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报告翻译问题
* The legacy trait usually has a minor impact, but can be incredible if one get's the chance to settle around a large lake. Turning lakes into prime real estate is a very fun aspect.
* The emblematic district on the other hand is universally fantastic. Most territories have groups of dry grass hexes, especially with a bit of chopping. Getting around 10F/10P is not uncommon, fairly quickly turning the capital into a 100 production powerhouse.
* On top of that, the ability to pre-build the Basket Weaver with influence further speeds up the Kucadikadi. It frees up time for building other infrastructure, while adding the benefit earlier. And if that wasn't enough, the Basket Weavers can be put into unattached territories, so you have more strong emblematic districts in the next age.
*
I think Humankind is even more production focused than 4X games usually are. You get enough food as is, and it takes a lot of extra food (and time) to even catch up using population. Money is nice, if there are a lot of luxuries to be bought from neighbors, but you can always get the important deals. Research is fine by simply putting people on research - and the benefits have to be realised with production anyway. Even influence is primarily based on emblematic districts (via civic axes), and building a good embassy.
My perceived success is almost directly proportional to my production. Starting with money or science cultures is a recipe for disaster. Food can be ok, when it comes paired with influence, because attaching a territory is a quick way to get some production. Maybe I'm playing the game wrong, but I consider half the cultures only because the Myceneans are boring, and the Khmer are cheating.
The legacy trait (food on coastal) makes building harbours really fun, and will be nice in the long run. The emblematic district, though, I hate, and here's why:
You can build it right away, but you don't want to. It's useless until fishing is reasearched and the first harbour is built, which would be bad enough. But even then, it only makes sense to build on very specific stretches of coast, and only if you also put both a harbour and the administrative centre there.
While these restrictions can be met in most coastal territories, they almost always have to be paid for with suboptimal placement. Considering that the net weaver likely produces 15F+3P, let's say the harbour produces 5F less than it could, and the centre is down 5P. So we get 10F/-2P out of the deal, which I'm certainly not paying 10 stability for.
It's probably unfair to compare everyone with the Myceneans, Egyptians, or Kucadikadi, but I'm not gonna pick Valdivia again.
* Is it intended to be able to be able to put single unit armies just across any border for massive money and influence benefits ? This seems to have negligible disadvantages outside of a defensive war (besides inconvenience).
* Do you feel like the AI is capable of dealing with Peltasts ? While I find the unit design very interesting, I think the they require opponents to prepare appropriate armies in advance. In combat it seems necessary to put strong (usually melee) units on the front, but refrain from attacking, while the Peltasts are shot down with archers. I doubt the AI actively does either.
The issue with city cap influence bonus from VIP and the Lapita is that the influence bonus won't apply if the game thinks you have no cities (which it does if all your cities have <8 population). I've figured out a fix for this and it will be added to the CSP/VIP patch, also this weekend.
Thanks for the reports!
In other news: When playing with VIP and and the updated compatibility patch, the Lapita still do not get Influence from unused city cap (screwing them completely).