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2.0 版本
”(章节)
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=== 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
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