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Stellaris开发日志#270 | 10/6 传统(夏季实验)的结果

2022-11-04 11:21 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #270 - Traditional Results (of Summer Experiments)

Alfray Stryke, Stellaris Game Designer


WARNING: This is a long dev diary, grab a coffee and enjoy!

警告:这次是一个超长的开发日志,来一杯咖啡慢慢享受吧!


Hello, it's @Alfray Stryke again! Some folks might recall that back in DD#257 that we went over some of our plans for summer experiments. In particular, I planned to look at what could be done with tradition trees and gating them behind various requirements.

大家吼啊,@Alfray Stryke又来啦!有些玩家可能会想起在开发日志#257中我们一起讨论了关于我们的一些夏日实验计划。尤其是,我打算看看可以为传统树做点什么,并且为其设置各种需要满足的条件。


Eladrin said:

Traditions
传统

With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.
我们在3.1版本号“莱姆Lem”中提到过如何让帝国灵活地选择传统。@Alfray Stryke正计划通过一些实验来引进新的传统树。

These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.
我们正在看看如果通过各种触发条件才能开启传统树,会对游戏有什么影响。目前有一些想法建议我们引入一些受飞升天赋或起源锁定的传统树,同时我们也对这种想法会产生何种后果充满了兴趣。


Now what wasn't mentioned is that I've been wanting to rework how the Ascension Paths from Utopia have worked for quite some time, with the original design framework written during Summer 2021, and this seemed like a good opportunity.

目前还没被提到的是,我一直想要重做自乌托邦Utopia扩展包以来的飞升路线选择,并且这已经考虑了一段时间。初始改动框架已经在2021年的夏天编写完成了,看上去现在正是重做的好机会。


For those of you who attended PDXCON, Eladrin and I gave a presentation previewing our summer experiments which some members of our community were kind enough to share.

对于那些参加了PDXCON的玩家们,Eladrin和我为大家举行了一次关于夏季实验的提前演示,我们社区的一些成员也很乐意向大家分享我们的实验。


It turned out that these experiments proved successful internally and we'll be moving to test them in the 3.6 "Orion" Open Beta. As a note, due to the length of this dev diary, I'll be splitting sections into spoiler tags to make it slightly easier to read. Note that the numbers and effects of these changes may still change depending on testing results.

这些实验在团队内部被证明是非常成功的,并且我们将会在3.6版本号“猎户座Orion”的开放测试中测试这些实验。顺便说一下,由于这次开发日志的长度,我将会把每个部分按标签分好,以便于各位阅读。但请注意,这些改动的数量与结果都可能随着测试的结果而发生改变。


I'll start by summarizing the current state of the Ascension Paths in 3.5:

我将从总结3.5版本号中现有的飞升路线开始:


Psionics
灵能理论
Only available to regular empires.
仅常规帝国可用
Requires Utopia
需要乌托邦
Two routes:
两条路线
Mind over Matter AP followed by the Transcendence AP.
选择心胜于物飞升天赋之后选择超凡入圣飞升天赋
Teachers of the Shroud origin followed by the Transcendence AP.
选择虚境导师起源之后选择超凡入圣飞升天赋

Genetics
基因飞升
Available to regular empires and hive-minds.
仅常规帝国与蜂巢思维可用
Requires Utopia
需要乌托邦
Engineered Evolution AP and Evolutionary Mastery AP.
选择设计进化以及掌控进化飞升天赋

Synthetic Evolution
合成进化
Only available to regular empires.
仅常规帝国可用
Requires Utopia
需要乌托邦
Flesh is Weak AP and Synthetic Evolution AP.
选择血肉苦弱以及合成进化飞升天赋

Synthetic Age
合成时代
Only available to machine intelligences.
仅智械帝国可用
Requires Synthetic Dawn
需要合成人黎明
Synthetic Age AP.
选择合成时代飞升天赋
This isn't really an ascension path, but I'm including it for completion's sake.
这并不是一个真正意义上的飞升路线,但为了总结我还是将其包括在内。


So we (sort of) have between three to five ascension paths depending on how you look at things (mostly if you consider being cyborgs to be on the route to becoming synthetic or a separate thing). These have now been reworked so instead of an Ascension Path having a structure of two Ascension Perks which require various technologies or special projects, they each have an Ascension Perk which gives a guaranteed research option upon selection and grants access to the Ascension Path in the form of a tradition tree. Thus, under the rework we have the following:

