Stellaris开发日志#239 | 1/27 人工智能·改二

牧游社 牧有汉化翻译
Stellaris Dev Diary #239 - AI++
Narkerns, Not a robot
Hello and welcome back to another update on the Stellaris AI. This is Guido again. Today I'm here with my fellow human Offe who also enjoys doing organic things. Like generating energy through processing photosynthesised light in the form of matter via ingestion. I like bacon and ice cream. Everybody likes bacon and ice cream. So Offe, please, take it from here.
大家好!欢迎回到另一篇关于Stellaris AI的更新。又是Guido我!今天我和我的人类同胞Offe一起。Offe也喜欢做有机的事情,例如通过摄取经过光合作用处理的光的物质形态来产生能量。我喜欢培根和冰淇凌。所有人都喜欢培根和冰淇凌。所以,Offe,接下来就交给你了。
Hello, it is me, Offe!
大家好!我是Offe!
I'm a 28 cycles old Human manufactured and operated up here in the north. I've worked here at the Arctic office for two years and recently joined the Custodian team as a junior programmer. Guido and I have previously worked on other projects together and he has taught me a lot about game development, but most importantly I learned some tips on how to improve my diplomatic interaction protocols. Where I would often use phrases like "it's an absolute disaster", he would instead prefer "This is pretty good, but it can be even better!". This may prove to be important later on.
我是一个28周期的人类,生产和运行于本地北方。我已经在北极工作室工作了两年了,最近作为初级程序员加入了守护者团队。Guido和我之前一起从事过其他的项目,他教了我很多关于游戏开发的东西,但我学到的最重要的是一些关于如何改进我的外交辞令的技巧。在我经常使用“这绝对是一场灾难”之类的短语的地方,他更喜欢使用“这很棒,但它可以更好!”。这可能在以后被证明很重要。
I would like to say Thank You to all the people out there who took time playing on the open beta and provided us with feedback and bug reports. If you ever find the AI in a situation where it is doing something strange, please bug report and most importantly attach save games, it helps tremendously! For example, two separate issues were found and addressed with the new job changes.
我想对所有花时间玩我们开放测试版本并为我们提供反馈和bug报告的玩家说声感谢!如果你发现AI在做一些奇怪的事情,请报告bug,并且最重要的是附上游戏存档,这将非常有帮助!举个例子,我们找到并处理了新的岗位改动带来的两个不同的问题。
And lastly, this dev diary will contain older changes and screenshots that were made long before the beta, but also new changes which were not part of the beta, meaning that you still have some new changes waiting for you in the 3.3 release.
最后,本篇开发日志会包含早于开放测试版本旧改动和截图,但同时也有开放测试版本中没有的新的改动,这意味着在3.3版本号中仍有一些新的改动在等着你。
Changes to pop job system
人口岗位系统的改动
I will start with this change since it will also directly affect players and not only AI!
我将从这个改动开始讲起,因为它不止影响了AI,同时也直接影响了玩家们。
How it used to work:
它之前是怎么工作的:
Each time something important would happen on a planet, such as a pop is grown, a district/building gets constructed or an upgrade finishes, every single pop would update their desire (also known as weight) to work each job. Then all pops would be unassigned of their jobs, and all of them would be put back on a (potentially) new job.
每当一个行星上发生重要的事情的时候,比如人口增长、一个区划或建筑建成、升级完成时,每一单个的人口都会更新他们对每个岗位的渴望程度(或者叫权重)。因而所有人口都会被取消工作并重新安排到(可能的)新岗位上。
Now there are some pros and cons with this approach. The good thing is that we are not doing any calculations when we don’t have to, since if nothing changes then we don’t update any of the jobs. However, the downside is that if you have scripted conditional job weights, for example, based on how many amenities there are on a planet, it will cause mass migrations of pops between jobs when the system eventually does update because all pops move at the same time.
现在来看,这种方法有一些优点和缺点。好的一方面是,当我们不需要进行运算的时候,我们就不会去进行运算,比如如果没有事情发生变化,那么我们就不会更新任何岗位。但坏的一方面是,如果你编写了根据条件(比如行星的宜居度)改变岗位权重的脚本,当系统最后更新的时候,这将导致岗位之间大量的人口流动,因为所有人口都会在同一时间移动。
In the current 3.2 system the most obvious problem is for hive mind empires where pops will mass move to the maintenance drone job when the planet amenity level is low, and then during the next update, all of them will leave due to having way too many amenities causing a perpetual ping pong effect.
