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










Those adjustments seem to work: https://steamproxy.net/sharedfiles/filedetails/?id=1688190459
If I understood the way this works, I think the randomization aspect of the Future Era means that the pre-reqs are selected based on cost.
Also, the game might completely ignore the "cost" column of the technology table for future era techs, but I'm not sure yet. Testing them is a pain since you can't start on that era.
https://forums.civfanatics.com/threads/increasing-tech-costs-future-era-techs-in-industrial-era.642916/
Though, looking at the SQL files, this can't really be the case regarding the requirements, as nothing in this mods seems to deal with that. Weird, no other mod I use should be interacting with the techs at all, but I'll try to see if its any of them.