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
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