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2.0 版本
”(章节)
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== Balance == === Important === * Armor has been reworked completely. It is no longer a damage reduction modifier, but rather a separate source of hit point, similar to hull points or shields. * Weapons can deal additional (or reduced) damage to hull points, armor and shields. Damage is first applied to shields, then armor and lastly hull. * Most weapons have been reworked in accordance with these new changes. All weapons have been rebalanced according to a 1.3 tech curve, meaning for example that Blue Lasers are 1.3x stronger than Red Lasers (rather than about 1.10-1.15x as before) * Missiles have been completely reworked. All missiles now use the guided slot and ignore shields completely * Reactors are now a required component, and are no longer placed in Utility Slots * Strike Craft now only exist as one entity, and are no longer split up between bombers and fighters * Point-Defense has been reworked to adjust for new strike craft stats * You now always start the game with laser, projectile and missile weapon techs, as well as basic shields and armor tech * Becoming Federation President now requires an empire to own at least 10% of a Federation's total planets, OR at least half the number of planets of the largest member. Empires who do not fulfill this condition will be passed over for leadership. * Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration') * Added Force Disparity mechanics. In combat, a smaller force that is engaging a larger one (based on total combined fleet sizes) will now get a bonus to firing speed, to make casualties in battles less lop-sided * Ships now have a chance to disengage from combat whenever they take hull damage while already at <50% health. The chance depends on the amount of damage dealt, the ship size (smaller ships have an easier time disengaging) and ship/country modifiers. Disengaged ships are not dead, but do not take any further part in the combat, and rejoin the fleet once combat ends * Leaders now cost 200 energy to hire instead of 50 influence * Resettlement now costs energy instead of influence * Basic (lvl 0) Farms, Mines and Power Plants removed * Lvl 1 buildings (Farms, Mines, Power Plants) can now be built on new colonies * Ship upkeep is now 1% of cost in minerals, and 0.5% of cost in energy === Ethics === * Xenophobe ethics now reduce starbase influence cost by 20%, and claim cost by 10% * Fanatic Xenophobe ethics now reduce starbase influence cost by 40%, and claim cost by 20% * Spiritualist ethics now increase unity output by 10%, and reduce edict cost by 5% * Fanatic Spiritualist ethics now increase unity output by 20%, and reduce edict cost by 10% === Civics === * Buffed Shadow Council to -75% influence election cost * Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow) * Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research * Driven Assimilators can now research most Genetics techs * Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops * Servitor Morale modifier scaling has been made more granular, updating per every 5% Bio-Trophy population rather than every 10% * Rogue Servitors and Assimilators can now uplift species * Corporate Dominion civic now increases Trading Hub energy output by 1, instead of +10% energy credits. In addition, it also unlocks Private Colony Ship * Imperial Cult civic no longer reduces edict cost by 33%, but rather increases edict duration by 20% * Cutthroat Politics civic no longer increases monthly influence by +1, but rather reduces edict cost by -20% * Inward Perfection no longer increases monthly influence by +1, but rather increases edict duration by 10% * Charismatic ruler trait effect on edict cost reduced from -20% to -10% * Planetary Unification technology now increases monthly unity by +5 * Distinguished Admiralty civic no longer increases evasion or fire rate, but rather increases admiral level cap by 2 === Traits === * Fortifier ruler trait effect changed to reduce starbase upgrade cost by 20% * Trickster admiral trait now gives +25% ship disengagement chance instead of -50% emergency FTL damage * Charismatic ruler trait effect on edict length reduced from +25% to +20% * Deep Connections ruler trait now requires Planetary Unification technology and is no longer available for starting rulers * Eye for Talent ruler trait no longer increases leader recruitment cost, but instead increases Leader Experience Gain by 20% * Eager and Newboot now reduce leader cost by -50% (instead of -33%) * Fertile trait now also increases unity output by 10% and other species happiness by 5% * Erudite trait effect on leader level cap increased from 1 to 2 * Robust trait gene point cost reduced from 6 to 4, and also increases all pop output by 5% === Technology === * Technology cost is now based on number