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3.1 版本
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== Balance == * Sectors released as vassals from megacorps are now released as Oligarchies with the Merchant Guilds civic and one or two random civics (depending on their technology). * The Federation Science Challenge now takes greater account of empires' relative technological standing when picking a winner. * When a Reanimator country defeats an organic army in battle, they have a 1/3 chance of creating a new undead army. * Reanimators no longer need to research any techs before they can build their necromancy building. Their necromancy building now gives two Necromancers instead of one. Necromancers now produce +2 each extra society and physics, but one fewer defensive armies. * Increased chance of pops escaping Necrophage purging to 25%. * Reworked the Void Dweller trait to now provide a Pop Output bonus of 15% on habitats and a Pop Output penalty of -15% on non-artificial worlds, ringworlds have neither a bonus nor a penalty. Additionally, they have a -30% happiness penalty on non-artificial worlds. * Removed stability modifier from Memorialist building and added it to Memorialist job instead. * Death Cult sacrifice bonuses now depend to a far greater degree on the % of your population you have just put to death (rather than on the sheer number of sacrifices). They will generally be far more impactful in the early game. * Death Cult: number of Mortal Initiate jobs from upgraded buildings reduced to 2 and 3 from 3 and 5, as your demographics can usually not sustain massacring 5 pops per planet every decade. * Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops * Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap * Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness * Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep * Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence * Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap * Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost * 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 * Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity * Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap * 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 * Slaver Guilds : Reduced enslaved population from 40% to 35% * Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic) * Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy * Non-homicidal Necrophages no longer start with two extra pops. (The purifier and swarm variants keep it, since they lose a few pops during the purge). * Necrophages can now only have Stone, Bronze or Iron Age primitives as their guaranteed planets. These planets are also guarded by a few more defence armies than they usually would be. * The Necrophage Elevation Chamber no longer provides a planet stability bonus. * Reduced Slaver Guilds and Indentured Servitude slave percentages from 40% to 35%. * Open Markets diplomatic tradition moved to Mercantile. * Insider Trading diplomatic tradition moved to Mercantile. * Secured Shipping diplomatic tradition removed. Effect moved to Mercantile traditions. * Added three new traditions for Diplomacy: Diplomatic Networking, Direct Diplomacy, Eminent Diplomats. * Bulwark of Harmony tradition moved to Unyielding, replaced with Harmonious Directives which increases edict cap by +1. * Mind and Body harmony tradition now also increases leader skill cap by +1. * Kinship harmony tradition effect on demotion time increased from -25% to -75%. * Supremacy adoption effect no longer increases starbase capacity by +2, but instead increases naval capacity by +20. * Trade Policies are now locked behind the Adaptive Economic Policies Mercantile tradition. * Rebalanced Pop costs for Caravaneer events to better reflect pop growth changes. * Rebalanced pop rewards and costs of multiple events to better reflect pop growth changes. * Reduced the pop requirement for Executive Retreat and Xeno-outreach Agency to better reflect the current pop system. * Prosperity traditions finisher no longer provides merchant jobs or gestalt jobs, but rather increases planet stability by+5 and pop resource output by +5%. * Reworked and rebalanced how some rare events are fired: e.g. repeatedly entering and exiting systems will no longer eventually guarantee certain events. * Tweaked carrying capacity formula to make housing usage modifiers more useful again (instead of taking total housing, it now takes total pops plus free housing). * Reduced the benefit orbital stations and starbase constructions receive from technologies when gathering resources. * Planetary designations that provided build cost modifiers now instead provide upkeep modifiers. * Urban World designation now reduces the upkeep of buildings and districts instead of affecting industrial district cost. * Refinery designation now increases production rather than reducing upkeep. * Added an Industrial World planetary designation that provide reduced benefits to both alloy and consumer good production, and do not shift jobs. The existing "Industrial World" is renamed "Factory World". * Automatic planetary designation selection will no longer be quite so sure that Refinery Worlds are what you really need more than anything else right now. * The Shattered Ring starting segment is now a size 25 habitable world with normal districts. Housing, Generator, Trade, Industrial and Farming districts present will convert to Ringworld Districts at a 5:1 ratio when the Ringworld is restored. * Buildings and districts that add bio-trophy jobs no longer add to carrying capacity, since having bio-trophies that use no housing will now increase carrying capacity already. * Reduced exorbitant fees for using Golden Rule federation elections (i.e. the money you get from distributing or appropriating the pot now more closely corresponds to the pot). * Industrial districts now convert into Foundry Arcologies and Factory Arcologies depending on the planetary designation. * The final level of capital building now unlocks all 4 corporate building slots (up from 3). * Judgment Corps domination tradition no longer increases crime prevention, but rather makes Enforcers produce 1 Unity. * Domination tradition finisher no longer increases monthly influence gain by +1, but rather increases increases admin cap by +20% for all empires. * Colonial Viceroys domination tradition now also increases monthly influence by +0.5. * Sacrificial Temples are now limited to 5 per planet. * Halved the minerals from mining The Interloper. * Replaced the mineral deposit on The Irreparable Damage with an engineering research deposit. * Rogue Servitor industrial habitat districts will no longer provide Artisan jobs but can still access the jobs by activating the Factory Habitat colony designation. * Cave Cleaner is now a Worker-tier job rather than Specialist. * Gas Plant Engineer job is now less attractive. * Racket Destroyer deal cost increased from 200 Minerals to 2000 Minerals. * Hive Minds are now able to purge other hive pops again. * Added so you can terraform a Tomb World to a Gaia World directly if you have the correct prerequisites. * Made it so that empires can't get worthless buildings from Reverse-Engineering Arcane Technologies.
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