牧遊社 牧有漢化翻譯
Stellaris Dev Diary #169 - Origins Q&A
Eladrin, Stellaris Game Designer
Today we're continuing the Q&A series we're doing, answering questions related to different topics. Last week we asked you to post your questions related to Origins, which were previously revealed in Dev Diary #160.
今天我們將繼續我們的問答系列,就不同的主題回答你們的問題。我們在上星期的時候要你們將有關起源事件的問題都發上來,這在開發日誌#160裡就已經跟大家預告過了。
Here we go!
那讓我們開始吧!
General Origins Questions
常規性的起源相關問題
Q: How will randomly created AI empires choose an origin? Will it be completely random, or are some more likely to show up than others? If the latter, which logic does it follow?
A: The weightings are scriptable. The default currently has a weight of 100, others that are available to the AI (which is most of them) have between 2 and 10, so statistically you are likely to have a few of them once you have 10+ AI nations. Some origins like Doomsday are also blocked for advanced AIs as that wouldn't fit the narrative. Many are also restricted so they will only randomly generate if that origin is not already represented in the galaxy.
問:隨機創建的AI帝國是如何選擇起源的呢?它們的起源是完全隨機的,還是說有某些起源出現的概率要更大?如果是後者,它遵循哪種邏輯?
答:權重是可腳本編寫的。當前默認起源的權重為100,其他AI可用的起源(絕大部分都可用)的權重在2到10之間,所以從統計學上講,當你擁有10+AI國家時,你就有可能會有些非默認起源的帝國。像「審判之日」這樣的起源也不可用於高級AI,因為這與敘事性不符。很多起源的出現也是受到限制的,因為只有當它們還沒在該銀河出現過時,才有可能隨機生成。
Q: Are there any events related to each Origin? (And many similar questions.)
A: Yes. Some origins, such as the Galactic Doorstep, are primarily narrative-based and thus have many events. Others, like the Shattered Ring, are primarily changes to an empire's starting conditions and have few, if any (other than custom start text).
問:每個起源都有相關的事件嗎?(還有許多類似的問題。)
答:是的。諸如「銀河門檻」這樣的起源主要是敘事向的,所以會有很多事件。其他比如「破碎之環」的起源,主要改變的就只有帝國在遊戲開局時的狀態,所以就幾乎沒有事件了(除了自定義開局文本之外)。
Q: Will the preset empires have different origins? Will they have new civics picked to substitute those that become origins? (What will happen with the Xanid Suzerainty for example?)
A: Yes, preset empires have origins. Most of them have Prosperous Unification, but some have others. Empires that previously had civics that have been turned into origins will have new civics given to them. As examples, the Xanid Suzerainty now has Corvée System and Cutthroat Politics, and the Lokken Mechanists have Technocracy and Meritocracy.
問:預設帝國會有不同的起源嗎?它們的民政變成起源之後會有新的民政可供選擇嗎?(例如,扎尼宗主國會發生什麼?)
答:是的,預設的帝國是有起源的。它們中的大多數都有「繁榮統一」,但也有一些有其他的。原本的民政現在卻變成起源的帝國將會被賦予新的民政。例如,扎尼宗主國現在有「徭役制」與「殘酷政治」,而洛肯機械師工會則有「技術統治」和「精英統治」。
Q: Can you change your origins through events?
A: No, that would involve timeline alterations and the potential destruction of the space-time continuum.
問:你能通過事件改變你的起源嗎?
答:不,那將涉及時間軸的改變以及可能破壞時空的連續性。
Q: Will there be origins that allow for special tech, that is otherwise unobtainable? For example, could a Fallen Empire share tech for Fallen empire buildings with you if you choose the Scion start?
A: We do not currently have any origins that have unobtainable tech, but this would be possible.
問:會有能獲得別處無法取得的特殊科技的起源嗎?例如,如果玩家選擇的起源是「上國蔭藩」,作為宗主國的墮落帝國可以和你分享墮落帝國建築的科技嗎?
答:我們目前沒有能獲得別處無法取得的特殊科技的起源,但這在未來是可能的。
Q: I believe you mentioned before that each origin had special events. Will we still have the special start events of say Mass Extinction, Habitable planet survey, and Radical Cult events? Will they still happen even if we pick say Doomsday or Remnants or Void Dwellers?
A: Some event chains have been disabled for certain Origins, when they no longer made sense.
問:我相信你之前提到過每個起源都有特殊的事件。我們還會有像是「大規模滅絕」、「宜居星球調查」或者是「極端邪教」這樣的特殊開局事件嗎?即便是我們選擇「審判之日」、「殘存者」或「虛空之民」這樣的起源它們也依然會發生嗎?
答:某些事件鏈因為不再有意義而對某些起源不可用。
Q: Do Fallen Empires have origins?
A: Yes, for flavor they have been given a unique "Elder Race" Origin.
問:墮落帝國也有起源嗎?
答:是的,由於趣味性原因它們被賦予了獨特的「長者種族」起源。
Q: Will origins affect the likelihood of precursor event chains?
A: No.
問:起源事件會影響先驅者事件鏈的可能性嗎?
答:不會。
Q: How will Origins for pre-FTL species that achieve spaceflight be determined?
A: This depends on whether they discover spaceflight on their own or if they』ve been enlightened.
問:如何決定原始物種實現超光速太空飛行後的起源?
答:這取決於他們是自己發現了太空飛行,還是受到了啟蒙。
Q: Why can’t [empire type] take [origin]?
A: This varies from origin to origin. For origins that are event-heavy, the decision to exclude [empire type] may have been one to control scripting scope. Some others are for mechanical or balance reasons. See the Bonus! section for the tale of the Iribots, when scripts go bad.
問:為什麼[帝國類型]不能擁有[起源]?
答:這因起源的類型而各異。對於事件較多的起源,排除[帝國類型]的決定可能是要用於控制腳本作用域。其他些則是出於機制或遊戲平衡的原因。請看我們的「額外獎勵!」部分從而了解當腳本不正常時發生在埃爾機器人身上的故事。
Q: Are the special machine empire and hive mind types being moved to origins?
