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Get newest version here Production Revolution3.0
这个mod的重做版在这发布了, 别在这留言了!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409578462
不过目前vanilla修改特定职业产出的好像无效,比如矿工+1矿物产出。
而奴役的加值对于科研点数也有效,甚至直接使用劳务奴隶就行,导致当前版本本来就很强的奴隶暴君成了必选。
不知道
@Underdog
Those vagebonds are working as cache of manpower converting, which will increase performance. And it doesnt means, you will have enough manpower.
@超魔法大狗星
因为缓冲是满的, 这个问题还有待修复
@团长团子团
知道, 以后等更新或者第三方兼容
@Dukkokun
No
@jobrown1187
technologies requrement, see detail on the button
@Black Goat
this mod, just this one. but it need some development.
等以后做补丁呗
Since I noticed that the more "pops" an individual pop is representing then the higher the upkeep of that pop becomes due to a modifier. So I was wondering if it has an effect does say the 15% reduction effect it on the same level as if I had that number of pops?
you dont, just leave them alone
For manpower pops converting, the dummy jobs are just like a 5 pop cacher.
Let me see....
@酱油仙
...本mod没有那种见了鬼的功能, 除非舰妈把建筑ai权重设置成了0, 那就不是我能决定的问题了
- Manpower should not migrate or converted to/from POP during the bombardment.
I don't know the current status of implementation, would you kindly care to look at if everything is OK with orbital bombardment at current mod's implementation?
The problem is that orbital bombardment is hilariously weak because it is neglected with the balance of pre-2.2 patch tile system - killing 1 POP can be devastating a colony even for max sized (was 25 at that time) planet.
In this mod, orbital bombardment may regain its former glory while reducing lag further as the overall number of POP is dramatically reduced. But it could cause some more lag if not properly dealt with.
- POP damage of orbital bombardment should kill manpower before any POP: Otherwise, it causes manpower to POP convert to every check cycle after a POP died, which cause lag.