所以我们(在某种程度上)有三到五种飞升路线,这取决于你如何看待这些事(主要取决于你认为义体人是一个成为合成人的过程,还是认为它们是一个单独的东西)。现在这些飞升都重做了,选择一个飞升路线将不再需要两个飞升天赋(这两个天赋还要求各种科技或特殊项目),现在每个飞升路线都只有一个飞升天赋,并且在玩家选择这个天赋后会给予一个研究选项,并且最终通过传统树的方式使玩家完成飞升。因此,根据这些重做,我们有了以下内容:


Psionic Ascension
灵能飞升
Only available to regular empires.
仅常规帝国可用
Requires Utopia
需要乌托邦
Mind over Matter AP OR Teachers of the Shroud origin.
选择心胜于物飞升天赋或虚境导师起源
Psionic Traditions.
选择灵能传统

Genetic Ascension
基因飞升
Available to regular empires and hive-minds.
仅常规帝国与蜂巢思维可用
Requires Utopia
需要乌托邦
Engineered Evolution AP
选择设计进化飞升天赋
Genetic Traditions
选择基因传统

Cybernetic Ascension
义体飞升
Available to regular empires, hive-minds and driven assimilators.
对常规帝国,蜂巢思维以及同化斗士可用
Requires Utopia
需要乌托邦
The Flesh is Weak AP (regular empires) OR Organo-Machine Interfacing AP (hive-minds) OR assimilate 30 pops (driven assimilators).
选择血肉苦弱(常规帝国),或生物-机械接口飞升天赋(蜂巢思维),或是同化30个人口(同化斗士)
Cybernetic Traditions
选择义体传统

Synthetic Ascension
合成飞升
Available to regular empires and machine intelligences.
对常规帝国和智械帝国可用
Requires Utopia for regular empires
需要乌托邦以对常规帝国可用
Requires Synthetic Dawn for machine intelligences
需要合成时代以对智械帝国可用
Synthetic Evolution AP OR Synthetic Age AP.
选择合成进化或合成时代飞升天赋
Synthetic Traditions
选择合成传统


Each of these tradition trees has incorporated all of the benefits of the previous Ascension Paths, with some new goodies added for those that we felt needed them. Due to how traditions within the trees are unlocked we've found that this leads to a more gradual route through the paths instead of saving up Ascension Perk slots and then taking an entire path while the game is paused!

上述每个传统树都包含了之前飞升路线的所有效果,并且还添加了一些我们觉得有必要的新东西。通过研究以传统树来解锁飞升路线,我们发现这个方法使得飞升路线的选择变得更加渐进,而不是像之前那样攒着飞升天赋槽,并在游戏暂停时一次性选择整个飞升路线。


As expected, all values and art shown here are not final, things can and most likely will shift about during testing.

正如你所料的那样,当前展示的所有的效果以及艺术概念图都不是最终结果,事情可能并且大概率会在测试过程中发生变化。



With all that preamble out of the way, let's dive into the Psionic Ascension Path.

讲完了所有的序文,下面让我们来深入探讨一下灵能飞升路线吧。


We shall unlock the power within the [Root.GetSpeciesAdj] mind.

我们将释放[Root.GetSpeciesAdj]心灵中的力量。


PSIONIC ASCENSION FLOW CHART

灵能飞升流程图



To access this tradition tree we either need to take the Mind Over Matter AP or have the Teachers of the Shroud origin (from Overlord) and have researched Psionic Theory.

要选择这个传统树,我们不仅需要采用心胜于物飞升天赋或拥有虚境导师起源(来自四海皆臣DLC),并且还需要研究灵能理论。


What's remained from the previous version?

那么先前版本还有什么剩下没改呢?


Mind over Matter still grants Telepathy as a Research Option, requires Psionic Theory and can't be taken as your first Ascension Perk.
心胜于物仍然会获得心灵感应的科研选项,需要灵能理念并且不能作为首个飞升天赋。

For Teachers of the Shroud empires, the path is still partially unlocked at the start of the game and to progress requires the Psionic Theory technology.
对于拥有虚境导师起源的帝国,在游戏开始时就已经解锁部分飞升道路,但想要更进一步则仍需要研究灵能理念科技。


What's changed?

