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{{version|3. | {{version|3.1}} | ||
[[File:UI leaders.png|right|thumb|400px|Employed leaders]] | [[File:UI leaders.png|right|thumb|400px|Employed leaders]] | ||
A '''leader''' is a named character that leads a significant part of the Empire, as Governor, Scientist, Admiral or General. The ruler is a specific subtype of Leader and in many cases elected from the existing leaders. | A '''leader''' is a named character that leads a significant part of the Empire, as Governor, Scientist, Admiral or General. The ruler is a specific subtype of Leader and in many cases elected from the existing leaders. | ||
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|} | |} | ||
Leaders in the pool are replaced every | Leaders in the pool are replaced every 10 years. Alternatively it is possible, but potentially expensive, to "re-roll" leaders in the pool by recruiting and immediately dismissing them to generate a replacement. | ||
Once recruited, leaders can be freely assigned to different posts (for example, moving a governor from one planet to another sector), be left without an assignment, or be dismissed. | Once recruited, leaders can be freely assigned to different posts (for example, moving a governor from one planet to another sector), be left without an assignment, or be dismissed. | ||
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==== Death by accident ==== | ==== Death by accident ==== | ||
While {{iconify|Mechanical}} and {{iconify|Machine}} leaders are immortal | While {{iconify|Mechanical}} and {{iconify|Machine}} leaders are immortal they can still die by accident, regardless of their age. Every 10 years there is the following chance of a leader suffering an accident and dying: | ||
* 88%: nothing happens | * 88%: nothing happens | ||
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== Skill level == | == Skill level == | ||
{{SVersion|3. | {{SVersion|3.1}} | ||
The skill level of a leader determines their basic bonuses, which depend on leader type (ruler, governor, etc.). By default, skill ranges from a minimum of 1 to a maximum of 5. The skill cap can be increased to a max level of 10 through certain [[Traditions#Tradition_trees|traditions]], [[traits]], [[civics]], and the leader enhancement [[Policies#Leader_Enhancement|policy]]. | The skill level of a leader determines their basic bonuses, which depend on leader type (ruler, governor, etc.). By default, skill ranges from a minimum of 1 to a maximum of 5. The skill cap can be increased to a max level of 10 through certain [[Traditions#Tradition_trees|traditions]], [[traits]], [[civics]], and the leader enhancement [[Policies#Leader_Enhancement|policy]]. | ||
A leader's skill increases after accumulating a certain number of experience points, shown in the table below. Upon gaining a level, a leader's experience total resets to 0 and they have a chance to gain a leader trait. A leader who has previously gained a trait from leveling cannot get another trait from leveling. Leaders who already have three or more traits cannot gain a leader trait. | A leader's skill increases after accumulating a certain number of experience points, shown in the table below. Upon gaining a level, a leader's experience total resets to 0 and they have a chance to gain a leader trait. A leader who has previously gained a trait from leveling cannot get another trait from leveling. Leaders who already have three or more traits and scientists researching technologies cannot gain a leader trait by leveling. The restriction on scientists can be circumvented by assigning them to another task, such as surveying or assisting research, right before they hit the required experience points for the next level. | ||
{|class = "wikitable" style="text-align:center;" | {|class = "wikitable" style="text-align:center;" | ||
