Stellaris開發日誌#105 | 2/15 2.0 版本號切莉改動全內容 前半部分

2021-01-14 牧遊社

Stellaris Dev Diary #105: 2.0 'Cherryh' patch notes 

Wiz, Game Director (Stellaris)

Part One



Hello everyone! 2.0 'Cherryh' and Apocalypse will be coming out in a week, so here as usual are the full patch notes in advance for your perusal. As we're still in the process of proofreading them, there might be omissions or errors, so please let us know if you spot anything that looks out of place. Thank you!

哈嘍同志們!2.0版本號切莉Cherryh更新和啟示錄拓展包Apocalypse Expansion即將發布,所以和往常一樣我們提前發布版本改動日誌以便讓玩家掌握更新動態。因為我們還在校對相關內容,所以日誌裡可能有一些遺漏和偏差,如果玩家大爺您看到了任何BUG請告知我們,感謝大家!


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############ VERSION 2.0.0 ###############

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############  2.0.0 版本  ##################

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# DESIGNERS' NOTE #

# 開發者的小貼士 #

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# #

# Stellaris has changed quite dramatically for 2.0, and in our experience, for the better. Overall you can expect the game-play to have been slowed down a little, and you now need to make active decisions on which star systems you want to expand into and control.

# Stellaris 2.0版本有著驚人的改動,而按我們的經驗之談,這些改動好處大大的有。總體來講各位會發現遊戲節奏放緩了一些,而現在玩家需要積極判斷應該擴張至並控制住哪個星系。

# #

# You will need to build starbases to control systems and defend your borders. You will need to outfit your starbases  with shipyards to buildmilitary ships, or turn them into powerful fortresses to defend vital choke points and strategically important locations.

# 玩家需要建立行星基地Starbase以此控制星系並保衛邊疆。而行星基地同樣需要建造船塢來生產軍艦,或直接轉換為一座要塞來保衛戰略要點或重要位置。

# #

# How you use your fleets will be different as well, as you now have a limit on how many ships you can have in one fleet.

# 玩家如何運用艦隊的方式也有所不同,正如各位所知,現在一支艦隊的艦船數量有上限了。

# It will also be important to make sure that your fleets are positioned correctly so that they can respond to any threat to your borders - whether be it from pirates or hostile space empires.

# 因此玩家需要決定艦隊的布置地點以使其快速應對邊境的各種威脅,比如海盜或敵對帝國。

# #

# The war system has changed as well, and you now need to make claims on an enemy's territory before declaring war on them.

# 戰爭系統也進行了改動,而玩家現在需要對敵方領土偽造宣稱才能宣戰徵服該地。

# This means that it is now possible to declare war for a single system without having to wage a long, drawn-out war for it.

# 這意味著現在可以僅為一個星系進行戰爭,而沒必要開始一場持久的總體戰。

# #

# Larger wars have changed as well, with the arrival of the Colossus in the Apocalypse expansion. The Colossusis a powerful super-weapon that can be equipped with various armaments, one of which is capable of blowing up a planet.

# 大規模戰爭也有了改變,在啟示錄拓展包Apocalypse Expansion中的巨像Colossus是一個強力的超級武器,可以與多種武裝相組合,其中一種甚至能直接打爆一個星球。

# #

# We hope you are ready for the Apocalypse. #

# 我們希望你已經準備好面對「天啟」了。#

# #

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# Expansion Features

# 拓展包特色

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# Colossus

# 巨像

* Added a new ship size called the Colossus, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). The Colossus needs an Ascension Perk and can be equipped with different planet-killer weapons capable of devastating entire planets.

* 添加了名為巨像的新型艦船,按照各種族艦船模板有對應的船體外表(如果玩家有小行星種族包人型生物種族包這些個擴展包將也得到對應船體)。巨像需要一個飛升槽位,且能夠裝備不同的足以摧毀一整個星球的殲星級武器。

 

# Titan

#泰坦

* Added a new ship size called the Titan, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). Titans are massive ships with Titanic-class weaponry that serve as the flagships of your fleet and have auras that can buff friendly ships and debuff hostiles.

* 添加了名為泰坦的新型艦船型號,按照各種族艦船模板有對應的船體外表(如果玩家有小行星種族包人型生物種族包這些個擴展包將也得到對應船體)。泰坦是有著符合其身型的強力武器的大型艦船,足以擔當艦隊中的旗艦,並擁有能夠增強友軍艦船弱化敵軍的光環效果。

 

# Ion Cannon

# 離子炮

* Added a new defensive platform called the Ion Cannon. The Ion Cannon is a Titanic-class weapon meant to defend your Starbases against enemy capital ships.

* 添加了名為離子炮的新防禦平臺。離子炮是泰坦級的武器,用以防禦行星基地並抵禦敵軍主力艦。


# Ascension Perks

# 飛升槽位

* Colossus Project, required tobuild the Colossus.

巨像計劃Colossus Project是建造巨像的必要條件。

* Enigmatic Engineering, preventsenemies from reverse-engineering debris from your ships and extends sensorrange.

天機工程Enigmatic Engineering可以防止敵方用逆向工程破解你的艦船設計並延伸探測器範圍。

* Nihilistic Acquisition, allowsyou to abduct Pops while bombarding enemy planets.

* 虛無掠奪Nihilistic Acquisition允許你在轟炸敵方星球時擄掠人口。

 

# Civics

# 公民特質

* Life-Seeded, changes yourhomeworld into a size-25 Gaia World but also makes other planet classesuninhabitable for your species.

* 生命之種Life-Seeded:將你的母星轉化為25格的蓋亞行星,但同樣會使其他種類的行星不適宜你的種族居住。

* Barbaric Despoilers, allowsyou to raid and abduct Pops while bombarding enemy planets but other empireswill dislike you.

* 維京風度Barbaric Despoilers,允許你在轟炸敵方行星時洗劫與劫掠人口,但其他帝國會降低對你的好感。

* Post-Apocalyptic, changes yourhomeworld into a Tomb World and allows your species to survive on other TombWorlds.

* 災末後裔Post-Apocalyptic,將你的母星轉變為一個死寂行星,並允許你的種族在其他同類星球上居住生存。


# Unity Ambitions

# 凝聚力野心

* A new set of very powerful edicts that cost Unity to enact. The cost is equal to one tradition unlock. Unity Ambitions are unlocked by the Ascension Theory technology.

* 一系列新的法令會消耗凝聚力來激活。其成本與解鎖一個傳統所需相同,凝聚力野心會由飛升理論科技來解鎖。

 

# Marauders

# 掠奪者

* Added a new type of non-playable empire, from which you may hire fleets, admirals, generals or pay them to attack your rivals. A Marauder empire can "awaken" under the leadership of a Great Khan, constituting a mid-game crisis. When that happens, the Marauder empire will begin to expand and attack its neighbors.

* 添加一種新的不可選帝國,你可以從中僱傭艦隊、海軍將領與陸軍將領或付錢讓他們攻擊你的競爭對手。一位偉大可汗Great Khan的出現可以「喚醒」一個掠奪者帝國,以此在遊戲中期帶來不可小覷的災難。當該事件發生時,掠奪者帝國會開始擴張並攻擊鄰國。

 

# Music

# 音樂

* Added 3 new music tracks by Andreas Waldetoft

* 添加了3個由Andreas Waldetoft創作的新樂曲。


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# Other Expansion Features

# 其他拓展包內容

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* UTOPIA: Psionic Assimilation: It is now possible for empires that have completed Psionic Ascension to give other biological species residing in their empire the Psionic trait through assimilation

* 烏託邦靈能同化Psionic Assimilation:現在擁有完整靈能飛升的帝國可以通過同化境內其他生物種族來共享其靈能特質了。

 

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# Free Features

# 免費內容

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# FTL Rework

# FTL重做

* Every empire now starts with the Hyperdrive FTL.

