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== Balance == === Important === * Flattened impact of spaceports on naval capacity, so it is same or higher in the early mid game but lower in the endgame * Massively buffed Dyson Sphere & Science Nexus, but you are now restricted to building only one of each * Replaced the Leader Skills modifier with Leader Max Skills modifier that increases the maximum skill cap of leaders instead of simply increasing their base skills * The effects of Food surplus on Pop Growth is now based on the number of planets that have growing (biological) populations rather than on the number of total pops in the empire. This should make Food more useful for fueling growth in the mid and late game * Hard difficulty is now a bit easier * Reduced the output of power and food-producing buildings, but made large planetary deposits of these types more common * Added a new Very Hard difficulty mode that is roughly on par with old Hard mode * Removed the restrictions on interfering with sector planet buildings and pops, can be re-enabled via a define * Removed the influence cost for revoking systems from sectors and deleting sectors * Reworked the way ships target other ships to be more 'sticky', so disruptors do not immediately retarget once enemy's shields are down, etc * Major rebalancing done to ship costs. Costs of hulls and components have been overhauled to make it so that ships with basic components are no longer the most cost-effective option * Major rebalancing done to weapons to make more types of weapons useful in different situations * Missiles can now retarget if their target is lost after they are fired. Missiles can always retarget at least once, and has a decreasing chance to retarget again after the first time * Habitability no longer caps happiness but instead reduces happiness for Pops that have less than 100% habitability on their planet * Low habitability now also reduces Pop Resource Output * The minimum habitability to colonize a planet is now 20% (down from 40%) * Reduced number of habitable worlds in the galaxy by about 50% on default setting * The Core Sector (all core systems) are now governed by a single governor instead of one per planet * Governors now boost all pop resource production in sectors they govern === Ascension Perks === * Master Builders now requires Zero Point Power, but gives the Mega-Engineering technology if you do not have it already * The Psionic and Synthetic Ascension paths are now available to all ethics, but cause massive ethics attraction towards Spiritualist/Materialist respectively * Buffed the number of trait points that Biological Ascension gives, and made advanced traits cheaper * Reduced the effects of synthetic/cyborg leader and species traits * Buffed the effect of psionic leader and species traits * Mastery of Nature now reduces cost to clear blockers by -50% instead of -100% === Traditions === * Tradition scaling cost has been reworked slightly. Cost per adopted group reduced from +10% to +5%. The exponential cost per already unlocked tradition increased from 1.6 to 1.639. This means that traditions will be slightly more expensive early on, but slightly cheaper towards the end * Science Division tradition effect on leader skill levels replaced with +1 research option * Polytechnic Education tradition effect on leader cost replaced with +33% leader experience gain * Fleet Levies tradition effect on vassal naval capacity contribution increased from 20% to 50% * Harmony finisher effect on consumer goods cost replaced with increased influence from factions * Prosperity finisher effect on terraforming cost replaced with reduced consumer goods cost * Faith in Science now makes Assist Research now give +1 unity per scientist skill level instead of +10% happiness, increases to +2 per skill level with Improved Assist Research * Expansion tradition adopt bonus now increases colony development speed by +100% instead of giving new colonies an additional free Pop * A New Life Expansion tradition now gives new colonies an additional free Pop instead of increasing colony development speed and Pop growth speed * Standard Construction Templates prosperity tradition now increases ship build speed and building build speed by 15% instead of reducing their cost * Prosperity tradition adopt bonus now reduces ship build cost and building build cost by 15% instead of reducing the cost of mining stations * Discovery tradition adopt bonus now increases anomaly discovery chance and decreases anomaly fail risk * To Boldly Go discovery tradition now increases survey speed and science ship chance to evade * Research Agreements are no longer available for regular vassals (due to stacking issues with Domination finisher). * Changed Star Lords tradition from Subject Integration Cooldown Reduction to +50 Subject Trust Cap * Changed Vassal Acculutration tradition from Subject Integration Cost Reduction to +5% Unity per subject (up to 30%) * Courier network now only gives -20% effect of colonies on tradition cost (down from -33%) === Policies === * The AI rights policy is no longer about robots, but rather about sapience. Empires that have outlawed sapient AI can still research and build robots * Synths are no longer disassembled under outlawed AI, but rather are fitted with positron inhibitors that reduce research/energy production and disable happiness * Synths are no longer enslaved under servitude AI, but rather are fitted with servitude protocols that reduce research production * Synths that have been given full citizen rights now use far more consumer goods than their shackled brethren * Removed a number of policy restrictions based on ethics, such as Full AI Rights now being available to all non-Spiritualists * Materialists are no longer allowed to ban sapient AI (they can still force it into servitude) * All non-Xenophile ethics can now make use of displacement-only purging === Exploration === * Anomalies now always have at least 5% fail risk * Reworked