ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
But on the other hand, we have starts with intrigue being the only bright side of the existence and a key to survival in early years. I would not say that most of them have easy time allocating resources and preparing agents to carry executions they need in timely and predictable maneer.
In the loving memory of our grandsire, you know, the First Murderer, I would rather keep all options on the table for harder starts, rather than trying to balance overmaxed Helena.
Likewise, it's impossible to balance newer RP-ers vs experienced players with minimaxing inclanations. I would agree, that at some point self-restriction is the key. When I can easily do something I feel is stupid, I don't.
I am not against fine tuning in principle. But even then, I see more benifits in enforcing more ways for PC to face tragic consequances of their actions, rather than in making murder scheme in particular weaker.
Cheers.
Age does matter, so I have to ask, did you land a kill on Methuselah or did you simply check scheme's success rate? The later means little, succesfully completing the scheme often brings disappointment. They are usually immune to mundane methods of assasination. There is new discipline in recent update that might or might not help with that, but I am not in position to check. My current character would not appreciate my sudden interest in necromancy.
Regardless, even elder with just a couple of advanced disciplines is capable to extending scheme to years, which is issue enough if they pose immenent threat, but also the longer scheme lasts, the higher chance of it being exposed, your agents caught, thus lowering your chance of success. That unless, of course, if your scheme power is greater than their scheme resistance. But that in turn in means that they are your peers, and the game is fair.
Neonates are easy to kill, but they survive by not standing on the way. If they need to die, it's their fault. There were hordes of them who perished silly, we just don't remember them usually.
I would suggest to disable Friends&Foes DLC. In my opinion It's questionable addition to vanilla CK3 and is completely outlandish when playing PoD.