A: No. They remain civics.
問:特別的「機械帝國」和「蜂群思維」類型會被移到起源嗎?
答:不,它們仍然是民政。
Q: What Origin (outside of doomsday) is the weakest? Which one is the strongest?
A: This is very subjective, but I』d say Life-Seeded and (non-Lithoid) Shattered Ring. (Though Life-Seeded is very strong with a certain precursor, and the two Federation starts can be quite strong as well.)
問:最弱的起源(「審判之日」除外)是什麼?哪一個最強?
答:這是非常主觀的,但我覺得分別是「生命之籽」和(非似石族的)「碎裂之環」起源。(儘管生命之籽」配合上某個特定先驅者事件鏈時會很強,雙聯邦的開局也可能會非常厲害。)
Prosperous Unification
繁榮統一
繁榮統一
穩定而統一的行星讓這個文明得以繁榮發展。
效果:開局獲得四個額外人口以及兩個額外區劃。
Q: 4 extra pops will usually mean an extra building slot available. Will this be open or will it be pre-filled?
A: If an extra slot is available it will usually be open, but a few possible combinations do fill the slot. (For example, one of the Hive Mind starts has it filled with a Hive Warren.)
問:四個額外人口通常意味著一個額外可用的建築槽。這個建築槽是開放的嗎,還是說已經預先填充好了?
答:通常而言額外可用的建築槽都是開放的,但在某些起源的特殊組合下,這個建築槽也有可能是已經被填充的。(例如,某個「蜂群思維」的開局裡這個建築槽已經被蜂巢養殖場所填充了。)
Q: Did/would you ever considered including one or two other 「generic」 origins, as opposed to just prosperous unification? Why isn't there a "Unification by War"Origin?
A: Prosperous Unification does not necessarily mean peaceful unification. If a militarist or authoritarian nation unified their planet through war, the origin still works. The main design desire for Prosperous Unification was to provide a 「default」 origin that could apply to a wide variety of empires.
問:你是否考慮過,或者以後會添加一兩個其他的「通用」起源,而不是僅僅只有「繁榮統一」起源呢?為什麼沒有一個「戰爭統一」的起源呢?
答:「繁榮統一」起源並不一定意味著和平統一。如果一個軍國主義或威權主義國家通過戰爭統一了它們的星球,「繁榮統一」起源依然可以適用。之所以設計出「繁榮統一」的主要意圖就是為玩家提供可以適用於各種各樣帝國的「默認」起源。
Mechanist / Syncretic Evolution
機械師 / 協同進化
機械師
該文明自從蒸汽時代早期以來就被金屬自動機器的概念深深影響著。雖然當時很多人認為這種東西是做不出來的,但事實上該種群在尚未掌握星際航行前第一個真正的機器人就已經從流水線上成功生產出來了。
效果:遊戲初始人口包含8機器人人口,同時也擁有科技和基礎設施來建造更多機器人。機器人維護費:-5%。
要求:是某種程度的唯物主義者;不是「格式塔意識」思潮。
協同進化
另外一種族群組成了該文明不可或缺的部分。他們體型龐大,身強體健,但卻只擁有類似於發育極為遲緩的孩童的智力。古代的戰爭早已將他們絕大部分的好鬥傾向徹底剔除,如今的他們非常俯首貼耳。
效果:遊戲初始擁有12附屬種群人口
需求:不是「格式塔意識」思潮;不是「田園牧歌」民政;不是「狂熱淨化」民政;不是「同甘共苦」民政;不是「奴販工會」民政。
Q: After the update will slaver guilds still be incompatible with syncretic evolution?
A: Syncretic Evolution remains incompatible with several civics.
問:這次更新後,「奴販工會」依然與「協同進化」互不相容嗎?
答:「協同進化」仍然與某些民政不相容。
Life-Seeded / Post-Apocalyptic
生命之籽 / 後啟示錄
生命之籽
該文明從一個天堂中進化而來,這個天堂可能恰好是為他們設計的。
效果:家園星球為蓋亞世界(大小:25),並擁有數個稀有行星特性,宜居性偏好設置為蓋亞世界偏好,其他類型的行星被列為不宜居。
需求:不是機械智能政體。
後啟示錄
該文明經過核火焰的洗禮,已經經歷過大毀滅,並存活了下來。雖然依然處於混亂的狀態,但是好歹文明沒有間斷,他們從舊世界的廢墟上重建了自己的文明。
效果:遊戲初始擁有墳墓世界
獲得「倖存者」特性,效果為:墳墓世界宜居度:+70%;領袖壽命:+10年。
需求:不是機械智能政體;不是「田園牧歌」民政。
Q: Will Agrarian Idyll civic be compatible with Post-Apocalyptic, Remnants, Shattered Ring and Void Dwellers origins or will there be some weird interaction between them?
A: Agrarian Idyll is incompatible with these origins.
問:「田園牧歌」會和「後啟示錄」、「殘存者」、「破碎之環」以及「虛空之民」起源相容嗎?或者它們之間會存在某種奇異的互動?
答:「田園牧歌」和這些起源不相容。
Q: Are there any changes to Life-Seeded pops (e.g. some sort of beneficial trait)?
A: No. Life-Seeded and Post-Apocalyptic have traditionally been considered 「challenge」 civics. Not quite as much as Doomsday so there’s no warning text, but they’re generally on the harder side.
問:「生命之籽」起源裡人口會有什麼變化嗎(如某些提供加成的特質)?
答:沒有。「生命之籽」和「後啟示錄」起源都是傳統意義上的「挑戰級」民政。不過它們又不像「審判之日」民政那樣困難,所以沒有警告文本,但總體來說它們還是比較偏向困難那邊的。
Remnants / Shattered Ring
殘存者 / 破碎之環
殘存者
這個帝國曾經跨越了虛空,控制了大部分銀河。他們最終被擊敗並被幾乎摧毀,但在長期的窮困後,他們返回了群星之間。
效果:以遺蹟世界作為母星。恢復你失落的榮耀吧!