那么有什么改动呢?


Mind over Matter has had the bulk of its boons either moved to the opener (the Latent Psionic trait) or the Psi-Corps tradition.
心胜于物的大部分增益要么被移到开门效果(灵能潜质特性),要么被移到灵能传统上。

Transcendence has had its boons shared between the three remaining traditions.
超凡入圣的增益被分给了剩余的三个传统。

The +5%/+10% Energy from jobs provided by the Latent Psionic and Psionic traits have been replaced with +5%/+10% Unity from jobs as this was more in-line with the desired focus for Psionic and particularly Spiritualist empires.
灵能潜质与灵能特性提供的+5%/+10%岗位能量币产出现在被+5%/+10%岗位凝聚力产出所替代,因为这更加符合灵能特别是唯心主义帝国的需求。

Telepaths previously provided a planet-wide +5% Resources from Pops modifier, this has been replaced with a +5% Resources from Psionic Pops so that non-Psionic pops in your empire no longer have their performance improved by the presence of Telepaths. However, this modifier increases to +10% when the Breach the Shroud tradition is taken, meaning that the two Telepath jobs from a Psi-Corp building will provide +20% to the resource output of the planet if all pops working are Psionic. So although a Psionic empire may have fewer pops than the other Ascension Paths, those pops should be more efficient.
灵能使之前为所有人口提供一个+5%的星球资源产出修正,现在这个修正已经被替换为来自灵能人口的产出+5%,如此以来帝国中的非灵能人口将不再受到来自灵能使的增益。不过,当采用了突入虚境传统后,这个修正会变为+10%,这意味着如果所有人口均为灵能,那么灵能军团的两个灵能使岗位将会提供+20%的星球资源产出。因此尽管一个灵能帝国可能比选择其他飞升路线的帝国拥有更少的人口,但是反之这些人口则会发挥更大的作用。


What's new?

有什么新玩意?


Thought Enforcement is now a guaranteed research option, with the Psi-Corp tradition.
只要点了“灵能军团”传统,“思想钢印”将成为一个必定出现的研究选项。

The Mind Readers tradition grants a new empire edict, Sight Beyond Sight. This provides some rather nice bonuses as your navy's navigators are supplied with an abundance of Zro.:
“读心之人”传统现在会解锁一项新的帝国法令,“物外之视”。只要你能够为你的海军导航仪配备充裕的泽珞,它就可以提供一些相当不错的加成:
+1 Sensor range
+1 传感器距离
-15% Hyper Drive Charge Time
-15% 超光速充能时间
-15% Hyper Drive Cooldown
-15% 超光速冷却时间
-15% Jump Drive Cooldown
-15% 跃迁冷却时间
+15% Quantum Catapult Accuracy.
+15% 量子弹弓精度

The finisher for the tradition tree grants 50 edict fund and more importantly a Special Project that when completed will allow you to form a Covenant with a random Shroud Entity.
本传统树闭门能提供50法令经费,更重要的是还会通过一个特殊项目,只要完成这个项目就会允许你与随机的虚境实体订立契约。



Genetic Ascension Path

基因飞升路线


In comparison, the Genetic Tradition tree is slightly simpler as the traditions themselves aren’t locked behind special projects. This is because to get the most use out of it, you’ll likely be doing a fair few special projects to modify species.

相比之下,基因传统树要简单一些,因为该传统本身不需要前置特殊项目来开启。这是因为如果要让基因传统树物尽其用,你很可能需要执行可观数量的特殊项目来修饰物种。


What if we could obtain genetic perfection?

如果我们能获得完美的基因会怎样?


GENETIC ASCENSION FLOW CHART

基因飞升流程图



What's changed?

有什么变化?


The boons from Engineered Evolution and Evolutionary Mastery have been arranged to follow a logical progression through the tradition tree, with you gradually unlocking more and more advanced species modifications.
之前“设计进化”和“掌控进化”两个飞升的增益以更合理的方式安排进了传统树,你可以逐渐解锁越来越高级的物种修饰。


What's new?

有什么新玩意?


