Terminus, add traits), add adapted civics.