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| {{green|+25%}} | | {{green|+25%}} | ||
| | | | ||
|- | |- | ||
| {{iconify|Eye For Talent}} ruler trait | | {{iconify|Eye For Talent}} ruler trait | ||
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| {{iconify|Policy||Selected Lineages}} | | {{iconify|Policy||Selected Lineages}} | ||
| {{green|+1}} | | {{green|+1}} | ||
|- | |- | ||
| {{iconify|Eye For Talent}} ruler trait | | {{iconify|Eye For Talent}} ruler trait | ||
| {{green|+1}} | | {{green|+1}} | ||
| Requires {{iconify|Galactic Administration|24px}} | | Requires {{iconify|Galactic Administration|24px}} | ||
|- | |- | ||
| {{Iconify|The Collective Self|24px}} technology | | {{Iconify|The Collective Self|24px}} technology | ||
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== Leader classes == | == Leader classes == | ||
{{SVersion|3. | {{SVersion|3.1}} | ||
Leaders are divided into 5 classes that | Leaders are divided into 5 classes that determines their possible assignments, bonuses, experience sources and available traits. | ||
{| class="mildtable" | {| class="mildtable" | ||
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|- id="Ruler" | |- id="Ruler" | ||
| [[File:Ruler.png]] Ruler | | [[File:Ruler.png]] Ruler | ||
| {{icon|edict | | {{icon|edict duration}} {{green|+5%}} Edict Duration<br>{{icon|monthly unity mult}} {{green|+3%}} Monthly unity | ||
| {{green| | | 5 per month if ruler<br>1 per month if heir | ||
| Empire | | Empire | ||
| | | | ||
* Rulers are | * Rulers are assigned from leaders based on an empire's [[Government type]] | ||
* An empire's first ruler | * An empire's first ruler can be customized at empire creation but its traits are randomized | ||
* Leaders that become rulers receive a new set of ruler traits | * Leaders that become rulers receive a new set of ruler traits | ||
* Rulers that return to their pre-ruler class return to their previous traits and can be reassigned | * Rulers that return to their pre-ruler class return to their previous traits and can be reassigned | ||
* Rulers can be assassinated by the | * Rulers can be assassinated by the Contingency during the Crisis | ||
* When an empire's first ruler steps down it becomes a governor | * When an empire's first ruler steps down it becomes a governor | ||
|- id="Governor" | |- id="Governor" | ||
| [[File:Governor.png]] Governor | | [[File:Governor.png]] Governor | ||
| {{icon|pop resource output}} {{green|+2%}} Resources from Jobs<br>{{icon|empire sprawl}} {{green|-2%}} Empire Sprawl from Pops<br>{{icon|crime}} {{green|-3}} Crime | | {{icon|pop resource output}} {{green|+2%}} Resources from Jobs<br>{{icon|empire sprawl}} {{green|-2%}} Empire Sprawl from Pops<br>{{icon|crime}} {{green|-3}} Crime | ||
| 5 per month when governing | |||
| Sectors | | Sectors | ||
| | | | ||
* Governors can be killed by | * Governors can be killed by events if a planet in their sector has the Mob Rule modifier | ||
|- id="Scientist" | |- id="Scientist" | ||
| [[File:Scientist.png]] Scientist | | [[File:Scientist.png]] Scientist | ||
| {{icon|research speed}} {{green|+2%}} Research Speed<br>{{icon|survey speed}} {{green|+10%}} Survey Speed<br>{{icon|Anomaly Research Speed}} {{green|+1}} Archaeology skill<br>{{icon|research}} {{green|+2%}} Research Assist Output | | {{icon|research speed}} {{green|+2%}} Research Speed<br>{{icon|survey speed}} {{green|+10%}} Survey Speed<br>{{icon|Anomaly Research Speed}} {{green|+1}} Archaeology skill<br>{{icon|research}} {{green|+2%}} Research Assist Output | ||
| 3.5 per month when leading research<br>3 per month when assisting research<br>10 per survey<br>50 per researched anomaly<br>100 per completed special project<br>75 per archaeology site chapter | |||
| Research departments<br>Science ships | | Research departments<br>Science ships | ||