Efficient Cloning doubles the output of Clone Vats without increasing their upkeep, which should make them somewhat more competitive with empires that favour a more metallic path.
“高效克隆”能在不提高维持费的前提下使克隆舱产出翻倍,使它们比起偏好机飞的帝国能比之前更有竞争力一些

Enhanced Expression allows you to add another trait pick on your modified species, meaning you can cram more traits onto a species.
“强化表达”允许你为修饰的物种再添加一个额外的特质槽,所以你可以把更多特质塞进一个物种了。

Completing Genetic traditions allows you to research special Transgenesis technologies. These technologies allow you to add Lithoid traits to non-Lithoids, Plantoid traits to non-Plantoids/Fungoids, and if you've harvested the DNA from certain Leviathans, you can splice some rather special traits into your species' genetic code. The Leviathan traits available are:
完成基因传统将允许你研究特殊的转基因科技,这些科技能允许你将石质族特质添加到非石质物种上,植物族特质添加到非植物/真菌物种上,而且如果已经从某些利维坦上获取了DNA,你甚至可以把一些非常特殊的特质添加到你的物种基因密码中。目前可用的利维坦特质如下:
Drake-Scaled (Ether Drake, Shard, Sky Dragon)
巨龙之鳞(以太巨龙,裂爪巨龙,天空龙)
This trait requires that the player has harvested the genetic material from a space dragon (Ether Drake, Shard, or Sky Dragon). This is presented as an event option when the leviathan is slain.
此特质要求玩家从太空巨龙(以太巨龙,裂爪巨龙,天空龙)获取了基因材料。这会在利维坦被击杀时作为一个事件选项呈现出来。
Cost: 3
花费:3
Each pop produces 0.025 monthly Alloys.
每人口月度合金产出:0.025
+50% Army Health
+50%陆军生命值
Mutually exclusive with other resource generating traits.
与其他产生资源的特质互斥
Voidling (Voidspawn)
遁入虚空(虚空孳孽)
Cost: 3
花费:3
This trait requires that the player has harvested the genetic material from the Voidspawn. This is presented as an event option when the leviathan is slain.
此特质要求玩家从虚空孳孽获取了基因材料。这会在利维坦被击杀时作为一个事件选项呈现出来。
Replaces all Food or Mineral upkeep with Energy Upkeep.
用能量币维护费替代所有的食物和矿物维护费。
Habitability Floor on all planets of 50%.
所有星球宜居度至少为50%。
Mutually exclusive with Phototrophic, Radiotrophic traits.
与“光合作用”和“辐射合成”互斥。
Polymelic (Tiyanki Matriarch)
聚合体(缇杨奇族母)
Cost: 3
花费:3
This trait requires that the player has harvested the genetic material from the Tiyanki Matriarch. This is presented as an event option when the leviathan is slain.
此特质要求玩家从缇杨奇族母获取了基因材料。这会在利维坦被击杀时作为一个事件选项呈现出来。
As budding but 0.05 assembly per pop.
与出芽生殖相似但每人口0.05组装。

We've also added a few new Advanced traits that are unlocked by Genetic Creation to cover some missing bases.
我们还添加了一些由“基因创造”解锁的高级特质来填补一些没有照顾到的方面:
Vat-Grown
舱室培育
Cost: 3
花费:3
-25% Pop Growth Speed
-25% 人口增长速度
+25% Pop Assembly Speed
+25% 人口组装速度
-10% Housing Usage
-10%人口住房使用
Felsic
长英质
Requires Lithoid
石质物种可用
Cost: 2
花费:2
Minerals from Livestock and Processing: +2
由牲口和矿物处理厂产出的矿物+2
Natural Machinist
天生机械师
Cost: 2
花费:2
+10% Alloys from Jobs
+10%由工作岗位产出的合金
+10% Consumer Goods from Jobs
+10%由工作岗位产出的消费品



Now onto Cybernetic and Synthetic Ascension. To start with, we've split the Synthetic path into the two paths because it felt like a better fit to be able to wholly devote your empire into embracing cybernetics without going down the mind-uploading route.

现在轮到义体和合成飞升。首先,我们把机械飞升路线分成了两条,因为我们觉得让你的帝国在接触心智上载这条科技树之前就拥抱义体化,会是一个不错的点子。


Cybernetic ascension is no longer unlocked via the robotics line of technologies, instead there are new technologies to represent basic cybernetic upgrades that your population has access to. This comes with a change to the Powered Exo-Skeletons technology as well.

