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== Free Features == * Added Simplified Chinese localization * Removed planet/habitat tile system, replaced with districts, jobs * Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time * Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low * Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability * More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration * Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events * Added new and reworked planetary decisions and empire edicts * Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably * Added the Internal Market, where resources can be converted into other resources at a cost * Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market * Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy * Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party * Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks * Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings * Added 9 new basic Mandates relating to your empire's internal economy * Tweaked army display and ground combat screens, with improved army icons * Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops * Reworked sectors to be automatically generated, removing the "mini-economies" and having them directly contribute to your empire stockpiles * Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing * Reworked the Tradition Trees to synchronize with all the new systems * Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species * Added alert messages for completing a Megastructure's intermediate upgrade steps * Added a conclusion to the Strong Magnetic Field events * Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse * Added new single star custom system options * Created and implemented new SFX for Natural Wormholes which have been silent until now. No more. * Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation * Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire. * Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets * Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves * Updated tutorial to explain the new systems * Added the multiplayer observer mode from the 2.1.4 beta to the default game version * Deploy Hunter-Killer Drones decision can now be toggled on and off * Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system * Research Agreements are now diplomatic actions, rather than being part of trade deals * End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures * Added some new Colony events. * Civilian ships are now constructed at starbase rather than planets * Added pop selection view to colony ship construction in starbases * Colony ships can now be built populated with any species which you have a migration treaty with * Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet * Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires. * Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types. * Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop. * The homeworld of the First League is now an Ecumenopolis * Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires * Added 6 new corporate-themed empire flags
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