of owned planets & systems, number of pops has no effect * Corps of Engineers now increases starbase upgrade speed by 25% and reduces starbase upgrade cost by 15% * Combat Training technology now gives +15% assault army damage and morale * Technology is now twice as expensive to research for Awakened Fallen Empires * Moved some techs to the Computing and New Worlds tech categories, to make them more useful specializations * Renamed Rocketry category to Propulsion, and moved kinetics weapons tech into it, to make it a more useful specialization * All technologies should now belong to a category intended for its field, ie no more statecraft technologies in physics * Gaia Creation technology removed from the game, Gaia World terraforming is now a part of the World Shaper ascension perk * Planetary Unification technology now unlocks campaign edicts * Atmospheric Manipulation technology removed * Terrestrial Sculpting technology now allows you to terraform planets into other climates as well * Terrestrial Sculpting technology base cost increased from 1000 to 2000 * Ecological Adaptation technology base cost increased from 3000 to 4000 * Ecological Adaptation technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation * Climate Restoration technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation * Galactic Markets technology now requires Colonial Centralization instead of Galactic Administration * Galactic Benevolence technology now requires Colonial Centralization instead of Galactic Administration * Interplanetary Research Initiative technology now requires Colonial Centralization instead of Galactic Administration === Traditions === * Tradition cost is now based on number of owned planets & systems, number of pops has no effect === Expansion === * Reach for the Stars expansion tradition no longer affects colonization influence cost, but rather reduces starbase influence cost by 10% * Galactic Ambitions expansion tradition no longer reduces upkeep for frontier outpost, but rather increases starbase capacity by 2 === Domination === * Domination adopt effect now unlocks Demand Tribute and Demand Vassalization diplomatic actions instead of the previous effects. === Purity === * Never Surrender purity tradition now increases starbase hull points by +10% and defensive army health +50% === Prosperity === * Administrative Operations now also reduces starbase upkeep by 10% * Trans-Stellar Corporations no longer unlocks private colony ship, but rather increases energy output by 5% and Trading Hubs produce an additional 1 energy === Harmony === * The Greater Good effect on unrest reduction reduces from 25% to 20% === Supremacy === * Supremacy adopt effect no longer increases border range, but rather increases starbase capacity by 2 and reduces starbase upgrade cost by 20% * Supremacy finish effect no longer increases fire rate, but instead unlocks War Doctrine policies, which allow you to give different bonuses to your ships * Master Shipwrights no longer increases naval capacity, but rather reduces upgrade cost by 20%.In addition, the effect on ship build speed has been increased from +15% to +25% * Right of Conquest now reduces claim cost by 20% instead of war demand cost * War Games no longer increases admiral level cap, but rather increases command limit by 20 and ship fire rate by 10% === Discovery === * Polytechnic Education effect on leader experience gain reduced from 33% to 25% === Ascension Perks === * Interstellar Dominion no longer increases border range, but rather reduces starbase influence cost and claim cost by 20% * Mastery of Nature no longer unlocks all tile blocker clearing technologies, but rather gives your planets access to an edict that can permanently increase their size by 1 to 3, depending on their size. In addition, effect on tile blocker clear cost reduces from 50% to 33%. * One Vision now also increases unity output by 10% * World Shaper now requires Climate Restoration technology * World Shaper no longer gives Atmospheric Manipulation technology, but rather unlocks the ability to terraform planets into Gaia Worlds. In addition, effect on terraforming speed removed. * Voidborne now only requires Star Fortress technology * Galactic Force Projection effect on naval capacity reduced from 200 to 80. In addition, fleet command limit is also increased by 20. === Crisis === * Reduced the chance of the Contingency crisis triggering * Contingency now uses particle/tachyon lances instead of Arc Emitters * Contingency-occupied planets are now left without an owner upon liberation to prevent border gore === Fallen Empire === * It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn === Misc. === * No longer possible to release a planet undergoing Stellar Culture Shock as a vassal * Native Indoctrination now costs energy but gives society research * Increased the energy cost of native Enlightenment