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
As it might give some Players some interesting Gameplay while not completely taking away the Wonder Race from the Game, I will add some Options in the Set-up menu for Players who want to grab a Wonder for the whole Game (even if they switch to building something else).
Thank you for the Infos!
Players will have to make absolutely sure that they've got strong protection on and around the Wonder(s) that they're constructing.
Also, is that only *active* construction, or can I start a Wonder then switch to building something else for a while? If it's only active construction then the above problem will exist.
Interesting tactic. Someone's building a Wonder you want, you declare war, sit on the Wonder hex, start your own copy, they can't restart unless they can find where you're building yours. Or, of course, if they're forced to build something defensive and have to stop Wonder construction.
Anyway, Thanks for the Note. You might be right about the misleading phrasing, I will change it so that it's clear what the Issue is.