在当前3.2版本号的系统中,最明显的问题是,对于蜂巢帝国来说,当行星宜居度低的时候大量人口都会被移到维护无人机的岗位上,而下次宜居度更新的时候,所有这些(维护无人机)都会由于过高的宜居度而被从岗位上被移除,这将造成永久的反复横跳。
This also affected non hive mind AI empires because in 3.2 the AI would prioritize a job producing a resource during a shortage across all its planets. For example, during an energy credit shortage it would prioritize the technician job on all its planets, causing every single job to be instantly filled. This would likely cause a shortage of some other resource such as minerals, resulting in most types of AI empires to get stuck in a ping pong behaviour once they had entered a resource deficit. This also had the unfortunate side effect of AI starting constructions that were not really needed, but the sudden shift of pop jobs made it appear so.
这也影响了非蜂巢思维的AI帝国,因为3.2版本号中AI将在某种资源短缺的时候令其所有行星都优先偏重此种资源的生产岗位。举个例子,当能量币短缺的时候,AI会在所有行星上优先技工岗位,导致所有技工岗位立即被占满。而这大概率会导致一些其他资源的短缺,因而使绝大多数类型的AI帝国在一种资源赤字之后都会被困在反复横跳中。这也带来了不幸的副作用——AI会开始建造一些它们并不十分需要的东西,因为突然的人口岗位转变会使它们认为需要建造这些东西。
How it works in 3.3:
它在3.3版本号中是怎么工作的:
- During each monthly update, update the jobs on all planets
- 在每月更新中,更新所有行星上的岗位。
- Only remove or add maximum of one pop per job during the update
- 每次更新中每个岗位都最多只会移除或新增一个人口。
Many of you are now probably immediately clenching your fist in anger while picturing your poor CPU melting, as scripted calculations based on number of pops in stellaris can be very CPU demanding. But I have some good news for you, first of all in 3.2 there were some redundant calls to the job weight calculation. By removing them where possible, we could already reduce the amount of job weight calculations by about 75%.
你们中的很多人可能会立即愤怒地握紧拳头,同时想象着自己可怜的CPU正在融化,因为Stellaris中基于人口数量而进行的脚本化运算对CPU的要求很高。但我有一些好消息要告诉你们,首先是在3.2版本号中有一些多余的岗位权重的计算。在可能的情况下,我们会删掉这些,这样就可以减少约75%的岗位权重计算量。
Furthermore, we are now reusing job weights between pops that are of the same species and share the same job. Meaning if you have 40 pops working as miners on a planet, and they are all of the same species, the scripted job weight calculation will only be performed once instead of 40 times as in 3.2. This comes with some limitations though, as it is no longer safe to base job weight on individual pop data, such as which faction they are in or their happiness. In the end the vast majority of all job weight calculations were removed while still updating jobs every month.
此外,现在我们会在相同物种和相同岗位的人口之间复用岗位权重。就是说,如果你在一个行星上有40人口在当矿工,而他们又都是同一物种的,那么脚本化的岗位权重计算只会进行一次,而不是3.2版本号中的40次。但是这有一些限制,因为这样就不大能够依据单个人口的数据来计算工作权重,例如要考虑人口所属派系和幸福度的时候。最后,绝大多数岗位权重计算都会被删除,但每月仍然会更新岗位。
With the new system it allows you to write a scripted job weight calculation that depends on itself without causing ping pong behaviour. For example, jobs that produce amenities can now base their job weight on the planet's amenity level, or the enforcer job can now base its job weight on the crime level.
在新系统中,你可以编写一个基于岗位自身且不会导致反复横跳的岗位权重计算脚本。举个例子,产出宜居度的岗位现在可以根据行星的宜居度改变自己的权重,或者(与之类似的)执法者岗位现在可以根据行星犯罪度来改变权重。
The intention is that you will not notice any difference from the system in 3.2 other than some jobs like enforcers and maintenance drones having a more reasonable amount of pops working that job.
