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Stellaris开发日志#237 | 1/14 凝聚力重做(第一部分)

2022-01-21 14:39 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #237 - Reworking Unity, Part One

Eladrin, Stellaris Game Designer


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

欢迎回来!我们希望你们度过了美好的几个星期。


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.

开发日志#215中提过(开发日志#234中也提过一点点)凝聚力重做的目标,今天我们将从这个话题开始,谈谈目前的最新进展,以及我们未来的计划开始。


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

请注意:这里显示的所有数值和截屏仍处于开发阶段,所以可能发生变化。



Identified Problems and Design Goals

已识别的问题及设计目标


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,凝聚力是一种极弱的资源,通常可以忽略不计,而且由于目前实装了行政管理能力Admin Capacity帝国规模Empire Sprawl机制很大程度上是无用的——这导致广泛的科研冲刺成为一种压制性的强大策略。由于目前凝聚力很容易通过偶然的方式生成,且提供的收益微乎其微,因此帝国几乎不需要开发生产凝聚力的基地,而唯心主义思潮也因此没有吸引力。


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

影响力目前被用于许多内部和外部的交互,使它成为一种宝贵的资源,但它又有时让人感觉过于局限了。


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

我们基本的凝聚力重做的设计目标可以概括为:


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. 凝聚力应该是一种有意义的资源,它代表你的帝国愿意团结起来以改善社会,以及其面对负面变化时的复原能力。

1.1 Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
1.1 相比现在,凝聚力应该更珍贵,且专注于生产凝聚力的帝国玩起来应该相当有趣。
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 唯心主义帝国应该有一个令人满意的玩法供玩家开发,它应该能让玩家意识到这个玩法有特定的优势。
1.1.2 The number of sources of incidental Unity from non-dedicated jobs should be reduced.
1.1.2 应减少来自非专业生产凝聚力的工作产出的偶然凝聚力来源。
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 不专注于凝聚力的帝国(但不代表它们完全忽视凝聚力)也应该能够在游戏后期获取他们的飞升天赋。

1.2 Reward immersive decisions with Unity grants whenever possible.
1.2 尽可能为沉浸式决策提供凝聚力奖励

1.3 Internal empire matters should generally utilize Unity.
1.3 帝国内部事务一般应当使用凝聚力
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)平衡法令的运作方式

2. Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
2. 通过重新引入一些橡皮筋机制来减少科研冲刺的压制性影响。

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. 使精铺玩法更加可行,平衡精铺和爆铺使其更加有区别性,以及强调蜂巢思维/机械/巨型企业和普通帝国之间的区别。(这并不意味着专注于凝聚力的精铺帝国与专注于科研的爆铺帝国没什么区别,而是他们应该拥有一些他们各自擅长的东西,且总体上比目前情况更具有竞争力。)

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. 在游戏后期,就像循环科技给专注于科研的帝国带来好处一样,专注于凝聚力的帝国也应该获得类似好处。


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,我们相比于其他更关注于以上这些点,但我们会在未来的的守护者更新的发布中改善这些系统。



So What Are We Doing?

那么我们现在正在做什么?


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经被移除。虽然有一些方法可以从不同来源上减少帝国规模,并且这些方法可以被用来区分不同类型帝国的玩法,但帝国规模惩罚将不再能被完全抵消。惩罚和规模增长的数值已经被显著修改。


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

比如,首都行星规划类型现在会减少该行星上由人口产生的帝国规模。


帝国首都
稳定性:+5
宜居度:+5
主流思潮吸引力:+100%
人口产生的帝国规模:-25%


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

对于不同种类帝国来说,官僚、牧师、经理、突触工蜂和协调者,现在会是凝聚力的主要来源。文化工作者已经被移除。


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.

