Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm not going to cater for such changes in game behaviour. This mod gives each major four additional techs to start with. That's it. That's all it does. If you're seeing a correlation between its use and an undesired change in the game, then the solution is obvious.
"What's half a pirate attack?" I hear you ask. It's when they're in the middle of attacking a minor power at the moment that power finishes integrating.
If, as I suspect, the pirates are coded to go after whoever is weakest, giving the major powers 4 extra techs for free seems to make it so only the minors get targeted.
A- You got better at the game.
B- Increase the difficulty further.
C- Stop using the mod.
Ideas?
lol