* 所有帝國現在都以超空間FTL移動方式開局。

* Wormhole Travel and Warp Travel are no longer available FTL types at the start of the game, and have been changed into additional (and very different from before) modes of travel detailed below.

* 蟲洞與曲率引擎不再是遊戲開始時可用的FTL類型了,而現在則變為額外(且與以往大相逕庭)的FTL類型,細節如下。

* Pairs of Natural Worm holes cannow be found scattered across the galaxy, connecting two star systems across vast distances. It is possible to pass through them for near-instantaneous travel, with the correct technology.

* 成對的自然蟲洞Natural Wormholes現在會散布在整個銀河系,連接兩個遙遠的星系。如果有正確的科技支持,那麼玩家便能借其進行近乎瞬間的折越。

* Gateways are ancient megastructures connected in a network. Like the Wormholes, they allow instant travel across the galaxy. Gateways need to be activated before they can be used, and you are able to construct new Gateways once you have the technology to do so. Gateways do not require Utopia to restore or build.

* 星門Gateway是遠古時代建成互連網絡的巨型建築。如同蟲洞一樣,使用它們能進行銀河系中的瞬間移動。星門需要激活才能使用,而玩家可以在擁有適當科技後建立新的星門。而星門不需要烏託邦DLC來修復或建造。

* FTL Inhibitors prevent hostile fleets from advancing, they can only leave by the hyperlane they came from while any FTL Inhibitors in the system remain active. Starbases and planets get access to FTL Inhibitors if you have researched the associated technology.

* 超光速抑制器FTL Inhibitors能阻止敵方艦隊推進,星系內的超光速抑制器使得敵人只能借來時的超空間航道離開。行星基地與行星在研究了相關科技後便可建造超光速抑制器。

* Jump Drives now allow fleets to make near-instantaneous point-to-point jumps that ignore hyperlanes. However, jumping has a long cooldown and significantly debuffs the fleet while the cooldown is in effect.

* 遷躍引擎Jump Drives讓艦隊能夠進行近乎瞬間的點對點的遷躍,無視超空間航道的存在。然而遷躍的冷卻時間很長,而遷躍後的艦隊作戰能力也會顯著地減弱。


# Starbases

# 行星基地

* System ownership is now determined by who controls the Starbase in it. Starbases are similar to Frontier Outposts and Spaceports combined into one, and they can be upgraded and specialized with different modules and buildings. You must now fully survey a system before constructing a Starbase in it

* 星系所有權是基於該星系中的行星基地的控制權。行星基地類似於邊境前哨以及空間港的結合體,能夠進行升級並強化特定模組與建築。你在建立行星基地之前必須完全探索該星系。

* Starbases can be upgraded from Outposts into Citadels (5 levels total)

* 行星基地可以從前哨Outposts升級至堡壘Citadels(總共5級)。

* Starbases have module slots (0/2/4/6/6) that can be filled out with different Modules such as Shipyards and Trading Hubs

* 行星基地擁有的模組槽位(0/2/4/6/6)可以用於添加不同模組,例如船塢Modules貿易樞紐Trading Hubs

* Starbases have building slots (0/1/2/3/4) that can be filled out with different Buildings such as the Fleet Academy and the Nebula Refinery

* 行星基地擁有的建築槽位(0/1/2/3/4)可以用於建造不同建築,例如艦隊學院Fleet Academy星雲精煉廠Nebula Refinery

* Starbases can build and maintain their own fleet of defensive platforms. The number of defensive platforms a Starbase can support depends on its size, buildings and other factors such as ascension perks

* 行星基地可以建立並維持一支防禦平臺型艦隊。平臺數量基於行星基地本身的大小、建築以及其他因素例如飛升槽位。

 

# Fleets

# 艦隊

* Fleet Command Limit is a cap on how many ships can be in the same fleet, effectively limiting how many ships a single admiral can command and provide bonuses to.

* 艦隊指揮上限Fleet Command Limit是一支艦隊裡艦船數量上限的數值,以此來限制一位海軍將領能指揮並提供加成的艦船數量。

 

# Ascension Perks

# 飛升槽位

* Most basic ascension perks are now available in the base version of Stellaris. Megastructures and Psionic/Biological/Synthetic ascension paths still require Utopia

* 大多數基礎的飛升槽位現在在原版Stellaris中也能使用了,巨型建築Megastructures與靈能、生物、混合類的飛升路徑仍需要烏託邦拓展包。

* Added the Eternal Vigilance ascension perk that boost your defensive capabilities, increasing starbase defensive platform cap, and effectiveness of defensive platforms and starbases

* 添加枕戈待旦Eternal Vigilance飛升槽位,能夠大幅提升防禦能力,提高行星基地的防禦平臺數量以及其運作效率。

* Added the Executive Vigor ascension perk that doubles your edict duration

* 添加內生活力Executive Vigor飛升槽位,加倍法令持續時間。

 

# Army rework

# 陸軍重做

* Attachments have been cut from the game. Some of their effects were rolled into techs

* 部隊附件Attachments被削除了,其中一部分被融入了科技中。

* Defensive armies are no longer built, but are rather created automatically to garrison planets from certain buildings, such as Capitals and Fortresses

* 防禦性陸軍Defensive armies不再需要進行組織,而是由在行星建立特定建築來自動成立駐軍,例如首都建築與要塞Fortresses

* Orbital Bombardment was changed. While a fleet is bombarding a planet, it will now deal damage to both armies defending the planet, and the planet itself. Planet damage is a value that goes from 0 to 100%, and once it hits maximum, a tile on the planet will be damaged, ruining any building on it and potentially killing pops and creating blockers. More severe forms of bombardment do more damage to both armies and planets

* 軌道轟炸Orbital Bombardment進行了修改。當一支艦隊在轟炸行星時,行星本身與防衛行星的軍隊都會受到傷害。行星損傷是從0%到100%來計算的數值,當其達到最大值時,行星表面的一格會受損,而其格內的建築會完全被破壞並導致該人口死亡,且會生成封鎖區。更激進的轟炸計劃會駐軍與行星造成更嚴重的傷害。

* Planets can now construct Fortress buildings that provide additional defensive garrisons. Armies spawned by a Fortress cannot suffer any damage from orbital bombardment while the Fortress is functional

* 行星現在可以建造要塞建築來維持額外駐軍。由要塞提供的軍隊在要塞仍運作時不會受任何軌道轟炸的傷害。

* Assault armies engaged in battle on a planet will now cause collateral damage to the planet, in the form of planetary damage similar to from bombardment. Different types of armies cause different amounts of collateral damage

* 突擊部隊Assault armies在行星上交戰時會造成對行星本身的附帶傷害,其形式與轟炸帶來的傷害相似。不同軍隊會造成不同級別的附帶傷害。

* Armies at low (<50%) morale will now have their combat ability reduced, in addition to the more severe penalty that already exists for being at 0 morale

* 士氣低落(<50%)的軍隊會喪失一部分作戰能力,在士氣歸零時而額外會有更嚴重的能力懲罰。

* Planets now have a combat width that determines how many units can take and deal damage at the same time during combat

* 各個行星現在擁有特定的作戰寬度來決定有多少單位在戰鬥中同一時間段內會承受與造成多少傷害。

* Planets no longer have a limit to how many armies can be garrisoned on them

* 行星駐軍不再有數量限制。

* Armies now have a chance to disengage from battle when they take damage and their health is at <50%. Disengaged units will not deal damage or take damage as long as there are other units to fill the combat width

