Stellaris開發日誌#191 | 11/12 可它們還在動

2021-01-14 牧遊社

牧遊社 牧有漢化翻譯

 

Stellaris Dev Diary #191 : And Yet It Moves

Eladrin, Stellaris Game Designer



Hi all!

大家好!

 

As mentioned last week, our plan for today is to go over some changes to automated colony management and pop resettlement. As a reminder, these are still under development, and as such may undergo significant changes and won't be going live for quite some time.

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。

 

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.

我們的主要目標是在遊戲中後期減輕負擔,將玩家從繁雜沉重的微操中解放出來,並大大減少玩家對人口遷移的手動管理。正如我們之前討論的經濟系統的調整一樣,許多這方面的工作仍在以不同程度進行中。

 

Automated Colony Management

自動化殖民地管理

 

Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions in thisthread), but here we』ll be focusing on planetary designations and individual planet automation.

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。

 

https://forum.paradoxplaza.com/forum/threads/2-8-1-2190-beta-ai-feedback-megathread.1440569/

 

A major pass has been done on automated colony management to improve its effectiveness. After manually setting a colony designation and turning on automated colony management, our intent is for the colony to develop into something you would reasonably expect if you were building it on your own. It should build districts, clear deposits as necessary, and upgrade buildings when there is a need for it.

這方面我們已經取得了重大進展,並提高了行星自動管理的效率。在手動設置殖民地的規劃類型並打開自動管理後,我們希望讓殖民地發展成為玩家想要的、與玩家手動建設別無二致的情況。按照需要,自動管理應該建設區劃、清除障礙,並在需要時升級建築物。

 

Planet automation will upgrade capital buildings whenever possible (gotta unlock those building slots!), and will otherwise generally try to build or upgrade from its list if there are less than 3 open jobs. We』ve erred a bit on the side of caution, so it is currently extremely opposed to running deficits. It may require manual intervention if, for example, your energy credits per month are negative, but we figured it was better to leave those sorts of risky economic decisions in the player’s hands.

行星自動管理將優先升級首都建築(得解鎖建築槽嘛!),如果空餘工作崗位少於3個,則一般會嘗試從其預設列表中建造或升級建築。我們做得比較謹慎,因此當前自動管理並不適合在有資源赤字的情況下運行。比如你每月的能量幣收入為負的時候,那可能需要人工幹預,但我們認為將事關重大的、有風險的經濟決策交給玩家是最優解。


FOUNDRY AUTOMATION (HIVE)

冶煉星球自動化(蜂群)

Code:

automate_foundry_hive_planet = {

    available = {

       has_designation = col_foundry

        owner = {has_authority = auth_hive_mind }

        free_jobs< 3

       has_building_construction = no

    }

 

    prio_districts= {

       district_industrial

    }

 

    buildings = {

        1 = {

            building = building_hive_capital

        }

 

        2 = {

           building = building_spawning_pool

        }

 

        3 = {

           building = building_clone_vats

        }

 

        4 = {

           building = building_hive_node

           available = {

               owner = {

                   hive_node_upkeep_affordable = yes

                }

               num_buildings = { type = building_hive_node value = 0 }

            }

        }

 

        5 = {

           building = building_foundry_1

           available = {

               owner = {

                   foundry_1_upkeep_affordable = yes

                }

            }

        }

 

        6 = {

           building = building_galactic_memorial_1

           available = {

               owner = {

                   has_valid_civic = civic_hive_memorialist

                }

               NOR = {

                   has_building = building_galactic_memorial_1

                    has_building =building_galactic_memorial_2

                   has_building = building_galactic_memorial_3

                }

            }

        }

 

        7 = {

           building = building_betharian_power_plant

        }

 

        8 = {

           building = building_mote_harvesters

        }

 

        9 = {

           building = building_crystal_mines

        }

 

        10 = {

           building = building_gas_extractors

        }

 

        11 = {

           building = building_chemical_plant

           available = {

               num_buildings = { type = building_chemical_plant value = 0 }

            }

        }

 

        12 = {

           building = building_hive_node

           available = {

               owner = {

                   hive_node_upkeep_affordable = yes

                }

               num_buildings = { type = building_hive_node value < 2 }

            }

        }

 

    }

}


This script will attempt to build a forge world for a hive empire. If there are less than 3 free jobs and there is nothing currently in the build queue, it will check to see if there is anything that it can build. Planetary automation has a tendency to favor districts over buildings, but will construct buildings if there are 1.5 times as many districts already built than there are buildings. (This ratio is able to be set in 00_defines.txt as COLONY_AUTOMATION_DISTRICT_PREFERENCE.) When selecting a building, it will move down the list until it finds something that it is capable of building and meets the scripted restrictions. The building’s upkeep is always taken into consideration. The scripted 「_affordable」 checks are to estimate whether you can afford the jobs it creates as well.