需求:不是「田園牧歌」民政。
破碎之環
該文明居住在未知先驅者建造的環世界中。如果環能夠被理解並完全修復,將賦予帝國強大的力量。
效果:以一個部分破壞的環世界作為你的母星開始遊戲。環世界在開始時擁有一個神秘發電機,能夠維護你的部分區段。
需求:不是「田園牧歌」民政。
Q: Will the Remnants or Shattered Ring origins set a species' habitability trait to Relic or Ring World, respectively?
A: Currently they retain their species habitability in both of these cases.
問:「殘存者」或者「破碎之環」起源是否能夠分別讓物種擁有宜居於遺落世界或環世界的特質?
答:目前在這兩種情況下,他們都將保持原有的物種宜居性。
Q: Does the Ringworld origin count as a megastructure, and such, increase the odds of rolling the megastructure tech?
A: Yes.
問:環世界的起源是否可以視作一個巨構建築,並因此能夠增加抽到巨構建築科技的機率?
答:是的。
Q: Do we have a way to repair the other sections earlier through events/anomalies, or do we have to wait for mega engineering?
A: Mega-Engineering is required as normal to rebuild the other sections.
問:我們是否有辦法通過事件/異常來提前修復部分建築,還是必須等待巨構工程?
答:跟原本一樣,需要巨構工程以重建其他部分。
Q: Is the decision to be able to repair only 3 sections final?
A: We have no plans to change this.
問:只能維修三個區段是最終決定了嗎?
答:我們沒有計劃改變這一點。
Q: Will the "Shattered Ring" Origin come with any intended downside?
A: Mineral acquisition tends to be a major issue for this origin. The 「Arcane Generator」 also pushes them to have a very unspecialized homeworld since it will only support one district of each type.
問:「破碎之環」起源會帶來任何潛在的負面影響嗎?
礦物獲取會是該起源要面臨的主要問題。而由於「神秘發電機」對每種類型的區劃只能支持其中的一個,這也會促使他們擁有一個非常不專門化的母星。
Q: How will you obtain minerals? Will Lithoids be able to choose this origin, and if yes, will there be adjustments for them eating minerals?
A: Lithoids can choose this origin, but it won’t be easy for them, especially since while Ringworlds have an Agricultural Segment they don’t have anything similar for Minerals. They are likely to need to use the internal market to feed their pops.
問:礦物應當怎樣獲取?似石族能夠選擇這個起源嗎?如果是的,是否會對他們食用礦物進行調整?
答:似石族可以選擇這個起源,但這對他們來說並不容易,特別是環世界擁有與礦物沒有任何相似性的農業區段。他們可能需要利用國內市場來養活他們的人口。
Q: How do Ringworld starts work in terms of segment jobs? Do they function the same as regular segments, in that they instantly give 20+ jobs upon completion?
A: They function as regular ringworld segments.
問:環世界各類區段的工作是如何的?它們的運作模式是否和普通區段一樣,在完成後立即提供20多個崗位?
答:它們的運作模式和其他普通的環世界區段一樣。
Void Dwellers
虛空之民
虛空之民
自有記載的歷史以來,這個帝國就一直居住在太空裡——居住在典型的行星環境中令他們不適。他們生活在最近才聯合在一起的三個軌道站中。
效果:以三個軌道居住站作為開始,會擁有科技以建造更多的軌道站。你的物種成員喜愛居住站環境,並增加15%產出。在普通行星上有嚴厲的宜居度和增長懲罰。水培農場+1農民職位。
需求:不是「格式塔意識」思潮;不是「田園牧歌」民政。
Q: Are the 3 habitats inhabited at the beginning of the game?
A: Yes, all three habitats are inhabited.
問:所有的3個居住站都在遊戲開局時有人居住?
答:是的,所有的三個居住站都會有居民。
Q: Will the Void Dwellers origin give a discount on influence to build habitats? If not, will they have trouble keeping up with planet dwellers?
A: No discount on habitats, but they have other bonuses.
問:「虛空之民」起源是否會對建設居住站的影響力消耗給予減免?如果不是,他們是不是就難以跟上行星居民的步伐了?
答:居住站方面沒有減免,但他們有其它的增益。
Q: Do void dwellers lose their efficiency bonus outside of habitats?
A: Yes, and they also get a large growth penalty.
問:「虛空之民」離開居住站之後就會失去效率增益嗎?
答:是的,同時他們也會獲得巨大的增長懲罰。
Q: Is the void dweller perk locked with the habitability perk? Like for example, you can not keep this perk if you change your pops habitability to another climate type.
A: The Void Dweller trait is separate from their habitability preference. If you turn your pops into Desert Preference, they will still be Void Dwellers with Desert Preference, and will suffer large penalties on planets.
問:「虛空之民」的超凡飛升是否鎖定宜居度飛升?就比如說,如果你更改你的人口宜居度以適應其他氣候類型,你將無法繼續保有此超凡飛升。
答:「虛空之民」特質和他們的宜居度偏好是分開的。如果你將你的人口變為沙漠行星偏好,他們仍然是喜好沙漠行星的「虛空之民」,也會在行星上擁有巨大的懲罰。
Q: The opening text for Void Dwellers mentions starting in a trinary system. Does this override the selection made for system type when customizing your empire (like choosing the Sol system)? Also, do any of the other Origins have similar overrides?
A: Yes. Doomsday and Shattered Ring also override the system type selection in empire customization.
問:「虛空之民」的開場文本顯示他們開始於一個三星系統。這是否會覆蓋在定製帝國時所選擇的星系類型(比如選擇太陽系)?另外,其他起源是否會有類似的覆蓋?
