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===基本的上手计划=== | ===基本的上手计划=== | ||
当第一次开始一局 Stellaris 游戏时,玩家 | 当第一次开始一局 Stellaris 游戏时,玩家 有 选 项 要么挑一个预设帝国开始,要么 做 一个 他们自己的 ,或者使用“随机”按钮创造一个完全随机化的帝国。 | ||
对于初学者,建议 '''避免''' 使用“随机”按钮因为其不可预测性能使得游戏更难玩。那留给我们两个选项:预设帝国和自制一个 | 对于初学者,建议 '''避免''' 使用“随机”按钮因为其不可预测性能使得游戏更难玩。那留给我们两个选项:预设帝国和自制一个。 | ||
*如果你决定 | *如果你决定 挑选 预设帝国 之一 , 你可以 选择一 个并创建 一局新游戏。 全 新 的 玩家可能想要避免选择过于进攻性的帝国,因为 挑起一场 早战是 压倒性 的。 | ||
*如果你决定创建一个自制的帝国,或者想获得一些 | *如果你决定创建一个自制的帝国,或者想获得一些 一般信息 关于帝国 结构 如何 工作 , 前进 到本文 '''2.1 节(帝国创建)''' 并通读其中的所有小 节 ,直 到你看到标题“用户界面”。 一旦你到达那里, 返回这里 。 | ||
当第一次进入游戏的时候,不要急着去 | 当第一次进入游戏的时候,不要急着去 操作 。先暂停 游戏 ,跟随提示去熟悉你的界面。'''Section 3 (User interface)''' 本文 提供了一些关于UI的基本信息,但为了获得最佳体验,在这里建议玩家自己弄清楚UI是如何工作的以及如何使 用它。 | ||
如果新手想要创造一个安全的环境,以便在真正开始游戏之前了解最基本的游戏功能,那么可以通过开局创造星系时 | 如果新手想要创造一个安全的环境,以便在真正开始游戏之前了解最基本的游戏功能,那么可以通过开局创造星系时 设置所有 适当的滑块 为 零来 移除 所有的AI帝国、堕落帝国、原始文明、掠夺者帝国 ,星门和禁用终局危机再开始一 个 新游戏。这能为新手玩家创造一个相当安全的游戏环境,让他们能够在进入真正的游戏玩法前了解帝国的基本运作方式、殖民和扩展的运作方式以及某些技术的运作方式。''这充满开放性'', 初学者肯定能从一个安全的学习环境中受益。 | ||
Sections '''4 (Basic gameplay concepts)''' and '''5 (The early game)''' contain useful information regarding an empire's internal functions and colonization/expansion in the early stages of the game. | |||
Once the aspiring player has figured out how their empire functions internally and are ready to start taking on other empires, the aforementioned sliders can be slowly raised to allow AI Empires, Fallen Empires and other entities to spawn in controlled amounts. This can allow a new player to gradually begin to learn the basics of warfare (both offensive and defensive) and expanding and interacting with other empires through non-peaceful means. Sections '''4.4 (Extermination)''' and '''5.5 (Maintaining a strong military)''' contain helpful information regarding fleet construction, composition etc. | |||
Given the amount of control the "safe environment" mentioned above provides over the map setup when starting a new game, is highly recommended for aspiring players. They can use these settings to tailor their starting setup to their liking, and to experiment their way forward when learning how to play: find out what works and what doesn't work, and try to have the most amount of fun while doing so as you learn how the game works, deepen your knowledge, and sharpen your skills. | |||
Aside from the information provided by this guide article, it is highly recommended for beginners to also explore the rest of the '''Stellaris Wiki''' and all of its articles, according to their needs, as they explore ''Stellaris'' itself. The knowledge contained within the articles will be far more detailed and comprehensive than the basics provided here. | |||
== 选择帝国 == | == 选择帝国 == | ||
{{SVersion|3.2}} | {{SVersion|3.2}} | ||
{{hatnote| | {{hatnote|Note: Nothing about an empire is permanent and everything can eventually be changed, except the following: empire flag, city and ship appearance, and origin.}} | ||
Before the game begins, players are instructed to select or create an empire to play as. By default, a small list of [[preset empires]] is available, each of which represents a common (real-life or science fiction) stereotype that players can also encounter in-game. The characteristics of preset empires indicate their ''preferred'' strategies such as peaceful expansion, technological superiority, and endless conquest to name a few. | |||
Finally, the random button will create a completely random empire for the player. The player will not be able to change any of the random empire's settings before the start of the game. This is not recommended for new players, as odd combinations of traits, civics, and ethics can often occur. | |||
=== 帝国创建 === | === 帝国创建 === | ||
Creating a new empire involves selecting all of the component characteristics of an empire by hand, resulting in a fully-fledged custom civilization that can be saved and played alongside the existing preset empires. Players are recommended to create a few empires of their own to get familiar with how each major part of an empire – traits, ethics, homeworld, government, civics, and starting tech – affects their gameplay. For example, [[Xenophile|xenophilic]] empires will always be more inclined towards constructive diplomacy and trade relative to other ethics, while the combination of [[Militarist]] and [[Xenophobe]] generally implies some degree of inevitable confrontation with other empires. | |||
The following section will skim through each section of the empire creation process. Species Traits, Government & Ethics, and Ships are the three sections that will impact gameplay the most and should be the sections the player puts the most time into consideration. In all sections below, players are free to mix and match categories of names, cities, and other cosmetic effects that do not match their species classification – in other words, players are free to create a humanoid race with humanoid names who utilize humanoid architecture and pilot humanoid/mammalian ships or they can just as freely mix things up and create a reptilian race with mammalian names who adopt avian architecture and pilot fungoid ships. | |||
==== 物种 ==== | ==== 物种 ==== | ||
{{Main|物种}} | {{Main|物种}} | ||
Species appearance is the visual depiction of the empire's main species and has little to no effect on gameplay, aside from some of the DLC. Species name, plural, and adjective form for the empire species to be referred to by the in-game text. The game can suggest adjectives for the species once the singular form of its name has been entered. Optionally, a space for custom biography is available for flavor. | |||
