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 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.