Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
On Sorcery vs Wizardry, I think these traits should have more to do with leaders and less to do with raw outputs
Sorcery is about quick and easy access to power, Wizardry is about a long time taken to master something
I think both these should be 1 or 2pt traits
Sorcerers should have -1 leader level, but +50% xp gain for 1pt, or -2 leader level but +100% xp gain for 2pts, this means sorcerers very quickly become quite powerful (lvl 3-4 by default) but its hard to push them to their limits (max lvl 3 before techs/traits/traditions)
Wizards should have +2 leader level, but -25% xp gain for 1pt, or just +2 leader lvl for 2pts, this means wizards take a long time, but can become very powerful leaders
This could be expanded upon further by having these 2 species traits granting a leader trait that powers up with level (the trait would do the same thing for both) this 'Magician' trait, would give different bonuses
On rulers it could be -2% edict cost and +2% edict duration per level
On governors it could be +2% job outputs per level
On Scientists it could be +1% research speed +1% anomaly discovery chance and +2% survey speed per level
On admirals +1% fire rate and +2% shield strength per level
On generals it could be +1% army damage and +2% army disengage per level
This should increase the cost of the trait by 1pt