and Infiltration * Boosted the society output of Passive and Active native observation * Living Metal now gives -20% Megastructure Build Cost instead of +30% Megastructure Build Speed * Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare, as the happiness boosts provided were simply not worth the massively increased costs * Increased effect of leader skill on election support * Domesticated Prethoryn fleet no longer uses naval capacity, and cannot be disbanded * Colonized planets and habitats always have a spaceport tab to build civilian ships * The fleet donated by the Cybrex no longer uses up naval capacity and cannot be disbanded * Machine Leaders no longer cost 100% more influence (random breakdowns are balanced enough against leader age) * Afterburners now add some evasion * Synthetics in Servitude no longer have a penalty to energy production * Hacking the Infinity Machine is now far more likely to succeed, and yields a better reward * Self-Modified Pops now count as a different species for the purpose of species rights * Planetary Shield Generator now only requires Planetary Administration rather than Capital * Xenophobe empires will no longer experience Pop self-modification, as this would just result in them being instantly enslaved * Shields and Armor technologies have now had their costs rescaled a bit * You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data * Each ship class now has multiple types of combat computers to choose from, with different combat tactics suitable for the ship class. * Science, Construction, Transport and Colony Ships are no longer designable, but rather has a fixed cost and are auto-updated with the latest components * Reworked Enigmatic Shields and Power Cores into Dark Matter Deflectors/Reactors, tier 5 techs that can be scavenged from Fallen Empires * You can now repair and get reduced orbit maintenance at allied starbases * The orbit maintenance cost reduction is now applied when orbiting a starbase with Crew Quarters, not when orbiting a planet * Stars now always have some sort of deposit, so that there are no completely useless systems * Crystal-Infused and Crystal-Forged plating are now regular utility slot items that add hull points to ships * Significantly reduced the amount of naval capacity empires get in the late game. Maximum possible naval capacity is now 1000 * Doubled the impact of more advanced thrusters on ship sublight speed * Shield Capacitors now increase shield hit points by +10% instead of increasing shield regen * Lowered MTTH on the Dragon's Hoard events * Most ship sizes can now be inspected, even crisis ship designs * Defensive Platform build time reduced from 180 to 120 * Defense Platform upkeep costs reduced from x0.75 to x0.25 * Mineral Processing and Advanced Mineral Processing technologies no longer unlock Mineral Silos * Removed Mineral Silo buildings from the game, and is now instead a starbase building * Added tradition effects on tech weights for some technologies * Private Colony Ship is now unlocked by the Corporate Dominion civic * Authoritarians can now use species-wide slavery * Equalized combat computer stats and specialized them more towards their specific roles * Habitat Labs effect on research output reduced from 3/3/3 to 2/2/2 * Gaia Planets and Machine Worlds now have the same cost (10000) and time to complete (7200) * Gaia World now increases pop output by +10% instead of increasing unity output by +15% * Machine World effect on pop output reduced from +25% to +20% * Delicious Titans modifier now gives +20 food (static) instead of +50% food * Doubled the chance for non-Tomb World colony event chains to fire within the first five years after colonization * Trader Enclaves now give resources monthly instead of in lump sums when you make a trade deal with them. * The Artisan opinion reward for patronage is now given immediately instead of monthly * Demand Vassalization and Demand Tribute diplomatic actions now require Domination Traditions to be adopted * Art Monument purchase cost increased from 1500 to 3000 * Ministry of Culture purchase cost increased from 2000 to 5000 * Ministry of Benevolence building influence cost increased from 100 to 150 * Ministry of Benevolence building mineral cost reduced from 500 to 300 * Galactic Stock Exchange building influence cost increased from 100 to 150 * Galactic Stock Exchange building mineral cost reduced from 500 to 300 * Research Institute building mineral cost reduced from 500 to 300 * Research Institute building influence cost increased from 100 to 150 * Plague Memorial building effect on happiness reduced from +10% to +5%, but now also produced 2 unity * Consolidated the three Curator enclaves into a single country * Energy Torpedoes have been reworked into a long-range plasma-like artillery weapon that go into the L-slot
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