* 當一支陸軍部隊生命值<50%的時候有可能會脫離戰鬥。只要有部隊能填補作戰寬度的空缺,脫離戰鬥的部隊則不會造成或承受任何傷害。

* Retreating from an invasion now results in each retreating unit having a chance of being overrun and destroyed. The chance increases if the unit is at low health

* 因被入侵而脫離行星的陸軍單位會有一定機率被擊潰與摧毀。該機率會因單位生命值低下而增長。


# Unit Experience

# 單位經驗

* Armies and Ships will now gain experience from combat and rank up. Higher rank armies/ships are more effective in battle

* 陸軍與艦船現在會從戰鬥中吸取經驗並升級。高級軍隊與艦船在戰鬥中的作戰效率更高。

 

# Galactic Terrain

# 銀河空間地貌

* Certain systems will now have effects on ships in them. Pulsars, Neutron Stars and Black Holes will affect ships in the same system in various ways, while Nebulas prevent all outside sensors from having a view of the system

* 特定星系現在會對艦船造成一定效果。脈衝星、中子星與黑洞會對處於同一星系的艦船造成不同影響,而星雲則會阻擋一切外來探測。

 

# Fleet Manager

# 艦隊管理器

* We have added a new interface that lets you manage your fleets. You can manage templates, retrofit designs and reinforce all fleets.

* 我們添加了為管理艦隊的新界面。你可以整理艦船模板、改造艦船設計並補充所有艦隊。

 

# Technology

# 科技

* Technologies have been reworked into 5 tiers, and many have had their base costs changed

* 科技重整為5個層級,而大多數基礎消耗都有調整。

* Renamed Atmospheric Restoration to Atmospheric Transformation

*將大氣層修復Atmospheric Restoration重命名為大氣層轉換Atmospheric Transformation。

* Doctrine: Fleet Support no longer unlocks any spaceport modules, but instead increases naval capacity

* 學說艦隊支援Fleet Support不會再解鎖任何空間海港模組了,但會提高艦隊容量。

* Interstellar Fleet Traditions tech no longer unlocks any spaceport module, but instead unlocks two starbasebuildings

* 星際艦隊Interstellar Fleet傳統的科技不再會解鎖任何空間海港模組了,但會解鎖兩個行星基地建築。

* Auxiliary Fire-control technology added to the game

* 添加了輔助火控科技AuxiliaryFire-control technology。

* Modular Engineering technology has been added, which reduces starbase building and module build cost by 25%

* 添加了模塊化工程Modular Engineering科技,以此降低25%的行星基地建築與模組建造時間。

* Each ship size has two technologies that increases hull points. For example, corvettes can increase their hull points by +100 two times

* 每一規格的艦船現在都有兩個提升船體耐久的科技。舉例說明,護衛艦可以進行兩次數值+100的船體耐久升級。

* Each ship size has a technology to increase the build speed of that ship size by 25%

* 每一規格的艦船都有一種提高25%生產速度的科技。

* Technologies that unlock new ship sizes also increase Fleet Command Limit by +10

* 解鎖新艦船規格的科技也會提升10艦隊指揮上限。

* Orbital Hydroponics tech removed from game

* 軌道水培Orbital Hydroponics科技被移除。

* Will to Power tech removed from game

* 權力意志Will to Powe科技被移除。

* Wormhole Stabilization technology has been added to the game, and it is required to travel through Wormholes

* 添加了蟲洞穩定化Wormhole Stabilization科技,此為蟲洞遷躍的先決科技。

* Gateway Activation technology has been added to the game, and it is required to activate Gateways and to travel through them

* 添加了星門激活Gateway Activation科技,此為星門激活與使用的先決科技。

* Gateway Activation technology has been added to the game, and it is required to build new Gateways

* 添加了星門建造Gateway Activation科技,此為建造新星門的先決科技。

 

# Traits

# 特質

* Traditional species trait has been added, which increases unity output

* 添加了因循的種族特質,提高凝聚力輸出。

* Quarrelsome species trait has been added, which reduces unity output

* 添加了好鬥的種族特質,降低凝聚力輸出。


# Spaceports

# 空間站

* Spaceports as an entity no longer exist, and starbases with shipyards are required to build military ships. Every planet can build civilian ships through the spaceport tab, including Habitats

* 空間站整個不在遊戲中存在了,而行星基地與船塢會負責生產軍事艦船。每個行星都可以通過空間海港界面來建造民用艦船,包括軌道棲所Habitats

* All spaceport modules removed from the game. Some were converted into Starbase buildings

* 移除所有空間站模組。一部分轉為行星基地建築。

 

# Pirates

# 海盜

* Pirates can now spawn in any unowned system near your borders. Pirate spawns keep getting stronger as the game goes on. Pirates will raid systems to destroy mining and research stations

* 海盜現在會在邊境區域一切未有主權的星系生成。其實力隨遊戲時間而增長。海盜會劫掠星系並摧毀採礦與科研站點。

* Pirates cannot spawn during the first 10 years of the game

* 遊戲開始的10年不會生成海盜。

 

# Sensors & Intel

# 探測器&情報

* Sensor range is now a measure of how many FTL jumps away you can see rather than euclidian distance. A sensor range of 1 gives view of only the same system, 2 of same and neighboring system, and so on
* 傳感範圍現在以超光速遷躍次數為單位,而不是以歐氏距離為測量方式(譯註:歐幾裡得度量EuclideanMetric,也稱歐氏距離,是一個通常採用的距離定義,指在m維空間中兩個點之間的真實距離,或者向量的自然長度,即該點到原點的距離。在二維和三維空間中的歐氏距離就是兩點之間的實際距離)。1單位傳感範圍會擁有本星系的視野,而2單位的傳感範圍則擁有鄰星系的視野,以此類推。

* Intel levels have changed. They are as follows: None (Unknown), Low (unsurveyed but known), Medium(surveyed, not in sensor range), High (unsurveyed, in sensor range) and Full(surveyed, in sensor range)

* 情報等級進行了改動。分級如下:無(未知),低(未偵測但已知),中(已偵測但在探測範圍外),高(未偵測但在探測範圍內),全(已偵測及處於探測範圍內)。

* You no longer need to survey systems owned by other empires you have comms with. Exception is systems owned by Fallen Empires or Marauders

* 玩家不必再特地偵測已有交流的帝國所控制的星系。除非該星系處於墮落帝國或掠奪者手中。

 

# Edicts

# 法令

* Edicts now all have an up-front cost and a duration, rather than being able to be toggled on and off. The only exception are one-off edicts such as Land Reclamation

* 所有法令現在都有啟動成本與一個持續期,而不是單純的點擊啟用與停用,除了例如土地清理Land Reclamation這樣的一次性法令。

* Removed a bunch of planetary edicts, and many others were turned into empire edicts. In addition, many of them have had their effects tweaked or reworked.