答:是的。「審判之日」和「破碎之環」也會覆蓋定製帝國時所選擇的星系類型。
Scion
上國蔭藩
上國蔭藩
數千年來,墮落帝國一直在幹涉該帝國的發展,指引他們步入其選擇的道路。
效果:以墮落帝國的附庸國開局。
需求:不是「格式塔意識」思潮;不是「極端排外」思潮。
Q: Can we have more details on the unique vassalage contract for Scions? (And many similar questions…)
A: Scions are able to expand, cannot be integrated, are brought into their overlord’s wars, and are permitted to engage in limited diplomacy. They can Improve or Harm Relations, Insult, Declare Wars, Make Claims, Offer Trade Deals, Form Commercial Pacts, Form Research Agreements. They can not Guarantee Independence, Create or Join Federations (though theoretically if their overlord awakened and ended up in one they』d come along…), or control their own Borders. They also gain a special CB to bring other empires into their master’s loving family.
問:可以告訴我們更多關於「上國蔭藩」這種獨特的附屬關係合約的消息嗎?(以及更多類似的問題……)
答:「上國蔭藩」可以向外擴張,但不能被整合,會被帶入宗主國的戰爭,並被允許從事有限的外交活動。它們可以改善或損害關係、侮辱、宣戰、製造宣稱、提出貿易請求、建立商業協議、建立科研協議。它們不能保障獨立、創建或加入聯邦(儘管從理論上說,如果他們的宗主覺醒並最終進入一個聯邦,他們會一同進入...),或實施邊界管控。它們也擁有特殊的宣戰藉口以將其他帝國帶入自己宗主友愛的大家庭中。
納為同屬(「上國蔭藩」)
一場把敵人附庸為我們墮落帝國宗主的臣屬的戰爭打響了。
在維持現狀的和平事件中,如果我們佔領的星系包含了至少一個星球,那它們將會被作為我們宗主的新附庸而釋放。
Q: If there are many empires with Scion Origins, are you likely to be a vassal of the same Fallen Empire?
A: Yes. Scions typically end up as vassals of the materialist and spiritualist fallen empires, if they exist.
問:如果擁有「上國蔭藩」起源的帝國有很多,它們會成為同一個墮落帝國的附庸嗎?
答:是的,如果它們還能夠存在的話,「上國蔭藩」的結果通常是成為唯物和唯心墮落帝國的附庸。
Q: How will the scion origin affect relations with other empires?
A: This is mostly affected by being unable to pursue certain diplomatic actions.
問:「上國蔭藩」起源會如何影響與其他帝國的關係呢?
答:這個主要通過無法進行特殊的外交行動來造成影響。
Q: How will standard diplomacy between FE and scion be different from normal?
A: Your overlord will have a higher opinion of you, and may involve themselves in your affairs from time to time.
問:墮落帝國與「上國蔭藩」之間的標準外交模式將會與其他普通的外交關係有什麼不同嗎?
答:你的宗主會對你有更高的好感度,並且可能隨著時間推移讓自己參與到你的事務中來。
Q: How will the scion origin affect participation in federations and/or the galactic community?
A: As noted earlier, Scions cannot choose to join federations since they are vassals, but they are free to become members of the galactic community.
問:「上國蔭藩」起源會怎麼影響聯邦和/或銀河共同體的參與?
答:如早先所提,「上國蔭藩」因為是附庸所以無法選擇加入聯邦,不過它們可以自由成為銀河共同體的成員。
Q: (Many questions about Scion events.)
A: Scions have more frequent (and unique) encounters with the fallen empires. Your overlord will make more demands of you than they would of a normal empire, but will also help you more often. They are likely to intervene if you get yourself into too much trouble - you are their favorite pets after all.
問:(各種有關「上國蔭藩」起源的事件的問題。)
答:「上國蔭藩」與墮落帝國之間有更多頻繁的(和獨特的)互動。相比於對普通帝國,你的宗主會對你提出更多要求,但是也會更頻繁地幫助你。如果你讓自己陷入了太多的麻煩中,他們介入的機率會更高:不管怎麼樣你都是他們最愛的寵物。
Q: Is scion a status that can be maintained or lost? If so, what kinds of events or actions could bring such about? What would be the benefits/detriments of maintaining or losing scion status, if such a status can be lost?
A: Like other vassals, you can free yourself from your oppressive masters, throwing off the burden of having a helpful fallen empire overlord that is especially fond of you.
問:「上國蔭藩」這個狀態是可以被維持或丟掉嗎?如果可以的話,什麼樣的事件或者行動可以帶來這樣的結果?如果這樣的狀態會失去的話,維持或者丟掉「上國蔭藩」會有什麼樣的好處和壞處?
答:就像其他附庸一樣,你可以從你殘暴不仁的宗主那裡自己獨立出來,丟掉對你偏愛有加且樂於助人的墮落帝國施加的束縛。
Galactic Doorstep
銀河門檻
銀河門檻
這個文明在他們的主星系擁有一個休眠的星門——這究竟是一個潛在的科技收益,還是一個隱藏的威脅?
效果:開局時,你的主星系中有一個休眠的星門。
Q: Does the gateway in Galactic doorstep lead to a unique system or is it a simple gateway?
A: It’s a common gateway, and will as such have a 『counterpart』 in another, random location in space. The real difference is the potential of having access to remote places before anyone else. Which can be both boon and bane.
問:「銀河門檻」的星門會通向一個獨特的星系,還是就是個普通的星門?
答:它是一個常規的星門,而且在太空中其他的隨機位置會有「另一半」。它真正能夠製造差異的地方在於擁有可以在他人之前通向遠方的潛力。這個既可以是好事也可以是壞事。
Q: Will you be able to activate the gateway without the technology (for example by an anomaly project on the gateway).
A: In a sense, but generally no. However, the required Gateway Technology is linked to the Origin chain of events.
問:你可以不靠任何科技激活星門嗎(比如靠一個星門上的異常點事件)?
