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1.3 版本
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== Balance == === Important === * Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost. * In Empire Setup, the planet "climate wheel" has been removed and replaced with three "climate categories" divided by the state of the planet's hydrosphere - Dry, Wet or Frozen. * Habitability is now based on which climate type the planet belongs to . Base habitability on homeworld type is 80%, planets of same climate 60%, and the other climates 20% * Certain techs are no longer needed to colonize potentially-habitable worlds * Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable) * Ships with hyper drives can now only engage FTL from outside the system's gravity well, as opposed to anywhere in a system * Ships have had their armor and evasion rebalanced. Small ships have high evasion but low armor, and vice versa for large ships * Weapons have been rebalanced so that weapons are effective against ships of corresponding sizes. Large weapons are good vs. large ships, but bad vs. small ships. Armor penetration has also been rebalanced in accordance with slot size * Missiles can now miss and be evaded * Higher-tier Missiles now have more Evasion and HP. Point Defense and Strike Craft have also been rebalanced in accordance with this new design. Bombers deal significant damage to ships, and Fighters defend against Bombers * There is now a cap on how many ships can orbitally bombard a planet at the same time, so large planets won't have their defenses fall in a few days to end-game fleets * Fleets that emergency FTL now go MIA and return to a friendly planet, instead of being ping-ponged to death * Ships are now always at risk of being lost during emergency FTL, with the chance depending on how damaged they are === General === * Randomly generated starting home planets are now somewhat random in size (16-20 instead of always 16). Earth is always size 16, and Unity is always size 18. * Admiral skill effect on ship upkeep removed * Purge time increased from 6 to 30 months * Protectorate tech discount increased from 50% to 80%, but they can no longer trade research agreements * Protectorates are now much likely to draw techs that their overlord has researched. * Collectivists are now allowed to use Xeno Slavery policies * Hard cap on Naval Capacity increased from 1000 to 9999 * Removed blocker on colonizing stone age planets due to native interference policy. Instead, empires without full interference can only choose to establish enclaves once the planet is colonized * Can no longer resettle pops to a planet if their habitability would be <40% * Removed planetary administration requirement to resettle pops to a planet * The damage reduction gained from armor now scales down with ship size, so a single piece of armor on a corvette has significantly more effect than on a battleship, etc * Aggressive AI personalities are now more likely to be among the empires assigned Advanced status at game start * Tile blockers that give adjacency effects can no longer be cleared * Chance for Scientist leaders to gain traits on level up increased from 7% to 10% * Chance for non-Scientist leaders to gain traits on level up increased from 10% to 20% * Ethos spread should now be somewhat more even across Empires at game start, so you are less likely to get an all-Pacifist galaxy * Transport ships will not be targeted by hostiles if they are escorted by military ships * Low ship HP no longer results in reduced maintenance cost * Generating wormholes outside friendly borders now takes 30% more time * Hyperdrive windup time now scales up with the origin system's distance to friendly territory * Warp wind-down time now scales up with the destination system's distance to friendly territory === Diplomacy & War === * There is now an independence wargoal that can be used by multiple subjects rebelling together. * Reduced opinion effect of relative power of subjects. * You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering * Threat generation is now reduced when conquering empires that have aggressive personalities, and removed altogether for conquering Fanatic Purifiers and Awakened Fallen Empires * Wargoals against allies of the main defender are now more expensive to set * Only Spaceports and Military Stations are now worth warscore when destroyed * It is no longer possible to directly declare war on subject empires who would call their overlord to war. You have to declare war on the overlord instead * Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier * "Abandon Planet" wargoal now generates threat and costs the same amount of warscore as "Cede Planet" === Fallen Empires === * Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc) * Fallen Empire Pops now spawn with additional positive traits and no negative traits === Encounters & End Game Crises === * Space Monster systems are now slightly less common * Crystal Entities have been