义体飞升不再由机器人科技线解锁,取而代之的是全新科技线,代表了你的人民可以接触到的基础义体升级。对“动力外骨骼”科技也进行了修改。


Powered Exo-Skeletons Technologies/Improved Servomotors
动力外骨骼/增强型伺服电机
Tier 1, Engineering – Industry
1级,工程学 - 工业
+5% Army Damage
+5% 陆军伤害
+5% Worker/Menial Drone Output
+5% 劳工/低级子个体产出

Integrated Cybernetics/Adaptive Cybernetics
集成控制/适应性控制
Requires: Powered Exo-Skeletons Technologies/Improved Servomotors
前置科技:动力外骨骼/增强型伺服电机
Tier 2, Engineering – Industry
2级,工程学 - 工业
+5% Habitability
+5% 宜居度

Neuro-Quantum Links
神经-量子链接
Requires: Integrated Cybernetics Technologies
前置科技:集成控制/适应性控制
Tier 3, Physics – Computing
3级,物理学 - 计算技术
+5% Specialist/Complex Drone Output
+5% 专家/复合子个体产出
This technology is not available to driven assimilators
同化斗士不可用此科技


Since Cybernetic ascension is now available to Hive-Minds and Driven Assimilators, they too get access to The Flesh is Weak, albeit with a changed name and description.

由于现在蜂巢思维和同化斗士也可选义体飞升,他们也可以通向血肉苦弱,只是名字和描述稍有变化。


The Flesh is Weak/Organo-Machine Interfacing Ascension Perk
血肉苦弱/有机-无机接口飞升天赋

Available to regular empires, hive-minds and driven assimilators
常规帝国,蜂巢思维,同化斗士都可用

Regular Empires and Hive-Minds:
常规帝国和蜂巢思维:
Requires Integrated Cybernetics Technology
需要:“集成控制”科技
Driven Assimilators:
同化斗士:
Requires: Have assimilated 30 pops.
需要:已经同化30人口

Regular Empires and Hive-Minds:
常规帝国和蜂巢思维:
Gain Neuro-Quantum Links research option
获得“神经-量子链接”研究选项
Driven Assimilators:
同化斗士:
Gain Adaptive Cybernetics research option
获得“适应性控制”研究选项
Allows taking Cybernetic Traditions.
允许选择“义体人”传统树


Because Cybernetic traditions are available to multiple empire types, there’s a number of tradition swaps used here to ensure they each get something different.

因为多种帝国类型都可选择义体人传统树,所以此处根据帝国类型不同,有多种传统互换来确保他们都能获得一些不一样的东西。


Our future lies in the fusion of flesh and machine.

我等之未来在于血肉与机械的融合。


CYBERNETIC ASCENSION FLOW CHART

义体飞升流程图



REGULAR CYBERNETIC TRADITIONS
常规帝国义体传统树

Opener
开门效果
Gain access to The Flesh is Weak Special Project
解锁血肉苦弱特殊项目

Tradition 1: Transubstantiation Synthesis
传统1:变体合成
Requires that The Flesh is Weak Special Project has been completed.
要求已经完成血肉苦弱特殊项目
Can assimilate organic species to Cyborgs (Including into/out of Hive-Minds).
允许将有机物种同化为义体人(包括同化/改出蜂巢思维)。

Tradition 1: Organ Harvesting (Swap for Fanatic Purifiers)
传统1:器官切除(种族洁癖的互换传统)
Requires that The Flesh is Weak Special Project has been completed.
要求已经完成血肉苦弱特殊项目。
Planets with ongoing purges gain +10% pop growth speed.
正在进行净化的星球人口增长速度+10%

Tradition 2: Metabolic Reprocessing
传统2:代谢再处理
-10% Cyborg Upkeep
-10%义体人口维持费

Tradition 3: Integrated Anatomy
传统3:集成解剖学
Allows add/remove cyborg traits (based off of robot traits) to cyborgs
允许为义体人添加/移除义体人特质(基于机器人特质)

