Global Arms Trade - Strategic Industry II 武器贸易

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在3DM Mod站下载文明6最新的 Global Arms Trade - Strategic Industry II 武器贸易 Mod,由UncivilizedGuy制作。jy14115467在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

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Mod作者: UncivilizedGuy Mod版本: 2.04 Mod大小: 47.9 KB 更新时间: 2018-09-13 21:04:32 发布时间: 2018-09-13 21:04:32

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 Global Arms Trade - Strategic Industry II 武器贸易


https://forums.civfanatics.com/resources/global-arms-trade-strategic-industry-ii.26933/


武器是大多数全球单位所需的新战略资源,可以进行交易。

通过Deliverator要求Steel和Thunder
如果您选择不使用Steel和Thunder,那么您必须从Global Arms Trade中删除标有SI_Steel_and_Thunder的文件夹。
还需要Rise&Fall AND Persia&Macedon DLC(参考Basilikoi Paides建筑。我很漂亮如果你没有这个,肯定会崩溃。)

如果玩家拥有先决条件的战略和奖励资源,武器将由宫殿和/或选定的营地,港口,机场,工业区或校园建筑物生产。

大多数前现代时代武器资源都将宫殿作为减少获取武器难度的先决条件。

在每个城市建造区和/或建筑物将产生多份武器资源。

这些建筑物和矿山战略资源是战略目标。摧毁他们将使武器资源消失。

接受交易武器的文明不需要必要的建筑物或改进。虽然如果您没有营地或港口,这两个战略资源规则仍然适用。

为了保持大部分前现代时代武器资源在游戏后期相关+1文化被添加到考古博物馆的相关单位的过时技术。产量仅来自每个资源的第一个副本。详细列表可在考古博物馆入口的Civilopedia中找到。

其他变化:

所有Civs在游戏开始时都会获得一个免费的Builder,以帮助AI快速启动。删除标题为SI_Starting_Builder的文件将删除它,如果它不是你的一杯茶。

铜,铁,铝,煤,Niter,油现在出现在更广泛的地形和特征。我做了我的研究,保持现实。

Lumber Mill搬到了Wheel

铁搬到铁工作


新的原材料资源及其先决条件:

矿石(战略)(铜或铁+宫殿或营地)。第一份副本为工厂提供+1生产。

木材(奖金)(木材厂)。

木材(战略)(木材+宫殿或工作室)。由厨房,Quadrireme,Catapult,Battering Ram,Siege Tower和Trebuchet(Steel and Thunder)直接提供。第一份副本为工厂提供+1生产。

船用燃料(战略)(煤或石油或铀+港口)

工业钢铁(战略)(铁+煤+工厂或船厂)


武器资源及其先决条件:

矛(矿石+宫殿或营地)

战车(矿石+马匹+宫殿或营地)

剑(矿石+宫殿或军营)

骑士装备(矿石+马匹+宫殿或稳定)

弩(矿石+宫殿或军营)

派克斯(铁+宫殿或军营)

重装甲(铁+剑+宫殿或军械库)

火枪(尼特+宫殿或军械库)

Muskets&Pikes(Muskets + Pikes + Palace or Armory)

Caravels(木材+造船厂)

护卫舰(木材+尼特+矿石+造船厂)

私人(木材+ Niter +矿石+船厂)

轰炸机(矿石+宫殿或军械库)

骑士团(重甲+骑士装备+宫殿或军械库)

野战炮(Niter + Ore +宫殿或军械库)

骑兵合奏(Muskets +骑士装备+剑+宫殿或军事学院)

铁器(Niter + Iron + Coal + Lumber + Shipyard)

步枪(尼特+铁+宫殿或军事学院)

火箭筒(工业钢+军事学院)

军用卡车(工业钢+油+发电厂)

坦克(工业钢+石油+发电厂)

炮兵(工业钢+军事学院)

步兵装备(工业钢+军事学院)