這個腳本將試圖為蜂群帝國建立一個合金冶煉星球。如果空餘工作崗位少於3個,並且建造隊列中當前沒有正在建造的建築物,它將檢查是否有可以建造的建築。行星自動管理傾向於優先建造區塊而不是建築,但如果現存的區塊數量是建築的1.5倍,則會轉而造建築。(此比率可以在00_defines.txt中的COLONY_AUTOMATION_DISTRICT_PREFERENCE項設置),在選擇建築時,它會從上到下查看預設列表,直到它找到能夠建造的且滿足腳本限制的建築。建築的維護成本也被自動管理納入考慮。腳本的「_affordable」檢查是為了評估你是否能負擔得起它創造的工作崗位。

 

Blockers are fairly low priority for planetary automation, and will only be cleared if they are blocking a district slot that it actively wants to construct, or if there are no free district slots remaining. (Thus it will eventually clear all those random blockers once the rest of the planet is finished.) You can, of course, intervene and clear those Sprawling Slums or sleepy Lithoids earlier.

清除障礙地形在行星自動管理中優先級很低,只有當它們阻礙了需要建設的新區塊或者沒有剩餘的空閒區域槽時才會被清除。(因此在行星基本完工時會清除這些隨機障礙物。)當然,你可以提前幹預並清除那些雜亂無章的貧民窟或熟睡的似石族。

 

Buildings (other than the capital) will be upgraded if there are no other things that it wants to build right now, it can upgrade without causing resource deficits, and there are pops available that would want to work there. (Either because they’re unemployed or they prefer it to their current jobs.)

如果沒有其他東西可建,那麼自動管理會升級首都以外的建築,條件是不會造成資源赤字並且有待業人口可以參與工作。(或是失業人口,或是他們偏好現在的工作。)

 

The scripts will attempt to handle various issues that may crop up on a planet such as low amenities, high crime, or failure to build buildings dedicated to extra-dimensional beings that love you and just want to be loved in return. These are tucked away in 00_crisis_exceptions.txt.

腳本將嘗試處理在行星上出現的各種問題,比如舒適度過低和犯罪率過高的問題,或者沒法為某些其它次元生物(他們愛你且希望得到你愛的回報)建造他們需要的建築的問題。這些都藏在00_crisis_exceptions.txt中。


AMENITY CRISIS EXCEPTION (REGULAR EMPIRE)

舒適度危機(常規帝國)

Code:

automate_amenity_management = {

    available = {

       free_amenities <= -5

        owner = {

            NOR ={

               has_authority = auth_machine_intelligence

               has_authority = auth_hive_mind

            }

        }

        OR = {

            NOT ={ uses_district_set = city_world }

           free_district_slots = 0

           has_resource = { type = exotic_gases amount < 75 }

        }

    }

 

    crisis = yes

 

    buildings = {

        holo = {

           building = building_holo_theatres

           available = {

               owner = {

                   is_spiritualist = no

                   is_megacorp = no

                }

            }

        }

 

        temple = {

           building = building_temple

           available = {

               owner = {

                   is_spiritualist = yes

                   is_megacorp = no

                }

            }

        }

 

        commerce ={

           building = building_commercial_zone

           available = {

               owner = {

                   is_megacorp = yes

                }

            }

        }

    }

}


This "exception" will intervene if a planet’s amenities are -5 or below, and it’s either not an ecumenopolis or if it is an ecumenopolis, it’s either totally full or you’re running low on exotic gases. Based on your ethics and authority, it』ll pick one of the amenity buildings to add to the queue.

如果一個行星的舒適度低於-5,且若非理想城、居民爆滿或缺乏異星天然氣的理想城,那麼這個「exception」例外腳本就會介入。基於玩家的思潮和權力制度,它會選擇一個增加舒適度的建築加入建造隊列。

 

A few jobs, buildings, and planet designations have gotten a bit of a touch-up during this pass. Notable examples of designations include the Urban World, which now has a Trade Value bonus, and the Colony, which is now intended to satisfy the needs of a newly colonized world rather than provide pop growth bonuses.

