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Stellaris Dev Diary #153 - Empire Sprawl & Administrative Capacity
grekulf, Stellaris Game Director
Hello everyone!
大家吼!
We’re back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something I』ve wanted to explore for a good while now.
我們又帶來了一篇能展示更多夏季實驗成果的開發日誌。和之前的開發日誌一樣,本篇包含了大量在夏季期間進行的工作,並且也囊括了一些我長期以來一直想要探索的內容。
Today we』ll be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end.
今天我們將討論帝國規模Empire Sprawl和行政管理能力Administrative Capacity。請注意,這些改動在其開發歷程上經歷的時日不長,因此數值和實際運用細節並不能代表最終版本的樣子。
As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here.
作為背景,我先提一下我自己對這些機制的發展方向有一個更宏大的想法,但並不會一次全部實現。這些改動的目的是模擬國家官僚體系,或是模擬管理一個大帝國所產生的間接費用。我的次要目的是,希望你們能夠體驗到一個深陷於官僚主義的星球是多麼可笑荒謬。電影《巴西》(譯註:1985年反烏託邦電影,國內譯作《妙想天開》)是這裡靈感的一大來源。
Empire Sprawl
帝國規模
We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose.
我們想要擴展帝國規模機制的應用方式,讓它成為一個更有趣的機制。最大的變化是,人口現在會提高帝國規模的數值。帝國內的大部分要素都應該在不同程度上增加帝國規模值,以代表它們所帶來的行政負擔。
帝國規模
總體帝國規模:44(來自12個區劃:+12.0;來自1個星系:+0.8[快遞網絡-25%];來自1個殖民地:+1.5[快遞網絡-25%];來自32個人口:+28.8[完成和諧傳統樹-10%];)
行政容量:50(基礎值:30.0;來自人口職業:+20;)
當我們的帝國規模低於我們的行政管理能力時,我們不會受到任何懲罰。
帝國規模是量化衡量帝國所控制的領土,包括恆星系、殖民地、以及區劃在內的總體指標。帝國規模過大會對帝國的行政效率產生負面影響,從而增加科技、傳統、領袖、法令以及運動的花費。
Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all you rpops.
帝國規模現在可以從不同的來源進行修正,例如,擴張傳統中的快遞網絡Courier Networks現在將減少直接由行星和星系的數量造成的帝國規模。又如另一個例子所示,和諧傳統樹完成時會減少你所有的人口所造成的帝國規模。
We are also able to modify how much empire sprawl each pop contributes, and we』ve added a couple of new species traits that affect it. There are also machine variants of these traits.
我們也能夠修正每個人口貢獻多少帝國規模的數值,並且我們添加了一些能影響人口帶來帝國規模的新物種特性。這些特徵在機械人口上也有變種。
We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later.
我們還增加了當你的帝國規模超出行政管理能力時的懲罰。我們的目標不是使行政管理能力成為一個硬性上限,而是希望讓這個機制變成有必要投入一些資源用於提高行政管理能力。後續會詳細介紹。
機械智能
帝國修正:建立殖民地時額外人口+1;採礦站產出+10%;帝國規模懲罰+100%。
機械智能是巨大的人工群體思維,已經聯網成為一個有意識的實體。這樣一個國家的大多數實際人口都是無意識的工作單位,他們沒有任何自由意志地執行他們指定的任務。少數半自治的代理人通常被用於從一定程度的獨立主動性中受益的更專業的任務。
The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel 「centralized」 and to perhaps favor a more 「tall」 playstyle.
當前的計劃是,機械帝國將更加需要保持其行政管理能力與其帝國規模相符,因此機械帝國一旦超出上限,將承受更嚴厲的懲罰。我們希望機械帝國們能更「中央集權」,並可能傾向於一種更「種田精鋪」的遊戲方式。
蜂巢思維
帝國修正:人口增長速度+25%;帝國規模懲罰-25%。
蜂巢思維與其說是一個國家,更像是單一的有機體。人口沒有自由意志,一切行為不過是蜂巢思維的延伸——就如同軀體上的節肢。當與思維分離,個體會變得迷惑最終死亡。任何處在由蜂巢思維控制星球上的自由個體會被驅逐,處決,或者乾脆被當作獵物餵養整個群體。
Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a 「wide」 playstyle.
另一方面,蜂巢思維更能適應一個廣泛擴張的帝國,在任何蜂群無法同蜂巢思維保持聯接的時候,它們仍可以轉而依靠自己的直覺。因此,蜂巢思維將與一種更「擴張爆鋪」的遊戲方式更相容。
Administrative Capacity
行政管理能力
With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empire’s economy.
有了這些與帝國規模相關的改動後,我猜你們會問,那行政管理能力怎麼樣了呢?既然帝國規模的概念被拓寬了,行政管理能力也自然會是改動的一部分。現在,增加行政管理能力將成為規劃帝國經濟的重要部分。
行政部門
一個錯綜複雜的政府機構,包含官僚部門、次級官僚部門,以及次次級部門。
官僚職業:+2
官僚職業將消費品轉為行政管理能力。職業基礎維護:2消費品。
For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats.
對於常規帝國來說,官僚Bureaucrat是一種能夠通過消耗消費品以提高行政管理能力的新職業。這也是一個有著相應需求的專家職業。管理者Administrators職業沒有改動,且當前並不影響行政管理能力和官僚職業。
For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires.
對於機械帝國,協調者Coordinators的角色將從產出凝聚力轉為提高行政管理能力,而且他們將比官僚更加高效。而被稱作評估員Evaluators的新職業將為機械帝國產出凝聚力。
Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job.
蜂巢思維目前是最難產出行政管理能力的,但該效果也已添加至突觸工蜂Synapse Drone職業的功能裡面。
帝國特權
隨著我們文明的不斷增長,文明的心臟地帶也需要進一步擴張。更多的星系將被置於中央政府的直接控制之下。
效果:行政管理能力+20%
Certain sources that previously increased administrative capacity by a static amount now increase is by a percentage amount instead. This doesn’t affect the output of the jobs, but rather increases the total administrative capacity directly.
一些先前為行政管理能力增加固定數值的來源,現在將轉而以百分比的形式來提高。這將不會影響職業的產出,而會直接增加總體的行政管理能力。
Summary
總結
Personally I’m very excited for these changes and I’m very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, we』ll be interested to hear your thoughts.
我個人對這些改動感到十分興奮,期待在將來帶著它朝著下一步發展!希望你們享受閱讀這些將在今年晚些時候加入Stellaris的改動。像往常那樣,我們也十分樂意聽到你們的想法。
As mentioned in last week’s dev diary, the schedule for dev diaries will now be bi-weekly, so the next dev diary will be in another 2 weeks.
正如在上周(其實是上上周)的開發日誌中提到的那樣,現在開發日誌將變為每兩周一篇,因此下一篇開發日誌將在兩周後發布。
翻譯:Frost Norden
校對:zzztotoso 三等文官猹中堂
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