Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
On the one hand yeah, this isn't intended behavior, but on the other hand, you as a player chose to take a hit to habitability. Maybe that means your species would have a harder time colonizing uninhabitable worlds, and you'd need more technology to make it work. It I bump up the modifier so that base habitability is 45%, that would mean species with that trait would need to research Atmospheric Filtering for +5% habitability before they could colonize (45% base - 10% from trait + 5% from technology = 40%, which allows colonization).
On the other hand though, by the time you research that tech you'll almost certainly have much better colonization options to choose from, so going down that route would make home system colonization dubious from a gameplay standpoint.
I'll change the base habitability to 50% in the next update while I think about this. Feel free to chime in with your thoughts.