在這其中,我們也優化了一些工作崗位、建築和行星規劃類型。比較重要的例子包括都市世界的規劃類型現在可以增加貿易值;另一個案例是殖民地規劃類型,現在更可以滿足一個新殖民世界的需要,而不是僅僅提供人口增長的加成。


Urban and Colony Designations

城市和殖民地規劃

 

城市世界:城市區劃花費-10%;工業區劃花費-10%;城市區劃建設速度+25%;貿易價值+20%;

殖民地:穩定度+5;宜居度+10;幸福度+10%;


The old Colony bonus was changed because it was a bit problematic - growth bonuses made it somewhat stronger than many other more specialized bonuses. We』d greatly prefer if you could flag that newly settled Mining World as such right away and immediately turn on automation, rather than it being optimal to manually develop the world until it reached 5 pops and no longer qualified for Colony.

 

舊的殖民地規劃的加成因為有一些問題而進行了改動——人口增長加成使得它比很多專類加成還要強。我們更想讓各位給星球選好如專精礦業之類的分別,隨後打開託管就行,而不必手動操作讓殖民地發展到5人口脫離殖民地階段。

 

Due to its inherent terror of deficits, the automation scripts tend to be a little bit more conservative than players may be, but I』ve personally enjoyed the dramatically reduced mental burden my mid to late game colonies require. It’s also convenient that several designations (such as Forge, Factory, Tech, and Urban) will build out colonies that qualify for the Arcology Project decision. In our dev multiplayer games, I've been making a point of using colony automation as much as possible in order to give everyone else a chance get a feel for what it's doing. (Except my capital. I'll admit that I do manually build that so I can take care of sudden shifts in priority.)

由於對赤字的恐懼,託管腳本會比玩家更保守一些,但我個人很享受它在遊戲中後期顯著緩解管理殖民地精神負擔的效果。能讓多個規劃(比如鑄造、工業、科技和城市)將殖民地建設到符合理想城計劃決議的功能也很方便。在我們開發組的多人遊戲中,我一直堅持儘可能多地使用殖民地託管,來讓其他人有機會體會到它的效果(除了首都,我承認我是手動建設它的,以防事情的輕重緩急突然發生變化)。

 

If you're using planetary automation but it doesn't seem to be doing anything, the three most common things to check are:

如果在使用行星託管時好像啥都沒做,一般要先檢查三件事情:


Is the colony in a Sector?

殖民地是否在星域裡?

Colonies have to be in a (non-Frontier) Sector in order to use either sector or planetary automation.

為了使用星域或行星託管,殖民地必須要在一個(非邊境星域的)星域中。

 

Am I running an energy deficit?

能量幣是否有赤字?

Most districts and buildings have energy upkeep. While it's possible for the district or building to theoretically produce enough energy to overcome that and help work off the current deficit, the automation scripts are as light as possible and without deeper analysis can't assume that pops moving into those jobs wouldn't worsen the shortage. Manual intervention is necessary to dig out of an energy crunch.

絕大多數區劃和建築都有能量幣維持費,雖說讓區劃和建築在理論上擁有足夠產出並填補赤字是可能的,但託管腳本的設計儘可能地簡化了,而沒有深度分析的情況下,它無法設想若讓人口上崗是否會加重能量幣短缺。要想解決財政困難還是需要手動幹預。

 

Do I have resources in the automation pool for it to use?

共享庫存裡還有資源給託管用嗎?

There's a notification for this, but if the pool is running low it might not be able to afford whatever it is it wants to build. Remember, you can hold Ctrl to change the units moved from hundreds to thousands.

這方面會有相應提示,但如果庫存裡的資源量不足那有可能託管想蓋什麼都蓋不起。別忘了按住Ctrl可以將資源轉移的單位從百位提至千位。


Save mouse-clicks, use Ctrl.

使用Ctrl,省幾次點擊

 

轉換比例1:1.0

點擊將100能量幣轉化為100庫存

CTRL+點擊將1000能量幣轉化為1000庫存


Resettlement

強制遷移

 

Manual resettlement and the mitigation of unemployment is a huge burden in mid to late game Stellaris. It is generally our belief that manual resettlement should be an extremely rare occurrence, not something done expected to be done as part of the core game loop. When you must, it should be a simple process, but it should be an unusual act.