* 移除了一大批行星法令,而其他許多同類則轉為帝國法令。另外,其中很多法令的效果已經進行了調整與重做。

* Recycling Campaign empire edict added to the game, which reduces consumer goods cost

* 添加了帝國法令:回收利用運動Recycling Campaign,降低消費品使用。

* Healthcare Campaign empire edict added to the game, which increases pop growth

* 添加了帝國法令:醫保運動Healthcare Campaign,提高人口增長。

* Education Campaign empire edict added to the game, which increases leader experience gain

* 添加了帝國法令:教育運動Education Campaign,提高領導人所得經驗。

* Fear Campaign empire edict added to the game, which increases unity output and xenophobia

* 添加了帝國法令:恐懼政策運動Fear Campaign,提高凝聚力輸出與排外主義影響。

 

# Game Setup

# 遊戲設定

* Can now set when mid-game and end-game events will start at galaxy setup

* 現在能在遊戲設定中規劃遊戲中期與後期事件發生的具體時間。

* Can now set overall speed at which tech and traditions are unlocked at galaxy setup

* 現在能在銀河設定中設置整體遊戲速度來影響科技與傳統的解鎖

* Can now set frequency of wormholes and abandoned gateways at galaxy setup

* 現在能在銀河設定中設置蟲洞與廢棄星門的出現機率


# Misc.

# 雜項

* Added some new events for gaining additional Precursor artifacts outside of anomalies, this should guarantee that precursor chains can always be completed

* 添加了一些不必通過異常狀況就能獲得額外先驅神器的事件,這一點能保證先驅事件鏈能正常完成。

* It is now possible to start a game with no other empires in it, but this will disable conquest victory

* 現在可以在沒有其他帝國的情況下開始遊戲,不過會使得徵服勝利不可用。

* You now start with your home system explored, and largely fixed (slightly randomized) number of resources present

* 現在遊戲開始時會自動偵測母星星系,且極大程度上修正了資源分布(輕微隨機化)。

* No longer possible to trade star charts with other empires, instead you can trade for communications

* 玩家不能再交易星圖了,取而代之則是通訊權。

* War Philosophy now controls whether or not you can freely make claims on other empires. It is always possible to claim systems of empires that you are fighting a defensive war against

* 戰爭哲學War Philosophy現在是限制玩家能否自由地造其他帝國宣稱的機制。但玩家可以不受限制地對正侵略你的敵人創造宣稱。

* Broken planets are now their own planet class, instead of using the barren planet class

* 破碎星球Broken planets現在獨立為一個行星分類,而不是佔用荒蕪行星類別。

* The Scyldari are now Spiritualist rather than Materialist, as the prescripted empires were looking a bit Materialist-heavy

* 辛達裡人Scyldari現在會偏向唯心主義而非唯物主義,而預設帝國則偏向唯物主義

* Changed the Iferyx from Xenophobe to Pacifist, and gave them Corporate Dominion, to give them a different AI personality from Yondars

* 艾佛裡斯人Iferyx從排外主義改為和平主義,並讓其成為企業帝國,以區分與勇達爾人Yondars的AI特性。

* Added new component reactor booster with 3 levels and accompanying techs - aux slot component that gives extra power to ships, the basic version is available as a start tech

* 添加了新的組件,分3級的反應堆加速器與相關科技——能夠為艦船提供額外加成的輔助槽位,基礎版本會作為開局已有科技。

* Mineral Processing technology no longer gives +2000 Mineral storage cap, but rather unlocks Nebula Refinery

*礦物精煉廠Mineral Processing科技不再提供2000礦物儲存上限,取而代之則解鎖星雲提煉廠NebulaRefinery。

* Consolidated mineral storage modifiers from techs into just a few techs instead of spread all over

* 礦物儲蓄倉Mineral Storage的強化科技被整合進數個科技中而不是先前的一系列科技。

* Military Stations removed as a buildable station type. They are now Defensive Platforms for starbases.

* 軍事站點Military Stations從可建造中移除。它們現在是行星基地的防禦性平臺。

* Added Resource Replicator building and accompanying late-game tech, which converts 50 energy into 30 minerals per month

* 添加資源複製器Resource Replicator建築與相關遊戲後期科技,每月將50能量轉為30礦物。

* Auxiliary Fire-control aux component added to the game, which is an aux slot component that increases weapon hit chance

* 添加了輔助火控作為輔助組件,可以提高武器命中率。

* Curators now ask if you wish to renew their research agreement when it ends
* 策展人Curators會在研究協議結束時詢問是否延續協議。

* Added a new Corvette-section: Picket Ship with 1 point-defense slot and 2 small slots

* 添加新的護衛艦模板:警戒艦Picket Ship,1個點防禦槽與兩個小型槽位。

* Added Feral Prethoryn events

* 添加狂野虛空惡魔Feral Prethoryn事件。


###################

# Balance

# 平衡

###################

 

# Important

# 重要內容

* Armor has been reworked completely. It is no longer a damage reduction modifier, but rather a separate source of hit point, similar to hull points or shields.

* 裝甲進行了全面重做。它不再是一個提供降低傷害修正的要素,但更偏向於一個單獨的血槽,與船體值與護盾值類似。

* Weapons can deal additional (or reduced) damage to hull points, armor and shields. Damage is first applied to shields, then armor and lastly hull.

* 各類武器現在能對船體、裝甲與護盾造成額外(或更少)傷害。傷害先計算於護盾,然後是裝甲,最後是船體。

* Most weapons have been reworked in accordance with these new changes. All weapons have been rebalanced according to a 1.3 tech curve, meaning for example that Blue Lasers are 1.3x stronger than Red Lasers (rather than about 1.10-1.15x as before)

* 大多數武器都基於以上改動進行了重做。所有武器都根據1.3科技係數進行了重新平衡,舉例藍色雷射現在是紅色雷射傷害的1.3倍(而不是以前1.10-1.15倍率)。

* Missiles have been completely reworked. All missiles now use the guided slot and ignore shields completely

* 飛彈進行了全面重做。所有飛彈現在會使用制導裝置並無視整個護盾系統。

* Reactors are now a required component, and are no longer placed in Utility Slots

* 反應堆現在是一個必要組件,並不再佔用通用槽位。

* Strike Craft now only exist as one entity, and are no longer split up between bombers and fighters

* 突擊戰機Strike Craft現在算作一個整體,而不再區分轟炸機與戰鬥機。

* Point-Defense has been reworked to adjust for new strike craft stats

* 點防禦進行了重做以符合新的突擊戰機屬性。

* You now always start the game with laser, projectile and missile weapon techs, as well as basic shields and armor tech

* 現在所有帝國都會以雷射武器、動能武器與飛彈武器科技開局,同樣也有基礎護盾與裝甲科技。

* Becoming Federation President now requires an empire to own at least 10% of a Federation's total planets, OR at least half the number of planets of the largest member. Empires who do not fulfill this condition will be passed over for leadership.

* 成為聯邦主席的帝國需要佔據聯邦行星總數的10%,或至少有規模最大的帝國成員的一半領土數量。不符合這一條件的帝國必須交出領導權。

* Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops' corvette exploration')

* 只有載著科學家的科研船才能進入完全沒有情報的星系(杜絕「護衛艦開視野」)。

* Added Force Disparity mechanics. In combat, a smaller force that is engaging a larger one (based on total combined fleet sizes) will now get a bonus to firing speed, to make casualties in battles less lop-sided

* 添加力量差距Force Disparity機制。在戰鬥中,小規模部隊在進攻更大的部隊時(基於總體艦隊規模)會獲得射速加成,以防止戰鬥損失過於不平衡。

* Ships now have a chance to disengage from combat whenever they take hull damage while already at <50% health. The chance depends on the amount of damage dealt, the ship size (smaller ships have an easier time disengaging) and ship/country modifiers. Disengaged ships are not dead, but do not take any further part in the combat, and rejoin the fleet once combat ends

* 所有艦船現在有機會在生命值<50%時並船體損傷時脫離戰鬥。脫戰機率基於所受傷害、艦船大小(小型艦船脫戰機率更高也更容易)以及艦船/國家修正。脫戰艦船並非被擊毀,但不會再參與該戰役中的任何戰鬥,並在戰後重新歸回艦隊。