anomaly fail risk to be completely based on anomaly level and leader skill, so that a level 2 anomaly is always harder than a level 1 one === Misc. === * Increased empire base mineral production from 5 to 10 * Empires now have a base energy income of 5 * Enigmatic Fortress now drops either Power Core, Shields or *both* Decoder and Encoder * It is now 50% cheaper to resettle slaves and pops that are being purged * High and Low Gravity planet modifiers now also reduce habitability * Planet Sensor Range is now lower by default, but goes up by a fixed amount per sensor tech * Artisans now mostly charge Energy Credits instead of Minerals for their buildings and events * Patron of the Arts effect on unity output reduced from +15% to +10% * Plantoids and Fungoids no longer have genders * Genetic modification now has a base cost for the project regardless of how many pops are being modified, but cost-per-pop was reduced, making modification of large amounts of Pops more efficient than altering just a few at a time * Rapid Breeder effect on growth speed increased from +15% to +20% * Slow Breeder effect on growth speed increased from -15% to -20% * Robust trait now gives +40 leader lifespan (up from +30) * Delicious trait now only gives +50% food from processing/livestock (as base was increased substantially) * Robot Pop build cost changed from (150 EC 50 Minerals) to just 100 Minerals * Improved pre-sapient traits to be more useful overall * Terraforming Liquids now give +25% terraforming speed instead of -25% terraforming cost * Lowered base cost of a new Spaceport to 300 * Assembly Yard spaceport modules no longer reduce the cost of their specific ship sizes, but rather increase their build speed by 33% (up from 25%) * Stellar shock now prevents species from growing new Pops until it wears off, but has a shorter duration than before' === Crises === * Unbidden and Scourge are now a bit less vulnerable to fleets that have been hyperspecialized to counter them, though countering them with the right weapons and components still has a large effect === Ethics === * Xenophile now gets -25%/-50% border friction instead of +25%/+50% trust growth * Spiritualist ethic now gets -15/-30% unrest instead of -10/-20 * Fanatic Purifiers now have decreased Pacifist ethics attraction * Authoritarian now gives +0.5/+1 influence instead of resettlement cost reduction * Authoritarian now gets +5/+10% slave resource output instead of reduced slave unrest * Pacifist now gives +5%/+10% pop resource production instead of unity * Long Period of Peace Pacifist/Militarist ethics factor will no longer start ticking until 50 game years have passed * Significant tweaks & fixes to many aspects of ethics attraction === Factions === * Increased the effectiveness of suppressing and promoting factions * Promoting a faction no longer increases their happiness, but it's possible to do to factions with governing ethics * Promoting a faction now costs 2 influence/month * Embracing a faction now costs 500 influence * Pops without Full Citizenship now only contribute a fraction of the regular amount of support for factions they are part of * Reworked and fixed up numerous faction issues to be clearer to understand and have more sensible effects === Governments & Civics === * Oligarchies now hold elections every 20 years instead of 40-50 * Hive Mind authority now has a 50% resettlement cost reduction * Reduced the number of starting Robots for Mechanists from 4 to 2 (working mining tiles) * Non-Devouring Swarm Hive Minds are now able to keep Pops as Livestock * Non-Devouring Swarm Hive Minds can now choose to Exterminate Pops * Distinguished Admiralty civic is now +5% firing speed and +5% ship evasion (changed from +8% firing speed) * Replaced the +20% unity for Hive Minds with +2 core sector system cap * Ascetic Civic is now -25% consumer goods cost (up from -20%) * Environmentalist Civic is now -15% consumer goods cost (down from -20%) * Conservationist Trait is now -15% consumer goods cost (down from -20%) * Wasteful Trait is now +15% consumer goods cost (down from +20%) * The Devouring Swarm and Fanatical Purifier civics can no longer be added or removed after game start * Agrarian Idyll now requires Fanatic Pacifism * Inward Perfection has been reworked. Unity output reduced from +30% to +20%, but now also increases Citizen Happiness by +5%, Empire Influence by +1 and Growth Speed by +33%. Many diplomatic actions are now also not possible for empires focusing on Inward Perfection * Devouring Swarms now get +25% hull points (up from +10% * Syncretic Evolution prole species now have their own unique trait rather than using the generic presapient one === Colonization & Migration === * Increased base border projection of planets and frontier outposts, but capital planet no longer has a bonus to border projection * Raised the base cost to colonize planets and build frontier outposts to 100, this cost is now reduced by technologies * Private Colony Ships now cost the same amount in energy as regular colony ships do in minerals * Doubled the speed of Pop migration * Pops that are being forced to migrate now move away faster * Habitats and Ringworlds no longer have an influence cost to colonize them if they are inside your borders === Buildings === * Psi Corps now produces 10 Unity and gives a boost to government ethics attraction * Ministry of Culture effect on unity output increased from 6 to 10, but its effect on country unity output reduced from +10% to +5% * Art Monument effect on unity output reduced from 10 to 8 * Paradise Dome, Cultural Center and Xeno Zoos now give citizen happiness instead of happiness * The Temple and Monument lines of buildings are now mutually exclusive, but Temples were significantly buffed * Frontier Clinic renamed to Gene Clinic, and can now be built on homeworlds as well as Gaia, Habitat, and Ring Worlds * Frontier Hospital renamed to Cyto-Revitalization Hospital, and can now be built on homeworlds as well as Gaia, Habitat, and Ring