先驱者纪念碑(以及类似的建筑物)现在提升行星的凝聚力生产,同时他们本身也根据帝国已采用的飞升天赋数量生产凝聚力。作为纪念碑,它们现在不再需要工人。


传承遗迹
生产:2凝聚力
岗位提供的凝聚力:+10%
帝国每采用一个飞升天赋提供2凝聚力。

These monuments are now planet-unique, and can be built by Spiritualist empires.
每个行星上只能有一个纪念碑,他们可以被唯心主义帝国建造。


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系统已经被移除。可开关的法令现在每月需要凝聚力维护,数值会被帝国规模修正。每个帝国拥有一个法令基金Edicts Fund,用于补贴法令维护费,减少你每个月需要付出的用以维护法令的凝聚力数量。之前能够提升法令上限的东西,现在一般会增加法令基金,但其中一些民政、科技和飞升天赋会提供其他的类型的修正。



灵活机构
法令基金 +20

As an example, some Bureaucratic technologies now modify the Edicts Fund.
举个栗子,一些行政相关的科技现在提供法令基金的加成。



帝国信仰
这个社会有一种主导的国家信仰,他们的统治者被尊为行走于世间的真神。
效果:
法令基金 +100
条件:
拥有帝制
一定程度上偏向威权主义
一定程度上偏向唯心主义

The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!
帝国信仰将会把任何剩余的法令基金在月底用于神皇的神像上。绝不退款!


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

一些过去使用影响力的系统现在使用凝聚力。


Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
过去行星决议需要消耗影响力。现在使用凝聚力并调整了花费。

Resettlement of pops. Abandoning colonies still costs Influence.
重新安置人口现在需要消耗凝聚力。放弃殖民地现在仍然需要影响力。

Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
操纵内部派系需要消耗凝聚力。派系现在提供凝聚力而不是影响力。


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.

因为派系不再提供影响力,现在舰队会根据力量投射Power Projection——一种舰队规模和帝国规模进行比较得出的结果,来提供少量的影响力。


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..

雇佣领袖现在使用凝聚力而不是能量币。领袖现在同样有凝聚力维护费。我们知道这会提高在游戏刚开局时雇佣多个科学家进行探索或是刷领袖特性的相对成本,因为现在你需要在领袖和传统之间进行选择……


封建社会
这是一个封建的社会制度,君主依靠强大的拥有封地和自主权的封臣们来维持统治。
效果:
你的领袖不再需要凝聚力维护费,但是他们不再能被开除。同时,你的总督能提供和他们等级相等的凝聚力产出。
你的附属国可以修建恒星基地来扩张领土。
领袖花费:-50%
附属实力关系惩罚:-50%
条件:
拥有帝制

And then some empires go and break all the rules.
有的帝国可以打破一切规则。


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).

大多数巨构建筑现在消耗凝聚力而不是影响力,那些与旅行相关的(星门)和提供居住地的(居住站和环形世界)巨构建筑不在此列。


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

威权政体的加成现在(毫不惊讶)又发生了一点改动,因为其中有些奖励和现在已经不存在或彻底改动的系统相关。



When Will This Happen?

所以我什么时候能看到这些新东西?


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.

由于这些改动很大,对诸多游戏系统的影响又体现在许多方面上,于是我们决定让这些内容在Steam上进行限时的公开测试,希望能得到反馈。这将给我们机会在3.3版本号推送之前去调整数值并修正一些游戏互动,然后我们将继续在未来的守护者更新中改进它们。


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

我们将在下周的开发日志里提供更多关于开放测试的具体细节。



What Else is Planned?

还打算整什么活?


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,我们希望凝聚力能反映出你的国家对负面效果的恢复能力。一个高凝聚力的国家应该对负面效果有更强的抵抗能力,甚至让它的人口挺身而出击退外敌,但是这些想法仍然处于早期的开发中,同时不会出现在开放测试或更新中。它们更像与我们在开发日志#234中提到的不断开发的情况有关——一旦它们的设计被最终确定,我们会在未来再讨论这些内容。


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.

下周我将详细介绍公开测试的细节,并介绍一个新系统。该系统旨在为精铺和专注于凝聚力的帝国提供一些重要的中后期游戏加成,称为行星擢升等级Planetary Ascension Tiers,并展示我们的一位内容设计师提供的另一个小东西的详细信息。




翻译:qqqqyyy 枸杞泡阔落

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