潜艇(工业钢+油+海港)

战列舰(工业钢+船用燃料+船厂)

双翼(油+木材)

Recon Gear(工业钢+研究实验室)

机枪(工业钢+发电厂)

直升机(铝+油+研究实验室)

驱逐舰(工业钢+船用燃料+海港)

航空母舰(工业钢+船用燃料+海港)

现代装甲(工业钢+油+铀+研究实验室)

轰炸机(铝+油+机库)

防空炮(工业钢+发电厂)

战士(铝+油+机库)

无人机(铝+油+研究实验室)

装甲运兵车(工业钢+油+研究实验室)

RPG(工业钢+研究实验室)

火箭发射器(工业钢+油+研究实验室)

核潜艇(工业钢+铀+研究实验室)

导弹巡洋舰(工业钢+船用燃料+研究实验室)

喷气式战斗机(铝+油+机场)

喷射轰炸机(铝+油+机场)

移动Sams(工业钢+油+研究实验室)

胸甲骑士乐团(骑士乐团+火枪+宫殿或军事学院)(Steel and Thunder)

齿轮(木材+港口)(钢铁和雷霆)

Galleass(Lumber + Harbour)(Steel and Thunder)

加特林枪(Niter + Copper +军事学院)(Steel and Thunder)

迫击炮(工业钢+发电厂)(钢铁和雷霆)

自行火炮(工业钢+油+研究实验室)(钢铁和雷霆)

我的目标是通过以下方式尽可能简化和简化:

使用基础游戏建筑作为先决条件,以最小化建筑单元的步骤。

在资源标题中包含武器先决条件,以便快速浏览。

保持独特的单位不受影响。

将资源设置为丰富也会产生很大的不同。


特别感谢:

Gedemon。Combat和Stacking Overhaul用作参考。

用于创建如此出色的mod的交付者!



Arms are a new Strategic resource required by most global units and can be traded.

REQUIRES Steel and Thunder by Deliverator
If you choose not to use Steel and Thunder then you must remove the folder labeled SI_Steel_and_Thunder from Global Arms Trade
Also requires Rise & Fall AND Persia & Macedon DLC (makes a reference to Basilikoi Paides building. I'm pretty sure it will crash if you don't have have this.)

Arms are produced by the Palace and/or selected Encampment, Harbor, Aerodrome, Industrial Zone, or Campus buildings if the player possesses the prerequisite strategic and bonus resources.

Most pre-Modern Era Arms resources have the Palace as a prerequisite to minimize the difficulty in obtaining Arms.

Constructing districts and/or buildiings in each city will produce multiple copies of the Arms resources.

These buildings and mines over strategic resources are strategic targets. Destroying them will make the Arms resources disappear.

Civilizations that receive traded Arms do not need the prerequisite buildings or improvements. Although the two strategic resource rule still applies if you don't have an Encampment or Harbor.

In order to keep most pre-Modern Era Arms resources relevant in the late game +1 Culture is added to the Archaeological Museum at the obsolete techs of the related units. The yield only comes from the first copy of each resource. A detailed list is found in the Civilopedia in the Archaeological Museum entry.

Other changes:

All Civs get a free Builder at game start to help the AI get a jump start. Removing the file titled SI_Starting_Builder will remove this if it's not your cup of tea.

Copper, Iron, Aluminum, Coal, Niter, Oil now appear on a wider variety of Terrains and Features. I did my research keep it realistic.

Lumber Mill moved to the Wheel

Iron moved to Iron Working


New raw material resources and their prerequisites:

Ore (Strategic)(Copper or Iron + Palace or Encampment). First copy gives +1 Production to the Factory.

Timber (Bonus)(Lumber Mills).

Lumber (Strategic)(Timber + Palace or Workshop). Required directly by the Galley, Quadrireme, Catapult, Battering Ram, Siege Tower and Trebuchet (Steel and Thunder). First copy gives +1 Production to the Factory.