做这些改动的目的,是为了让你感觉不到任何与3.2版本号系统的区别,除了像执法者或维护子个体之类的岗位,对于它们来说会有更合理数量的人口在这些岗位上工作。

Jobs for your pops
给你的人口找工作
In 3.2 AI would look at the number of free jobs on a planet when deciding if it needs to build new jobs. So if there were for example 3 free jobs then the AI would clap its hands together and call it a job well done and move on. At the same time the planet could have huge numbers of unemployed pops rioting on the streets.
3.2版本号中,AI决定是否需要设立新的岗位时会看一眼行星上的空余岗位数目。因此,比方说有三个空余岗位,AI就会双手一拍,觉得大功告成就去忙别的了,但它不管行星上可能有一大堆失业人口在街上暴动。
This scenario comes from the fact that not all pops can work all jobs, so while there are technically free jobs on the planet, that doesn't mean that the unemployed pops can actually work those jobs.
这个情况产生的原因是,并不是所有的人口都能干所有的岗位,所以尽管实际上行星真的有空余岗位,这也不意味着失业人口就能去这些岗位上班。
In 3.3 we are changing the way that the AI is looking at planets when it is deciding what jobs to create. Instead of looking at the number of free jobs on the planet and then creating more when this number is low, the AI will now look at actual unemployed pops and make sure to create a job that the specific pop is actually able to work.
3.3版本号中,我们会改变AI决定创造什么岗位时检查行星的方式。AI不再只是检查空余岗位的数目,如果数字不高就再创造点新的,而是会检查实际的失业人口,并确保创造特定人口能干的岗位。
This solves a variety of issues present in 3.2 where AI doesn't make good decisions for pops such as slaves or robots, this is something we will continue looking at but it is a big first step in the right direction.
这就解决了一系列3.2版本号中出现的AI不会为奴隶或机器人人口做出合理决定的问题,但这也只是向正确方向迈出的比较重大的第一步而已,之后我们还需要继续改进这方面。
AI scaling economic subplans
AI按规模扩展的经济子计划
Scaling subplans was something we mentioned earlier as a planned feature for the future, well the future is now so strap yourself in!
我们之前就提过,AI按规模扩展的经济子计划是未来会有的一个特性,现在发车的时候到了,大家系好安全带!
In 3.2 we got rid of the old economic plans which had a predefined early/mid/late game strategy and introduced the shared base plan which doesn’t look at what year it is, but rather looks at what state the empire is in.
3.2版本号中我们去掉了预先设定好的游戏早期/中期/晚期策略的老版经济计划,引入了新的共有基础计划,该计划与游戏年份不再挂钩,而是会检查帝国现在是什么状态。
Now when I first saw Guido's new economical plans I immediately thought wow this is pretty good, but it can be even better! So I started working on the scaling sub plans which aims to remove all upper limits of production (previously mentioned 500 alloy per month cap in 3.2) but still provide the AI with a responsive plan that adapts to the current state of the AI economy.
当我第一次看到Guido的新经济计划时,我立马就觉得,“哇,真是不错,但还可以更好”!所以我就开始进行扩展子计划的工作,目标是移除所有生产的上限(之前提过的3.2版本号中每月合金生产的上限是500),但依旧能给AI提供一个能适应当前经济状况且能做出迅速反应的计划。
How the system works as for 3.3:
3.3版本号中这套系统怎么运作:
The base economic plan is now very small, it sets a minimum target for all types of strictly needed resources such as minerals, energy and food (such as +20 monthly income). Once these targets are met, then a small amount of CGs, alloys and science targets are added.
基础的经济计划现在非常小,它只会为所有必需的资源种类,比如矿物、能量币和食物设定一个最小目标(比如每月收入为+20)。一旦达到了这些目标,就会增加少量的消费品、合金和研究点数目标。
Once all of the above base plans are satisfied we then enable the scaling sub plan, which is just like any other economic plan except that it will add itself each time it is fulfilled, an unlimited amount of times. The scaling plan contains a small amount of energy/minerals but primarily contains alloys and science. This means that the more mature the AI economy becomes, the focus on base resources becomes smaller and the primary focus will shift to military and science production.