答:說得通,但是一般不行。然而,所需的星門科技與起源的事件鏈是有關聯的。
Tree of Life
生命之樹
生命之樹
這個蜂巢與一棵參天大樹有共生關係。樹給予了他們很多好處,但是如果失去這顆樹的話會使他們遭受重大打擊。
效果:我們的蜂巢在棲息於一個有「生命之樹」出現的星球上時會獲得獎勵,或者在沒有它時遭受懲罰。殖民船會更昂貴,但是會給新的星球帶來一顆它們自己的樹苗。
要求:有「蜂巢思維」政體;沒有「噬殺蜂群」民政。
Q: How exactly does the sapling work? Do we get another Tree of Life with the same benefits on newly colonized and conquered planets?
A: The colony ships used by the Tree of Life hives are significantly more expensive, but will place a sapling on other worlds. The saplings aren’t as mighty as the original.
問:樹苗具體有什麼用?我們在新殖民徵服的星球上可以從另一棵「生命之樹」那裡獲得同樣的加成嗎?
答:「生命之樹」蜂群所用的殖民船會明顯更貴,但是會在其他星球上種下一棵樹苗。樹苗不會和原版的一樣強大。
Q: Will it still allow us to Terraform to Hive worlds?
A: Yes. The tree is part of the hive.
問:我們還能夠進行蜂巢星球改造嗎?
答:是的,樹是蜂巢的一部分。
Q: How does the "Tree of Life" work with lithoid Hive? Is is just normal tree orlithoid tree?
A: They have a normal tree of life.
問:「生命之樹」怎麼和似石類蜂群一起運作?它只是普通的樹還是石頭樹?
答:他們會有棵普通的「生命之樹」。
Q: How will other Empires interact with Tree of Life, if they conquered planet with Tree? Especially if another Empire is "Tree of Life" Hive too?
A: If the tree wasn’t destroyed during the bombardment, it will be destroyed if the planet changes hands. Other tree of life empires will want their own tree.
問:如果其他帝國徵服了帶有「生命之樹」的星球,他們怎麼與樹互動?尤其是如果其他帝國也是「生命之樹」蜂群的時候呢?
答:即便轟炸沒有摧毀「生命之樹」,星球易手時它也會被毀。其他「生命之樹」帝國想要的是他們自己的樹。
Q: The Tree of Life just seems like a straight up massive buff for hiveminds; realistically, if you lose your homeworld, you're already toast, as a hivemind; this just gives a ton of free bonuses; are there hidden downsides?
A: Downsides include the more expensive colony ships and that you』ll suffer penalties on planets that do not have a sapling, such as after invading a planet.
答:「生命之樹」看著像是蜂巢的一個巨大的直接增益。講真,如果你失去了母星,作為蜂巢你已經完了。這個只提供了大量免費的好處的起源有什麼隱藏的壞處嗎?
答:壞處包括了更昂貴的殖民船與在沒有樹苗的星球上會遭受懲罰,後者在比如說入侵了星球後會出現。
On the Shoulders of Giants
站在巨人的肩上
站在巨人的肩上
因為一些不為人知的過去,這個文明在他們的太陽系中有被一個神秘的恩主所埋藏的寶物。
效果:開局時,在你的主星系中有一個與某位神秘恩主有關的考古遺址。
要求:沒有「格式塔意識」思潮。
Q: Are there different outcomes possible to certain Origin-related events? For example, does the Origin "On the Shoulders of Giants" always end in the same events or are things randomized enough that the related event chain could end in multiple different outcomes or benefits?
A: Yes. In the beginning the differences are trivial, but the later part of the Origin provides more potential divergence. That being said, all outcomes are within the same 『realm of narrative』, meaning that they revolve the same theme (which is the Origin’s story).
問:對於某些特定的與起源相關的事件有沒有可能出現不同的結局呢?比如,「站在巨人肩上」的起源會總是以同樣的事件結尾,或者足夠隨機到可以讓相關的事件鏈能以多種不同的結局或收益結尾?
答:是的。一開始差別微乎其微,但是這個起源到後面會提供更多潛在的分歧。也就是說,所有結果都在同一個「敘事範圍」之內,意味著它們都圍繞著共同的主題(就是起源的故事)。
Calamitous Birth
不幸出身
不幸出身
這些不是來自於他們的「母星」的似石類在一場重創星球並消滅了大部分本土生物的隕石雨中降臨到這裡。
效果:開局時,在你的母星上有一個大隕石坑資源點,提供額外的總區劃數量與採礦區劃數量。可以建造高速運行但會對目標星球造成損傷的隕石殖民船。
需求:擁有種族類型:似石族
Q: Do they still have normal Colony ships?
A: Yes.
問:他們有正常類型的殖民船嗎?
答:有的。
Q: What about other special ones like the Civilian Colony Ship that now resides with the Megacorp Civic?
A: Yes.
問:他們有其他類型的特殊殖民船,比如現在巨型企業國家理念帶有的私人殖民船嗎?
答:有的。
Resource Consolidation
資源整合
資源整合
這個機械智能長期以來都在整合他們家園星系中的資源,集中到他們的母行星,將那顆行星完全覆蓋上了機械設備。
效果:開局時你的母星為機械星球
要求:有「機械智能」政體;不擁有「失控機僕」的民政
Q: Will there be any drawbacks to picking a machine world start? / Will the resource Consolidation remove your starting resources from the planets and asteroids that are in your home system? The flavor text seems to point towards this.
A: Your starting system is entirely devoid of resources (except for the star), as they were all used to build the Machine World.
問:選擇機械星球開局是否有副作用?資源整合會移除你的開局星系中的星體資源或者你的星球的特殊資源麼?描述文字中似乎表達了這一點。
答:你開局星系中,除了恆星之外的所有資源都已經消耗殆盡,因為都被拿來建設你的機械母星了。
Common Ground /Hegemon
共同基礎 / 霸權主義
共同基礎
這個文明與同她相鄰的異星文明很早以前遍建立了聯繫。他們決定求同存異,共同面對未知的未來。
效果:開局時作為一個「銀河同盟」聯邦的領導者,這個聯邦包含其他兩個成員。聯邦成員將會佔據你附近的所有「確保的宜居行星」名額。開局時「聯邦」傳統組已經解鎖。
要求:沒有「格式塔意識」思潮;沒有「極端排外主義」思潮;沒有「野蠻掠奪者」民政;沒有「狂熱淨化者」民政;沒有「超凡入聖」民政。
霸權主義
這個文明與附近的外星文明很久前遍建立了聯繫。逐漸地,他們用了一個世紀的時間,建立了一個星際聯盟,並獲得了絕對主導權。
效果:開局時作為一個擁有另兩名成員的「霸權同盟」聯邦的領導者。聯邦成員將會佔據你附近的所有「確保的宜居行星」名額。開局時「聯邦」傳統組已經解鎖。
要求:沒有「格式塔意識」思潮;沒有「排外主義」思潮;沒有「極端排外主義」思潮;沒有「狂熱淨化者」民政;沒有「超凡入聖」民政。
Q: Is it possible to choose the portraits and species names for the federation and hegemon starts?
