Stellaris開發(fā)日志#221 | 8/26 平衡性和游戲基礎(chǔ)質(zhì)量改進(jìn)

牧游社 牧有漢化翻譯
Stellaris Dev Diary #221 - Balance and Quality of Life Improvements
Alfray Stryke, Stellaris QA
Hey folks, I'm @Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians' work on the 3.1 "Lem" patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we'd like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.
大家吼啊,我是@Alfray Stryke,Stellaris的QA團(tuán)隊(duì)成員。 正如開發(fā)日志#215中所提到的,作為3.1版本號“萊姆Lem”補(bǔ)丁中的守護(hù)者團(tuán)隊(duì)計(jì)劃的一部分,QA團(tuán)隊(duì)已經(jīng)對整個(gè)游戲中的各種特性進(jìn)行了平衡和游戲基礎(chǔ)質(zhì)量改進(jìn),我們想強(qiáng)調(diào)其中某些更重磅的改動。這并不包含所有改動的完整列表,且可能會有一些非最終版的數(shù)值。提醒一下,對死靈族物種包的改動已包含在開發(fā)日志#216中,所有這些改動也將包含在萊姆Lem更新中。

Void Dwellers
虛空居者
We've been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren't happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we've made some changes to how the traits work:
我們已經(jīng)意識到,在游戲中實(shí)裝具有兩個(gè)獨(dú)立特質(zhì)(一個(gè)正面和一個(gè)負(fù)面)的虛空居者Void Dweller,會導(dǎo)致某些我們不滿意的行為——特別是能夠通過基因修改去除該特質(zhì)的負(fù)面影響。為了解決這個(gè)問題,我們對特質(zhì)的工作方式進(jìn)行了一些改動:
There is now only a single Void Dweller trait, so it can't be exploited via genetic modification of your species.
現(xiàn)在只有一個(gè)虛空居者特質(zhì),因此不能通過對自己的物種進(jìn)行基因改造來利用它。
The modifiers on the trait itself have changed, previously it gave: +15% Resources from Worker and Specialist jobs & -10% growth speed (for the positive version); -60% growth speed (for the negative version);
對特質(zhì)本身的修正項(xiàng)已經(jīng)改變,之前它會給出:+15%來自工人和專家崗位的資源和-10% 的增長速度(正面影響);-60%增長速度(負(fù)面影響);
The new version of the trait is now: +15% Pop Resource Output on Habitats; -15% Pop Resource Output on Non-Artificial Worlds; -10% Growth Speed; -30% Happiness on Non-Artificial Worlds;
現(xiàn)在新版本的特質(zhì)是:+15%居住站的人口資源產(chǎn)出;-15%非人造世界的人口資源產(chǎn)出;-10%增長速度;-30%非人造世界的幸福度;

The new, improved, Void Dweller trait with its modifiers.
新的、改進(jìn)的虛空居者特質(zhì)及其修正項(xiàng)。
What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!)
這意味著玩家的虛空居者人口在居住站中時(shí)生產(chǎn)力最高且最幸福,如果他們定居在環(huán)世界,將移除加成,如果他們定居在行星上,會有生產(chǎn)和幸福度懲罰(最好把那些行星留給移民或機(jī)器人!)

Shattered Ring
破碎之環(huán)
So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. We've gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin.
所以在玩家們拿起自己的等離子草叉之前(是的,等離子草叉現(xiàn)在是標(biāo)準(zhǔn)了),我們團(tuán)隊(duì)已經(jīng)就破碎之環(huán)起源重新平衡的問題討論了有一段時(shí)間了。我們在降低起源的初始力量方面進(jìn)行了多次迭代,同時(shí)牢記它提供的玩家幻想,并最終決定讓破碎之環(huán)的進(jìn)程類似于復(fù)國孑遺起源那樣。

