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# New Utopia Expansion Features
# 烏託邦擴展包新內容
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# Hive Worlds
# 蜂巢世界
* Added new ascension perk: Hive Worlds, similar to Machine Worlds but for Hive Minds, which allows them to terraform planets into living planets on which only hive drones can live. Hive Worlds gain a bonus to resource output and are not limited by deposits in how many resource districts they can support
新增飛升天賦:蜂巢世界,類似於機械世界,但是為蜂群思維打造的,這個飛升能夠將星球改造為蜂巢世界,並只允許蜂群在其上生存。蜂巢世界能夠提供資源產出的加成,其所能承載的資源區塊也不受行星資源點限制。
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# 2.2 『Le Guin』 Free Features
# 2.2版本號勒吉恩免費更新內容
#############################
* Added Simplified Chinese localization
增加簡體中文本地化文本。
* Removed planet/habitat tile system, replaced with districts, jobs
移除星球/軌道棲息地的地塊系統,更改為區塊與職位。
* Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time
人口與職位現在共同組合為一個社會階級(POP分類目錄),人口的社會階級將決定人口的奢侈品消耗。社會階級也有高低分層,高階級的人口在經歷一定時間降低階級之前將拒絕承擔低階層的工作。
* Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
為沒有合適職位的人口增加失業狀態。如果失業人口的生活水準維持在較低水平的話則將降低星球穩定度。
* Added planetary housing, usage of which depends on pop's social strata (rulers and specialists = a lot, slaves and menial labourers = a little)
新增行星的住房,住房消耗取決於星球人口的階級,(如統治階層與專家階層消耗較多,奴隸與普通礦工消耗較少)。
* More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration
更加動態的人口增長系統:人口將根據他們享有的權利,生活標準,移民等因素增長或減少。
* Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generateevents
新增犯罪度。星球人口過多或者糟糕的生活水平,以及低星球穩定度將增加星球犯罪度,會導致一些相關事件發生。
* Added new and reworked planetary decisions and empire edicts
新增與重做星球決議與帝國法令。
* Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably
新增資源種類(合金,消費品等)。新資源體系將以多種方式模擬經濟體系,使得帝國經濟行為更為多樣化。
* Added the Internal Market, where resources can be converted into other resources at a cost
新增國內市場,可以以一定代價轉換帝國的不同資源。
* Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market
新增銀河市場,所有遊戲內的資源都可以在市場內買賣。資源價格將會根據供需關係浮動。只有當前銀河內有足夠的帝國相互聯繫,才會建立銀河市場以取代國內市場。滅絕政體無法參與銀河市場。
* Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy
新增貿易路線,可以通過升級的恆星基地收集貿易價值,並傳導回貿易首埠以轉換為財富。與此配套也重做了海盜系統,並新增「巡邏」艦隊命令,這樣你的艦隊可以在貿易路徑沿線鎮壓海盜。
* Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
新增「貿易協定」外交行動。籤署雙方可以得到對方10%的貿易價值。
* Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks
新增行政上限。行政上限取決於帝國擁有的星系、星球區塊與殖民地數量。這是一個軟性上限,但超過卻會逐漸增加領導人招募費用、法令花費、科研成本等等。行政上限取代了原有的固定的、只根據星系與殖民地數量計算的擴張懲罰,並且可以更準確地反應你的帝國的規模與複雜性。行政上限可以根據科研與飛升進行提升。
* Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties inthe form of increased empire size and the corresponding costs it brings
引入了一個新概念,名為帝國內聚力EmpireCohesion。帝國內聚力將根據擁有的星係數量而增加,並根據帝國與外部的超空間連接數量及帝國邊界內部的截斷(未擁有的)星係數量而減少。如果凝聚力損失高於凝聚力增加,玩家將會受到一些懲罰,它們將以增加擴張帝國規模所對應的花費的形式出現。
* Added 9 new basic Mandates relating to your empire's internal economy
添加了9個新的基礎授案Mandate,這些任務與玩家帝國內部經濟有關。
* Tweaked army display and ground combat screens, with improved army icons
