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Stellaris開發(fā)日志#237 | 1/14 凝聚力重做(第一部分)

2022-01-21 14:39 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #237 - Reworking Unity, Part One

Eladrin, Stellaris Game Designer


Welcome back! We hope you've all had a wonderful few weeks.

歡迎回來!我們希望你們度過了美好的幾個星期。


Today we'll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

開發(fā)日志#215中提過(開發(fā)日志#234中也提過一點點)凝聚力重做的目標,今天我們將從這個話題開始,談?wù)勀壳暗淖钚逻M展,以及我們未來的計劃開始。


Please note: All values and screen captures shown here are still very much in development and subject to change.

請注意:這里顯示的所有數(shù)值和截屏仍處于開發(fā)階段,所以可能發(fā)生變化。



Identified Problems and Design Goals

已識別的問題及設(shè)計目標


Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

目前在Stellaris中,凝聚力是一種極弱的資源,通??梢院雎圆挥?,而且由于目前實裝了行政管理能力Admin Capacity,帝國規(guī)模Empire Sprawl機制很大程度上是無用的——這導(dǎo)致廣泛的科研沖刺成為一種壓制性的強大策略。由于目前凝聚力很容易通過偶然的方式生成,且提供的收益微乎其微,因此帝國幾乎不需要開發(fā)生產(chǎn)凝聚力的基地,而唯心主義思潮也因此沒有吸引力。


Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

影響力目前被用于許多內(nèi)部和外部的交互,使它成為一種寶貴的資源,但它又有時讓人感覺過于局限了。


Our basic design goals for the Unity Rework can be summarized as:

我們基本的凝聚力重做的設(shè)計目標可以概括為:


1.?Unity should be a meaningful resource that represents the willingness of your empire to band together for the Betterment of society and their resilience towards negative change.
1.?凝聚力應(yīng)該是一種有意義的資源,它代表你的帝國愿意團結(jié)起來以改善社會,以及其面對負面變化時的復(fù)原能力。

1.1?Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
1.1?相比現(xiàn)在,凝聚力應(yīng)該更珍貴,且專注于生產(chǎn)凝聚力的帝國玩起來應(yīng)該相當(dāng)有趣。
1.1.1?Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
1.1.1?唯心主義帝國應(yīng)該有一個令人滿意的玩法供玩家開發(fā),它應(yīng)該能讓玩家意識到這個玩法有特定的優(yōu)勢。
1.1.2?The number of sources of incidental Unity from non-dedicated jobs should be reduced.
1.1.2?應(yīng)減少來自非專業(yè)生產(chǎn)凝聚力的工作產(chǎn)出的偶然凝聚力來源。
1.1.3?Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
1.1.3?不專注于凝聚力的帝國(但不代表它們完全忽視凝聚力)也應(yīng)該能夠在游戲后期獲取他們的飛升天賦。

1.2?Reward immersive decisions with Unity grants whenever possible.
1.2?盡可能為沉浸式?jīng)Q策提供凝聚力獎勵

1.3?Internal empire matters should generally utilize Unity.
1.3?帝國內(nèi)部事務(wù)一般應(yīng)當(dāng)使用凝聚力
1.3.1?Provide more ways to spend Unity.
1.3.1?提供更多使用凝聚力的地方
1.3.2?Rebalance the way edicts work (again).
1.3.2?(再一次)平衡法令的運作方式

2.?Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
2.?通過重新引入一些橡皮筋機制來減少科研沖刺的壓制性影響。

3.?Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences Between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity focused empires will be the equal of wide Research focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
3.?使精鋪玩法更加可行,平衡精鋪和爆鋪使其更加有區(qū)別性,以及強調(diào)蜂巢思維/機械/巨型企業(yè)和普通帝國之間的區(qū)別。(這并不意味著專注于凝聚力的精鋪帝國與專注于科研的爆鋪帝國沒什么區(qū)別,而是他們應(yīng)該擁有一些他們各自擅長的東西,且總體上比目前情況更具有競爭力。)

4.?In the late game, Unity focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.
4.?在游戲后期,就像循環(huán)科技給專注于科研的帝國帶來好處一樣,專注于凝聚力的帝國也應(yīng)該獲得類似好處。


In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

在本次版本迭代中,我們相比于其他更關(guān)注于以上這些點,但我們會在未來的的守護者更新的發(fā)布中改善這些系統(tǒng)。



So What Are We Doing?

那么我們現(xiàn)在正在做什么?


All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay Between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.

所有增加行政管理能力的方法都已經(jīng)被移除。雖然有一些方法可以從不同來源上減少帝國規(guī)模,并且這些方法可以被用來區(qū)分不同類型帝國的玩法,但帝國規(guī)模懲罰將不再能被完全抵消。懲罰和規(guī)模增長的數(shù)值已經(jīng)被顯著修改。


The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.

