Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
1.) Controlling a resource gives a faction wide bonus regardless of quantity.
2.) Resources can be traded for wealth based on a supply and demand system.
3.) Resources can be used as a requirement for buildings.
As of right now to my knowledge the quantity of a resource only effects trading; 1 unit of any resource is enough to get the bonus or to build a building requiring it. If it was simple to do I would attempt to change this.
I don't want to mess with 1 & 3, but instead the idea was to expand 2. Having more resources of different values, which will be in different supplies and demands. I wanted to increase the incentive to trade by increasing potential wealth based on more than the choice of conquering a settlement with a resource.
The conquering of settlements with resources exists, and I don't want to change that because it works, so this has nothing to do with that. What I changed is what resources an empire can have from construction choices alone; building builds that produce goods to trade.
Its a good idea and until recently i was using Xilos "Meaningful Resources" and it made the game so much better. Alas he is ignoring his subscribers so not sure when or if he will update.