| | | | ||
* | * Research in a department is reduced by {{red|-25%}} if no scientist is assigned to it | ||
* | * Science ships cannot perform any function without a scientist (except exploring [[FTL#Wormholes|wormholes]]) | ||
* Scientists can gain new traits from | * Scientists can gain new traits from anomalies | ||
* A scientist's level is matched against the level of an anomaly when investigating to determine the time it takes to research it | |||
* | * Scientists can die during archaeology site events if their level is too low | ||
* Scientists | |||
|- id="Admiral" | |- id="Admiral" | ||
| [[File:Admiral.png]] Admiral | | [[File:Admiral.png]] Admiral | ||
| {{icon|fire rate}} {{green|+3%}} Fire Rate | | {{icon|fire rate}} {{green|+3%}} Fire Rate | ||
| | | 5 per month when suppressing piracy<br>5 per space battle<br>0.5 per destroyed ship on either side<br>0.25 per disengaged ship on either side | ||
| Military fleets | | Military fleets | ||
| | | | ||
* New admirals can | * New admirals can arise after space battles | ||
* Admirals can gain new traits | * Admirals can gain new traits based on what the fleet they're assigned to is doing | ||
* Admirals have a 10% chance to die | * Admirals have a 10% chance to die each time a ship of the largest size in the fleet is destroyed | ||
|- id="General" | |- id="General" | ||
| [[File:General.png]] General | | [[File:General.png]] General | ||
| {{icon|army damage}} {{green|+5%}} Army Damage | | {{icon|army damage}} {{green|+5%}} Army Damage | ||
| 100 per ground battle<br>0.25 per destroyed army on either side | |||
| Planets<br>Transport fleets | | Planets<br>Transport fleets | ||
| | | | ||
* Generals have a 5% chance to die each time they lose an army | * Generals have a 5% chance to die each time they lose an army | ||
|} | |} | ||
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Every time a leader gains a level, they have a chance to receive an additional trait, unless they: | Every time a leader gains a level, they have a chance to receive an additional trait, unless they: | ||
* Are a scientist leading research. | |||
* Already have 3 traits. | * Already have 3 traits. | ||
* Have already gained a trait via level-up. | * Have already gained a trait via level-up. | ||
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| Any | | Any | ||
| [[File:Leader trait arrested development.png]] Arrested Development | | [[File:Leader trait arrested development.png]] Arrested Development | ||
| {{icon|Leader Skill Levels}} {{red| | | {{icon|Leader Skill Levels}} {{red|-2}} Leader Level Cap | ||
| {{icon|no}} | | {{icon|no}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
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| [[File:Ruler.png]] | | [[File:Ruler.png]] | ||
| [[File:Trait ruler deep connections.png]] Deep Connections | | [[File:Trait ruler deep connections.png]] Deep Connections | ||
| {{icon| | | {{icon|influence}} {{green|+1}} Monthly Influence | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
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| [[File:Ruler.png]] | | [[File:Ruler.png]] | ||
| [[File:Trait ruler reformer.png]] Reformer | | [[File:Trait ruler reformer.png]] Reformer | ||
| {{icon| | | {{icon|Unity}} {{green|+10%}} Monthly Unity | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{icon|no}} | | {{icon|no}} | ||
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|''This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.'' | |''This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.'' | ||
|- id="Warbot Tinkerer" | |- id="Warbot Tinkerer" | ||
| [[File:Leader trait hammer.png]] Warbot Tinkerer | | [[File:Leader trait hammer.png]] Warbot Tinkerer | ||
| {{iconify|Centralized Command|24px}} technology<br>{{iconify|Machine Intelligence}} | | {{iconify|Centralized Command|24px}} technology<br>{{iconify|Machine Intelligence}} | ||
