Trade Resources (已翻译)
本帖最后由 q1009589590 于 2011-9-2 18:52 编辑Trade Resources
Noticed in a few mods that people have added a lot of trade resources to regions in the descr_regions file in an attempt to increase the income of poor regions. Some notes on this:
1) If the resource icon is not present on the map as well as listed in the regions file then the trade won't happen. (There is some inconsistency here but it is generally true.)
2) If gold or silver is listed in the regions file without a resource icon on the map then the game will let you build a mine but it will have zero income when built.
3) Regions trade when the two regions don't have the same resources. So adding iron and timber to both of two neighbouring regions will have no effect. Add timber to one region and iron to the second region to get the trade.
e.g the vanilla game has all the regions along the silk route with silk. These regions will trade silk with the regions north and south but not actually along the historical path. To simulate the value of the silk route better, *remove* the silk from alternate regions. That way silk trade will occur all along the path.
edit:
4) Obvious thing but i only noticed it today. Farm income (average harvest) is 80 per point of fertility/farm upgarde. So with 7 fertility and one farm level you get 800 per turn in that settlement. Useful for tweaking your economy
地址: http://forums.totalwar.org/vb/showthread.php?74792-Trade-Resources
我是去置顶那个帖子说的网站找的,然后找人翻译{:soso_e117:} 自己不懂。
不知道这篇可不可以。 注意到,在一个人在企图增加对贫困地区的收入增加了很多的贸易资源在descr_regions文件区域的几个MODS 。
在此的一些注意事项:
1)如果资源图标在地图上不存在,以及在该地区的上市文件,然后贸易不会发生。 (有一些不一致的,但它一般是真实的。 )
2)如果没有地图上的资源图标在区域文件中列出的金色或银色,那么游戏将让你建立一个没有地雷,但它将建成时零收入。
3)地区的贸易时,这两个地区没有相同的资源。因此,添加铁和木材的两个邻近地区将没有任何效果。木材的地区之一,铁的第二个区域贸易。
(4我的朋友说是文件名) {:soso_e117:}这篇可以吗? ..........好深奥啊,先看英文发现没碰英语很多年啦 {:soso_e149:}版主说说这个行吗? 可以 但也太短了这还没开始就结束 意犹未尽啦{:soso_e105:} :lol:lol:lol:lol:lol 你是机译吗? 本帖最后由 余文 于 2012-1-2 13:31 编辑
Trade Resources
贸易资源
Noticed in a few mods that people have added a lot of trade resources to regions in the
descr_regions file in an attempt to increase the income of poor regions. Some notes on this:
在一些mods中看到制作者为了提高一些贫困地区的经济,在descr_regions(地区描述文件)文件中给这些地区添加了大量资源.这里我有一些提醒:
1) If the resource icon is not present on the map as well as listed in the regions file then the trade won't happen. (There is some inconsistency here but it is generally true.)
如果这个资源仅仅是存在于资源文件中而它的图标没有显示在地图上的话,那么贸易是不会发生的(这个有些不确定,但大体上是这样的).
2) If gold or silver is listed in the regions file without a resource icon on the map then the game will let you build a mine but it will have zero income when built.
如果金矿和银矿在文件中列出而没有在地图上显示资源图标,那么游戏会要求你建设一个矿藏但他建好后只有零收入.
3) Regions trade when the two regions don't have the same resources. So adding iron and timber to both of two neighbouring regions will have no effect. Add timber to one region and iron to the second region to get the trade.
地区贸易只在这两个地区有不同资源的时候发生.所以在两个相邻地区都加入铁矿和木材资源是没有用的.(正确的做法是)在一个地区加入铁矿,在两一个地方加入木材).
e.g the vanilla game has all the regions along the silk route with silk. These regions will trade silk with the regions north and south but not actually along the historical path. To simulate the value of the silk route better, *remove* the silk from alternate regions. That way silk trade will occur all along the path.
e.g the vanilla 这个游戏在丝绸之路上的地区都加入了丝绸资源,这些地区会和他们南面和北面的地区贸易丝绸,但不会真的沿着历史上的丝绸之路贸易.为了更好地模拟丝绸之路的功能,应该把丝绸之路上的丝绸之路相间隔的移除(移除1,3,5,或移除2,4,6).这样丝绸贸易就会一路沿着丝绸之路走了.
edit:
4) Obvious thing but i only noticed it today. Farm income (average harvest) is 80 per point of fertility/farm upgarde. So with 7 fertility and one farm level you get 800 per turn in that settlement. Useful for tweaking your economy
另:这一点很明显,但我知道今天才注意到:农场收入(平均收获)没升一级增加80%.所以一个七级的富饶的农场你每回合能从这个殖民地获得800金币,这对你的经济会有很大帮助. 楼主翻译的太恶心了,我代劳下 余文 发表于 2012-1-2 13:31 static/image/common/back.gif
楼主翻译的太恶心了,我代劳下
厉害啊,夸一下
页:
[1]