A: No, these are always randomized.
問:可否為霸權聯盟與聯邦開局時的盟友設定頭像或種族名字等?
答:不行,他們都是隨機的.
Q: Will there be an option for the "Common Ground" Origin (or maybe another Origin in the future) to start in a different form of Federation like the Trade league?
A: There is no such option at the moment, but you can change your federation type later in the game.
問:「共同基礎」的起源(或是未來的其它起源)能否選擇其他類型的聯邦開局,比如貿易聯盟?
答:目前沒有這個選擇,不過你可以在開始遊戲之後更改你的聯邦類型。
Q: Will the Common Ground origin let you change, immediately, your federation type?
A: Only if you can get your federation members to agree to do so.
問:「共同基礎」的起源,是否允許你開局之後立即更改你的聯邦類型?
答:你的聯邦成員同意才可以。
Q: For Common Ground and Hegemony -- are your sibling empires in the starting federation fully functional AI empires? If they are fully functional empires, does the player have any tools to direct their expansion?
A: They are indeed fully functional AI empires, and as such there is no way to direct their expansion.
問:「共同基礎」與「霸權主義」的起源,你的盟友AI帝國是有著完整功能的AI帝國麼?如果是,玩家可能有方法指導其擴張麼?
答:他們確實是完整功能的AI帝國,所以玩家也不可能指導其擴張
Q: Are you moving the form federation tradition to the opener effect or are you actually getting two traditions for free to start?
A: If you pick these Origins, you will start with the Diplomacy tree unlocked and "The Federation" tradition.
問:你們是把組建聯邦變成了一個完全開放的功能,還是選擇了聯邦開局會獲得兩個免費的傳統?
答:如果你選擇了這些起源,你開局會免費獲得解鎖的外交傳統樹與建立聯邦的傳統。
Q: Will the other federation types, research, military and trade, have their own origin types. If none of these currently do can these be added in / modded in?
A: Other federation types do not have their own Origins, but this would be easy to mod.
問:其他聯邦類型(科研、軍事、貿易)會有類似的起源麼?如果沒有,可以添加或是通過MOD添加麼?
答:目前沒有,但是想通過MOD增加很容易。
Q: Will federations from origins increase the number of ai in the game?
A: Yes, the federation members that are spawned from these Origins are added on top of the AIs that were specified in the game set up.
問:這些通過起源增加的老闆AI會增加遊戲中的AI總數麼?
答:是的,從這些起源中生成的聯邦成員AI 會算成在開局設置的AI帝國數量上額外添加。
Q: Does Hegemon require authoritarian ethics?
A: No. It is open to non-gestalt, non-xenophobes that are not locked out of diplomacy. The flavor of the origin suggests that the Hegemony has been around for a while, and it’s possible that your empire had an authoritarian past. (Xenophobes are blocked from the federation starts because your generated partner empires tend to be generally aligned with your ethics, and a coalition of xenophobes proved to be entertainingly but unpleasantly unstable.)
問:「霸權主義」需要權威主義思潮麼?
答:不需要,「霸權主義」對所有非格式塔、非排外、不鎖定外交的國家開放。這個起源的描述顯示霸權聯盟已經存在了一段時間,並且你的國家可能有過一段權威主義的過往。(排外國家被禁止聯邦開局,因為你的聯邦成員會和你有一樣的意識形態,而一群排外者組成的聯邦被證明很有娛樂性但是很惱人的不穩定)。
Q: Will Megacorps start in a trade league if they pick the federation origin?
A: No.
問:巨型企業選擇了聯邦開局會組成一個貿易聯盟麼?
答:不會。
Q: Will a Hegemony start have any advantage over the lessers in the federation to avoid getting usurped early?
A: They will not have specific advantages, but based on the initial laws, to seize leadership of the Hegemony a minion will have to exceed your Diplomatic Weight by 25%. (It may prove difficult to retain control on higher difficulty levels.)
問:「霸權主義」開局時你會比你的聯邦成員有某些優勢以免很快被其他成員超越?
答:沒有特別的優勢,但是根據霸權聯盟的初始法律,奪取領導權需要比原領導者多25%的外交權重(在高難度下也許會較難保持控制)。
Doomsday
審判之日
審判之日
這個文明的母星高度不穩定,原地爆炸只是時間問題。唯一的希望便是及時找到另一個避難所。
效果:
警告:富有挑戰性的起源
你的母星將會在遊戲開始的35到45年內爆炸;不穩定的母星地表會富含有價值的資源,加速生產;你的出生星系附近沒有確保的宜居行星。
Q: Can the Origin of a randomly appearing AI empire be set to Doomsday?
A: If no players have selected it, a randomly spawned AI empire can start with the Doomsday Origin. Only one, though.
問:會有隨機生成的AI帝國擁有「審判之日」起源麼?
答:如果沒有玩家選擇這個起源,一個隨機的AI帝國可能會擁有這個起源,但是最多一個。
Q: Are there any novels or movies that inspired Doomsday?
A: Well, yeah… Pretty much any story with exploding planets (#neverforgetalderaan). But the biggest influence may very well be the contemporary situation with Earth and its climate.
問:審判之日起源是不是受到某些小說或者電影的啟發?