手操強制遷移和失業移民在遊戲中後期是一項巨大的負擔。我們一般認為手動強制遷移應該是一項非常非常少用到的操作,而不是遊戲核心的重複操作。在必須進行時,它應該是個簡單明了的過程,但不該是常有的操作。

 

One quality of life change we』ve made is to filter Unemployed pops up to the top, and highlighted them. The pops underneath are then sorted from lowest stratum to highest.

作為提升遊戲質量的改動,我們在遷移界面篩選並高亮顯示了失業人口。此外的人口則是按社會階層從低到高排序。


You're unlikely to see this specific scenario unless you intentionally create unemployment problems by turning off jobs in every popstrata.

除非你是在禁用每一階層的工作崗位來故意創造失業問題,否則不太可能見到這麼個情況。


We've also adjusted resettlement costs, and added an Influence cost to many pop types. These influence costs are nominal for worker tier pops, but get fairly expensive when you're forcing Rulers to move.

我們也調整了強制遷移的成本,對各類人口添加了影響力花費。這些影響力花費在遷移勞工人口時微不足道,但在強制遷移統治者時會變得相當昂貴。


Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

奴隸的遷移費用和勞工/低級子個體/活體陳設的強制遷移費用


Specialist Resettlement and Ruler Resettlement

專家階層和統治者階層的遷移費用


Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs.

奴隸和非智慧機器人口仍是無需影響力便可遷移,而且某些特定的民政可以讓你降低這些影響力花費。


徭役制

效果:省去強制遷移的所有影響力花費,除非遷移該人口將導致殖民地廢棄;遷入導致的人口增長+15%;

前置要求:不是平等主義;沒有自由避難所民政;


意志整合

效果:省去強制遷移的所有影響力花費,除非遷移該人口將導致殖民地廢棄;來自人口的帝國規模-20%;


空中下載升級

效果:省去強制遷移的所有影響力花費,除非遷移該人口將導致殖民地廢棄;來自人口的帝國規模-20%;


Hey wait, what's that about colony abandonment?

餵等等,那個放棄殖民地是啥?

 

Despite their best efforts the Servitors still haven't found a good way to get their Bio-Trophies to shift their consciousness to a different planet using OTA updates, so you still have to pay for them.

儘管做了最大的努力,機僕仍然無法找到一個有效的方法利用空中下載升級的技術讓他們的活體陳設們聽從他們的意見宜居到另一個星球,所以機僕仍然需要花費影響力來移動活體陳設人口。

 

Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds. There will very likely be an exception made for Doomed planets and Holy Worlds that are risking initiating a war with a Fallen Empire. A planetary decision to abandon a recently conquered planet is under consideration, though it'll likely use displacement purging to do so. (With the diplomatic penalties associated with it.)

手動移動一個殖民地的最後一個人口,根據我們的設計,將會有額外的花費。很有可能出現的例外情況是即將毀滅的星球和可能引發與墮落帝國戰爭的聖地星球。我們也在考慮設計一個星球決議來放棄一個剛剛徵服的星球,儘管也可以以放逐的淨化形式來進行,但這伴隨著相應的外交懲罰。


這將會摧毀在Rimmock III上的殖民地

遷徙這個人口將會導致 Dar—Hesh Grand Duchy 放棄他們在Rimmock III上的殖民地。

遷徙花費上升至200影響力。

 

But we just finished building it!

但是我們才剛剛把他建立起來啊!


With Federations, we introduced a galactic resolution in the Greater Good line that provided limit edautomated resettlement called Greater Than Ourselves. As noted by some, that was partially intended as a means to allow Egalitarian leaning empires a way of handling resettlement without forcing it on their pops. There have been many requests to make that core game functionality, but we』ve been somewhat wary of doing so without some restrictions.

如果有聯邦Federations擴展包,我們引入了上上善道Greater Good線中的一個銀河議案來給予有限得自動化人口遷徙,稱為自我升華Greater Than Ourselves。有些人已經注意到,這某種意義上是為了給平等主義帝國一種在強制遷徙人口之外的,處理人口流動的方式。很多人希望這成為一項核心遊戲機制,但是我們對毫無限制地加入這項功能感到擔心。

 

We've come up with a way for every empire to have easier access to a similar effect. The following new Starbase Building will handle it, unlocked by the Hyperlane Breach Points tech. (The Hyperlane Registrar has moved to Interstellar Economics.)

於是我們想到一個方法,令每個帝國都有一個相對簡單的方法來達到類似的效果。下面這個新的星際基地建築可以解決這個問題,由超空間引擎II科技解鎖(超空間航道登記處將會被轉移到星際經濟學解鎖)。


交通樞紐

花費:75合金 180天

They like to move it.