Marine Fuel (Strategic) (Coal or Oil or Uranium + Harbor)

Industrial Steel (Strategic)(Iron + Coal + Factory or Shipyard)


Arms resources and their prerequisites:

Spears (Ore + Palace or Encampment)

Chariots (Ore + Horses + Palace or Encampment)

Swords (Ore + Palace or Barracks)

Rider Gear (Ore + Horses + Palace or Stable)

Crossbows (Ore + Palace or Barracks)

Pikes (Iron + Palace or Barracks)

Heavy Armor (Iron + Swords + Palace or Armory)

Muskets (Niter + Palace or Armory)

Muskets & Pikes (Muskets + Pikes + Palace or Armory)

Caravels (Lumber + Shipyard)

Frigates (Lumber + Niter + Ore + Shipyard)

Privateers (Lumber + Niter + Ore + Shipyard)

Bombards (Ore + Palace or Armory)

Knight's Ensemble (Heavy Armor + Rider Gear + Palace or Armory)

Field Cannons (Niter + Ore + Palace or Armory)

Cavalry Ensemble (Muskets + Rider Gear + Swords + Palace or Military Academy)

Ironclads (Niter + Iron + Coal + Lumber + Shipyard)

Rifles (Niter + Iron + Palace or Military Academy)

Bazookas (Industrial Steel + Military Academy)

Military Trucks (Industrial Steel + Oil + Power Plant)

Tanks (Industrial Steel + Oil + Power Plant)

Artillery (Industrial Steel + Military Academy)

Infantry Gear (Industrial Steel + Military Academy)

Submarines (Industrial Steel + Oil + Seaport)

Battleships (Industrial Steel + Marine Fuel + Shipyard)

Biplanes (Oil + Lumber)

Recon Gear (Industrial Steel + Research Lab)

Machine Guns (Industrial Steel + Power Plant)

Helicopters (Aluminum + Oil + Research Lab)

Destroyers (Industrial Steel + Marine Fuel + Seaport)

Aircraft Carriers (Industrial Steel + Marine Fuel + Seaport)

Modern Armor (Industrial Steel + Oil + Uranium + Research Lab)

Bombers (Aluminum + Oil + Hangar)

Anti-Air Guns (Industrial Steel + Power Plant)

Fighters (Aluminum + Oil + Hangar)

Drones (Aluminum + Oil + Research Lab)

Armored Personnel Carriers (Industrial Steel + Oil + Research Lab)

RPG's (Industrial Steel + Research Lab)

Rocket Launchers (Industrial Steel + Oil + Research Lab)

Nuclear Submarines (Industrial Steel + Uranium + Research Lab)

Missile Cruisers (Industrial Steel + Marine Fuel + Research Lab)

Jet Fighters (Aluminum + Oil + Airport)

Jet Bombers (Aluminum + Oil + Airport)

Mobile Sams (Industrial Steel + Oil + Research Lab)

Cuirassier Ensemble (Knights Ensemble + Muskets + Palace or Military Academy)(Steel and Thunder)

Cogs (Lumber + Harbor)(Steel and Thunder)

Galleass (Lumber + Harbor)(Steel and Thunder)

Gatling Guns (Niter + Copper + Military Academy)(Steel and Thunder)

Mortars (Industrial Steel + Power Plant)(Steel and Thunder)

Self Propelled Artillery (Industrial Steel + Oil + Research Lab)(Steel and Thunder)

My goal is to keep this as streamlined and uncomplicated as possible by:

Using base game buildings as prerequisites to minimize the steps to building units.

Including the Arms prerequisites in the title of the resources for a quick first glance.

Keeping the unique units untouched.

Setting resources to Abundant also makes a big difference.


Special Thanks:

Gedemon. Combat and Stacking Overhaul was used as a reference.

Deliverator for creating such great mods!


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