比如,首都行星規(guī)劃類型現(xiàn)在會減少該行星上由人口產(chǎn)生的帝國規(guī)模。


帝國首都
穩(wěn)定性:+5
宜居度:+5
主流思潮吸引力:+100%
人口產(chǎn)生的帝國規(guī)模:-25%


Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

對于不同種類帝國來說,官僚、牧師、經(jīng)理、突觸工蜂和協(xié)調(diào)者,現(xiàn)在會是凝聚力的主要來源。文化工作者已經(jīng)被移除。


Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

先驅(qū)者紀念碑(以及類似的建筑物)現(xiàn)在提升行星的凝聚力生產(chǎn),同時他們本身也根據(jù)帝國已采用的飛升天賦數(shù)量生產(chǎn)凝聚力。作為紀念碑,它們現(xiàn)在不再需要工人。


傳承遺跡
生產(chǎn):2凝聚力
崗位提供的凝聚力:+10%
帝國每采用一個飛升天賦提供2凝聚力。

These monuments are now planet-unique, and can be built by Spiritualist empires.
每個行星上只能有一個紀念碑,他們可以被唯心主義帝國建造。


The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

法令上限Edicts Cap系統(tǒng)已經(jīng)被移除??砷_關(guān)的法令現(xiàn)在每月需要凝聚力維護,數(shù)值會被帝國規(guī)模修正。每個帝國擁有一個法令基金Edicts Fund,用于補貼法令維護費,減少你每個月需要付出的用以維護法令的凝聚力數(shù)量。之前能夠提升法令上限的東西,現(xiàn)在一般會增加法令基金,但其中一些民政、科技和飛升天賦會提供其他的類型的修正。



靈活機構(gòu)
法令基金 +20

As an example, some Bureaucratic technologies now modify the Edicts Fund.
舉個栗子,一些行政相關(guān)的科技現(xiàn)在提供法令基金的加成。



帝國信仰
這個社會有一種主導(dǎo)的國家信仰,他們的統(tǒng)治者被尊為行走于世間的真神。
效果:
法令基金 +100
條件:
擁有帝制
一定程度上偏向威權(quán)主義
一定程度上偏向唯心主義

The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!
帝國信仰將會把任何剩余的法令基金在月底用于神皇的神像上。絕不退款!


Several systems that used to cost Influence are now paid in Unity.

一些過去使用影響力的系統(tǒng)現(xiàn)在使用凝聚力。


Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
過去行星決議需要消耗影響力?,F(xiàn)在使用凝聚力并調(diào)整了花費。

Resettlement of pops. Abandoning colonies still costs Influence.
重新安置人口現(xiàn)在需要消耗凝聚力。放棄殖民地現(xiàn)在仍然需要影響力。

Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
操縱內(nèi)部派系需要消耗凝聚力。派系現(xiàn)在提供凝聚力而不是影響力。


Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.

因為派系不再提供影響力,現(xiàn)在艦隊會根據(jù)力量投射Power Projection——一種艦隊規(guī)模和帝國規(guī)模進行比較得出的結(jié)果,來提供少量的影響力。


Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when "cycling" Leader traits, as you are now choosing Between Traditions and Leaders..

雇傭領(lǐng)袖現(xiàn)在使用凝聚力而不是能量幣。領(lǐng)袖現(xiàn)在同樣有凝聚力維護費。我們知道這會提高在游戲剛開局時雇傭多個科學(xué)家進行探索或是刷領(lǐng)袖特性的相對成本,因為現(xiàn)在你需要在領(lǐng)袖和傳統(tǒng)之間進行選擇……


封建社會
這是一個封建的社會制度,君主依靠強大的擁有封地和自主權(quán)的封臣們來維持統(tǒng)治。
效果:
你的領(lǐng)袖不再需要凝聚力維護費,但是他們不再能被開除。同時,你的總督能提供和他們等級相等的凝聚力產(chǎn)出。
你的附屬國可以修建恒星基地來擴張領(lǐng)土。
領(lǐng)袖花費:-50%
附屬實力關(guān)系懲罰:-50%
條件:
擁有帝制

And then some empires go and break all the rules.
有的帝國可以打破一切規(guī)則。


Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

大多數(shù)巨構(gòu)建筑現(xiàn)在消耗凝聚力而不是影響力,那些與旅行相關(guān)的(星門)和提供居住地的(居住站和環(huán)形世界)巨構(gòu)建筑不在此列。


Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

威權(quán)政體的加成現(xiàn)在(毫不驚訝)又發(fā)生了一點改動,因為其中有些獎勵和現(xiàn)在已經(jīng)不存在或徹底改動的系統(tǒng)相關(guān)。



When Will This Happen?

所以我什么時候能看到這些新東西?


Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

由于這些改動很大,對諸多游戲系統(tǒng)的影響又體現(xiàn)在許多方面上,于是我們決定讓這些內(nèi)容在Steam上進行限時的公開測試,希望能得到反饋。這將給我們機會在3.3版本號推送之前去調(diào)整數(shù)值并修正一些游戲互動,然后我們將繼續(xù)在未來的守護者更新中改進它們。


We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

我們將在下周的開發(fā)日志里提供更多關(guān)于開放測試的具體細節(jié)。



What Else is Planned?

還打算整什么活?


As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

如上文所述,我們希望凝聚力能反映出你的國家對負面效果的恢復(fù)能力。一個高凝聚力的國家應(yīng)該對負面效果有更強的抵抗能力,甚至讓它的人口挺身而出擊退外敵,但是這些想法仍然處于早期的開發(fā)中,同時不會出現(xiàn)在開放測試或更新中。它們更像與我們在開發(fā)日志#234中提到的不斷開發(fā)的情況有關(guān)——一旦它們的設(shè)計被最終確定,我們會在未來再討論這些內(nèi)容。


Next week I'll go into details regarding the Open Beta, go over a new system that is meant to provide "tall" and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.

下周我將詳細介紹公開測試的細節(jié),并介紹一個新系統(tǒng)。該系統(tǒng)旨在為精鋪和專注于凝聚力的帝國提供一些重要的中后期游戲加成,稱為行星擢升等級Planetary Ascension Tiers,并展示我們的一位內(nèi)容設(shè)計師提供的另一個小東西的詳細信息。




翻譯:qqqqyyy 枸杞泡闊落

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