他們喜歡挪來挪去。


交通樞紐

為非軍用飛行器而設計,旨在創建高效便捷的交通網絡。

成本:基礎100合金;來自帝國-25%;

建築時間:180天

維護費:基礎5能量幣;星河野望-20%;

這個星系的失業勞工與格式塔人口將會——除非被移民政策限制——自動遷徙至其他有合適宜居性、空閒的住房與崗位、並且有一個建有「交通樞紐」的恆星基地的星球上。

 

The tooltip effect is a bit of a mouthful.

提示欄的效果還真是拗口。

 

The Transit Hub will operate as a limited variant of Greater Than Ourselves, moving unemployed low strata pops between planets that are in systems with Transit Hubs. (This will allow movement within a system as well, for example if you have a bunch of habitats in a single system.) We're investigating ways to expand the scope of pops it's willing to move - the original Worker limitation was put into place because while a Worker could promote themselves to fill any free job, a Slave or Specialist might find themselves restricted from the free job on the new planet. We're currently experimenting with a more robust variant - if it works out without performance concerns, the Transit Hub will prioritize high strata unemployment and then move down the ranks.

在建有「交通樞紐」的星系之間移動低階級人口時,「交通樞紐」將會作為「自我升華」的一個有限制的變體存在(同一星系內的星球同樣適用,例如你在一個星系內有複數個軌道居住站)。我們還在研究方法來講這個系統的適用範圍擴大到更多類型的人口,但目前限制為僅勞工階級可用,是因為一個勞工可以自動晉升階級,而一個專家或者奴隸可能在新星球上找不到合適的崗位。我們目前在試驗一種更強力的變種,如果不會引發遊戲性能問題的話,「交通樞紐」將會優先考慮高階級的失業人口,然後再考慮低階級。

 

Building out the Transit network does function best when you have a developed starbase above most of your colonies since it will only move pops between nodes on the network.

當你在大多數你的殖民地星系都建立一個高級的星際基地時,建立一個「交通樞紐」網絡將會運行得最好,因為人口只會在建立了「交通樞紐」的星系的星球之間流動。

 

Tangentially related, we've also cut demotion time in half across the board, and made some changes to give each Authority type a unique bonus.

另外,我們還將階級降級所需時間整體降低了一半,並且給每一種威權政體類型一個額外加成。


民主政體:人口降級時間減少25%

寡頭政體:派系影響力獲得增加15%

獨裁政體:法令消耗減少25%

帝制政體:法令上限+1

 

Yes, Shared Burdens pops demote pretty much instantly.

沒錯,同甘共苦下人口降級幾乎是瞬間完成。

 

We have some other experimental changes going on that have significant effects on the number of unemployed pops in the late game, but we're not ready to talk about them quite yet.

我們還有一些其他實驗以顯著改善遊戲後期失業人口的問題,不過我們暫時不打算講。

 

The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when they』ve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.)

而對於遷移人口這事最麻煩的帝國政體大概就是噬星者Terravores了——似石族的噬殺蜂群。當他們在吞噬一個星球時,會時不時產生一個新人口。作為一項遊戲體驗更新,我們將讓他們的人口在星球吞噬完成時全部遷徙到首都星球。因為格式塔帝國也可以建造「交通樞紐」,我們強烈建議噬星者在他們的主要星系都建造一個,來將他們的人口送往需要他們的地方。

 

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.

另外,我們清理掉了那些被完全吞噬的星球的紅色宜居性圖標,免得總是在地圖上惹人煩。


HP/MP restored! ...But you're still hungry.

生命值/魔法值已經恢復……但是還是好餓啊!


As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test"branch.)

姑且提醒一下,我們有一個反饋帖子,是關於目前實驗版本的AI改進的。我們希望有更多的玩家加入其中並給予意見(注意,2.8.1版本號是可選的測試版本,你需要手動選擇來更換到這個版本,在你的steam庫,右鍵Stellaris——屬性——測試——選擇stellaris_test)。

 

https://forum.paradoxplaza.com/forum/threads/2-8-1-2190-beta-ai-feedback-megathread.1440569/

 

Next week we plan ongoing through some more of the remaining economic balance changes. See you then!

下周我們打算繼續聊聊其他的經濟平衡相關問題,到時候見!

 

 

翻譯:萊恩希德公爵 摸魚怪 MatrixEssenes

校對:一水戰阿部熊 zzztotoso

 

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