* Leaders now cost 200 energy to hire instead of 50 influence

* 現在要花費200能量而不是50影響力來僱傭領導人。

* Resettlement now costs energy instead of influence

* 重新定居現在會花費能量而不是影響力。

* Basic (lvl 0) Farms, Mines and Power Plants removed

* 移除基礎(lvl 0)農場、礦場與能量站。

* Lvl 1 buildings (Farms, Mines, Power Plants) can now be built on new colonies

* Lvl 1/一級建築(農場、礦場與能量站)現在可以在新殖民地建造。

* Ship upkeep is now 1% of cost in minerals, and 0.5% of cost in energy

* 艦船維護為現在為建造所費的1%礦物與0.5能量。

 

# Ethics

# 帝國倫理

* Xenophobe ethics now reduce starbase influence cost by 20%, and claim cost by 10%

* 排外主義現在將降低行星基地的20%影響力成本與10%宣稱成本。

* Fanatic Xenophobe ethics now reduce starbase influence cost by 40%, and claim cost by 20%

* 狂熱排外主義將降低行星基地的40%影響力成本與20%宣稱成本。

* Spiritualist ethics now increase unity output by 10%, and reduce edict cost by 5%

* 唯心主義現在增加10%凝聚力輸出,並降低5%法令成本。

* Fanatic Spiritualist ethics now increase unity output by 20%, and reduce edict cost by 10%

* 狂熱唯心主義現在增加20%凝聚力輸出,並降低10%法令成本。

 

# Civics

# 公民特質

* Buffed Shadow Council to -75% influence election cost

* 通過降低-75%選舉成本來增強影子議會Shadow Council。

* Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)

* 內驅同化者Assimilators可以讓賽博人Cyborgs進行繁殖(他們不需要食物來增長)。

* Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research

* 作為內驅同化者成功同化一個人口會生成等同一個月產量的凝聚力與社會學研究點數。

* Driven Assimilators can now research most Genetics techs

* 內驅同化者可以研究大多數通用科技。

* Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops

* 內驅同化者可以從賽博人人口中徵召突擊部隊與防禦部隊。

* Servitor Morale modifiers caling has been made more granular, updating per every 5% Bio-Trophypopulation rather than every 10%

* 僕從士氣Servitor Morale修正比例調整地更分散,每5%有機體人口提升一級士氣而非10%。

* Rogue Servitors and Assimilators can now uplift species

* 失控僕從Rogue Servitors與內驅同化者現在可以升華種族。

* Corporate Dominion civic now increases Trading Hub energy output by 1, instead of +10% energy credits. In addition, it also unlocks Private Colony Ship

* 企業帝國Corporate Dominion公民特質現在會提升貿易站點1點能量產出而不是增加10%能量點,此外也會解鎖私人殖民船。

* Imperial Cult civic no longer reduces edict cost by 33%, but rather increases edict duration by 20%

* 帝國崇拜Imperial Cult公民特質不再降低33%的法令成本,而是增加其持續時間的20%。

* Cutthroat Politics civic no longer increases monthly influence by +1, but rather reduces edict cost by -20%

* 傾軋政治Cutthroat Politics公民特質不再每月增加1點影響力,而降低20%的法令成本。

* Inward Perfection no longer increases monthly influence by +1, but rather increases edict duration by 10%

* 內聖之道Inward Perfection不再增加每月1點影響力,而是增加法令持續時間的10%。

* Charismatic ruler trait effect on edict cost reduced from -20% to -10%

* 魅力非凡Charismatic的領導人對法令成本降低的影響從20%變為10%。

* Planetary Unification technology now increases monthly unity by +5

* 行星統一Planetary Unification科技現在提高5點每月凝聚力。

* Distinguished Admiralty civic no longer increases evasion or fire rate, but rather increases admiral level cap by 2

* 卓越艦隊Distinguished Admiralty公民特質不再會提高迴避與射擊頻率,而是提高海軍將領等級上限+2。


# Traits

# 特性

* Fortifier ruler trait effect changed to reduce starbase upgrade cost by 20%

* 工事專家特性的統治者會降低20%行星基地升級成本。

* Trickster admiral trait now gives +25% ship disengagement chance instead of -50% emergency FTL damage

* 魔術師海軍將領特性會為艦船提供25%脫戰機率而不是減少50%緊急遷躍傷害。

* Charismatic ruler trait effect on edict length reduced from +25% to +20%

* 魅力非凡的領袖特性對法令持續時長的影響從增25%改為20%。

* Deep Connections ruler trait now requires Planetary Unification technology and is no longer available for starting rulers

* 擁有深度連接特性的領袖現在需要行星統一科技且不再作為可用的起始領袖。

* Eye for Talent ruler trait no longer increases leader recruitment cost, but instead increases Leader Experience Gain by 20%

* 擁有慧眼特性的領袖不再增加領導人僱傭成本,而是增加領導人20%所得經驗。

* Eager and Newboot now reduce leader cost by -50% (instead of -33%)

* 熱切和新星特質現在會降低50%領導人成本(而不再是33%)。

* Fertile trait now also increases unity output by 10% and other species happiness by 5%

* 多產特性現在也會提高10%凝聚力輸出,以及5%其他種族的滿意度。

* Erudite trait effect on leader level cap increased from 1 to 2

* 博聞多識特性對領導人等級上限的提升從1改為2。

* Robust trait gene point cost reduced from 6 to 4, and also increases all pop output by 5%

* 活力四射特性使基因點成本從6降低到4,並增加5%所有人口產出。

 

# Technology

# 科技

* Technology cost is now based on number of owned planets & systems, number of pops has no effect

* 科技成本現在會根據所有行星與星係數量來權衡,人口數量不會有影響。

* Corps of Engineers now increases starbase upgrade speed by 25% and reduces starbase upgrade cost by15%

* 工程軍團科技現在能提高25%行星基地升級速度並降低15%升級成本。

* Combat Training technology now gives +15% assault army damage and morale

* 作戰訓練科技現在會提供15%突擊部隊傷害與士氣。

* Technology is now twice as expensive to research for Awakened Fallen Empires

* 覺醒後的墮落帝國的科技成本現為先前的兩倍。

* Moved some techs to the Computing and New Worlds tech categories, to make them more useful specializations

* 部分科技被調入計算機學與新世界科技組,以使其能夠對特項強化更有用。

* Renamed Rocketry category to Propulsion, and moved kinetics weapons tech into it, to make it a more useful specialization

* 將火箭科技重命名為動力學Propulsion,且將動能武器轉進該分類,讓它成為更有用的專項強化選項。

* All technologies should now belong to a category intended for its field, ie no more statecraft technologies in physics

* 所有科技現在應該都有一個特定歸屬的領域,舉例來講,玩家不會再在物理學中才能搞明白如何治理國家。

* Gaia Creation technology removed from the game, Gaia World terraforming is now a part of the World Shaper ascension perk

* 移除了蓋亞創造科技,蓋亞行星地表改造現在歸於世界塑型者飛升槽位的一部分。

* Planetary Unification technology now unlocks campaign edicts

* 行星統一科技現在會解鎖各項運動法令。

* Atmospheric Manipulationtechnology removed

* 移除了大氣操控科技。

* Terrestrial Sculpting technology now allows you to terraform planets into other climates as well

* 地表塑造科技現在也能讓玩家改造地表氣候。

* Terrestrial Sculpting technology base cost increased from 1000 to 2000

* 地表塑造科技的基礎成本現在從1000提高到2000。

* Ecological Adaptationtechnology base cost increased from 3000 to 4000

*  生態適應科技的基礎成本現在從3000提高到4000。

* Ecological Adaptation technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation

* 生態適應科技現在要求地表塑造而不是大氣操控作為先決科技。

* Climate Restoration technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation

* 氣候恢復科技現在要求地表塑造而不是大氣操控作為先決科技。

* Galactic Markets technology now requires Colonial Centralization instead of Galactic Administration

* 銀河市場科技現在要求殖民地集中化而不是銀河管理作為先決科技。

* Galactic Benevolence technology now requires Colonial Centralization instead of GalacticAdministration

* 銀河仁愛科技現在要求殖民地集中化而不是銀河管理作為先決科技。

* Interplanetary Research Initiative technology now requires Colonial Centralization instead of Galactic Administration

* 全星協同研究科技現在要求殖民地集中化而不是銀河管理作為先決科技。

 

# Traditions

# 傳統

* Tradition cost is now based on number of owned planets & systems, number of pops has no effect

* 傳統成本現在現在會根據所有行星與星係數量來權衡,人口數量不會有影響。


# Expansion

# 擴張

* Reach for the Stars expansion tradition no longer affects colonization influence cost, but rather reduces starbase influence cost by 10%

* 獲得行星擴張傳統不再會影響殖民影響力成本,而是降低10%行星基地影響力成本。

* Galactic Ambitions expansion tradition no longer reduces upkeep for frontier outpost, but rather increases starbase capacity by 2

* 星河野望傳統不再會降低邊境哨站的維護費用,而是提高2個星基地上限。

 

# Domination

# 支配

* Domination adopt effect now unlocks Demand Tribute and Demand Vassalization diplomatic actions instead of the previous effects.

* 採取支配傳統的效果現在改為解鎖要求朝貢與要求附庸這兩項外交行動。

 

# Purity

# 純淨

* Never Surrender purity tradition now increases starbase hull points by +10% and defensive army health +50%

* 永不投降的純淨傳統現在會提高10%行星基地船體值生命與50%防禦駐軍生命。

 

# Prosperity

# 繁榮

* Administrative Operations now also reduces starbase upkeep by 10%

* 行政管理現在也會降低10%行星基地維護費用。

* Administrative Operations no longer unlocks private colony ship, but rather increases energy output by 5% and Trading Hubs produce an additional 1 energy

* 行政管理不再解鎖私人殖民船,而是提高5%能量輸出並讓貿易站點提供額外1點能量。

 

# Harmony

# 和諧

* The Greater Good effect on unrest reduction reduces from 25% to 20%

* 上上善道對動亂度的降低從25%降低到20%。

 

# Supremacy

# 霸權

* Supremacy adopt effect no longer increases border range, but rather increases starbase capacity by 2 and reduces starbase upgrade cost by 20%

* 採取霸權傳統帶來的效果不再會擴張邊境,而是會提高2個行星基地上限並降低20%升級成本

* Supremacy finish effect no longer increases fire rate, but instead unlocks War Doctrine policies, which allow you to give different bonuses to your ships

* 完成霸權傳統帶來的效果不再會提高射速,而是會解鎖戰爭學說政策,讓玩家能為自己的艦船提供不同升級

* Master Shipwrights no longer increases naval capacity, but rather reduces upgrade cost by 20%.In addition, the effect on ship build speed has been increased from +15% to +25%

* 造船大師Master Shipwrights不會再提高海軍容量上限,而是降低20%升級成本。另外,對艦船建造速度的加成從15%提高到25%

* Right of Conquest now reduces claim cost by 20% instead of war demand cost

* 徵服權利Right of Conquest會降低20%宣稱成本而不是戰爭需求成本

* War Games no longer increases admiral level cap, but rather increases command limit by 20 and ship fire rate by 10%

* 軍事推演War Games不再會提高海軍將領升級上限,而是提高20指揮上限與10射速。

 

# Discovery

# 探索

* Polytechnic Education effect on leader experience gain reduced from 33% to 25%

* 理工教育對領導人所得經驗的加成從33%調整至25%。


# Ascension Perks

#飛升槽位

* Interstellar Dominion no longer increases border range, but rather reduces starbase influence cost and claim cost by 20%

* 星際主權Interstellar Dominion不再會擴張邊境,而是會降低20%行星基的影響力地與宣稱成本。

* Mastery of Nature no longer unlocks all tile blocker clearing technologies, but rather gives your planets access to an edict that can permanently increase their size by 1 to 3, depending on their size. In addition, effect on tile blocker clear cost reduces from 50% to 33%.

* 自然掌控Mastery of Nature不再會解鎖所有去除封鎖區的科技,而是讓玩家的星球能夠選擇讓其行星基於行星本身大小永久提升1至3個地塊的法令。另外,對清楚障礙的成本降低從50%調整至33%。

* One Vision now also increases unity output by 10%

* 一心同體One Vision現在也會提高10%凝聚力輸出。

* World Shaper now requires Climate Restoration technology

* 世界塑型師World Shaper現在需要氣候恢復作為先決科技。

* World Shaper no longer gives Atmospheric Manipulation technology, but rather unlocks the ability to terraform planets into Gaia Worlds. In addition, effect on terraforming speed removed.

* 世界塑型師World Shaper不再會提供氣候操控科技,而是解鎖將行星轉化為蓋亞行星的選項。另外,移除了對行星改造速度的影響。

* Voidborne now only requires Star Fortress technology

* 太空子民Voidborne現在只需要行星要塞作為先決科技。

* Galactic Force Projection effect on naval capacity reduced from 200 to 80. In addition, fleet command limit is also increased by 20.

* 銀河布武Galactic Force Projection對海軍容量上限的加成從200調整為80。另外艦隊指揮上限也增加了20。

 

# Crisis

# 危機

* Reduced the chance of the Contingency crisis triggering

* 減少觸發肅正協議Contingency災難的發生機率。

* Contingency now uses particle/tachyon lances instead of Arc Emitters

* 肅正協議現在會使用粒子/速子光矛而非電弧發射器。

* Contingency-occupied planets are now left without an owner upon liberation to prevent border gore

* 肅正協議控制的行星現在在被解放時不會有主權以避免邊境衝突問題。

 

 

# Fallen Empire

# 墮落帝國

* It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn

* 如果你有智械黎明拓展包Synthetic Dawn的話可以在巨型銀河系中布置5個墮落帝國。

 

# Misc.

# 雜項

* No longer possible to release a planet undergoing Stellar Culture Shock as a vassal

* 不再能夠解放一個正處於異星文化衝擊的行星成為附屬。

* Native Indoctrination now costs energy but gives society research

* 教化土著現在耗費能量但會提供社會學研究加成。

* Increased the energy cost of native Enlightenment and Infiltration

* 提高啟蒙土著所耗能量與滲透。

* Boosted the society output of Passive and Active native observation

* 提高被動與主動式觀察帶來的社會學輸出。

* Living Metal now gives -20% Megastructure Build Cost instead of +30% Megastructure Build Speed

* 活性金屬現在降低巨型建築的20%建造成本而不是提高30%的建造速度。

* Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare, as the happiness boosts provided were simply not worth the massively increased costs

* 由於其所提供的快樂度並不符合其嚴重提高的成本,藥物沉醉烏託邦社會福利生活標準的消費品成本降低了。

* Increased effect of leader skill on election support

* 提高領導人技能對選舉支持的影響。

* Domesticated Prethoryn fleet no longer uses naval capacity, and cannot be disbanded

* 馴化的虛空惡魔艦隊不再會佔據海軍容量,而也無法被解散。

* Colonized planets and habitats always have a spaceport tab to build civilian ships

* 殖民後的行星與棲息地總會有一個空間海港來建造民用艦船。

* The fleet donated by the Cybrex no longer uses up naval capacity and cannot be disbanded

