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ご意見ありがとうございます。
大寺院の効果が強すぎたかも知れないので、次回更新にて、効果変更/開始オプション追加を行いたいと思います。
数百時間の間Colony and Empireを楽しませていただいてます。
勝手な意見で恐縮なのですが
grand templeの科学・文化ボーナスが非常に強力なため、効率的な勝利のためには
宗教創始・布教がほぼ必須となってしまいゲームの流れが固定化してしまったり、
信仰都市を多く持つ宗教創始国とそれ以外の国とで脅威度に大きな差がある状況が
続いてしまっております。
そのため、可能であれば、grand templeの効果のナーフや
機能のON/OFFといった修正があると嬉しいです。
Desert civilizations without access to water or arable land wouldn't prosper as ones with access or other civs on grassland. I really wish there was an option for "global" tech tree, the more science points you have and the more civs you are close to, the more up to date you'd be on that tech tree. This would nicely simulate spreading of innovation and lack of in isolated places, but I don't think it's possible to mod.
Sorry, but that is the intended mechanism.
All players are given strong initial bonuses to prevent research stagnation and economic hardship right from the start of the game.
Without those bonuses, players (especially AI players) starting in unfavorable locations would face tremendous difficulties.
@Jargon
This mod is probably not compatible with other large overhaul mods.
Thank you for your report.
Duplicate bonuses for multiple grand temples is clearly an unintended behavior.
After hotfixing, grand temples already existing in occupied cities are now automatically removed.
Have a nice day!
資源の乏しい文明が急に大軍を保有するのは不可能なのはまあ意図したバランスです(なので、制覇勝利を目指すには戦略資源確保が肝要となる)
それに全体的な資源供給量を増やすと、人間もAIプレイヤーも大量のユニットを保有可能になり軍事力がインフレするので、相対的にはあまり変わらない可能性があります。
A certain amount of strategic resources are supplied by districts and buildings, ensuring that AI players can also hold units.
Furthermore, on higher difficulty levels, AI players gain additional free strategic resources, allowing them to have even more units than the human player.
個人的な意見なのですが特に巨大マップで遊んでいると戦略資源(特に兵員)の不足が苦しく、多方面、大軍戦略が困難でした。資源供給をより豊富にすること(例えば資源1タイル、1建造物からの供給を1.5倍、2倍にする等)のようなもの、可能でしょうか?
However, unfortunately, I found that this mod didn't work with some mod like 6T that add more era and tech tree.
Therefore, I'm wondering is there any plan that you make this mod compatible with 6T.
Hopefully, to be a nice day.
Yes. If you want to publish a split module of this mod, feel free to do so.
Frankly speaking, I feel that the way this mod was made was inappropriate. It should have been separated into several smaller modules to ensure compatibility with other mods and to allow for more customization.
Unfortunately, I no longer have the energy to completely revamp this mod. However, if I have the opportunity to make a mod in Civ7 or Ara or Millennia, I will make an effort to make a more usable mod.
Personally, I rarely have the opportunity to build religious units because I do not like religion. Therefore, I may have set the strategic resource consumption of religious units too high.
I am currently focusing on other projects, so this mod is being updated less frequently, but your input will be considered in the next development cycle's update.
Personeel & Devotees are too hard to get. Materials & Manpower have projects you can opt into right from the start, then become less relevant as the game goes on. Would like them to be more used honestly.
Personnel however, is not only required for all non-cavalry units early game, but has a maintenance cost, even for recons. Meaning that armies are massive reduced, even in the later stages of the game. Plus, as the main way to expand Personnel production is though encampments, smaller civilizations are greatly weakened. Making early games, and Tall Civs, much less military able. I suggest a Personnel project that gives personnel per turn, instead of a lump sum, as well as allowing Industrial Zones (representing logistics) to add to Personnel per turn. 2 zones instead of one will help Tall Civs keep up with bigger, less developed neighbours. I also suggest the buildings in the Encampment & Industrial Zone give Personnel. 1 per stage.
Also, up to difficulty level 4 or 5, it is possible for the human player to outperform the AI player in science and culture. Therefore, for casual play, the "Prince" or "King" difficulty level is recommended.
The AI is too strong.
This might be because of the mods I use and this mod is finally letting them use them. But please, PLEASE tone down, or give us options to tone down the strength of the AI when using this mod. I've turned the difficulty down two whole tiers because the AI was simply too strong with this mod, and even with that done, I'm still struggling to keep up with the AI where before I smoked them! I like the idea of having the AI be stronger, don't get me wrong, but you've gone a little far, so can we please scale some of the harder difficulties back a little bit?