| {{iconify|Ai-Aided Design}} | | {{iconify|Ai-Aided Design}} | ||
|''This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models.'' | |''This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models.'' | ||
|- id=" | |- id="Bureaucrat (trait)" | ||
| rowspan="3" | [[File:Governor.png]] | | rowspan="3" | [[File:Governor.png]] | ||
| [[File:Leader trait bureaucrat.png]] | | [[File:Leader trait bureaucrat.png]] Bureaucrat | ||
| {{icon|administrative cap}} {{green|+1}} Administrative Capacity from {{icon|Bureaucrat}} Bureaucrats | |||
| rowspan="3" | {{icon|yes}} | | rowspan="3" | {{icon|yes}} | ||
| rowspan="3" | {{icon|no}} | | rowspan="3" | {{icon|no}} | ||
| {{icon|no}}{{iconify|Gestalt Consciousness}} | | {{icon|no}}{{iconify|Gestalt Consciousness}} | ||
| | | | ||
|''This leader is peculiarly | |''This leader is peculiarly familiar with state bureaucracy and administration.'' | ||
|- id="Mindfulness" | |- id="Mindfulness" | ||
| [[File:Leader trait bureaucrat.png]] Mindfulness | | [[File:Leader trait bureaucrat.png]] Mindfulness | ||
| {{icon|administrative cap}} {{green|+1}} Administrative Capacity from {{icon|Synapse Drone}} Synapse Drones | |||
| {{iconify|Hive Mind}} | | {{iconify|Hive Mind}} | ||
| | | | ||
|''This drone entity has the ability to improve synaptic connections in its vicinity.'' | |''This drone entity has the ability to improve synaptic connections in its vicinity.'' | ||
|- id="Amplifier" | |- id="Amplifier" | ||
| [[File:Leader trait bureaucrat.png]] Amplifier | | [[File:Leader trait bureaucrat.png]] Amplifier | ||
| {{icon|administrative cap}} {{green|+1}} Administrative Capacity from {{icon|Coordinator}} Coordinators | |||
| {{iconify|Machine Intelligence}} | | {{iconify|Machine Intelligence}} | ||
| | | | ||
|''This unit has the ability to boost | |''This unit has the ability to boost administrative data flows in its vicinity.'' | ||
|- id="Environmental Engineer" | |- id="Environmental Engineer" | ||
| rowspan="2" | [[File:Governor.png]] | | rowspan="2" | [[File:Governor.png]] | ||
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! style="width:30%" | Description | ! style="width:30%" | Description | ||
!DLC | !DLC | ||
|- | |- | ||
! colspan="6" style="text-align:center" | <h3 style="margin:0; padding:0;font-size:100%">Added by an event</h3> | ! colspan="6" style="text-align:center" | <h3 style="margin:0; padding:0;font-size:100%">Added by an event</h3> | ||
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|''Experienced a troubling future.'' | |''Experienced a troubling future.'' | ||
| | | | ||
|- id="Clone Army Admiral" | |||
| [[File:Admiral.png]] | |||
| [[File:Trait clone soldier.png]] Clone Army Admiral | |||
| {{icon|fire rate}} {{green|+25%}} Fire Rate<br>{{icon|ship upkeep}} {{green|−10%}} Ship Upkeep | |||
| [[File:Origins clones.png|24px]] Clone Army Origin | |||
|''From its extensive military education, this leader understands how to maximize the efficiency of ships and soldiers alike.'' | |||
| {{icon|hum}} | |||
|- | |||
|- id="Ascendant Clone Army Admiral" | |||
| [[File:Admiral.png]] | |||
| [[File:Trait clone soldier ascendant.png]] Ascendant Clone Army Admiral | |||
| {{icon|fire rate}} {{green|+35%}} Fire Rate<br>{{icon|ship upkeep}} {{green|−20%}} Ship Upkeep | |||
| [[File:Origins clones.png|24px]] Clone Army event | |||
|''Subjected since its creation to a military education regimen so intense few could endure it, this leader wields excellent martial and leadership abilities.'' | |||
| {{icon|hum}} | |||
|- | |- | ||
|[[File: | |- id="Descendant Clone Army Admiral" | ||
|[[File: | | [[File:Admiral.png]] | ||
|{{icon| | | [[File:Trait clone soldier descendant.png]] Descendant Clone Army Admiral | ||
{{icon| | | {{icon|fire rate}} {{green|+15%}} Fire Rate<br>{{icon|ship upkeep}} {{green| −5%}} Ship Upkeep | ||
