Stellaris開發日誌#124 | 9/6 行星重做Ⅳ

Stellaris開發日誌#124 | 9/6 行星重做Ⅳ

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Stellaris開發日誌#124 | 9/6 行星系統重做(四篇其四)

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Stellaris Dev Diary #124 - Planetary Rework (part 4 of 4)

Wiz, Game Director Stellaris

Hello everyone and welcome to another Stellaris development diary. Today were going to continue on the topic that we started on in Dev Diary #121: The Planetary Rework coming in the 2.2 Le Guin update. As this is a massive topic that affects many areas of the game, weve split it into four parts. Todays part is the last one, in which well be talking about how some special empires and planets such as Hive Minds, Machine Empires and Habitats will work under the new planetary rework system.

大家吼啊,歡迎來到新一期Stellaris開發日誌。今天我們將繼續討論在#121期開發日誌中開始的主題:2.2版本號勒吉恩Le Guin更新的行星重做。由於這是影響遊戲許多方面的重大話題,我們將其分為了四個部分。今天是最後一部分,我們將討論一些特殊的帝國和行星,例如蜂群思維Hive Minds機械帝國Machine Empires棲息地Habitats如何在新的行星重做系統下運作。

Gestalt Consciousnesses

格式塔意識

One of the aims of the Planetary Rework was that we wanted to be able to present the different kinds of societies in Stellaris as actually being different on the planet. Under the old system, the planet of a Gestalt Consciousness feels very much like the planet of any other empire, save for a few minor differences such as the fact that the pops dont have happiness. Under Le Guin, this will change considerably, with Hive Minds and Machine Empires getting their own districts, buildings, strata, jobs and planetary mechanics. Hive Minds and Machine Empires share some mechanical differences with normal empires - they do not produce Trade Value and have no internal trade routes (more on this in a later DD), their pops lack Happiness, and instead of Crime they have Deviancy, representing Drones that malfunction or go rogue in some manner. Instead of the normal Strata, pops are generally divided into Simple Drones and Complex Drones, with the previous producing amenities and raw resources and the latter producing research, unity and finished goods. Amenities for Gestalts represents the necessary maintenance capacity required for planet to be functional, and impacts Stability directly instead of affecting Pop Happiness. Stability is still a factor for Gestalts, representing how smoothly the planet is functioning as a part of the collective. A low-stability Gestalt planet will not experience revolts if there are only drones present on it, but it will be impaired in other ways, such as resource production penalties. Gestalts also not produce or require luxury goods, with the sole exception of Rogue Servitors that need it for their bio-trophies.

作為行星重做的目標之一,我們希望能夠在Stellaris中展現出不同類型的社會,讓其在行星上的呈現變得確實各不相同。在舊系統中,格式塔意識下的行星除去一些細微的差別,例如人口沒有幸福度以外,其他和別的帝國沒什麼兩樣。在勒吉恩Le Guin中這將發生很大變化,蜂群思維和機械帝國將獲得專屬的行星區塊、建築、社會階層、職業和行星機制。蜂群思維和機械帝國一道,將與普通帝國有一些機制上的不同——他們不產生貿易價值並且沒有內部貿易路線(在後續的開發日誌中有更多關於此的內容),他們的人口沒有幸福度,取代犯罪率這一數值的是他們的偏差率Deviancy,以此模擬發生故障或因某種方式失控的工蜂。與常規帝國的社會階層不同,這些帝國的人口大體上分為簡單工蜂Simple Drones複雜工蜂Complex Drones,前者生產康樂設施和原始資源,而後者則產生研究點數、凝聚力和製成品商品。對格式塔意識來說,康樂設施代表了行星運作所需的必要維護能力,它直接影響穩定度而不影響人口幸福度。穩定度仍然是格式塔意識的一個要素,代表著作為集體意識一部分的行星運作時的平穩程度。如果只有工蜂存在時,那麼低穩定性的格式塔意識星球也不會遭受叛亂,但是會在其他方面會受到影響,例如資源生產懲罰。格式塔意識也不生產或需要奢侈品,唯一的例外是需要奢侈品提供給活體陳設的失控機仆Rogue Servitors

Hive Minds

蜂群思維

In Le Guin, the planets of Hive Minds are focused around rapid growth. Instead of City districts, Hive Minds have Hive districts that provide a very large amount of housing, and each of their raw resource districts provides three jobs where a normal empire only gets two. Hive Minds use the normal biological Pop Growth mechanic, and can also make use of migration mechanics internally - drones will emigrate from overcrowded worlds and immigrate to worlds with free housing. Hive Minds also have a special building, the Spawning Pool, that provides Spawning Drone jobs which use a large amount of food to increase the rate of pop growth on the planet. Furthermore, Hive Minds have their own set of capital buildings that lack the colony shelter level - a newly colonized Hive Mind planet has a fully functional capital present from day one. All of these mechanics make Hive Minds ideal for a wide playstyle, expanding rapidly and claiming huge swathes of space for the Hive.

