Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
And yes, I think your idea for having their unit bonus be specific to that terrain is a good one. I'm thinking fast embark and lava walk.
The second option is to give the two gilds access to the building lines of all the resources their line produces and make the first structure in each capstone branch mutually exclusive. The downside of this option is that it reduces the options of people like me that use this mod with a multiple guild mod.
*the net value of these buildings is higher than their pure resource counterparts but I don’t think that is all that bad due to the fact that most of the resources are local ones.
**you could make these buildings count associated provinces as double but that could be unbalanced.
***I think Mana buildings should cost Gold equal to the Mana cost of other buildings.