The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld.
沃爾科技獨(dú)裁國,炫耀自己的母星為破碎環(huán)型世界區(qū)段。
The shattered ring itself supports the following district types:
破碎之環(huán)本身支持以下區(qū)劃類型:
City, Hive & Nexus - housing depending on your empire type.
城市、蜂巢和中樞區(qū)劃 - 住房取決于玩家的帝國類型。
Industrial - where valuable consumer goods and alloys can be manufactured.
工業(yè)區(qū)劃——可以制造有價(jià)值的消費(fèi)品和合金。
Trade - where clerks turn a tidy profit and artisans run their workshops.
貿(mào)易區(qū)劃——職員賺取可觀的利潤,工匠經(jīng)營他們的作坊。
Generator (not pictured) - where hive-minds and machine intelligence power their infrastructure. Note that Generator and Trade districts swap depending on the owner of the Shattered Ring, much like Commercial and Generator Segments on a ringworld.
能源區(qū)劃(未圖示)——蜂巢思維和機(jī)器智能為其基礎(chǔ)設(shè)施提供動力。請注意,能源區(qū)劃和貿(mào)易區(qū)劃的切換取決于破碎之環(huán)的所有者,就像環(huán)形世界上的商業(yè)區(qū)段和發(fā)電區(qū)段一樣。
Agricultural - where food is grown for those that eat it.
農(nóng)業(yè)區(qū)劃——為食用者種植食物。
Mining - more on that in a moment...
采礦區(qū)劃 - 稍后會詳細(xì)介紹...
Once all the rubble has been cleared out, there's space for 25 of these districts.
清理完所有廢墟后,其中就有空間給25 個(gè)區(qū)劃了。
So you might be wondering, "Are those mining districts on my ringworld? What am I mining?"
所以玩家可能會困惑,“那些采礦區(qū)劃是在我的環(huán)形世界上嗎?我到底在挖什么?”
Well dear reader, the answer is the ring itself!
親愛的讀者,答案就是環(huán)它本身!

Mining districts, aka tunnels filled with valuable minerals and alloys.
采礦區(qū)劃,也就是充滿貴重礦物和合金的隧道。
As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun.
作為一個(gè)在實(shí)現(xiàn)太空飛行之前只知道環(huán)上所存在生命的文明,玩家唯一可用的資源是那些構(gòu)成環(huán)型世界本身的資源。幸運(yùn)的是,被毀壞的環(huán)形世界很大,可以在不墜入它們當(dāng)?shù)靥柕那闆r下余留出一些丟失的破碎材料。
As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month.
因此,玩家在破碎之環(huán)上的采礦區(qū)劃會以碎料礦工崗位替換常規(guī)礦工崗位,每月基本崗位產(chǎn)出為2礦物和1合金。
Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once you’ve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.
當(dāng)然,正如上面所提到的,我們希望破碎之環(huán)的進(jìn)程類似于來自復(fù)國孑遺起源的遺跡世界。 因此,一旦玩家清除了破碎之環(huán)上的所有廢墟并研究了適當(dāng)?shù)募夹g(shù),就可以將其修復(fù)成一個(gè)功能齊全的環(huán)型世界區(qū)段。

Of course, sometimes a bit of home repair work needs to be done.
當(dāng)然,有時(shí)需要做一些家居維修工作。
Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means you’ll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.
完成這項(xiàng)艱巨的任務(wù)后,破碎之環(huán)上的區(qū)劃將按5:1的比例升級為各自的環(huán)型世界區(qū)劃——因此5個(gè)農(nóng)業(yè)區(qū)劃會變成1個(gè)農(nóng)業(yè)區(qū)段。 由于修復(fù)環(huán)形世界意味著玩家將不再能清理出礦物,因此采礦區(qū)劃會被移除,而增加了建設(shè)研究區(qū)段的能力。

Ecumenopolis QoL Changes
都市星球基礎(chǔ)游戲質(zhì)量改動
Something we've received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts.
我們收到了很多關(guān)于某個(gè)問題的反饋,即當(dāng)一個(gè)世界轉(zhuǎn)變?yōu)槎际行乔驎r(shí)工業(yè)區(qū)劃的分配問題。
Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:
在3.1版本號之前,假設(shè)所有工業(yè)區(qū)劃都用于合金生產(chǎn),也會因此轉(zhuǎn)換為鑄造理想城?,F(xiàn)在不會了,在 3.1版本號中工業(yè)區(qū)劃將根據(jù)行星規(guī)劃類型進(jìn)行轉(zhuǎn)換:
With the "Foundry World" designation, industrial districts will convert into foundry arcologies, at a 2:1 ratio
有“鑄造世界”規(guī)劃的星球,工業(yè)區(qū)劃將以 2:1 的比例轉(zhuǎn)變?yōu)殍T造理想城。
With the "Factory World" designation, industrial districts will convert into factory arcologies, at a 2:1 ratio.
有“工廠世界”規(guī)劃的星球,工業(yè)區(qū)劃將以 2:1 的比例轉(zhuǎn)變?yōu)楣I(yè)理想城。
With any other designation, including the "Industrial World" designation, industrial districts will convert into both foundry and factory arcologies, at a 4:1:1 ratio.
若有任何其他規(guī)劃類型,包括“工業(yè)世界”規(guī)劃,工業(yè)區(qū)劃將以 4:1:1 的比例轉(zhuǎn)換為鑄造理想城和工業(yè)理想城。

