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Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...
Eladrin, Stellaris Game Designer
(譯註:標題梗出電影《復仇者聯盟》系列中滅霸Thanos臺詞:Perfectly balanced. As all things should be.)
Hello!
大家好!
This week we’re going to look at some more changes we're planning, as well as a review of how some of the experiments mentioned in the last few dev diaries have evolved.
這周的日誌中我們將聊聊我們計劃中對遊戲的改進,同時也回顧一下前幾篇日誌中提到的試驗的最新進展。
Thank you for the massive amount of feedback in those threads.
感謝玩家們在這些帖子中提供的大量反饋。
Reduction in Pops
減少人口數量
Due to the effects on performance and a desire to reduce the micromanagement burden in the mid to late game, some of the things we』ve been deeply looking into are different ways of dramatically reducing the number of pops in the galaxy.
出於提高性能以及在遊戲中後期減少玩家微操管理的考慮,我們一直在深入研究大幅減少銀河系中人口數量這一解決方式。
These experiments have generally revolved around modifying the growth (or assembly required) for pops as an empire’s population grows, with some variants trying a logistic pop growth (where growth follows an S-shaped curve as planets develop, based on a carrying capacity of a planet). These experiments have reduced the end date pop count to somewhere around one half of the old numbers with the expected performance improvements.
這些實驗都是圍繞調整帝國人口增長(或組裝)速率而展開的,其中一些改變是為了使人口增長更加貼合邏輯(比如隨著行星的發展,基於行星的承載能力,人口增長將符合S形曲線)。這項實驗已經將遊戲結束時的人口數量減少到了之前的一半左右,並獲得了預期的性能提升。
Organic pops will follow a curve where they begin at standard population growth, increase growth as the approach a midpoint between population and the planetary carrying capacity, then slow down to zero as they reach the top of the curve. Pop Assembly, on the other hand, is generally slow but consistent. The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.
有機生物的人口將遵循一條人口增長曲線,開始時遵循標準人口增長速率,在接近人口和行星承載能力之間的中點之前都保持增長,然後在向曲線頂點發展時減速至零。另一方面,人口的組裝通常是緩慢但持續的。最大的變化是,生產一個新的人口不再依據一個一成不變的增長速率,而是隨著帝國人口的增長而增加速率。
A significant reduction in pops has a cascade of major implications for the overall economy, production, and other gameplay effects. As such, these also require a pass on buildings, technologies, and even seemingly minor ripple effects like what the value should be for the trade value generated by pops.
人口的大幅減少對整體經濟、生產和其他遊戲內容有一系列重大影響。因此,人口的改動還需要使建築、科技,甚至不起眼的小細節的支持,比如人口產生的貿易價值是否適當。
There will be a lot of patch notes.
之後我們還將會有很多版本更新的補丁附註。
Most buildings have been standardized to now give 2 jobs per tier rather than the old 2/5/8 progression.
大多數建築已經被標準化設計了,現在每級建築提供2個工作崗位,而不是原來的2/5/8的層層累進式。
Just one example of many.
這是其中的一個例子。
We』ve also changed a few buildings to have new or additional features, such as the Spawning Pool and Clone Vats, which have had their Pop Growth modifiers replaced with the new Organic Pop Assembly. This fills the same slot on the planet as Robotic Pop Assembly, so generally you』ll want to pick one or the other. (Clone Vats also picked up a food upkeep cost to represent simple materials to break down.)
我們還使一些建築具有新的附加功能,例如產卵池和克隆倉,它們採用了新的有機人口組裝Organic Pop Assembly修正替換了原來的人口增長Pop Growth修正。這與原先星球上的機器人口組裝採用相同的槽位,所以通常你需要從中選擇其一(克隆倉也將需求食品的維護費用,以表示需要分解的簡單材料)。
Pops is Soylent Green!
人口是綠色的!(譯註:梗出電影Soylent Green。電影中過度工業化的社會裡,普通人/一般老百姓只能吃得起每個星期二政府免費發的Soylent Green,但Soylent Green其實是死人的屍體做的……)
A few other jobs got minor perks added to them, like the Medical Workers from Gene Clinics making it a little easier to live on less hospitable worlds.
其他一些職位也得到了一些額外的加成,比如基因診所的醫務人員,讓人們在不那麼宜居的星球上能生活得更容易一些。
Doesn't normally produce exotic gas, this one happens to be a lithoid.