略微調整了陸軍顯示界面和地表戰鬥窗口,改進了部隊圖標。
* Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops
重做了行星轟炸系統,轟炸會產生荒廢度devastation,包括對建築、康樂設施、貿易價值及人口增長的破壞。高荒廢度將會摧毀建築並殺死人口。
* Reworked sectors to be automatically generated, removing the "mini-economies" and having them directly contribute to your empire stockpiles
重做了星區sector系統,使其能夠自動生成。移除了「迷你經濟體」並讓他們直接為帝國庫存做貢獻。
* Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing
重做了派系,使其基於支持度持續提供影響力,而不再像之前在達到固定標準前什麼也不產生。
* Reworked the Tradition Trees to synchronize with all the new systems
重做了傳統樹,使其與所有的新系統相融。
* Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave ownspecies
使用分層經濟生活標準取代權威主義的階序制度:不再使用奴隸制,但產生類似的效果(幸福的統治者和被壓迫的群眾)。威權主義思潮依然可以在物種範圍內使用奴隸制。而奴販工會現在則需要奴役自身物種。
* Added alert messages for completing a Megastructure's intermediate upgrade steps
添加了在完成巨型建築中間體升級過程後的提示信息。
* Added a conclusion to the Strong Magnetic Field events
為強磁場事件組添加了結局。
* Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
凝聚力野望現在是一項免費的功能了,而不再僅限於之前的啟示錄擴展包擁有者。
* Added new single star custom system options
添加了新的自定義單星系選項。
* Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
目前為止天然蟲洞都是無聲的,我們為其設計並加入了新的音效。今後不會再無聲了。
* Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation
既然奇諾星盟Chinorr變為了巨型企業,我們將用一個新的非巨型企業的預設帝國戈比希格基地Glebsig Foundation取代它們原有的位置。
* Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.
添加了度假世界Resort Worlds科技,它會解鎖將殖民地指定為度假世界的能力。該殖民地將不會擁有區塊,也不能建造大部分建築。但會增加整個帝國的康樂設施及移民吸引。
* Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
為罪犯流放地Penal Colony世界添加了相應科技,這些世界的犯罪率將會很高,但會減少其他世界的犯罪率。
* Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves
為奴隸帝國添加了新的科技:指定一個世界作為奴隸(薩爾)世界Thrall-World。奴隸世界無法支持城市區塊或製造/研究建築,但會得到人口的迅速增長以及允許為奴隸建造特殊的建築,提供特殊的職位。
* Updated tutorial to explain the new systems
更新了教程以解釋新系統。
* Added the multiplayer observer mode from the 2.1.4 beta to the default game version
把2.1.4 beta版本號的多人遊戲觀察者模式移植到默認版本號。
* Deploy Hunter-Killer Drones decision can now be toggled on and off
部署獵殺無人機的決議現在可以開啟或關閉了。
* Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
添加了新的遊戲啟動設定,可調節在初始星系周圍的確保出現的宜居世界數量。
* Research Agreements are now diplomatic actions, rather than being part of trade deals
研究協定現在是外交行動,而非貿易交易的一部分了。
* End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures
遊戲終局勝利條件現在被重做為分值系統,根據玩家的帝國規模、人口、軍隊、科技、聯邦及其他的指標來計算帝國總成就。
* Added some new Colony events.
添加了一些新的殖民地事件。
* Civilian ships are now constructed at starbase rather than planets
民用艦船現在在恆星基地中建造而非在行星上了。
* Added pop selection view to colony ship construction in starbases
在恆星基地中建造殖民船時,添加了人口選擇界面。
* Colony ships can now be built populated with any species which you have a migration treaty with
殖民船現在可以被任何與你有移民協定的物種所填滿了。
* Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
通過擴張設計器建造的移民船將會自動在最靠近目的行星的恆星基地中建造。
* Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
行星可以通過決議停止人口的增長,但這樣會對常規的帝國帶來穩定性懲罰。
* Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional districttypes.