Earth, a bygone relic of a time long past, ready to be restored anew.
地球,一個(gè)無比久遠(yuǎn)的時(shí)代留下的古老遺產(chǎn),已準(zhǔn)備好恢復(fù)她舊日的榮光。

Earth, restored anew! Note that the local governing algorithm did not assume all industrial capabilities should be focused on supporting the Custodianship Navy.
地球,舊日榮光重現(xiàn)!注意本地管理算法并不認(rèn)為所有工業(yè)能力都應(yīng)用于支持守護(hù)者的海軍。
Another change we've implemented is the Arcology Project ascension perk and decision to restore relic worlds into ecumenopolises is now accessible to Rogue Servitors. In addition, the leisure arcologies that would normally be present have been repurposed for housing bio-trophies in luxurious towering arcologies.
我們做出的另一個(gè)改動是讓失控機(jī)仆可以使用理想城計(jì)劃飛升天賦,以及將遺落星球重建為都市星球的決議。另外,休閑理想城會正常出現(xiàn),其已經(jīng)過改造,從而在高聳的奢華理想城中為活體陳設(shè)提供居所。

Pampering will be provided at Floor 314, Room 15 at 9:26 am.精心照料服務(wù)將會于上午9:26在314層15室提供(譯注:數(shù)字是圓周率前八位)

Assorted QoL Changes
雜項(xiàng)基礎(chǔ)質(zhì)量改動
As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because we’ve added an Industrial World designation.
正如上面提到的,生產(chǎn)消費(fèi)品的行星規(guī)劃類型已更名為工廠世界Factory World,因?yàn)槲覀冃略隽艘粋€(gè)工業(yè)世界Industrial World的行星規(guī)劃類型。

Multiple planetary designations for your various needs
多樣化的行星規(guī)劃類型,以滿足您多樣的需求。
The new Industrial World designation is ideal for planets where you don’t want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs.
新的工業(yè)世界規(guī)劃類型適用于你不想讓工業(yè)區(qū)劃集中在某一個(gè)崗位類型上的行星,取而代之的是提供一個(gè)維護(hù)費(fèi)降低的小增益,對于工匠和冶金師崗位都適用。

Industrial World Designation
工業(yè)世界規(guī)劃類型
Both Hive Worlds and Machine Worlds have gained an additional bonus to bring them more in line with Gaia Worlds. Hive Worlds now have +1 innate Spawning Drone job and Machine Worlds now have +1 innate Replicator job. The Machine World given by the Resource Consolidation origin starts with a blocker which will need to be cleared to unlock the Replicator job.
蜂巢星球和機(jī)械星球都得到了一個(gè)額外的增益,從而讓它們和蓋亞星球水平相當(dāng)。蜂巢星球現(xiàn)在有自帶的1個(gè)繁殖工蜂崗位,機(jī)械星球則有自帶的1個(gè)復(fù)制者崗位。由資源統(tǒng)合這一起源提供的機(jī)械星球開始時(shí)會有一個(gè)障礙,必須清除之后才能解鎖這個(gè)復(fù)制者崗位。

Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet.
邪教集團(tuán)(選了百姓福音和罪犯世家的巨型企業(yè))不再能夠建造繁榮神殿。取而代之的是,他們可以在分公司建造邪惡神龕Subversive Shrine,從而增加唯心主義思潮吸引力的和行星的犯罪度。