答:嗯...是的。差不多每個有關星球爆炸的故事(#不要忘記奧德蘭星——星球大戰4中被死星炸毀的行星)。不過更大的啟發是當下地球及其氣候的現狀。
Q: Any hope for a slider changing the amount of time it takes for your homeworld to blow up in the "Doomsday" origin?
A: Nothing like that is planned, no.
問:是否有機會給予玩家調整母星爆炸的具體時間的功能?
答:沒有這個計劃,沒有。
Q: For Doomsday ... is 64 years the final value?
A: Nope. It’s changed to be more random. And shorter, so you』d best be moseying off that rock ASAP!
問:審判之日開局,64年是最終決定的時間點麼?
答:不,其被更改得更短且帶有隨機性,所以你最好儘快儘快儘快離開那裡。
Q: Will there be a mechanic to evacuate the population of your home planet to your colonies?
A: Resettlement and immigration push.
問:是否會有機制幫你把你的人口疏散到你的殖民地?
答:強制移民與移民推動力。
Q: Is there something special planned with the remains of the destroyed home-world?
A: It does leave a resource deposit behind.
問:母世界的殘骸會有什麼特別的麼?
答:會留下一個資源點。
Q: Are fanatic egalitarian empires that take the Doomsday origin… doomed? (Since they can’t resettle their pops?)
A: Pretty much.
問:極端平等主義帝國如果選擇了審判之日開局,是不是就完蛋了(因為他們不能強制移民)?
答:差不多。
Lost Colony
失落的殖民地
失落的殖民地
這個文明源於一個久已與母世界失去聯繫的,被遺忘的殖民地。殖民者克服了重重困難,才重新建立起了工業並又一次發展出了重返太空的技術。
效果:同種族的先進帝國將會在銀河的某處出現
要求:沒有「格式塔意識」思潮。
Q: Will there be events and/or Diplomatic Modifiers linking you to the other empire? Something i didn't like with the Commonwealth of man in the Base Game was that the United Nations usually disliked you since you were Xenophobe and vice versa, despite you being members of the same species originating from the same planet not so long ago.
A: No new diplomatic modifiers beyond those that already exist. Even if you happened to originate on the same planet, there will still be friction between you if your ethics clash.
問:會有額外的事件或者特別的外交修正成給予你和同種族的那個帝國嗎?我經常不喜歡使用人類聯邦,因為他和地球聯合國經常會因為排外而相互厭惡,儘管他們在不久之前還是同一個星球的同一個種族。
答:沒有新的特別的外交修正。即使你們是同一個母星的同一個種族,你們的意識形態衝突仍然會導致你們的衝突。
Q: Does the Commonwealth of Man / United Nations of Earth utilise the Lost Colony origin? Will there be any more specific events when re-discovering each other?
A: The Commonwealth uses the Lost Colony origin, and there is now a unique first contact message when it encounters the UNE.
問:人類聯邦與地球聯合國是否會使用「失落殖民地」的起源?他們發現彼此時會有什麼特別事件嗎?
答:人類聯邦會使用「失落殖民地」的起源,他們與地球聯合國首次通信時會有一條特別的信息。
Other Origins
其它起源
Q: Are you planning to add more Origins after Federations? / Will there be some type of origin allowing you to start in the L cluster? / Are there plans for a Psionic Origin in the future? / Do you plan to add specific Origins for mega-corporations?
A: We are likely to add more Origins in the future, but can’t comment on what they will be at this time.
問:你們會在聯邦擴展包之後加入其他的起源嗎?/會有那種可以讓你在L-星團裡開始的起源嗎?/未來會有推出靈能系起源的計劃嗎?/你們會給巨型企業加入獨特的起源嗎?
答:我們很可能會在未來加入其他的起源,但就此我們現在還無可奉告。
Q: Any cool origin sideas that didn't make the cut? / Could you share any origins that were considered, but rejected for one reason or another?
問:有沒有什麼很酷的起源想法沒能入選?/你們能說出一些被考慮過但卻因為這樣或那樣的原因而被斃掉的起源嗎?
A: Many. Origins started with a massive brainstorming session, which gave us a list of dozens, which we then had to cull.
答:很多。起源的設計源於我們的一次大規模的頭腦風暴,之後我們列出了幾十種想法,然後進行篩選。
Some that didn’t make the cut for now included:
一些沒有被列入名單的包括:
Third Time’s a Charm: Your empire’s first two attempts at colonization utilizing STL-technology have failed. Your empire starts with low intel on their guaranteed planets. Those two planets haveleft over districts already built.
事不過三:你的帝國前兩次利用STL技術殖民的嘗試都失敗了。你的帝國開始時擁有臨近星球的一些簡單情報。這兩個星球上已經建立了一些被遺棄的區域。
Fratricide: Must be Xenophobe, may not be pacifist. Your starting system also contains a tomb world. Another sentient species used to exist in the same star system, but after many decades of unspeakable violence, your species came out on top.
手足相殘:必須是排外主義的,且不能是和平主義的。你的起始星系包含著一個死寂星球。另一個智能物種曾經存在於同一個恆星系統中,但是在數十年的難以言喻的暴力之後,你們的物種處於統治地位。
Escaped Slaves: The captain of a slaving vessel suffered a fatal accident at the hands of his cargo, and they』ve managed to land on a nearby world. Start with a mix of pops from other species in the galaxy instead of just your chosen species.
逃跑奴隸:一艘奴隸船的船長在他的」貨物「手中遭遇了致命的事故,他們設法在附近的世界著陸。你開始的時候會擁有銀河系各個種族的混合,而不是只有你所選擇的物種。
We also had a Birthed by Calamity origin proposal that involved Space Amoebas for fans of Bubbles.
我們也曾提議過一個叫「災禍所生」的起源,包含那些泡泡愛好者最喜歡的太空阿米巴。
Modding
模組
Q: Can you make an origin require a civic, or vice versa?
A: Yes.
問:你可以令一個起源需求某種民政嗎?反過來呢?