significantly strengthened and are balanced around corvette, destroyer and cruiser sizes * All end-game crises ships have had their armor and evasion rebalanced * Mining Drones have been rebalanced and now guard valuable mineral deposits * Space Amoebas now spawn in larger stacks * Space Amoebas are now faster, deal more damage and have more HP * Space Whales now deal more damage and have more HP * Crystal Entity weapons have been rebalanced so that small, medium and large weapons use a scaling armor penetration * Upgraded the Nomads' arsenal and ship designs * Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before * Reduced HP of Nomad ark ships and gave them basic weapons === Ethics === * NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30% * NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60% * NEW: Materialist empires now have Building Cost reduced by 5%/15% * NEW: Xenophobe empires now get increased border projection * Xenophobe empires now gain +max rivals instead of +rival influence gain * Xenophile empires no longer have a penalty to rival influence gain * Military empires now gain +rival influence gain instead of +max empires * Pacifist empires no longer gain a penalty to max rivals === Traits === * Maximum number of species traits increased from 4 to 5 * Trickster trait effect on evasion replaced with +20% combat speed. In addition, effect on emergency FTL damage increased from -25% to -50%. * Aggressive trait effect on fire rate reduced from +10% to +8% * Cautious trait effect on evasion replaced with +10% weapon range * Scout trait now also increased ship speed by +20% === Governments === ; Despotic Empire * No longer reduces building cost * No longer increases slave food and mineral output * Now reduces Colony Influence Cost by 15% * Now increases border range by 10% ; Star Empire * No longer reduces building cost * No longer increases slave food and mineral output * Now reduces Colony Influence Cost by 30% * Now increases border range by 20% === Modifiers === * "Opinions Respected" effect on happiness reduced from +25% to +15% * "Opinions Disrespected" effect on happiness reduced from -40% to -20% === Events === * Lessened the odds of "Trouble in Paradise" and "A Change of Heart" occurring early in a colony's lifetime. Added a chance for it to occur after 4 years instead, with very low odds * Changed "Trouble in Paradise" and "A Change of Heart" events so they change ethics in one step towards the empire's opposite, instead of instantly inverting it to the opposite extreme. Also added a check so that the events cannot happen more than once every 5 years * Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects * Interstellar Railroad faction event now always removes 1 pop instead of a random amount === Components === * Added a new utility component, Afterburners, increasing a ship's combat speed * Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier * Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit * Jump Drives are now researchable for all FTL types (but still very rare) * Laser weapons now deal 20% less damage to shields * Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size * Plasma weapons now deal 20% less damage to shields * Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size * Disruptor weapons' shield damage increased from +100% to +200% * Projectile weapons' shield damage increased from +15% to +33% * Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size * Torpedo weapons have been reworked and are now only Torpedo slot size * Arc Emitters are now extra large weapons * Particle Lances are now extra large weapons ; Shield Capacitor * Is now an aux slot instead of utility slot component * Power usage reduced from 50 to 20 * Mineral cost reduced from 50 to 20 ; Crystal-Infused Plating * Is now an aux slot instead of utility slot component and increases ship HP by +5% * Mineral cost reduced from 40 to 25 ; Crystal-Forged Plating * Is now an aux slot instead of utility slot component and increases ship HP by +10% * Mineral cost reduced from 50 to 30 ; Regenerative Hull Tissue * Is now an aux slot instead of utility slot component * Mineral cost reduced from 50 to 30 ; Flak Battery * Is now a medium slot weapon instead of a large slot weapon * Ranged increased from 40 to 50 ; Flak Artillery * Is now a medium slot weapon instead of a large slot weapon * Ranged increased from 40 to 50 ; Cloud Lightning * Damage changed from 6-12 to 1-27 * Range increased from 40 to 50 * Accuracy increased from 75% to 100% * Now deals 25% less damage to shields ; Deflectors * Power usage reduced from 5/10/20 to 2.5/5/10 * Shield HP reduced from 25/50/100 to 20/40/80 ; Improved Deflectors * Power usage reduced from 7.5/15/30 to 5/10/20 * Shield HP reduced from 50/100/200 to 30/60/120 ; Shields * Power usage reduced from 10/20/40 to 7.5/15/30 * Shield HP reduced from 75/150/300 to 45/90/180 ; Improved Shields * Power usage reduced from 12.5/25/50 to 10/20/40 * Shield HP reduced from 