Tradition 4: Assembly Standards
传统4:组装标准
Unlocks Assembly Standards policy, allowing roboticists to assemble cyborgs instead of robots.
解锁组装标准政策,允许机器人专家组装义体人

Tradition 5: Modular Cybernetics
传统5:模块化控制
-50% Modify Species special project cost
物种修饰特殊项目花费:-50%
+1 Biological Trait Picks
生物特质+1

Finisher:
闭门效果:
+10% cyborg output
+10%义体人产出
+1 Biological Trait Picks
生物特质+1


HIVE-MIND CYBERNETIC TRADITIONS
蜂巢思维义体传统树

Opener
开门效果
Gain access to The Flesh is Weak Special Project
解锁血肉苦弱特殊项目

Tradition 1: Transubstantiation Synthesis
传统1:变体合成
Requires that The Flesh is Weak Special Project has been completed.
要求已经完成血肉苦弱特殊项目。
Can assimilate organic species to Cyborgs (Including into/out of Hive-Minds).
允许将有机物种同化为义体人(包括同化/改出蜂巢思维)

Tradition 1: Organ Harvesting (Swap for Devouring Swarms/Terravores)
传统1:器官切除(嗜杀蜂群/噬岩者的互换传统)
Requires that The Flesh is Weak Special Project has been completed.
要求已经完成血肉苦弱特殊项目
Planets with ongoing purges gain +10% pop growth speed.
正在进行净化的星球人口增长速度+10%

Tradition 2: Metabolic Reprocessing
传统2:代谢再处理
-10% Cyborg Upkeep
-10% 义体人口维持费
-10% Empire Size from Cyborgs
-10% 由义体人口增加的帝国规模

Tradition 3: Integrated Anatomy
传统3:集成解剖学
Allows add/remove cyborg traits (based off of robot traits) to cyborgs
允许添加/移除义体人特质(基于机器人特质)

Tradition 4: Synaptic Sub-Processing
传统4:突触子处理
-50% empire size from districts.
-50% 由区划增加的帝国规模

Tradition 5: Modular Cybernetics
传统5:模块化控制
-50% Modify Species special project cost
物种修饰特殊项目花费:-50%
+1 Biological Trait Picks
生物特质+1

Finisher:
闭门效果:
+10% cyborg output
+10% 义体人产出
+1 Biological Trait Picks
生物特质+1


DRIVEN ASSIMILATOR CYBERNETIC TRADITIONS
同化斗士义体传统

Opener
开门效果
Assimilating Organic Pops now provides Engineering Research,
同化有机人口可获得提供工程学研究点数
All resources provided from Assimilation are increased.
同化提供的所有资源获得提升。

Tradition 1: Inevitable Assimilation
传统1:命定同化
Can now assimilate Hive-Minded pops.
现在可以同化蜂巢思维人口
+1 Pop assimilated (per planet, per year).
同化人口+1(每颗星球,每年)

Tradition 2: Metabolic Reprocessing
传统2:代谢再处理
-10% Cyborg Upkeep
义体人维护-10%
-10% Empire Size from Cyborgs
义体人带来帝国规模-10%

Tradition 3: Integrated Anatomy
传统3:集成解剖学
Allows add/remove cyborg traits (based off of robot traits) to cyborgs
允许添加/移除义体人特质(基于机器人特质)

Tradition 4: Crucible Worlds
传统4:熔炉世界
Gain access to the special Crucible World planetary designation.
允许使用特殊熔炉世界星球规划
Crucible Worlds have greatly increased pop growth, provided by Crucible Drones, but have penalties to pop upkeep and output and have restrictions on certain buildings.
熔炉世界人口增长速度在熔炉子个体支持下大幅提升,但需要额外人口维护费,同时某些建筑会受到限制。

Tradition 5: Modular Cybernetics
传统5:模块化控制
-50% Modify Species special project cost
-50%调整种群特殊项目花费
+1 Biological Trait Picks
生物特质+1

Finisher:
闭门效果
+10% cyborg output
+10%义体人产出
+1 Biological Trait Picks
生物特质+1


To expand upon Cybernetic Ascension, we have added Cybernetic Traits that are only available to Cybernetic pops, after taking the Integrated Anatomy tradition. These traits make use of normal biological trait point and pick limits, but are not blocked by any biological traits. The traits available to cyborgs are based off of the traits available to robotic species, however they are slightly cheaper in terms of trait points while giving the pops a small amount of energy upkeep. These traits are as follows:

为完善义体飞升,我们为义体人人口提供了特殊的义体人特质,只要完成集成解剖学就可以使用。这些特质受一般特质点数和数量上限限制,但不与任何其他特质互斥。义体人可选的特质与机器人物种的可选特质类似,但特质点数花费更低,同时带来一份较小的能量币维护费。特质列表如下:


Positive traits
正面特质
These all increase pop upkeep by 0.5 energy/month.
这些特质将人口维护费每月提升0.5能量币
Power Drills, Cost 1, +15% minerals from jobs
强力钻机,花费1,职位产出矿物+15%
Harvesters, Cost 1, +15% food from jobs
收割者,花费1,职位产出食物+15%
Superconductive, Cost 1, +15% energy from jobs
超导,花费1,职位产生能量币+15%
Efficient Processors, Cost 2, +5% resources from jobs
高效处理器,花费2,职位产出资源+5%
Logic Engines, Cost 1, +10% research from jobs
逻辑引擎,花费1,职位产出研究+10%
Loyalty Circuits, Cost 1, +10% happiness
忠诚电路,花费1,幸福度+10%
Double-Jointed, Cost 1, -10% pop housing usage, +15% pop growth from immigration, -25% resettlement cost
双铰接设计,花费1,住房占据-10%,移民人口增长速度+15%,迁移花费-25%
Enhanced Memory, Cost 1, +2 leader level cap,
强化内存,花费1,领袖等级上限+2
Durable, Cost 1, pop amenities usage -0.5
耐用,花费1,人口宜居度消耗-0.5
Learning Algorithms, Cost 1, +25% leader experience, +1 leader level cap
学习算法,花费1,领袖经验+25%,领袖等级上限+1
Streamlined Protocols, Cost 1, -10% empire size from pops
流水线规章,花费1,人口带来帝国规模-10%
Trading Algorithms, Cost 1, +25% trade value from jobs.
贸易算法,花费1,职位提供贸易额+25%


Negative traits
负面特质
Bulky, Cost -2, +10% pop housing usage, -15% pop growth from immigration, +25% resettlement cost
笨拙,花费-2,住房占据+10%,移民人口增长速度-15%,迁移花费+25%
High Maintenance, Cost -2, pop amenities usage +0.5
高额维护,花费-2,人口宜居度消耗+0.5
Power Intensive, Cost -1, increases pop upkeep by 1 energy/month.
大功率,花费-1,人口维护费每月增加1能量币
Neural Limiters, Cost -2, -25% leader experience, -1 leader level cap
神经电阻,花费-2,领袖经验-25%,领袖等级上限-1
High Bandwidth, Cost -2, +10% empire size from pops
高带宽,花费-2,人口带来帝国规模+10%


Additionally, the Trading Algorithms trait is available to both robots and cyborgs.

此外,贸易算法特质机器人和合成人都可以选择。



Onto the path of the machine…

接下来就是机械之道……


The first thing with this that I want to address is comparing the Synthetic Age AP with the options available to regular empires was rather damning. Only +2 trait points and -33% species modification cost left a lot to be desired for any machine intelligence. Thus one of the first things I wanted to do with this was make the Synthetic path available to machine intelligences. The APs required to access this tradition tree are

就此我想要解决第一件事就是,合成时代飞升天赋和常规帝国能选择的飞升天赋相比太孱弱了。只有+2特质点数和-33%种族修饰花费,对于任何智械帝国都难堪大用。因此,我首先做的就是让智械帝国也能使用合成飞升路线,而涉及的飞升天赋如下:


Synthetic Evolution Ascension Perk
合成进化飞升天赋
Available to regular empires
常规帝国可用
Requires: Droids Technology
需求:机器人科技
Gain Synthetics as a research option
获得研究选项合成人
Allows taking Synthetic Traditions.
允许采纳合成传统

Synthetic Age Ascension Perk
合成时代飞升天赋
Available to machine intelligences
智械帝国可用
Requires: Machine Template System Technology
需求:机械模板系统科技
Gain Binary Motivators as a research option
获得研究选项二元动机
Allows taking Synthetic Traditions.
允许采纳合成传统


It is the dawn of a Synthetic Age.