* 由賽伯勒克斯所提供的艦隊不會再佔用海軍容量,也無法被解散。

* Machine Leaders no longer cost 100% more influence (random breakdowns are balanced enough against leader age)

* 機械領導人不再會花費多一倍影響力(隨機分配與領導人年齡足夠平衡了)。

* Afterburners now add some evasion

* 助推器現在會增加一些迴避。

* Synthetics in Servitude no longer have a penalty to energy production

* 侍從的合成人不會再有能量生產懲罰了。

* Hacking the Infinity Machineis now far more likely to succeed, and yields a better reward

* 侵入無盡神機將不再那麼容易,而其獎勵也更豐厚

* Self-Modified Pops now count as a different species for the purpose of species rights

* 自我進化的人口現在為區分種族權利而被算作不同種族。

* Planetary Shield Generator now only requires Planetary Administration rather than Capital

* 行星護盾生成器現在只需要行星管理科技而不需行星首都存在。

* Xenophobe empires will no longer experience Pop self-modification, as this would just result in them being instantly enslaved

* 為防止自我進化的人口被立刻奴役,排外帝國不再會經歷自我進化。

* Shields and Armor technologies have now had their costs rescaled a bit

* 護盾與裝甲科技現在重新規劃了其成本。

* You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data

* 玩家會自動獲得有通訊交流的帝國的大多數星系的信息。部分帝國例如墮落帝國是不會共享偵測數據的。

* Each ship class now has multiple types of combat computers to choose from, with different combat tactics suitable for the ship class.

* 每一種艦船級現在都有不同的可選戰鬥計算機,有著風格各異的戰術適用於該類型。

* Science, Construction, Transport and Colony Ships are no longer designable, but rather has a fixed cost and are auto-updated with the latest components

* 科研船、工程船、運輸船與殖民船不再是可設計的船隻,而是固定成本與自動升級最新配件的艦船。

* Reworked Enigmatic Shields and Power Cores into Dark Matter Deflectors/Reactors, tier 5 techs that can be scavenged from Fallen Empires

* 將神秘護盾與神秘反應堆重做為暗物質偏射盾與反應堆,屬於能從墮落帝國手中奪取的第5級科技。

* You can now repair and get reduced orbit maintenance at allied starbases

* 玩家現在可以在友方行星基地進行修復並降低軌道環繞維護費用。

* The orbit maintenance cost reduction is now applied when orbiting a starbase with Crew Quarters, not when orbiting a planet

* 軌道環繞帶來的維護費用降低現在會在環繞於一個有艦員營房的行星基地時生效。

* Stars now always have some sort of deposit, so that there are no completely useless systems

* 各個星球現在都會擁有某種儲備資源,以防出現完全沒有用處的星系。

* Crystal-Infused and Crystal-Forged plating are now regular utility slot items that add hull points to ships

* 水晶鍍層與水晶鍛造現在屬於增加艦船船體生命值的常規通用槽位。

* Significantly reduced the amount of naval capacity empires get in the late game. Maximum possible naval capacity is now 1000

* 大幅降低了遊戲後期帝國的海軍容量。最大海軍容量現為1000。

* Doubled the impact of more advanced thrusters on ship sublight speed

* 將更先進的推進器對艦船次光速時的影響加倍。

* Shield Capacitors now increase shield hit points by +10% instead of increasing shield regen

* 護盾增容器現在提高10%護盾值而不是提高護盾恢復速率。

* Lowered MTTH on the Dragon's Hoard events

* 降低龍之寶物的平均發生時間。

* Most ship sizes can now be inspected, even crisis ship designs

* 大多數艦船大小都可以進行考察,甚至是災禍艦船的設計。

* Defensive Platform build time reduced from 180 to 120

* 防禦平臺的建造時間從180調整為120。

* Defense Platform upkeep costs reduced from x0.75 to x0.25

* 防禦平臺的維護費用從0.75倍降低至0.25。

* Mineral Processing and Advanced Mineral Processing technologies no longer unlock Mineral Silos

* 礦物處理以及先進礦物處理科技不再會解鎖礦物儲存井。

* Removed Mineral Silo buildings from the game, and is now instead a starbase building

* 移除了礦物儲存井建築,並改為行星基地建築。

* Added tradition effects on tech weights for some technologies

* 添加傳統對某些科技權重的加成。

* Private Colony Ship is now unlocked by the Corporate Dominion civic

* 私人殖民船現在由企業國度公民特質解鎖。

* Authoritarians can now use species-wide slavery

* 威權主義現在可以奴役任何種族。

* Equalized combat computer stats and specialized them more towards their specific roles

* 平衡戰鬥電腦的數值並為其進行各用途的特化。

* Habitat Labs effect on research output reduced from 3/3/3 to 2/2/2

* 棲息地實驗室對研究產出從3/3/3調整為2/2/2。

* Gaia Planets and Machine Worlds now have the same cost (10000) and time to complete (7200)

* 蓋亞行星與機械世界現在調整為相同的的成本(10000)與完成時間(7200)。

* Gaia World now increases pop output by +10% instead of increasing unity output by +15%

* 蓋亞行星現在會提高10%人口產出而非15%凝聚力輸出。

* Machine World effect on pop output reduced from +25% to +20%

* 機械世界對人口產出的加成從25%調整為20%。

* Delicious Titans modifier now gives +20 food (static) instead of +50% food

* 美味的泰坦生物修正現在提供額外20食物而非額外50%食物。

* Doubled the chance for non-Tomb World colony event chains to fire within the first five years aftercolonization

* 將在非死寂世界殖民後前五年內的殖民地事件鏈發生機率加倍。

* Trader Enclaves now give resources monthly instead of in lump sums when you make a trade deal with them.

* 貿易城邦現在會每月提供資源而非在協議完成後一次性提供總額。

* The Artisan opinion reward for patronage is now given immediately instead of monthly

* 對藝術家城邦的贊助獎勵會立即發放而非每月獲得。

* Demand Vassalization and Demand Tribute diplomatic actions now require Domination Traditions to be adopted

* 要求成為附屬與要求上貢的外交行動現在要求霸權傳統。

* Art Monument purchase cost increased from 1500 to 3000

* 購買藝術紀念碑的花費從1500調整為3000。

* Ministry of Culture purchase cost increased from 2000 to 5000

* 設立文化部的花費從2000調整為5000。

* Ministry of Benevolence building influence cost increased from 100 to 150

* 仁愛部建築的影響力成本從100提升到150。

* Ministry of Benevolence building mineral cost reduced from 500 to 300

* 仁愛部建築的礦物成本從500調整到3000。

* Galactic Stock Exchange building influence cost increased from 100 to 150

* 銀河證券交易所建築的影響力成本從100提升到150。

* Galactic Stock Exchange building mineral cost reduced from 500 to 300

* 銀河證券交易所建築的礦物成本從500調整為300。

* Research Institute building mineral cost reduced from 500 to 300

* 研究機構建築的礦物成本從500調整為300。

* Research Institute building influence cost increased from 100 to 150

* 研究機構建築的影響力成本從500調整為300。

* Plague Memorial building effect on happiness reduced from +10% to +5%, but now also produced 2 unity

* 疫病紀念碑對快樂度的加成從10%調整為5%,但仍提供2點凝聚力。

* Consolidated the three Curator enclaves into a single country

* 將三個類型的城邦整合為一個國家。

* Energy Torpedoes have been reworked into a long-range plasma-like artillery weapon that go into the L-slot

* 重做了能量魚雷,使其成為一種長距離類等離子的火炮武器,適用於L號槽位。


###################

# AI

###################

 