100/200/400 to 70/140/280 ; Advanced Shields * Power usage reduced from 15/30/60 to 12.5/25/50 * Shield HP reduced from 125/250/500 to 105/210/420 ; Medium Railgun * Maximum damage increased from 46 to 49 ; Large Railgun * Maximum damage increased from 99 to 100 ; Kinetic Battery * Mineral cost reduced from 100 to 50 * Power usage reduced from 100 to 50 ; Kinetic Artillery * Mineral cost reduced from 120 to 60 * Power usage reduced from 120 to 60 ; Small Autocannons * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 65% ; Medium Autocannons * Attach cooldown reduced from 3.15 to 2.35 * Now also has 10% armor penetration * Tracking is set to 35% ; Large Autocannons * Attach cooldown reduced from 3.15 to 2.35 * Now also has 20% armor penetration * Tracking is set to 10% ; Small Ripper Cannons * Damage changed from 4-17 to 4-16 * Accuracy increased from 82% to 83% * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 65% ; Medium Ripper Cannons * Damage changed from 8-36 to 8-33 * Accuracy increased from 80% to 81% * Now also has 10% armor penetration * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 35% ; Large Ripper Cannons * Damage changed from 21-74 to 21-67 * Accuracy increased from 75% to 76% * Now also has 20% armor penetration * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 10% ; Small Stormfire Cannons * Damage changed from 5-19 to 5-17 * Accuracy increased from 82% to 84% * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 65% ; Medium Stormfire Cannons * Damage changed from 11-39 to 10-35 * Accuracy increased from 80% to 82% * Now also has 10% armor penetration * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 35% ; Large Stormfire Cannons * Damage changed from 25-84 to 26-70 * Accuracy increased from 75% to 77% * Now also has 20% armor penetration * Attach cooldown reduced from 3.15 to 2.35 * Tracking is set to 10% ; Swarmer Missiles * Is now a medium slot weapon instead of a large slot weapon * Damage changed from 18-38 to 8-12 * Attack cooldown reduced from 2.50 to 2.10 * Ranged increased from 50 to 60 * Missile Evasion is 200%, making them impossible to hit by PD ; Whirlwind Missiles * Is now a medium slot weapon instead of a large slot weapon * Damage changed from 21-41 to 10-15 * Attack cooldown reduced from 2.50 to 2.10 * Ranged increased from 50 to 60 * Missile Evasion is 200%, making them impossible to hit by PD ; Sentinel Point-Defense * Minimum damage increased from 1 to 2 * Maximum damage increased from 2 to 3 * Accuracy increased from 20% to 80% * Tracking set to 20% ; Barrier Point-Defense * Minimum damage increased from 2 to 3 * Maximum damage increased from 3 to 4 * Accuracy increased from 30% to 80% * Tracking set to 30% ; Guardian Point-Defense * Minimum damage increased from 3 to 5 * Maximum damage increased from 4 to 6 * Accuracy increased from 40% to 80% * Tracking set to 40% === Technology === * Amount of technologies required to access a new technology tier increased from 5 to 7<ref>The amount of technologies required to access a new technology tier has been increased from 5 to ''8''.</ref> * Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720 * Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200 * Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000 * AI-Controlled Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -25% * Self-Aware Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -15% * Self-Aware Colony Ships technology cost reduced from 1800 to 1000 * Sentient AI technology cost reduced from 2840 to 2200 * Synchronized Defenses technology now requires Administrative AI instead of Active Countermeasures and is now more likely to appear * Advanced Shields technology cost reduced from 2840 to 1800 * Planetary Shield Generator technology cost reduced from 1800 to 720 * Planetary Shield Generator now requires Improved Deflectors instead of Shields * Shield Harmonics now requires Advanced Shields instead of Improved Deflectors * Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers * Gamma Lasers technology cost reduced from 3880 to 3000 * Particle Lances now requires Gamma Lasers and Battleships * Plasma Cannons technology cost reduced from 3880 to 3000 * Arc Emitters now requires Plasma Cannons and Battleships * Proton Torpedoes technology cost reduced from 2320 to 1400 * Proton Torpedoes now require Disruptors instead of Ion Disruptors * Neutron Torpedoes technology cost reduced from 3880 to 3000 * Neural Implants technology cost reduced from 600 to 480 * Xenology no longer requires Biodiversity Studies * New Worlds Protocol is no longer more expensive than other early technologies * Frontier Health now also requires Genome Mapping * Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15% * Cloning research cost reduced from 1500 to 1000 * Cloning now requires Vitality Boosters instead of Epigenetic Triggers * Gene Banks research cost reduced from 3360 to 1400 * Gene Seed Purification now requires Gene Tailoring instead of Cloning * Gene