一般不會產生異星天然氣,這一個正好是石頭人。
And a few new techs have been added to help compensate for lost productivity. One tech line increases both the job production of a planet as well as job upkeep - those fewer pops are still capable of producing the work of more on a developed planet.
我們新加入了一些科技以彌補損失的生產力。一條科技路線能夠在增加人口維護費用的同時提高人口產出——現在更少的人口也能勝任發達行星上的生產工作啦。
Ring Worlds
環形世界
As part of the balance pass, Ring Worlds have been bumped up to 10 segments from 5, and the jobs per segment have been adjusted.
作為遊戲平衡的一部分,環世界的區段數已經從5個增加到10個,每個模塊的工作也經過了調整。
REGULAR EMPIRE RINGWORLD SEGMENTS
常規帝國環世界區段
The Shattered Ring origin now possesses a warning that it may be a Challenging Origin for Lithoids due to a scarcity of minerals, and now also applies the Ring World Habitability Preference to your pops. We’re considering adding a similar warning for Hives selecting the origin, since the habitability preference change puts a serious crimp in their expansion.
破碎之環起源現在增加了一個警告:由於缺乏礦物資源,這對石頭人來說是一個具有挑戰性的起源。現在環形世界宜居性偏好也對人口生效了。我們正在考慮為蜂群思維選擇起源時也添加一個類似的警告,因為宜居性偏好的改變會嚴重阻礙蜂群思維的擴張。
破碎之環
這一文明生活在未知先驅們建造的環形世界之中。一經理解及修復完好,他們將獲得巨大的力量。
效果:
警告:由於缺少礦物,對似石族物種來說是一個有挑戰性的起源。
遊戲開始時以一個部分損毀的環形世界作為母星。該環形世界初始時具有神秘發電器,可以維護一些區段。
宜居性偏好設定為環形世界偏好,使得其它類型的殖民地變得不需要。
Put a ring on it?
在這裡建一個環世界?
Their starting blockers have also been adjusted to give a more balanced spread of jobs.
他們起始的行星障礙也被調整成了對於職業分布來說更平衡的情況。
Ecumenopoleis
都市世界/理想城
Like the Ring Worlds, these start with all building slots open. As mentioned before, you can now use the Arcology Project decision on a planet that has a mix of City and Industrial Districts.
如同環世界一樣,理想城所有的建築槽在開始的時候就已經全部解鎖。如此前所述,你現在可以在城市和工業區劃都建滿的星球上執行「理想城計劃」的決議。
REGULAR EMPIRE ECUMENOPOLIS ARCOLOGIES
常規帝國理想城
Note: Empire has all technologies but no traditions active.
註:圖示為常規帝國滿科技,無傳統加成的情況。
The ecumenopolis has a unique distinction of being able to have both the Factory and Foundry building lines on the same planet.
都市世界擁有特殊的區劃,允許在同一個星球上同時擁有工廠和鑄造建築鏈。
Habitats
軌道居住地
The changes to Habitat modules are much smaller in scope, but here’s the list of their districts.
對軌道居住地模組的改動在尺度上要小得多,這裡是它們區劃的列表。
REGULAR EMPIRE HABITAT DISTRICTS
普通帝國軌道居住地區劃
Void Dwellers have gotten a bit of attention as well with some tradition swaps for those that had minimal or no beneficial effects for them.
「虛空居者」也獲得了一些關注,針對他們,一些傳統的加成被替換了,因為原本對他們來說收益很小或者根本沒有。
Interstellar Franchising and Imperious Architecture now also function for Habitats.
「星際特許經營」和「宏偉建築」現在對軌道居住地也起效。
Updates to Dev Diary 190
對開發日誌#190的更新
Some of these updates may not be new to people following the forum threads, but it's easy to miss things so I figured we should go over them.
其中一些更新之前在論壇帖子裡已經提過了,但很容易漏掉,所以我覺得我們還是應該帶你們瀏覽一遍。
Many people requested the ability to fully specialize their foundry and factory worlds. We've modified the Forge and Industrial World planet designations to shift one pop on each Industrial District to the appropriate job if possible.