* Major AI work and changes for new and changed features

* 主要AI跟新與改動以適應新內容

* Fixed AI evaluation of which portal belongs to which extra-dimensional invader

* 修正AI對哪個傳送門屬於哪個高維入侵者的評估

* Added a 'crisis fighter' AI module used for Cybrex and Sentinels, that should make them more effective at their jobs and less prone to getting stuck

* 為賽伯勒克斯與星際監護者的AI提供了「危機鬥士」的模組,意圖使其更有效地運作而不易於卡殼。

* Roaming space monsters now have their own AI module that should make them less prone to getting stuck or wandering into suicidal situations

* 遊蕩的太空怪物修正有了自己的AI模組,使其不再容易卡住或一頭扎進致命情形。

* Sectors will now always want to have at least 300 energy left after clearing a blocker, instead of spending their last energy credits

* 星區現在會確保在清除一個封鎖區後至少保留300點能量點,而不是完全花光。

 

###################

# User Interface

# 用戶界面

###################

 

* 'Maintenance' is now always referred to as 'Upkeep'

*『維護』現在會以『維持』替換。

* Tooltip for planet view pop counter now tells you the amount of each species on the planet

* 行星界面的工具欄裡的人口界面會詳細告訴你該行星上每個種族的人口數量。

* Expansion planner now hides planets in other empires' space

* 擴張計劃器現在會隱藏在其他帝國領域中的行星。

* Map icons now differentiate between different kinds of military & civilian ships, and show a different icon for ships that are in FTL

* 地圖圖標現在為不同種類的軍用、民用艦船進行了區分,同樣為遷躍中的艦船提供獨特圖標。

* You can now see in the outliner when you have planets that need buildings or upgrades

* 你現在可以看到關於需要建築或升級的行星有了特殊表示。

* Added more descriptive tooltips to species view to tell you which species are living on which planets

* 在種族界面添加了更具描述性的工具欄,以區分何種種族居住在哪個星球上。

* Added a Help button in the connection window shown when failing to connect to a server

* 在連接界面下添加了連接伺服器失敗時可選取的幫助按鈕。

* Systems now have a brief descriptive tag (such as 'Homeworld System' or 'Mining System') shown in the nameplate in system view. This descriptive tag is scriptable in the system_types database folder.

*在星系界面裡各個星系會有簡短的說明標籤(比如『母星星系』或『採礦星系』)。這類說明標籤可以在system_types 數據文件夾裡進行編碼。

* Added a notification for when an edict expires

* 添加法令結束時的提示。

* Sensor Range is no longer displayed on the Galaxy Map

* 傳感範圍不再會顯示在銀河地圖上。

* Single ships that are heading to merge with another fleet are no longer shown in the outliner

* 前往與另一支艦隊匯合的單獨艦船不會再顯示為離隊艦船。

* Galaxy and system view now show remaining duration in the tooltips for planets with ongoing terraforming processes

* 銀河與星系界面現在會在工具欄中顯示正在進行地形更換的行星剩餘的時間。

* Component Torpedo Slot (T) is now called the Guided slot (G)

* 魚雷組件槽位(T)現在被稱為制導武器槽位(G)。

* Transport fleets can now be set to aggressive stance. Aggressive stance transports will automatically follow nearby military fleets and invade hostile planets, if odds are favorable

* 運輸艦隊現在可以被設為侵略性模式。這會讓其跟隨臨近軍艦艦隊並在適當情況下入侵敵對行星。


##########################
# User modding

# 用戶 Modding

##########################

(以下是Modding指導,因排版問題以及字數限制,故不附原文及譯文,有需要的讀者可移步論壇原始頁面參詳。)


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翻譯:zzztotoso 格拉摩根

校對:萬豪頓 三等文官猹中堂

 

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  • Stellaris開發日誌#153 | 8/29 帝國規模與行政管理能力
    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.
  • Stellaris 開發日誌#175 | 4/2 太空生物群
    正如上周我提到的那樣,我們已經開始著手製作預計五月發布的大型免費更新,而趁這個機會在此公布一些各位玩家可以發掘的新內容應該不錯。 2.6.3 is still planned to be released as an opt-in beta SoonTM, so stay tuned for more information about that.
  • Stellaris開發日誌#152 | 8/15 暑期實驗
    雖然我們從這些實驗中學到了不少有用的東西,但是這些實驗仍然不足以讓我們直接實裝這些改動。該項實驗內容還包括增加建築所帶來的崗位數量,使得研究實驗室提供3個而非2個崗位。For now, dev diaries will be coming bi-weekly, which means we will be back again in another 2 weeks with a similar topic.開發日誌將會回歸常規的日程,不過我們會試著改變一點格式。
  • 《神界:原罪2終極版》開發日誌介紹重要改動
    《神界:原罪2》的Kickstarter頁面上最近更新了開發日誌,Larian工作室詳細介紹了《神界:原罪2終極版》的開發細節。此前我們曾了解到,萬代南夢宮將於今年8月31日面向主機發行《神界:原罪2終極版》。
  • Stellaris開發日誌#132 | 11/1 都市行星與巨型建築
    在屬於Stellaris開發日誌的這天,新一篇開發日誌將讓大家看到有關新的擴展包巨型企業MegaCorp的相關內容。今天的開發日誌將會帶領大家探索巨型企業MegaCorp中的一些很酷的新內容。這就是都市行星Ecumenopolis與新的巨型建築Megastructures。
  • Stellaris開發日誌#150 | 5/30 2.3版本號「沃爾夫」補丁日誌
    ####################### 2.3.0 "Wolfe"Free Features #「沃爾夫」免費特色內容######################* 在2.3版本號中星域得到了很大的改進,允許玩家更好地控制星域的創建方式和位置,如果你想專注於更龐大的視角,也提供了更強大的自動化工具讓它們自己運行。
  • Stellaris開發日誌#136 | 11/29 2.2版本號勒吉恩補丁日誌
    ############################# 2.2 『Le Guin』 Free Features# 2.2版本號勒吉恩免費更新內容#############################
  • 《騎馬與砍殺2:霸主》官方開發更新日誌2:MOD開發工具及更多
    北京時間2020年8月15日,TaleWorlds製作組發布了《騎馬與砍殺2:霸主》第2篇開發更新日誌,本次日誌結合了視頻和文字,介紹了即將在本月底發布的MOD開發工具以及其他更新內容。卡拉迪亞的戰士們:在這個開發日誌的視頻中,我們來看看第一批,並且有望在月底被分享出來的mod開發工具,以及遊戲即將迎來的一些改動。我們希望你們喜歡這個視頻,想看文字版的可以直接看下面內容。卡拉迪亞的戰士們大家好!在這次的開發日誌中,我們來看看第一批,並且有望在月底被分享出來的mod開發工具,以及遊戲即將迎來的一些改動。
  • Stellaris開發日誌#191 | 11/12 可它們還在動
    上周日誌中我們提到過,當前的計劃是改進殖民地託管和人口遷移的功能。前排提醒,這些功能仍處在開發中,因此可能會有重大調整,近期不會實裝。在2.8.1版本號的測試版本中,我們已經改進了一些星域管理(您可以按照下面這篇帖子的說明自行實驗並留下反饋),但現在我們要著重談談行星的規劃類型和單個行星的自動化管理。
  • Stellaris開發日誌#192 | 11/19 完美平衡,渾然天成……
    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。
  • 《DOTA2》7.20版本改動內容 7.20版本裝備效果改動介紹
    導 讀 DOTA2在新7.20版本中,整張地圖得到了重做,同時英雄和物品也進行了大量的改動.下面就給玩家們帶來詳細的