Tailoring research cost increased from 1200 to 2200 * Gene Tailoring now requires Cloning instead of Epigenetic Triggers * Targeted Gene Expression research cost increased from 1800 to 4000 * Selected Lineages now requires Vitality Boosters instead of Epigenetic Triggers * Selected Lineages research cost increased from 1200 to 2200 * Capacity Boosters research cost increased from 2320 to 5000 * Neural Implants no longer require Genome Mapping * Cell Revitalization now requires Vitality Boosters instead of Epigenetic Triggers * Standardized Cruiser Patterns research cost reduced from 1800 to 1000 * Standardized Battleship Patterns research cost reduced from 3360 to 2200 * Carrier Operations research cost reduced from 1500 to 1000 * Improved Strike Craft research cost reduced from 1800 to 1400 * Advanced Strike Craft research cost reduced from 2840 to 2200 * Synapse Interceptors now requires Cruisers instead of Carrier Operations * Synapse Interceptors effect on strike craft damage increased from +5% to +10% * Heat Recyclers now requires Cruisers instead of Carrier Operations * Heat Recyclers effect on strike craft damage increased from +5% to +10% * Gauss Cannons technology cost reduced from 3880 to 3000 * Autocannons technology now requires Coilguns * Stormfire Cannons technology cost reduced from 3880 to 3000 * Flak Battery technology cost reduced from 2320 to 1800 * Flak Artillery technology cost reduced from 3880 to 3000 * Marauder Missiles technology cost reduced from 3880 to 3000 * Swarmer Missiles technology cost reduced from 2320 to 1000 * Whirlwind Missiles technology cost reduced from 3880 to 3000 * Space Torpedoes technology cost reduced from 900 to 480 * Space Torpedoes technology now requires Nuclear Missiles * Armored Torpedoes technology cost reduced from 1800 to 1400 * Devastator Torpedoes technology cost increased from 3880 to 4000 * Adaptive Bureaucracy technology effect on Edict Cost replaced with increased leader pool and leader recruitment cost reduction * Living State technology now also reduces leader recruitment cost by 10% * Regulated Slavery policies now contribute significantly less to Neural Implant tech weights than their unregulated counterparts * Xeno Cavalry now requires Morphogenetic Field Mastery instead of Targeted Gene Expressions === Units === * Strike Craft engagement range increased from 120 to 130 * Occupied planets will now spawn garrisons when invaded, so they can no longer be sniped back with a single assault army * Armies are now able to heal in space when not in combat ; Spaceport * Now has higher base firing speed and damage * HP changed from 2500/4000/5000/6000/7000/8000 to 4000/4500/5000/5500/6000/6500 * Base armor increased from 10/15/20/25/30/35 to 75/80/85/90/95/100 * Now also increases ship build speed by 0/20/40/60/80/100% * Now also gains 0/2/4/6/8/10 tracking * Upgrade cost reduced from 300/450/850/1000 to 200/250/300/350/400 * Effect on Naval Capacity changed from 6/7/8/9/10/11 to 2/4/6/9/12/15 ; Corvette * Base armor reduced from 3 to 2 * Base evasion increased from 0 to 60 ; Destroyer * Base armor reduced from 12 to 6 * Base evasion increased from 0 to 25 * No longer receives a penalty to Chance to Evade ; Cruiser * Base armor increased from 12 to 30 * Base evasion increased from 0 to 10 * No longer receives a penalty to Chance to Evade * Ship HP increased from 1200 to 1600 ; Battleship * Base armor increased from 24 to 80 * Base evasion increased from 0 to 5 * No longer receives a penalty to Chance to Evade ; Defense Platform * Base armor increased from 7 to 15 ; Defense Station * Base armor increased from 11 to 30 ; Fortress * Base armor increased from 20 to 44 === Buildings === * Clone Vats mineral cost reduced from 350 to 200 * Clone Vats now also has a society output of 4, but also gets a maintenance cost of 2 energy. * Mineral Silos now increases mineral output on adjacent tiles by +1 * Galactic Stock Market maintenance increased from 2 to 3, but now also has an output of 1 Energy Credit to allow for tile combinations ; Power Hubs * Power Hub 1 no longer costs influence to build * Power Hub 2 no longer costs influence to build * Power Hub 2 mineral cost reduced from 250 to 200 * Power Hub 2 effect on energy output increased from +15% to +20% ; Mineral Processing Plants * Mineral Processing Plant 1 no longer costs influence to build * Mineral Processing Plant 2 no longer costs influence to build * Mineral Processing Plant 2 mineral cost reduced from 250 to 200 * Mineral Processing Plant 2 mineral output increased from 3 to 4 * Mineral Processing Plant 2 effect on mineral output increased from +15% to +20% === Spaceport modules === ; Fleet Academy * Ship weapon damage bonus removed * Ship evasion bonus removed * Maintenance cost increased from 2 to 4 * Mineral cost increased from 300 to 400 * Influence cost increased from 50 to 100 * Ship fire rate now increased by +5% * Ship tracking now increased by +3
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