一旦以上所有基础计划都得到了满足,我们就可以启用扩展子计划了,它就和任何其他经济计划一样,但唯一一点不同的是它每次完成的时候都会自行增加目标,且没有次数限制。扩展子计划只要求生产少量的能量币/矿物,但主要关注合金和研究点数。这意味着随着AI的经济变得更加成熟,对于基础资源的关注就会更少,主要目标会改为军事和研究点数的生产。
Additionally we have added 3 separate conditional scaling sub plans which we enable for materialist, militarist(and total war empires) and spiritualist empires that add additional science, alloy or unity targets to their economic plan as a first step to making AI economy more distinct from each other.
另外,我们还单独增加了三个有条件的扩展子计划,并用在了唯物主义、军国主义(包括全面战争帝国,即指种族洁癖等灭绝政体帝国)和唯心主义帝国上,分别用于在它们的经济计划上增加额外的科学点数、合金和凝聚力生产目标。这是我们让AI的经济样貌产生区别度的第一步。
Grand Admiral hive mind reaching a monthly income of 3k alloys and 22k science in one test run by year 2422. (Screenshot from before the unity rework)
在一次测试中,大将难度的蜂群意识帝国在2422年达到了月入3k合金和22k研究点数的目标(截屏是凝聚力重做之前的)。

AI district/building specialization
AI区划/建筑专精
One of the big advantages that fellow Humans like you and I have over the AI is that we can easily make long term strategies which are based on assumptions and goals. So we may have a long term strategy to turn a planet that we have not yet colonized into a factory world. As mentioned in answers to the last AI dev diary questions, the economic AI is stateless which means that it has no notion of past nor the future, it only looks at what it has right now and what it can do to satisfy it's economic plan. This makes it very good at adapting to the situation it is in, it will keep a close eye at the current economic situation and immediately react to any shortages but lack some of the long term planning capabilities that we have.
你我这样的人类相较AI拥有的最大优势之一就是,我们能够基于假设和目标轻松制定长期战略。因此我们能在一个行星尚未被殖民的时候,就能制定把它变成工厂世界的长期战略。正如在上一篇AI开发日志中我们对于问题的回复中所说的那样,经济AI是无状态的,也就是说它不会考虑过去或未来,只考虑现在有什么,以及做什么能够满足它的经济计划。这就让它非常擅长适应当前的状况,可以紧密关注当前的经济状况,并对任何短缺做出即时反应,但缺少我们拥有的长期规划能力。
So how can the AI make specialized worlds without planning for the future? Well one straightforward way of doing it is simply by switching places of districts that we have already built in the past. So if we compare two planets where both of them have 5 mining and 5 energy districts each, we can gradually specialize the planets by replacing the districts one pair at a time until we end up with one planet with 10 energy districts and another with 10 mining districts.
那么,AI要怎么才能在不做未来计划的情况下弄出专精于某个资源的世界呢?一个直截了当的方式是,直接把我们之前已经建造好的区划进行交换。比方说我们有两个行星,每个都有5个采矿区划和5个发电区划,我们就可以逐渐将区划每次交换一对,直到一个行星有10个发电区划,另一个有10个采矿区划,这样来实现行星的专精化。
This approach works quite well in practice and is also very dynamic in the sense that it allows the AI to make hybrid planets in the early game which becomes more specialized over time as the empire expands.
这个方法在实践中非常好用,也是一种非常动态的方法,因为它允许AI在早期建设混合产出的行星,而在帝国扩张的过程中逐渐变得更加专精化。

AI consumer goods vs alloy production and planet designations
AI的消费品vs合金生成,以及行星规划类型
In 3.3 we are adding an AI system where the AI will manually pick a planet designation instead of using the default scripted planet designation system which is the same one as the player gets if you do not change it yourself.
在3.3版本号中,我们会增加一个AI系统,让AI可以手动选择一个行星规划类型,而不是用默认脚本中的行星规划类型系统,也就是玩家不手动选取行星规划类型时采用的那个系统。
The AI system looks at the available designations for each planet and calculates how many resources it would get each month from choosing the designations. It then scores each designation by judging how well the gained resources fits into the AI's economic plan, giving extra score to designations that align with its economic goals.