| | | [[File:Origins clones.png|24px]] Clone Army event | ||
|'' | |''From its specialized military education, this leader holds an above-average understanding of martial procedures and how best to optimize them.'' | ||
|{{icon| | | {{icon|hum}} | ||
|- | |- | ||
! colspan="6" style="text-align:center" | <h3 style="margin:0; padding:0;font-size:100%">On certain recruitable leaders</h3> | ! colspan="6" style="text-align:center" | <h3 style="margin:0; padding:0;font-size:100%">On certain recruitable leaders</h3> | ||
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=== Class dependent traits === | === Class dependent traits === | ||
Certain | Certain species traits grant leaders a unique trait that offers different benefits depending on the leader type. Some leader traits are incompatible with one another and will not be added to its leaders, but have full effect on pops as species traits.<br/> | ||
The {{iconify|Erudite}} leader trait will not be added and will not give its leader class bonus if added to a species with the {{iconify|Cybernetic}} or either of the {{iconify|Psionic}} traits.<br/> | The {{iconify|Erudite}} leader trait will not be added and will not give its leader class bonus if added to a species with the {{iconify|Cybernetic}} or either of the {{iconify|Psionic}} traits.<br/> | ||
The {{iconify|Brain Slug Host}} leader trait will not be added and will not give its leader class bonus if added to a species with the {{iconify|Cybernetic}} trait.<br/> | The {{iconify|Brain Slug Host}} leader trait will not be added and will not give its leader class bonus if added to a species with the {{iconify|Cybernetic}} trait.<br/> | ||
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|-ps | |-ps | ||
!Trait | !Trait | ||
! | !Required species trait | ||
![[File:Ruler.png]] Ruler effects | ![[File:Ruler.png]] Ruler effects | ||
![[File:Governor.png]] Governor effects | ![[File:Governor.png]] Governor effects | ||
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| [[File:Leader trait cyborg.png]] Cyborg | | [[File:Leader trait cyborg.png]] Cyborg | ||
| {{iconify|Cybernetic}} | | {{iconify|Cybernetic}} | ||
| | | | ||
| {{icon|min}} {{green|+5%}} Minerals from Jobs | | {{icon|min}} {{green|+5%}} Minerals from Jobs | ||
| {{icon|research speed}} {{green|+5%}} Research speed | | {{icon|research speed}} {{green|+5%}} Research speed | ||
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|- id="Psychic" | |- id="Psychic" | ||
| [[File:Leader trait psionic leader.png]] Psychic | | [[File:Leader trait psionic leader.png]] Psychic | ||
| | | | {{Iconify|Latent Psionic}} (20% chance)<br>{{iconify|Psionic}} (100% chance) | ||
| | | | ||
* {{icon|governing ethics attraction}} {{green|+10%}} Governing ethics attraction | * {{icon|governing ethics attraction}} {{green|+10%}} Governing ethics attraction | ||
* {{icon| | * {{icon|influence}} {{green|+0.5}} Monthly Influence | ||
| | | | ||
* {{icon|stability}} {{green|+5}} Stability | * {{icon|stability}} {{green|+5}} Stability | ||
* {{icon|unity}} {{green|+10%}} Unity | * {{icon|unity}} {{green|+10%}} Unity | ||
| | | | ||
* {{icon|research speed}} {{green|+10%}} Research speed | * {{icon|research speed}} {{green|+10%}} Research speed | ||
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|- id="Chosen One" | |- id="Chosen One" | ||
| [[File:Leader trait psionic chosen one.png]] Chosen one | | [[File:Leader trait psionic chosen one.png]] Chosen one | ||
| | | {{iconify|Psionic}} | ||
| | | | ||
* {{icon|governing ethics attraction}} {{green|+20%}} Governing ethics attraction | * {{icon|governing ethics attraction}} {{green|+20%}} Governing ethics attraction | ||
* {{icon| | * {{icon|influence}} {{green|+1}} Monthly Influence | ||
* Immortal | * Immortal | ||
| | | | ||