The name list determines the default ship name prefix and random names for Ships, Leaders, Fleets and Colonies. Each of them can be freely renamed in-game. | |||
===== 特质 ===== | ===== 特质 ===== | ||
[[Traits | [[Traits]] are passive effects that can change the behavior of your Populations, Leaders, and Armies. Each species has 2 points to spend on traits. Choosing a {{green|positive}} trait costs trait points while choosing a {{red|negative}} trait provide additional trait points, allowing more positive traits to be picked. No more than five traits may be selected, and you cannot select traits that cancel each other out or have the same effect of different degrees. (e.g., can only choose up to one between {{iconify|Enduring}}, {{iconify|Venerable}}, and {{iconify|Fleeting}}) | ||
You can pick the traits by their sheer power, but remember that you can always pick based on the role-play needs, since species traits doesn't affect that much to the game and bad choices here don't result in the game being unplayable. | You can pick the traits by their sheer power, but remember that you can always pick based on the role-play needs, since species traits doesn't affect that much to the game and bad choices here don't result in the game being unplayable. | ||
====== 推荐的特质 ====== | ====== 推荐的特质 ====== | ||
There are traits that increases the production yield of valuable resources, such as {{iconify|Industrious}} and {{iconify|Intelligent}}. Note that not all resources have the same value, such as {{iconify|Food}} being one of the least used resources and have little use aside from maintaining organic populations and constructing colony ships. | |||
{{iconify|Adaptive}} | |||
{{iconify|Rapid Breeders}} | {{iconify|Adaptive}}, like the other resource-based traits, is strong because it makes your species operate more efficiently on other worlds—requiring fewer resources in upkeep while producing more at their jobs. It also broadens the available planets your species will tolerate colonizing. However, the trait is moot if a planet is at 100% habitability already, such as your homeworld or a Gaian world. It may also be redundant if your empire relies heavily on robot populations (who don't have habitability concerns). | ||
{{iconify|Rapid Breeders}} is also recommended, since naturally it speeds up how fast your population grows. | |||
If you are looking for a negative trait, {{iconify|Unruly}} is heavily recommended as you get 2 points at the expense of a negligible increase in empire sprawl. Alternatively, {{iconify|Deviants}} is also a viable choice, because there are many sources to increase your Governing Ethics Attraction to counter its effects. | If you are looking for a negative trait, {{iconify|Unruly}} is heavily recommended as you get 2 points at the expense of a negligible increase in empire sprawl. Alternatively, {{iconify|Deviants}} is also a viable choice, because there are many sources to increase your Governing Ethics Attraction to counter its effects. | ||
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== 基本的游戏概念 == | == 基本的游戏概念 == | ||
{{SVersion|3.2}} | {{SVersion|3.2}} | ||
Being a hybrid of the 4X and grand strategy genres, Stellaris' gameplay revolves around the classic 4X concepts (eXplore, eXpand, eXploit, eXterminate) while also providing deeper diplomacy and governance options. This section will serve as a primer for players new to these concepts and acquaint seasoned strategy game players with Stellaris' mechanics. | |||
=== 探索 === | === 探索 === | ||
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==提示== | ==提示== | ||
* | *Remember to be mindful of your empire sprawl while expanding. Most empires will eventually go above the Administrative Capacity, thus increasing the cost for research & upkeep, but the player should expand in a way that mitigates this increase by choosing their expansion in a way that will yield a net increase to their empire. | ||
* | *Invest in 4-5 science ships in the early game to get a sense of what is around you and where you should expand. You can also disband them later. | ||
* | *The galaxy is a dangerous place. There are space amoebas, pirates, marauders, rival factions, uprisings, and leviathans to deal with. Thus, you should be mindful of your military at all times. You should ensure that your military can deal with all the threats presented to you. Keep in mind the positioning of your military too. If your fleets are on one side of your empire it could take years for them to cross it to meet a threat at the other side, by that time the threat could have gobbled up a huge portion of your real estate. This increases the reason to consider having multiple fleets to defend all sides of the empire. | ||
* | *Remain curious and have fun. Players should keep their science ships busy at all times. As these ships continue to explore the unknown void, the story of the game should unfold for players to enjoy. | ||
* | *Remember to try to be doing something at all times, try not to leave anything idle and to keep science ships, construction ships, Etc., busy at all times to maximize production and to stay ahead of other empires. | ||
* | *Try to keep up good diplomatic relations with empires early on, as early wars can stall progress and let other empires get ahead. | ||
== 参考指南 == | == 参考指南 == |