AI系统会检查每个行星可用的规划类型,并计算选择这些规划类型能让它每个月获得多少资源。之后,它会判断获得的资源能在多大程度上契合AI的经济计划,从而对每个规划类型进行权重评分,符合经济目标的类型还会得到额外的分数。
Normally it is very easy to pick the designation, for example, a planet with only mining districts on it will clearly have the mining designation. However, other designations such as Factory/Forge world are more complicated and the AI needs to carefully assign these designations in a way that keeps the economy balanced.
通常情况下选取一个规划类型非常容易,比方说,一个只有采矿区划的行星肯定会选取矿产世界的规划类型。然而,像工厂/铸造世界等其它规划类型会更加复杂,AI需要谨慎分配这些规划类型来让经济保持平衡。
For non hive mind empires consumer goods and alloy production is the biggest AI economy challenge we have faced so far, since the AI needs to produce both resources independently of each other to meet their economy plan targets even though they are produced from the same district in three different possible ways. The current system is a step in the right direction but this is definitely a tricky problem that will require additional fine tuning in the future.
对于非蜂群意识的帝国而言,消费品和合金生成是AI经济中我们目前面临的最大挑战,因为AI需要同时生产两种互不相干的资源来实现它们的经济计划目标,而这两种资源又是从同一个区划里以可能多达三种不同的方式生产出来的。当前的系统向正确的方向迈了一步,但是这个问题依旧十分棘手,未来还需要进一步的微调。
AI alloy spenditure
AI的合金花费逻辑
Now that AI adjusts its alloy and consumer good production separately it was time to tackle how AI spends its alloys.
既然AI已经分别调整了其合金和消费品的生产方式,那么现在是时候解决AI如何花费其合金的问题了。
In 3.2 the AI really liked defense platforms, and keeping them up to date by upgrading them any time it was possible. Not only is this a massive drain of alloys, it would also more or less permanently fill the production queue in the shipyards with upgrades which meant that in some cases it wasn't able to build any new ships even if it wanted to.
在3.2版本号里,AI非常喜欢建造防御平台,并且会随时升级来保持它们处于最新状态。这不仅会大量消耗合金,而且会或多或少地永久占用船坞的生产队列,这意味着升级防御平台使得AI即使想建造任何新船也没有船坞给他们建造新船。
Further there was an issue where the AI would get blocked from building any modules or upgrading any starbases if there was an open module slot in which it wasn’t possible to build anything according to the AIs starbase templates. For example, the AI has dedicated shipyard starbase templates and if it has open slots in it then it would really like to build the titan assembly module on it. But if it wasn't researched yet then the AI would get blocked here, preventing construction of new starbases.
此外还有一个问题,如果恒星基地存在一个空的模块槽位且AI无法根据它的恒星基地模板建造任何内容,那么AI就会卡住,无法建造任何模块或者升级任何恒星基地。例如,AI有专门的造船厂模板,如果恒星基地有空的模块槽位,而AI没有研究泰坦建造厂科技却又想在这个恒星基地上按模板建造,那么AI就会在这里卡住,也就不会建造新的恒星基地。
In 3.3 the AI alloy spending priority goes something like this:
在3.3版本号里,AI花费合金的优先级是这样的:
- Build new ships until we reach fleet cap
- 建造新的舰船直到达到舰队上限
- Build starbase modules
- 建造恒星基地模块
- Build new starbases
- 建造新的恒星基地
- Upgrade starbases
- 升级恒星基地
- Upgrade ships (and defense platforms) if it gives a +30% fleet power bonus, and upgrade the entire fleet this ship is in while we are at a shipyard anyway. Saving both alloys and time!
- 升级战舰(和防御平台),前提是这次升级带给舰队的实力增幅达到30%以上,并且AI会在船坞直接升级整支舰队,同时节省合金和时间!
- Build defense platforms as a last resort
- 建造防御平台,这是最后的选项。
AI tech picking
AI的科技选择
The AI has scripted weights for each tech in the game, this gives it some direction as to what technology to pick next every time a research is completed. Both in terms of which technologies are more powerful but also taking into account AI personalities, militarist empires are for example more inclined to research weapon tech.