合成时代的黎明已然到来。


SYNTHETIC ASCENSION FLOW CHART

合成飞升流程图



REGULAR SYNTHETIC TRADITIONS
常规帝国合成传统

Opener
开门效果
Allows recruitment of robotic leaders
允许招募机器人领袖

Tradition 1: Maintenance Protocols
传统1:维护规章
Robot Amenities Usage
机器人宜居度消耗-10%

Tradition 2: Optimization Algorithms
传统2:统筹算法
+10% Robot Output
机器人产出+10%

Tradition 3: Synthetic Age
传统3:合成时代
Requires the Synthetics technology to be researched
需要研究合成人科技
For Non-Purifiers:
非灭绝者:
Grants the Synthetic Evolution Special Project
获得合成进化特殊项目
Can assimilate organic, robotic and machine species to Synths (after completing the special project).
可以(在完成特殊项目后)将有机、机械和机器人种族同化为合成人。
For Fanatic Purifiers:
对于灭绝者:
+10% Robot Assembly Speed
机器人组装速度+10%

Tradition 4: Prefabricated Components
传统4:预装组件
-50% Modify Species special project cost
种族修饰特殊项目花费-50%

Tradition 5: Solid-State Actuators
传统5:固态执行器
+2 Robot Modification Points
机器人修饰点数+2

Finisher:
闭门效果
+1 Trait Pick for Robots.
机器人特质槽位+1
+1 Roboticist job added to capital building
首府建筑获得+1机器人专家岗位


MACHINE SYNTHETIC TRADITIONS
智械帝国合成传统

Opener
开门效果
Can assimilate robot and machine species into your primary machine species.
可以将机器人和智械种族同化为你的主要机械种族

Tradition 1: Maintenance Protocols
传统1:维护规章
-10% Machine Amenities Usage
智械宜居度消耗-10%

Tradition 2: Optimization Algorithms
传统2:统筹算法
+10% Machine Output
智械产出+10%

Tradition 3: Efficient Power Systems
传统3:高效能源
+1 Trait pick for Machines
智械特质槽位+1

Tradition 4: Prefabricated Components
传统4:预装组件
-50% Modify Species special project cost
种族修饰特殊项目花费-50%

Tradition 5: Solid-State Actuators
传统5:固态执行器
+2 Machine Modification Points
智械修饰点数+2

Finisher:
闭门效果
Machine leaders gain the Synthetic trait.
智械领袖获得合成人特质
+1 Replicator jobs added to capital building
首府建筑获得+1复制者岗位


Some of the changes we've made here could be considered fairly spicy as we've reduced the sheer amount of robot assembly that you could gain by no longer scaling the number of roboticists by the tier of the capital building. Though, of the changes we've made, the ability to convert all species (including other empires’ robots) into your synths is one of my favorites.

我们在这里做出的一些改动可以说是非常大胆:我们移除了首府建筑等级带来的机器人专家岗位数量,从而减少了你能获得的机器人组装的绝对值。但是,在我们做出的改动之中,我最喜欢的一个就是将所有种族(包括其他帝国的机器人)同化为你自己的合成人的能力。


Another change we made alongside this rework was that the Mechanists origin has lost their -5% robot upkeep modifier in exchange for +15% robot build speed, +1 robot trait pick and having the Machine Template System technology available as a research option from the start of the game.

本次重做带来的另一个改动就是,机械师起源不再拥有-5%机器人维护费修正,取而代之的是+15%机器人组装速度,+1机器人特质槽位,并在开局时就可以选择研究机械模板系统。


That's it for this week! Be sure to join us Monday, October 10th on twitch.tv/paradoxintera at 3 PM CEST (UTC + 2) where Game Director Eladrin will be showing off the Combat Rebalance live on Stream!

这就是本周全部内容啦!我们10月10号周一中欧标准时间(UTC+2)下午3点会在Twitch的直播中由游戏总监Eladrin带来战斗平衡重做的展示!



翻译:疯狂的新兵 摸鱼怪 杨旗鱼

校对:一水战阿部熊 三等文官猹中堂


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Stellaris开发日志#270 | 10/6 传统(夏季实验)的结果的评论 (共 条)

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