資源點的障礙地塊現在通常會減少可用的行星區塊,而清除他們經常會解鎖額外的區塊類型。
* Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
清除障礙現在可以提供一次性獎勵,例如清除貧民窟將會得到一個人口。
* The homeworld of the First League is now an Ecumenopolis
第一聯合First League的母星現在是一個都市行星。
* Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires
需要玩家處理其自己的帝國的事務的通知現在將由金黃色邊緣標記,以區別於那些僅影響其他帝國的通知。
* Added 6 new corporate-themed empire flags
添加了6個新的以公司為主題的帝國旗幟。
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# Balance
# 平衡性
###################
* Improved distribution of space creatures and unique systems
改進了太空生物及專有星系的分布。
* Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
領袖容量已被從遊戲中移除,取而代之的是每個領袖則需要能量幣點數維護費。
* Subterranean civilization famine event now uses food rather than energy
地下文明饑荒事件現在將消耗食物而非能量了。
* Increased the delay between the Prethoryn Vanguard and the main swarm arriving
增加了虛空惡魔(蟲群)先鋒與主力到達之間的時間間隔。
* You no longer get influence when another empire finishes first contact project before you do
如果另一個帝國在玩家之前完成第一次接觸項目的話,玩家不再能夠獲得影響力了。
* Teachings of Warriors event now only gives energy as reward for selling to a private collector
當你在戰士的指導Teachings of Warriors事件中選擇出售給私人收藏家選擇項時,只能獲得能量幣作為獎勵了。
* Removed neighbor restrictions on rivals and most CBs
移除了宿敵間的鄰國限制,以及絕大部分宣戰藉口。
* No longer possible to pick Imperial Prerogative as first ascension perk
帝都特權不再能夠被選為第一個飛升天賦了。
* Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energycredit income in federation taxes
聯邦成員現在會自動與其他成員國籤訂貿易協定,但需要支付他們能量收入的15%作為聯邦稅收。
* Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)
聯邦現在總是被最強大的帝國成員所領導,而非輪值主席制(取代現有主席需要比其強大25%)。
* Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep
添加了一項決議,以通過自願措施遏制行星增長。這一決議適用於那些無法通過其他手段控制增長的帝國。這項決議將削減75%的增長,作為代價,人口的維護費將上升。
* Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs
以艦隊實力、經濟實力和科技實力為基礎,重新調整帝國之間的力量對比。經濟實力是按帝國每個月生產的資源量乘以上述資源的基礎價值來計算的,而科技實力是按已研究科技的總成本來計算的。
* Added two new technologies for machine empires that improve pop assembly speed
為機械帝國增加了兩個新的用於提高人口建造速度的科技。
* Nivlac pops now generally spawn in groups of 15
尼瓦拉克Nivlac 的人口現在通常以15個一組的形式產生。
* Nivlac species trait effect on habitability and pop growth has been significantly reduced
尼瓦拉克Nivlac物種的特質對其適居性和人口增長的影響顯著降低。
* Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
增加比少尉Ensign難度還更容易的士官Cadet難度,給予玩家經濟上的加成。
* Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
提督不再從隨機(平均發生時間)事件中獲得艦隊後勤性質。
* Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
荒涼的廢墟修正改為-5%幸福度而不是-20%
* Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings
大大降低了熵遞歸和學說:怪圈的研究成本,並移除了相關的建築物。
* Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
大幅減少了機械叛亂的初始艦隊,使他們的經濟不會在一開始就崩潰。
* Habitats now have a monthly alloy upkeep on their capital building
棲息地現在會每月花費合金維護首府建築。
* Strong/Weak traits now have a small effect on worker output
強壯/孱弱特性現在只對工人產出的影響造成很小的影響。
* Culture shock is now a planet modifier rather than a pop modifier
文化衝擊現在是行星修正而不是人口修正。
* Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion
如果行星上只有蜂群/半機械人/機器人,同化速度將會更快,行星文化衝擊也會被移除,因為自由意志不過是一種痛苦的錯覺。
* Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)
現在,排外主義的人口增長速度+10%/+20%,而不是減少宣稱花費(以平衡由於移民等原因造成的增長速率過低)。
* Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
星河衛士飛升天賦現在也會對灰蠱風暴造成額外傷害。
* Ascension perk Galactic Contender also grants bonus damage vs the gate builders
逐鹿星河飛升天賦會提供對星門建造者的傷害加成。
* Yuht, Vultaum, and Irassian Home systems now have some additional resources
亞特、伏爾泰姆和伊拉西安的母星系現在有一些額外的資源。
* Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
如果你沒有常規的星門,在你的境內有L星門會增加隨機到星門技術的可能性。
* Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
如果你被時之蟲蟲(作動詞)了,唯心派別將不再對墳墓世界不滿。
* Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
在您的帝國擁有靈能人口可以有機率隨機到靈能理論科技,除此之外該科技無法出現。
* Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy
已調整一些現有的國家理念,以適應新的職業系統:警察國家、田園生活、貴族精英、公民服務、神職人員和技術治國。
*Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
物種的節約特性現在增加貿易價值生產,新特性創新增加能源生產。
* Reduced cost of robo-modding a species
降低了物種機械改造的成本。
* Reduced the cost of bio-modding a species
降低了物種生物改造的成本。
* Databanks Uplinks tradition now increases research station output instead of unlocking assist research
資料庫上行鏈路傳統現在增加研究站的輸出而不是解鎖輔助研究。
* Assist Research is now available from the start of the game
輔助研究現在在遊戲一開始就可以使用。
* Ending a resource deal with a merchant enclave early now gives -5 opinion
現在提早結束一個與商人城邦的資源交易會獲得-5好感度
* Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate
卓越海軍的國家精神效果對提督的影響從2降低到1。此外,對海軍容量的效果已被艦船射速度取代。
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# UI
###################
* Split the policies and edicts view into their own views
將政策和法令視圖拆分為它們各自的視圖。
* You can now start the game with the "-console" argument and it will dump all console commands to theinfo.log file
現在可以用「-console」參數啟動遊戲(在遊戲名後面加上),它將把所有控制臺命令轉儲到info.log文件。
* Added various info about target planets in the Resettlement dropdown list
在殖民下拉列表中添加了關於目標行星的各種信息。
* Colonization screens only show the list of species and will generate a ship from the closest shipyard
殖民界面只顯示物種列表,並將從最近的造船廠生成艦船。
* Species are sorted in habitability order on the colonize "select species" window
物種將在殖民界面「選擇物種」窗口中按適居性進行排序。
* Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals,food
擴張計劃器現在以腳本方式顯示界面,因此可以進行模組修改,而不是硬編碼成能源、礦產、食物。
* The expansion planner now shows Rare Deposits
擴張計劃器現在會顯示稀有資源點。
* Added navigation sidebar and moved all topbar menu items to it
添加導航邊欄,並將所有頂部的菜單項移到該邊欄中。
* Reworked planet battle view to show frontline, reserved and disengaged armies separately
重修行星戰鬥視圖,現在分別顯示前線、後備部隊和脫戰部隊。
* Standardized colors for displaying costand time
將成本和時間的顏色標準化。
###################
# AI
###################
* AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
AI現在在決定是否建立前哨站時,會考慮其系統維護成本與帶來的潛在資源收益。
* Adapted AI to new economy system
適應新經濟系統的AI。
* Improved early game economy AI
改善早期版本遊戲的經濟AI
* AI will now revoke claims it has on empires it wants to maintain a long-term alliance with
AI現在會撤銷對它希望與保持長期聯盟的帝國的宣稱。
###################
# Modding
###################
* Added scriptable leader classes, old classes are now attributes for the new ones
領袖特質現在是可腳本化的,舊類型現在是新類型的屬性
* Added on_crossing_border on-action
添加on_crossing_border的觸發
* You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
現在可以對auto_move_to_target設置arrival_effect,這會在某物抵達時觸發該腳本效果
* Added"on_fleet_combat_joined_attacker" and "on_fleet_combat_joined_defender" on_action. Both are fired when fleet enter combat, scopes etc in the file "00_on_actions.txt"
添加on_fleet_combat_joined_attacker和on_fleet_combat_joined_defender的on_action事件。兩類都會在艦隊接戰時觸發,範圍域等內容在00_on_actions.txt文件裡。
* Added country_trade_fee modifier
添加country_trade_fee修正
* Replaced free_pop_slots trigger with free_housing trigger
以free_housing觸發替換了free_pop_slots
* Updated the "if" trigger to work in the same way as the "if" effect: if { limit = {...} } else_if { limit = {...} } else {... }
升級了「if」觸發器並使其與if effect: if { limit = {...} } else_if { limit= {...} } else { ... }的運作方式相同
* Added define for default trade change
增加了默認交易更改的定義
* Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
添加了MARKET_FLUCTUATION_EPSILON定義以避免無用的計算
* Added last_building_changed / last_district changed triggers
添加last_building_changed/last_district_changed觸發器
* Added on_system_lost and on_system_gained on-actions
添加on_system_lost和on_system_gained的on-actions事件
* Create Species can now accept an event_target for the species class create_species = {:caravaneer_fleet2_country.species }
創建種族現在可以為種族類別create_species = {:caravaneer_fleet2_country.species}使用一個event_targer
* Most modifiers in the game now take custom_tooltip to print a custom desc
遊戲內的大部分修正現在會使用custom_tooltip來編輯自定義desc描述
* Added perc_communications_with_playable trigger
添加perc_communications_with_playable觸發器
* Added "country_immigration_pull_add," "country_immigration_pull_mult," "country_emigration_push_add" and "country_emigration_pull_mult" modifiers. They work like the planet modifiers of the same name, but at country level
添加country_immigration_pull_add, country_immigration_pull_mult, country_emigration_push_add 和country_emigration_pull_mult 修正。與同名行星修正類似但作用範圍覆蓋至國家一級。
* Added triggers "has_rival =<Target>" and "has_overlord=<Target>"
添加觸發器has_rival = <Target>和has_overlord=<Target>觸發器
* Added is_half_species trigger
添加is_half_species觸發器
* Added create_half_species effect
添加create_half_species效果
* Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
添加了事件脈衝的國家範圍變量。可以在國家類型設置中控制哪些國家可以獲得這些.
* Added GetRulerName to localization script in Leader scope
將GetRulerName添入領導人範圍的本地化文本中。
* The "has_colonization_control" trigger now works like other species rights trigger: has_colonization_control = { value = no country=root }
現在Has_colonization_control觸發器的運作方式與其他種族權利觸發器相同。has_colonization_control= { value = no country =root }
* Added a "can_colonize_with_species"game rule
添加遊戲規則can_colonize_with_species
* It is now possible to directly script acivic as changing the empire's homeworld class, and this will be reflected properly in empire designer
現在可以直接編寫一個國家理念來改變帝國的母星世界類型,這將在帝國設計器中得到正確體現。
* The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS) However, the gui files must also be changed to have that number of district buttons/icons
擴張計劃器中顯示的區塊類型的數量現在可以通過定義(EXPANSION_VIEW_NUM_DISTRICTS)進行完全修改。但是,GUI文件也必須更改為具有該區塊按鈕/圖標的數量。
* Added set_market_leader effect
添加了set_market_leader效果
* Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game
伴隨null_spawn_chance的一套異常點現在設定為對國家/遊戲只發生一次,如果它們未能通過初始生成機率檢測則會被阻止再次進行觸發機率檢測,這意味著某些異常點可以合理地變得罕見,而不會在每次遊戲中都發生。
* Added the "diplomacy_economy" database where you can defines upkeep and production of resources for varioustypes of diplomatic relations.
增加了diplomacy_economy資料庫,你可以在其中為各種類型的外交關係定義維護費和產出資源。
* Added remove_deposit effect
添加了remove_deposit效果
* Added is_deposit_type trigger
添加了is_deposit_type觸發器
* Add define for resource base, min and max price on the market
在市場上添加資源的基礎價格、最低價格和最高價格的定義
* Add defines for constants in price change equation
在價格變化方程中添加常量定義
* Buildings can now have a custom tooltip effect
建築現在可以具有自定義提示框效果
###################
# Bugfixes
# 捉蟲子
###################
* Fixed incorrect starbase Missile Battery description
修正了不正確的恆星基地飛彈炮臺說明
* Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
恢復不可思議的有機體事件的變化,讓尼夫拉克產生於任何行星,而不僅僅是首都行星
* Fixed Contact Report: Primitives event sometimes fetching the wrong text key
修復了接觸報告:原始文明事件有時會獲取錯誤的文字鍵
* Fixed incorrect pluralization for Gene Warrior armies
修正了基因戰士陸軍錯誤的多元化
* Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