AI为游戏里每种科技都在脚本中预设了研究权重,这让它能够在每次研究完成时选择接下来研究何种科技。AI不仅会考虑科技更强大,还会考虑AI本身的个性,举个例子,军国主义帝国更倾向于研究武器科技。
In 3.2 the majority of techs had some modifier on it which increased the chance of it being selected by the AI, but when you prioritize everything, well then you prioritize nothing. For 3.3 we went through all the techs in the game and remade the AI priorities from scratch, emphasizing techs that will help the AI scale into the mid and late game. For example, resource production boosting techs, pop growth techs and resource producing building chains are now more encouraged.
在3.2版本号中大多数科技都增加了一些修正项,增加了AI选择它的机会,但如果你对所有东西都优先排序了,那就等于没有优先排序任何东西。在3.3版本号中,我们翻遍了游戏里的所有科技并全部重做了AI的优先级,突出强调那些能帮助AI扩展到游戏中后期的科技,比如现在AI会更倾向选择促进资源生产的科技,促进人口增长的科技以及生产资源的建筑链等。
Additionally AI will now look much more favourably on techs that are cheaper compared to the other options, this allows the AI to more quickly cycle through the available options and find the techs that it really likes.
另外,AI现在会更喜欢那些比其它选项更便宜的科技,这让AI能够更快地在可用的选项中选出它最喜欢的科技。
AI superfluous destruction
AI的盈余缩减
This one is short and simple. AI will now delete stuff if it gives jobs, housing or building slots that we do not need. Meaning, if we for example have more free jobs and housing than provided by an energy district we will simply delete it to avoid paying the upkeep cost and freeing up this slot for something else in the future.
这一段很短也很简单。AI现在会将那些提供给他们不需要的岗位、住房或者建筑槽的东西给删掉。这意味着,举例来说,如果能源区划给我们提供了太多空闲岗位和住房,那么AI会拆除掉多余的能源区划,以避免支付区划维护成本,并将区划槽留给未来做其他事情。
This scenario most often happens when an AI empire invades another planet and purges their pops, so determined exterminators will now be able to repurpose the conquered planets into something that aligns with their economy!
这种场景通常发生在AI帝国入侵另一个星球并且清洗上面的人口的时候,所以现在铁心灭绝者可以重新利用被征服的星球,使其与它们的经济相一致!
AI rogue servitor and bio trophies
AI失控机仆与活体陈设
While there has been a lot of focus on the AI's ability to compete economically with the player in this dev diary, one of the primary objectives of the AI initiative is also to enhance the role playing capabilities of the AI.
虽然在本篇开发日志中,人们一直在关注AI在经济上与玩家竞争的能力,但增强AI的角色扮演能力也是本次AI修改计划的主要目标之一。
In 3.3 we are adding additional AI support for the rogue servitor civic and how they handle their bio trophy pops. The AI should now build an organic sanctuary on each planet that has an upgraded capital structure causing their bio trophies to spread to other planets. And they should build additional sanctuaries on planets with a lot of complex drones.
在3.3版本号中,我们将会为失控机仆民政添加额外的AI支持,以及它们处理其活体陈设的行为。AI现在应该会在每个有升级首府建筑的行星上建设一个有机体避难所,允许它们的活体陈设们能够传播到其他星球。它们应该会用许多复杂的无人机,在许多星球上建设更多的避难所。
Additionally we have addressed a group of related bugs where the AI was unable to build special types of buildings like gaia seeders, spawning pools and chambers of elevation.
此外,我们还解决了AI无法建造特殊类型建筑(如盖亚种子、产卵池和擢升中心)的相关bug。
AI comparison
AI比较
As a final note we would like to share some comparison graphs between the 3.2 and the 3.3 AI. Please note that what you are about to see is based on one single test run on ensign and one test run on grand admiral. This comparison is not meant to be interpreted as evidence but as an indication of what has changed between 3.2 and 3.3.
最后,我想要分享一些3.2版本号与3.3版本号的AI对比图。请注意,你将看到的是分别在少尉难度和大将难度下的单次测试结果。这个比较不是为了证明,而是为了说明在3.2版本号和3.3版本号之间发生了什么变化。
In any AI playthrough there is a huge variance in the AI performance due to random factors such as how they pick techs, traditions and ascension perks. The experiment setup is also used for internal AI testing only and not representative of an actual playthrough.
