Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Thanks in advance
Having read over the changes, I am fine with what Paradox did to rebalance them. This mod will remain here for the 2.2.4 Live build, but I don't see a reason to continue into 2.2.5 with it.
Their rebalance is more generous than mine in some areas (Replicators giving +1 Engineering, Coordinators doing +1 to all 3 Sciences), the flat district production bonuses, and while they don't do anything with manufactured exotic resources, they do touch on Alloys in mostly the same way, while also addressing pop concerns we all had too.
I am generally happy with it all and all, and look forward to actually playing it.
That sounds like a conflict. World Type doesn't matter, only District Type, and I have made sure even the uncapped Generator and Mining Districts in the 02_rural_districts.txt are matching properly to 3 jobs per instead of 2. Check if any other mods you have mess with that file.
That would be the case, if any mod with higher alphabetical listing changes them (starts with a letter earlier than M). That is how load order works for Stellaris (sadly). It cannot be player-controlled.
I just spent the last few hours doing my own, so... it's up already!