答:可以的。
Q: How deeply integrated with other game files will Origins be? I.e. how easy will it be to create separate Origin mods without causing a file conflict?
A: Everything Origins-related are in separate files, and fairly easy to find. However, much like with space ships, Origins often involve work in several different files in order to work, not to mention the fact that the type of Origin may very well make it 'bleed' into other types of files. It's not complicated, but it is complex. It's not uncommon for a single Origin to have more than a dozen anchors in different files. Origins can be made infinitely complex, and thus have infinite potential to conflict or not conflict with other elements of the game. (More seriously, modders should be able to do a lot with no conflicts - depending on what they do of course! Startup effects are the one bit that might be complicated, but I think they can get around conflicts there.)
問:起源與其他遊戲文件的整合程度如何?例如,創建單獨的起源相關Mod而不引起文件衝突會很輕鬆嗎?
答:所有與起源相關的內容都在單獨的文件中,很容易找到。然而,就像宇宙飛船一樣,起源通常涉及到幾個不同的文件來工作,更不用說起源的類型很可能會「滲入」到其他類型的文件中。這並不複雜,但很繁瑣。一個起源在不同的文件中有好多錨點是很常見的。起源可以變得無限複雜,因此有無限的潛力與遊戲的其他元素衝突或不衝突。(更嚴重的是,Modder應該能夠做很多沒有衝突的事情——當然這取決於他們做什麼!開局效果可能有點複雜,但我認為他們可以避免衝突。)
Q: From a modding perspective, is there anything origins can do that civics can't, and vice-versa?
A: Origins can select the system initializer the country uses for its home system. Civics can be unpicked.
問:從模組製作的角度,有什麼東西是起源可以但民政不行的?反過來呢?
答:起源可以初始化帝國的家園星系。民政則可以被取消選取。
Q: While creating a new empire, do we select authority and civics first, or select the origin first? Since some origins are locked behind certain authorities, do they have country scoped potential and allow in script wise?
A: Origins are before Government and Ethics in the empire creation screen. Selecting incompatible ethics, civics, or authorities will render the origin selection invalid. You can script playable and possible restrictions as desired.
問:在創建一個新帝國時,我們是先選擇政體和民政,還是先選擇起源?由於一些起源被某些政體所限制,他們是否會檢測可能的國家並在腳本層面上允許?
答:起源在帝國創建界面時會先於政體和思潮。選擇不相容的思潮、政體將使起源選擇無效。你可以根據需要編寫可以的選項和可能的限制。
Q: When an AI empire is created, does it select its origin or civics first? (important for me to know so I can balance the ai weights accordingly)
A: Ethics, then origin, then civics.
問:當一個AI帝國被創建時,他是先選擇民政還是先決定起源?(這個對我來說很重要,這樣我才能夠更好平衡AI的權重)
答:思潮,然後起源,然後民政。
Bonus!
額外獎勵!
Q: What is the weirdest bug you've encountered with origins so far?
問:你們目前遇到過的最奇怪的起源Bug是什麼?
A: Pretty early on in development, I noticed some weird things going on in the galaxy, so I switched over to observer mode to see what happened. Let me regale you with the story of the Iribots...
答:在開發的最開始,我注意到銀河中正在發生一些奇怪的事情,所以我切換到了觀察者模式來確認到底發生了什麼。讓我給你講一個關於埃爾機器人的故事吧...
The Iribot Experiment was a perfectly normal machine empire. Introspective, with OTA updates, and Primary Link Qube oversaw the Iribots efficiently do their thing on the desert planet of Ir.
埃爾機器人實驗體是一個特別普通的機械帝國。擁有自檢和空中下載升級,並且主連結核心監督著所有人有效率地在沙漠行星埃爾上工作...
Tragically, as a Lost Colony (before any restrictions were implemented), they had lost contact with their original homeworld.
悲劇的是,作為一個失落的殖民地(在實裝任何限制之前),他們與自己的原始母星失去了聯繫。
So, where was their original homeworld?
那麼,他們的原始母星在哪裡呢?
Across the galaxy, in the Chibblar system upon the world of Clanck.
在銀河系的另一頭,Chibblar星系中的Clanck世界。
A world with a dark secret. And no atmosphere.
一個擁有著黑暗秘密的行星。還沒有大氣。
Clanck is a barren planet, with no buildings since it's not actually a habitable world. See, machines have no habitability preference, so when the Lost Colony script tried to make an advanced empire with a matching habitability, it found a world that had no habitability!
Clanck是個貧瘠世界,上面沒有任何建築,因為這個星球根本就不宜居。看到沒,機械帝國沒有宜居性的偏好,所以失落的殖民地機制在試圖創建一個高級帝國且滿足宜居喜好的時候,他找到了一個不宜居的星球!
Now little things like having an atmosphere didn’t stop the Iribots from forming a Megacorporation. They were an Authoritarian, Xenophobe, Pacifist Media Conglomerate that had an Indentured Workforce.
現在有沒有大氣這種小事根本無法阻止埃爾機器人們組建一個巨型企業。他們是一群威權主義、排外主義的和平主義者組成的傳媒集團,並且他們擁有契約勞工。
They were led by Chief Executive Officer Affinitor, who was a Fertility Preacher. On a barren world. For robots.
他們被執行長Affinitor領導,一個在貧瘠世界重視農耕的機器人。
Oh, and since they were a bunch of robots that aren't part of a Machine Intelligence, and didn't have the Droids technology...
呃,由於他們是不從屬於機械智能的一群機器人,他們並沒有無人機科技...
They were literally a mindless media conglomerate.
他們確實是一個沒有心智(字面意義上)的媒體集團。
Next Week
下一周
Next week, our Tech Lead Moah will be posting a dev diary giving an update on performance improvements planned for the 2.6 "Verne" update.
下周,我們的技術組長Moah將會發表一個關於2.6版本號「凡爾納Verne」性能改進的開發日誌。
翻譯:亞歷山德羅夫 格拉摩根 Strategemata MatrixEssenes Frost
校對:斯普特尼克 三等文官猹中堂
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