在任何AI运行的过程中,由于随机因素(如它们如何选择科技、传统和飞升),AI的表现都存在巨大差异。测试的设置也是仅用于内部AI测试,并不能代表真正的游戏过程。
Experiment setup:
测试设置:
- Tiny galaxy
- 最小星系
- 1 AI empire
- 一个AI帝国
- All test using the United Nations of Earth empire
- 所有测试的帝国都是地球联合国
- Mid and late game years set to 2575/2600 so they don’t trigger
- 中期和末期事件设置在2575/2600年,因此2个都没被触发
- The map is the same between the 3.2 vs 3.3 comparison, but NOT the same between the ensign and the grand admiral test.
- 3.2与3.3版本的地图是一样的,但是在少尉难度和大将难度下地图则是不一样的。
Le's first look at the comparison between the 3.2 and 3.3 ensign difficulty:
首先我们来看看在少尉难度下3.2版本号和3.3版本号的结果比较:

Up until year 100 the military power is roughly the same, but from that point on the results of the work we put into mid and late game AI scaling starts to really show. This allows the AI to act and react in a lot more interesting ways in the late game than before.
一直到游戏开始后100年,两个版本下AI的军事力量都大致相同,但100年后,我们对AI的游戏中后期扩展工作的结果开始真正显现出来。这使得AI能在游戏后期比以往有更有趣的行动方式和反应。

1) Around year 150 the 3.3 ("develop") AI reaches the 32/32 starbase capacity due to having researched all techs in the game, resulting in the slowdown of the military power development.
1)在150年左右,3.3版本号(“开发中”)的AI就达到了32/32恒星基地上限,因为它在游戏里已经研究了所有的科技,导致军事实力增长开始放缓。
2) 3.2 AI gets stuck in an economic death spiral for about 30 years shortly after year 100, AI eventually manages to escape the death spiral and then has massive economic growth and is able to build up to the 32/32 starbase cap quickly due to having saved up alloys for 30~ years.
2)3.2版本号的AI被卡在经济的死亡旋涡里大概30年,在100年后AI才设法逃离了这一旋涡,之后经济开始迅速增长,快速将恒星基地盖到了32/32的上限,因为它整整存了30+年的合金。
At year 200 the gap between both AI military strength gets smaller since neither AI is really building that many more ships due to having maxxed out starbase capacity and already way above their fleet cap resulting in very expensive fleets. The power gap at year 200 is mainly due to 3.3 AI having superior technology.
在200年左右,两个AI的军事力量差距变得越来越小,因为2个AI都没有真正意义上建造更多新的舰船,因为它们的恒星基地建造数量都到了上限,而且也用完了它们的舰队容量。在200年时出现的实力差距主要是由于3.3版本号的AI拥有更加优秀的科技。
However, it turned out that for GA difficulty the AI wouldn't correctly apply the increased buff from trade value. Now, when it does, the AI takes a good step in the direction of making it more challenging for players.
然而,事实证明在大将难度下,AI并不会正确地应用贸易值来为自己增强实力。现在,当AI也懂得这一方法时,就意味着AI在让游戏对玩家更具挑战性的方向上迈出了重要一步。
Overall the GA and ensign test show a similar pattern where the first 100 years are roughly the same and then the difference becomes substantial. However, in the GA test the upper limit of 3.3 AI scaling can be seen around year 150-200 as the military growth curve tends to flatten out at this point when reaching the starbase cap.
总的来说,大将和少尉难度下的测试都展现了一个非常相似的模式,即前100年大致相同,而到后面差距就越来越大。然而,在大将难度的测试里,3.3版本号AI的上限大概在150-200年左右,因为在恒星基地达到建造上限后,军事实力的增长曲线就开始趋于平缓。
And that's it for today's dev diary, if you have any questions related to AI economy feel free to post them below and I will do my best to answer them!
以上就是本次开发日志的全部内容,如果你有任何与AI经济相关的问题,请在下面留言,我会尽我所能解答!
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校对:一水战阿部熊 三等文官猹中堂
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