Worlds * Xeno Zoo building effect on unity output increased from 2 to 4 === Edicts === * Consecrated Worlds edict effect on growth speed increased from +10% to +15% * Research grant edicts now give +20% to their chosen field, and no penalty to any other field * Changed Encourage Free Thought edict into Encourage Political Thought edict, increases the speed at which Pops change their ethics === Galaxy === * Tropical, Continental and Ocean worlds are now more likely to have food, society and mixed deposits * Arid, Savannah and Desert worlds are now more likely to have energy and physics deposits * Arctic, Alpine and Tundra worlds are now more likely to have mineral and engineering deposits * Gaia worlds are now more likely to have rich deposits of all resources * Gaia worlds now give +5% happiness to all biological Pops living there * Reduced size of Mars to 13 from 15 === Fallen Empires === * Spiritualist Fallen Empires are now Psionic * Materialist Fallen Empires are now Cyborgs * Materialist Fallen Empires are no longer opposed to robots, but rather have a singular focus on hoarding technology === Diplomacy & Subjects === * Research Agreements now give +25% research speed instead of -25% research cost * Tributaries are now always protected by their overlord * Reduced the influence cost of guarantees from 1 to 0.5 * Liberated empires will now refuse all offers to become subjects for 20 years after gaining independence * Liberated empires now have a stronger governing ethics attraction modifier for their first 20 years after gaining independence * Recently enlightened primitive civilizations now get a large opinion bonus towards the empire that enlightened them === Leaders === * Synthetic Leaders can now malfunction and break down * Scientist specialist traits now give +15% research speed to their speciality (up from 10%) * Nervous is now once again an admiral trait that reduces firing speed * Aggressive now gives +5% firing speed and +10% combat speed instead of +8% firing speed === Debris === * Only components that can be reverse-engineered and are not currently researched will now show up in debris, if there are no valid components to reverse-engineer, debris won't spawn at all * The amount of debris spawned from battle can no longer be increased by splitting up your fleets === Technology === * Automated Exploration protocols no longer gives +survey speed, but instead unlocks the Map the Stars edict (no longer unlocked by Global Research Initiative) * Terrestial Sculpting will no longer show up until you have surveyed at least one habitable planet that isn't your homeworld * Artificial Moral Codes tech now gives -15% Edict Cost and +5% Slave Resource Production * Synthetic Thought Patterns now gives -15% Resettlement Cost and +5% Robot Resource Production * AI-Controlled Colony Ships now gives -25% Colony Influence Cost instead of cheaper colony ships * Self-Aware Colony ships now gives -25% Colony Influence Cost instead of cheaper colony ships * Ascension Theory is now a society tech rather than a physics tech * Reduced requirement for number of researched technologies in tier 3 to unlock tier 4 from 10 to 8 * Repeatable technologies are now tier 4 * Increased base cost of repeatable technologies from 3000 to 5000 === Components & Ships === * Some PD ship sections are now also unlocked by flak battery technology, and not just active counter-measures * Tweaked ship combat behaviour so destroyers are more aggressive in moving forward to intercept enemy corvettes, strife craft and missiles * Fallen Empire escorts now have 4 point defense slots (up from 2) * Point Defense is now far more reliable in its ability to shoot down incoming missiles * Considerably increased the speed of missiles * Flak is now a point-defense weapon specialized in taking out strike craft * Swarmer/Whirlwind Missiles are now able to soak up much more damage from point defense * Strike Craft had their health, speed and evasion majorly increased, and carriers will now continue to launch new waves of strike craft during combat === Species Rights === * Enslaved Pops and robots that do not have Citizen Rights will now have specific owner pops that the effects of Owner Happiness is applied to, instead of being applied to all free Pops on the planet * Decadent now gives -10% happiness for any Pops that lack an owned pop, but owned robot pops work just as well as slaves * Enslaved Charismatic Pops now increase the happiness of their owners by 5% * Enslaved Repugnant Pops now reduce the happiness of their owners by 5% * Reduced the happiness effect of Domestic Servants on owner from 10% to 5%, but considerably improved their ability to produce resources * Boosted effectiveness of Livestock and Processing * Slaves are now affected by happiness, but happiness only affects resource production of free pops * It is now possible to selectively purge Pops in some circumstances, such as fully enslaved species and robotic pops without citizen rights * Extermination and manual purging now only takes 20 months to finish === Stations === * Significantly buffed military station hit points and damage output * No longer possible for regular empires to build military stations outside their own borders * Passive Observation now gives 5 monthly society research (up from 3) * Active Observation now gives 8 monthly society research (up from 6) === War === * Ships in aggressive stance that are bombarding will no longer break orbit to chase after much smaller enemy fleets * Planetary Fortifications will now be repaired even during bombardment, at a slower rate than normal. Fleets are not large enough to beat out this rate of repair will not cause any damage to the planet * Liberated empires now start with a small fleet * Fleets that are not set to aggressive stance will no longer engage unarmed orbital stations * Military fleets can no longer be set to evasive stance, to avoid accidental retreats when switching stances
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