植民地の効果はバージョン毎に頻繁に変わってしまっているので、紛らわしいかも知れません。確か現バージョンでは「首都の存在する大陸以外に存在する、人口10以上かつ専門区域3以上の植民地」のみ、主要都市の産出+5%のボーナスが発生します。
Yes. At higher difficulty levels, AI players gain more free strategic resources. Thus, they can train more military units.
In the future, I plan to split the functionality of this mod into several modules to further ensure compatibility with "Project 6T". However, this will require extensive additional work and will take quite some time.
感想ありがとうございます。
確かに現バージョンでは「古代の偉人コストが高いので大預言者獲得が難しい」「宗教圧力が高すぎて自然伝播が早く、ストーンヘンジでの宗教創始が有利すぎる」と感じるので、これらの点を修正予定です(今まで宗教プレイは殆ど行わなったので、調整が大雑把すぎたか…)
他に近日中の更新で、研究コスト、観光力コスト、AIボーナスなどの調整を予定しています。
現バージョンでは、大預言者のコストが高く、戦略資源により大預言者プロジェクトがやりにくいため、大預言者の入手が早くて中世、ほとんどルネサンスぐらいになります。
対して宗教が自然伝播しやすいので、ストーンヘンジで太古古典に宗教創始して放っておくと、勝手に宗教が広がって宗教面に対してかなり有利に立ち回れるように感じました。(ストーンヘンジ建てたAIがかなり有利)
大預言者のコスト下がれば宗教の独走が防げそうだと感じました。
Thanks for the feedback.
The mod is designed to discourage rapid territorial expansion in the early game, so cities incur high basic maintenance costs. Thus, holding a large number of undeveloped cities is penalized, and a gradual increase in well-developed cities is encouraged.
However, the latest version has reduced the city's basic maintenance costs by about half (City Center district: 20 Gold for maintenance, City Hall: 0 Gold for maintenance). This makes it possible to own a large number of cities early in the game if there is sufficient trading income.
Regarding the issue of excessive gold at the end of the game, I am considering adding buildings that provide powerful effects in exchange for high maintenance costs in order to solve this problem.
これはある程度、現実にも即しています。沿岸都市は海上輸送による貿易で繁栄しやすい半面、敵軍も海運で兵力を大量輸送できるので、内陸都市よりも襲撃されやすいという問題を抱えていました。
一応このゲームでは、沿岸都市を大幅に強化できるので、防衛の困難さと引き換えにバランスを取っているつもりです。
ご感想ありがとうございます。
信者資源が不足気味なのは、宗教ユニットスパムを減らすためです。元のゲームだと、信仰力があれば宗教ユニットを量産できるので、宗教ユニットが増えすぎて操作が面倒&ゲームが重くなる問題が発生します。そこで、信者資源によりユニット上限数を抑制しています。
ただし、伝道師を作れず、布教が進まないという問題があったため、今回の更新で人口と交易路からの宗教圧力を大幅に増加させました。これにより、宗教が自然伝播で広まりやすくなります。さらに今後、信者資源供給や宗教ユニット強化のための特殊建造物の追加も予定しています。
いくつか気になった点を
信者資源が慢性的に不足し信仰力がいつも余ります。AIの宗教自体も成立が非常に遅いです。
古代の文化遺産も宗教に由来したものが多く、もっと信者資源を豊富にしてはいかがでしょう。
現在の設定では始皇帝で焚書坑儒したり、ローマでキリスト教弾圧プレイができません。
都市が船に面しているとすぐに船に突撃され落ちます。
沿岸部の大都市が争奪戦になった場合、船の突撃の繰り返しであっと言う間に小都市に転落します。
もう少し船に対しては強くても良いのではないでしょうか。
Harbors and commercial hubs alone do not generate sufficient gold revenues, so international trade routes must be expanded and excess resources must be sold.
In addition, undeveloped cities are a financial burden, so rapid expansion must be prevented and cities must be added gradually. In addition, coastal cities should be prioritized, since maritime trade routes are more likely to yield gold.
This ensures that the game can be won without going bankrupt in test play.
However, the next update will change the game balance considerably.
The maintenance costs of the City Hall and Governor-General's Office will be reduced, and the colony system will be completely changed, which should help to improve the early funding of the game.
The cost of maintaining the city has increased significantly in this mod, so you will have to constantly fight the risk of bankruptcy.
You need to avoid building unnecessary buildings and earn gold through trading.
In the real world, many countries suffer from debt and budget deficits, and this mod replicates that situation.
Therefore, this mod is clearly not suitable for casual players, but for players who seek some degree of difficulty and challenge.