* {{icon|stability}} {{green|+10}} Stability | * {{icon|stability}} {{green|+10}} Stability | ||
* {{icon|unity}} {{green|+20%}} Unity | * {{icon|unity}} {{green|+20%}} Unity | ||
* Immortal | * Immortal | ||
| | | | ||
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|- id="Erudite" | |- id="Erudite" | ||
| [[File:Erudite.png]] Erudite | | [[File:Erudite.png]] Erudite | ||
| | | {{iconify|Erudite}} | ||
| {{icon|research speed}} {{green|+5%}} Research speed | | {{icon|research speed}} {{green|+5%}} Research speed | ||
| {{icon|research}} {{green|+5%}} Research from Jobs | | {{icon|research}} {{green|+5%}} Research from Jobs | ||
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|- id="Brain Slug Host" | |- id="Brain Slug Host" | ||
| [[File:Trait brainslugged.png]] Brain Slug Host | | [[File:Trait brainslugged.png]] Brain Slug Host | ||
| | | {{icon|Brain Slug Host}} Neural Symbiosis Event (20% chance) | ||
| | | | ||
* {{icon|research}} {{green|+10%}} Research from Jobs | * {{icon|research}} {{green|+10%}} Research from Jobs | ||
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! Class | ! Class | ||
! Level | ! Level | ||
! Age | ! Age | ||
! Immortal | ! Immortal | ||
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| [[File:Admiral.png]] Admiral | | [[File:Admiral.png]] Admiral | ||
| 3 | | 3 | ||
| 1 | | 1 | ||
| {{icon|yes}} | | {{icon|yes}} | ||
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| [[File:Scientist.png]] Scientist | | [[File:Scientist.png]] Scientist | ||
| 3 | | 3 | ||
| random | | random | ||
| {{icon|no}} | | {{icon|no}} | ||
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| [[File:General.png]] General | | [[File:General.png]] General | ||
| 5 | | 5 | ||
| random | | random | ||
| {{icon|no}} | | {{icon|no}} | ||
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| [[File:Scientist.png]] Scientist | | [[File:Scientist.png]] Scientist | ||
| 6 | | 6 | ||
| random | | random | ||
| {{icon|no}} | | {{icon|no}} | ||
| {{iconify|Spark of Genius}} | | {{iconify|Spark of Genius}} | ||
| | | ''Abduction Proposal'' observation event | ||
| | | | ||
|- | |- | ||
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| [[File:Admiral.png]] Admiral | | [[File:Admiral.png]] Admiral | ||
| 10 | | 10 | ||
| 65 | | 65 | ||
| {{icon|no}} | | {{icon|no}} | ||
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| [[File:Admiral.png]] Admiral | | [[File:Admiral.png]] Admiral | ||
| 3 | | 3 | ||
| random | | random | ||
| {{icon|yes}} | | {{icon|yes}} | ||
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| [[File:Governor.png]] Governor | | [[File:Governor.png]] Governor | ||
| 4 | | 4 | ||
| 709 | | 709 | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| | | {{icon|unknown}} Random | ||
| ''[[Unidentified Drop Pods]]'' anomaly outcome | | ''[[Unidentified Drop Pods]]'' anomaly outcome | ||
| {{icon|dst}} | | {{icon|dst}} | ||
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| [[File:Admiral.png]] Admiral | | [[File:Admiral.png]] Admiral | ||
| 5 | | 5 | ||
| random | | random | ||
| {{icon|no}} | | {{icon|no}} | ||
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| [[File:Governor.png]] Governor | | [[File:Governor.png]] Governor | ||
| 10 | | 10 | ||
| random | | random | ||
| {{icon|yes}} | | {{icon|yes}} | ||
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| [[File:Governor.png]] Governor | | [[File:Governor.png]] Governor | ||
| 5 | | 5 | ||
| random | | random | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{iconify|Oracle}} | | {{iconify|Oracle}} | ||
| | | Archaeology Site excavation | ||
| {{icon|anr}} | | {{icon|anr}} | ||
|} | |} | ||
== | == References == | ||
<references /> | <references /> | ||
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[[Category:游戏概念]] | [[Category:游戏概念]] | ||
[[Category:治理]] | [[Category:治理]] | ||