很多人要求擁有完全特化他們的鑄造和工廠世界的能力。我們已經修改了鑄造和工業世界的行星規劃,來使得每有一個工業區劃,就儘可能將其中一個人口轉變到恰當的崗位。
We've also upgraded the Food Processing Center, Mineral Purification Hub, and Energy Nexus to provide an extra job to each of their associated resource production districts. (The Food Processing Center will also improve Hydroponics Farms.)
我們也升級了食物處理中心、礦物精煉站和能量樞紐,它們現在會為每一個相關聯的生產區劃提供一個額外的工作崗位(食物處理中心同時也能改進水培農場)。
One of the suggestions made in the thread was to add a civic that increases unlocked Building Slots. Sounded like a great addition to Functional Architecture.
在論壇的討論中,有一條建議是增加一個可以增加解鎖的建築槽的民政。聽上去正適合加在「實用主義建築」上。
Functionality increased!
奇怪的功能增加了!
Updates to Dev Diary 191
對開發日誌#191的更新
We』ve explored some additional options regarding the resettlement system we outlined in Dev Diary 191, and after trying a few things, and have settled on some extensive modifications to the system.
我們已經針對開發日誌191中概述過的人口遷移系統探索了一些其他的選項,在嘗試過一些可能選項之後,我們已經敲定了一些對這個系統的重大改動。
All planets with free sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher. This chance is increased if there are multiple unemployed pops that meet the criteria.
所有擁有自由的智能種族(譯註:即不包括未開化人口和研發智能人科技之前的機器人)的失業人口,且沒有移民控制的話,現在每個月都將有較小的機率移動至帝國境內擁有崗位(這個人口能夠勝任)、住房並宜居度在40%以上的行星。如果多個失業人口都符合條件,這個機率會增加。
The system now prefers to move higher strata pops first, so rulers and specialists will move before workers, and this system also functions for gestalt empires. It will not relocate non-sapient robots or slaves. It will generally prefer to move pops to the planets with the most free jobs.
這個系統目前傾向於優先移動高階層的人口,所以統治者和專家階層會比勞工先搬走,這個機制對格式塔帝國同樣生效。非智慧機器人和奴隸不會被重新安置。總體上它會把人口優先移動到工作機會最多的星球上。
After some experimentation we』ve chosen to keep the Transit Hubs as Starbase Buildings that provide a system wide buff to the chance of auto-resettlement occurring. (Rather than being essential to have it occur in the first place.)
在一些實驗之後我們選擇將交通樞紐Transit Hubs保留為恆星基地建築,以提供一個星系加成,能夠提高自動人口遷移發生的概率(而不是讓它成為人口遷移發生的必要條件)。
Doubles the chance the pops choose to resettle themselves.
把人口自動遷移的機率翻了一番
Greater Than Ourselves has been rewritten to also massively increase this chance when the edict is active, with a +200% bonus.
「自我升華」法令已經被重製,同樣巨幅增加了當法令激活時重新遷居的機率,現在為+200%加成。
We initially had these pops considering destinations available through Migration Pacts as well, but decided against keeping that since it introduced a new Migration Controls micromanagement element that we didn’t find desirable.
我們最初也通過移民協議將這些人口分配到他們該去的地方,但由於這樣會引入我們不希望出現的、新的需要手操管理移民的情況,所以我們最終決定廢棄它。
We』ve also done a minor update to the Authority bonuses that seemed a little bit weak.
我們也對看起來有一點弱的政體加成做了小修改。
Democracies now have a bonus encouraging their pops to seek their dreams, and Dictatorships have a bit of an easier time holding things together when they’re a bit overstretched.
民主制政體現在擁有一個鼓勵自己的人民追求夢想的加成,而獨裁政體當有一點擴張過度時可以更容易整合起來。
Closing Thoughts
最後的想法
One other little quality of life improvement that was just added is this filter on the colonization interface.
另一個提高基礎遊戲質量的改動就是在殖民地界面上添加了這個過濾器。
That’s probably long enough for today. We’re looking forward to your feedback on these as well.
以上作為今天的內容來說已經夠長了。我們也期待著你們的反饋
Next week w̷e̵'̸l̸l̴̴b̸e̴t̵̮̄ǎ̸͈l̷̠̈k̴͔͂i̴̞͒n̷̪͊g̸̸̳͚͗̎a̵͉̐b̵̤̿ȯ̴̲ṵ̵t̸͇͂҈҂▒©╛⅜
下一周@#¥#%&*……
(譯註:點這個圖片跳轉至下圖。)
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