修正了少數晶狀生命體不受平息晶狀生命體項目的影響
* Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
修正預設帝國洛肯機械師公會使用錯誤的統治者頭銜
* Fixed a bunch of old sound files that had bad loops or other cruddiness
修正了一堆舊的聲音文件,它們有糟糕的洗腦循環或是瞎耳音質
* Fixed literally unplayable localization bugs
修正了「字面上」無法遊玩的本地化文本錯誤
* Removed references to a non existent special project in an eventchain
刪除了對事件鏈中不存在的特殊項目的引用
* Fixed an edge case where paying off Marauders would cost you nothing
修復了一個邊緣情況下的錯誤,在這個案例中,賄賂掠奪者將不會花費你任何東西
* Fixed "The Xvan Labs" special project spawning in too-distant systems
修復了澤克萬實驗室特殊項目在太遠的星系中產生的問題
* Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings
防止Ketling行星受到持續入侵,軌道轟炸和/或恆星基地建造時進步到太空時代的Ketlings。
* Fix crash at start when the outliner settings contain double entries
修正開始時總覽設置裡面包含兩個條目導致的崩潰。
* Fixed Leviathans first contact report not firing in some cases
修正了利維坦的初次接觸報告在某些情況下沒有觸發的情況
* Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
拾荒者機器人和緹楊凱族母星系現在被標記為敵對(和守護者)星系
* Fixed bug where upon re-election a ruler would not get a proper new mandate
修正了重新選舉統治者無法獲得適當新授案的錯誤
* Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
修正了天災被打敗後,危機環境音頻繼續循環的錯誤
* Fixed an issue where Primitives would accumulate too many Ethics over time
修正了原始文明隨著時間的推移累積太多思潮的問題
* Removed arrow from peace messages since they were misleading
從和平信息中移除了箭頭,因為它們具有誤導性
* Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
增加了自2015年以來一直缺少的觀察事件中缺失的本地化文本,天哪幹得好莫莉小姐
* Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged
和平主義者現在被禁止進行敵意接觸的初接觸協議,因為他們的思潮結構存在迷人漏洞,允許無限制的暴力,直到禮貌的初次問候訊息被交換。
* Leviathan Death Notification message should now function
利維坦死訊消息現在應該已能正常運作。
* Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
修正了在多人遊戲房間創建新帝國標籤時顯示在自定義帝國下方的錯誤。
* Fixed the multiplayer "show players" mapmode being saved and reloaded in single player mode, resulting in all-grey maps
修正了多人遊戲show players地圖模式被保存,並以單機模式重新加載,從而產生全灰色地圖的錯誤
* Fixed tutorial making observer mode outline visible in single player
修正了在單人遊戲中教程導致觀察者模式輪廓可見的錯誤
* Master Builders Ascension Perk no longer applies twice to Habitats
建築大師飛升天賦不再應用於軌道棲息地兩次。
* Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
掠奪者艦隊現在實際上出現在掠奪者復仇事件中,而不僅僅是威脅要這樣做
* Fixed a crash when deleting an empire led to having a corrupted empire design selected
修正了刪除帝國後,導致選中被刪除帝國時出現的崩潰。
* Create vassal button now checks properly if a vassal can actually be created
創建附庸按鈕現在可以正確檢查是否可以實際創建附庸。
* Fixed multiple contact from same empire
修復了來自同一帝國的多次接觸.
* Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
修復了由叛亂創造的或作為附庸釋放的帝國,總是以灰色地圖顏色顯示.
* Fixed the "blue solution" sometimes not granting a trait
修正了「藍色方案」有時不給予特性的問題。
* The red/green/blue event now adds a custom free trait so as not to mess with trait points.
紅色/綠色/藍色事件現在添加了一個自定義的免費特性,以免搞亂特性點。
* There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size
使用遙遠星辰故事包時,無論星系大小如何,現在總會有至少一個L-星門星系。
* Fixed peace deal localization
修正和平協議本地化文本。
* Fixed some loc references in post-war messages from Fallen Empires
修正了墮落帝國戰後消息中的一些本地化文本引用
* Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
修復了地平線信號事件鏈有時導致人口獲得不兼容特質的問題。
* Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)
修正了感激的難民人口修正可能堆疊的問題(如果人口再次成為難民,則修正項現在會刷新)。
* Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)
接觸報告:利維坦(story.8)現在應該激活所有的利維坦(現在將顯示機械利維坦的特殊設計)。
* Fixed an issue with terraforming in the Atomic Clock event
修復了原子鐘事件中的地貌改造問題。
* Numerous other bugfixes and performance improvements
許多其他錯誤修正和性能改進。
##### Patchnotes End ######