勒吉恩Le Guin里,蜂群思維的行星專註於快速增長。作為城市區塊的替代,蜂群思維擁有提供大量住房的蜂群區塊Hive districts,每個原始資源區塊提供三個工作職業,而普通帝國只有兩個。蜂群思維使用普通的生物人口增長機制,也可以在內部啟用移民機制——工蜂將從過度擁擠的世界移民到有空餘住房的世界。蜂群思維還有一個特殊的建築物即分裂池Spawning Pool,它提供了繁殖工蜂Spawning Drone的職業,該職業使用巨量的食物來提高行星上的人口增長率。此外,蜂群思維擁有專屬的無需「殖民地庇護所」等級的首府建築,一個新近殖民的蜂群思維星球從第一天起就擁有一個功能齊全的首府。所有這些機制使得蜂群思維成為「暴鋪」遊戲風格的理想選擇,極速擴張以及為蜂群宣稱大片大片的空間。

Machine Empires

機械帝國

Machine Empires share some similarities with Hive Minds, but rather than being focused on rapid growth, their primary focus is efficient use of resources. Like the Hive Minds, they have their own version of housing district, the Nexus District, and their resource extraction districts also provide three jobs where normal empires get two, but in addition to this they also have substantial bonuses to finished goods production, with jobs such as the Fabricator being a more efficient and productive variant of the regular alloy-producing Metallurgist. However, this comes at the expense of being unable to naturally produce new pops, having to rely on costly Replicator jobs to construct new drones. Machine Empires are ideal for an empire that wants to be self-sustaining, and truly shine when they have access to numerous kinds of natural resources.

機械帝國與蜂群思維有一些相似之處,但相較於專註快速增長,它首要關注資源的有效利用。像蜂群思維一樣,他們擁有自己的住宅區塊、樞紐區塊,他們的資源開採區塊也提供三個職業,而普通帝國只有兩個,但除此之外,他們還有製成品商品生產的大量加成,擁有例如製造者Fabricator這樣的職業,該職業是常規生產合金的冶金工人Metallurgist的高產變種版。然而這樣的加成是以無法自然產生新人口為代價的,不得不依靠代價高昂的複製者Replicator職業來建造新的工蜂。機械帝國是一個想要自給自足的帝國的理想選擇,當能夠獲得種類繁多的自然資源時,他們就會活力爆發。

Habitats

棲息地

Finally, another mechanic from a previous expansion that is changing considerably in Le Guin is Habitats. Habitats are still acquired and constructed in the same way as before, but rather than being size 12 planets with a handful of unique buildings, Habitats are now a mere size 6 (8 with Master Builders), but have their own entirely unique set of Districts. Rather than building City, Mining, Farming or Generator districts, Habitats have the following districts available:

最後另一個在勒吉恩Le Guin中發生重大變化的機制是棲息地。棲息地仍然用與以前相同的方式獲得和建造,但不再是具有少量專有建築的12地塊行星,棲息地現在只有6地塊(擁有建築大師Master Builders飛升後升至8地塊),但它擁有自己完全獨特的一套區塊。作為建造城市、採礦、農業或能源區塊的替代,棲息地提供以下區塊:

Habitation District: Provides housing

居住區塊:提供住房

Research District: Provides researcher jobs

研究區塊:提供研究人員職業

Trade District: Provides trade value jobs (Non-Gestalt only)

貿易區塊:提供貿易價值職業(僅限非格式塔意識)

Leisure District: Provides unity and amenities jobs (Non-Gestalt only)

休閑區塊:提供凝聚力和康樂設施職業(僅限非格式塔意識)

Reactor District: Provides energy-producing jobs (Gestalt only)

反應堆區塊:提供能源生產職業(僅限格式塔意識)

No matter the type, each District built on a Habitat provides a fixed amount of infrastructure (currently 5, or 1 building per 2 districts). Habitats can support most regular planetary buildings, and so can be further specialized towards for example trade, goods production or research, but lack virtually all ability to produce raw resources. Since research and unity penalties scale towards an empires number of districts rather than planets in the Le Guin update, they are also highly efficient for tall empires, as Habitat districts provide a larger amount of housing, infrastructure and jobs compared to regular planet districts.

無論是屬於何種類型,在棲息地上建造的每個區塊都提供固定數量的基礎設施(當前是每區塊5基礎設施,也就是每2個區塊提供1個建築槽)。棲息地可以支持大多數常規行星建築,因此可以進一步專門用於貿易、商品生產或研究,但幾乎沒有生產原始資源的能力。由於研究和凝聚力懲罰在勒吉恩Le Guin更新中擴展到整個帝國的區塊數量而非行星數量,因此對於高級帝國而言,它們非常有效,因為與常規行星區塊相比,棲息地的區塊提供更多的住房,基礎設施和職業。

NOTE: This interface is extremely WIP, the finished version will have non-placeholder art and better district number display, among other things.

注意:此界面處於嚴重的未完成狀態中,完成後的版本將不再有這些佔位符美工,還有更好的區塊數目顯示以及其他等等。

Thats all for today! Next week were finally moving on to the rest of the Le Guin update, starting with the Galactic Market. We may be done talking about the planetary rework (for now), but theres much more to the update weve yet to even begin showing you!

這就是今天的全部內容!下周我們終於可以向前推進一步,繼續談論勒吉恩Le Guin更新的其餘部分,我們將從銀河市場Galactic Market開始。我們可能已經完成了關於行星重做(到目前為止內容)的討論,但是我們還有更多沒開始向大家展示的更新內容!

翻譯:參商朔望

校對:萬豪頓 三等文官猹中堂

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