Subvert expectations with deals so good they're criminal!
用好到其實(shí)是犯罪的交易來超出人們的預(yù)料!
With that I'll pass things over to @Gruntsatwork to discuss some of the changes we've made to civics!
現(xiàn)在我要讓@Gruntsatwork出來說兩句了,讓他講一講我們對于民政的調(diào)整!
----
Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.
大家吼啊。我是正在Stellaris和守護(hù)者團(tuán)隊(duì)中工作的游戲設(shè)計(jì)師中的一員。雖然我們忙著在這里那里搞一些大的改動,弄出新的民政和起源,但是我們也想給一些已有的民政做一些更加平淡無奇、但同樣重要的平衡性改動,特別是那種不太正常的和我們感覺用得太少或太多的。
The following lists all the civics we felt needed a substantial lift up
以下列出了我們覺得需要大大加強(qiáng)的民政:
Regular Empires
常規(guī)帝國
Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
自由燈塔:提供凝聚力+15%效果→現(xiàn)在也提供來自人口的帝國規(guī)模-15%
Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
帝國信仰:提供+1法令上限效果→現(xiàn)在提供+2法令上限
Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
理想本心:提供+5%幸福度效果→現(xiàn)在提供+10%幸福度效果
Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
環(huán)保主義者:提供消費(fèi)品維護(hù)費(fèi)-10%效果→現(xiàn)在提供消費(fèi)品維護(hù)費(fèi)-20%效果
Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
議會制度:提供派系影響力收入+25%效果→現(xiàn)在提供派系影響力收入+40%效果
Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
高效吏制:提供行政管理能力+10%效果→現(xiàn)在提供行政管理能力+20%效果
Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
國民主義熱忱:提供厭戰(zhàn)度獲得-10%和宣稱影響力花費(fèi)-10%效果→現(xiàn)在提供厭戰(zhàn)度獲得-20%和宣稱影響力花費(fèi)-15%效果
Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
實(shí)用建筑:提供建筑與區(qū)劃花費(fèi)-10%,建筑與區(qū)劃維護(hù)費(fèi)-10%,建筑槽位+1效果→現(xiàn)在提供建筑與區(qū)劃花費(fèi)-15%,建筑槽位+2效果,移除建筑與區(qū)劃維護(hù)費(fèi)降低效果
Hive-Minds
蜂群思維
Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
亞空間突觸:提供海軍容量+15%效果→現(xiàn)在提供艦船亞光速航速+20%,且海軍容量+15%效果
Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
一心多用:提供行政管理能力+10%效果→現(xiàn)在提供行政管理能力+20%效果
Machine Intelligences
機(jī)械智能
Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
施工機(jī)器人:提供建筑與區(qū)劃花費(fèi)-10%,建筑與區(qū)劃維護(hù)費(fèi)-10%,建筑槽位+1效果→現(xiàn)在提供建筑與區(qū)劃花費(fèi)-15%,建筑槽位+2效果,移除建筑與區(qū)劃維護(hù)費(fèi)降低效果
We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, "oh, shiny new numbers" is one hell of a drug.
我們希望這些改動,雖然只是數(shù)值上的調(diào)節(jié),也能讓這些民政從下水道里出來透透氣,讓它們對更多玩家有更大的吸引力,因?yàn)椤昂靡切聰?shù)值”可是一劑猛藥。
Now sadly, only strengthening the civics we felt undervalued or under-used doesn't solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.
不幸的是,加強(qiáng)我們覺得數(shù)值偏低或沒人用的民政沒法解決所有問題,所以我們也給2(3)個(gè)禍害大家已久的“必選”民政弄了些小的削弱:
Slaver Guilds : Reduced enslaved population from 40% to 35%
奴販工會:奴隸人口比例從40%降至35%
Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
契約資產(chǎn):奴隸人口比例從40%降至35%(巨型企業(yè)國民理念)
Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy
技術(shù)治國:對由于技術(shù)治國而生產(chǎn)凝聚力的科學(xué)家崗位,增加1消費(fèi)品維護(hù)費(fèi)。
As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from "the best pick, every time" to "could be best pick, depending on circumstances".
相信大家都看出來了,和技術(shù)治國的削弱相比,奴販工會民政的改動相對很小。這里的目標(biāo)是讓這三個(gè)民政稍微不那么好用。我們并不打算把他們削成下水道。我們這方面的目標(biāo)是把他們從“每次都是最好的選擇”變成“可能是最好的選擇,看情況吧”。
We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on.
我們會在這里以及其他平臺上緊密跟進(jìn)你們的反饋以及我們的遙測數(shù)據(jù),并且隨著我們繼續(xù)工作,我們也會持續(xù)調(diào)整和微調(diào)民政。
As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update.
有個(gè)額外的提示,我們知道還有幾個(gè)其它的民政需要加強(qiáng)一下,我們會研究怎么處理它們的,但這不會在萊姆Lem更新中進(jìn)行。
That's everything from us this week! Thanks for reading and we’ll be back next week diving into more changes in the Lem Update.
我們這周的東西都在這里了!感謝閱讀,下周我們會繼續(xù)說說萊姆Lem更新中的改動。
翻譯:黑夜龍人 AntiAccess
校對:一水戰(zhàn)阿部熊
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