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3.4 版本
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== 3.4 “Cepheus” Features and Changes == * Situations - Include a new system for tracking and interacting with ongoing stories in your empire ** Deficit Situations will trigger if you have a negative monthly balance of a resource and it runs out. ** Revolt Situations may trigger on planets with low stability, overhauling previous rebellion mechanics. ** Machine Uprising Situation replaces old Machine Uprising event (requires synthetic dawn) ** Leviathan Situations celebrate your great triumphs when besting such mighty beasts. ** Other narrative Situations have been implemented to add even more flavor to your campaigns. * Negotiation of Subjugation Agreements - The terms of subjugation agreements can now be negotiated and changed. Some terms that can be altered include: ** Integration Possibility ** Diplomatic Freedom ** Ability to Expand ** Resource Subsidies and Tithes ** Defensive and Offensive War Responsibilities ** Overlord Holding Limit ** Sensor Sharing The default terms of some contracts have been updated to fit the new system, and some specific terms or settings require Overlord. * Allegiance Wars - The Pledge Secret Fealty diplomatic action has been added, which allows subject empires to secretly plot with a new overlord. This permits a War of Allegiance - a new war goal that allows empires to fight other Overlords for control of subjects that have pledged secret fealty to them. All subjects that have pledged secret fealty will turn on their former overlord during the war. * Subject Changes/Improvements: ** New holdings that may require certain civics, origins, or DLC: *** Overlord Garrison *** Emporium *** Aid Agency *** Ranger Lodge - Environmentalist Civic *** Noble Chateaus - Aristocratic Elite Civic *** Recruitment Center - Citizens Service Civic *** Gaia Seeder Outpost - Idyllic Bloom Civic (requires Plantoids) *** Tree of Life Sapling - Tree of Life Origin (requires Utopia) *** Dread Outpost - Reanimators Civic (requires Necroids) *** Sacrificial Shrine - Death Cult Civics (requires Necroids) *** Reemployment Center - Permanent Employment Civic (requires Necroids and Megacorp) *** Franchising HQ - Franchising Civic (requires Megacorp) *** Communal Housing Outreach - Shared Burdens Civic (requires Utopia) *** Organic Haven - Rogue Servitor Civic (requires Synthetic Dawn) *** Experimental Crater - Calamitous Birth Origin (requires Lithoids) ** Subjects now have a Loyalty value, rather than loyalty solely depending on their opinion of their overlord. ** Subjects’ ethical compatibility with their Overlords may result in a monthly loyalty bonus or penalty. ** Having more than one subject adds a monthly loyalty penalty to all subjects, which can be worked around with various civics and or the Shared Destiny ascension perk. ** Subjects and Overlords have a bonus to infiltration growth on each other. ** Operations on your subject or Overlord are reduced in difficulty. ** Additional trade deal options between subjects and Overlords have been added. ** Releasing a sector as subject now grants an initial 100 intel on that subject. ** Integration is disabled by default. ** Sectors released as subjects can now inherit the following origins from their parent empire, where appropriate - Progenitor Hive, Subterranean, Void Dweller, or Calamitous Birth. ** Gateways (and Hyper Relays) can now be built in subject space. ** AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely. * MegaCorp Improvements as both Overlords and Subjects: ** Empires that are the target of Impose Ideology wars or those created from Status Quo peace deals are no longer rival Megacorps, but instead Oligarchies with the Merchant Guilds civic. ** Corporate Overlords can establish branch offices in their non-corporate subjects without having to sign a Commercial Pact. Likewise, corporate subjects with a non-corporate overlord can open branch offices in their overlord and fellow subjects. * Major improvements to Planetary Automation: ** Planetary Automation scripts based on designation are now more focused regarding what they build. ** Right clicking on the planetary automation button will now open a menu which allows you to customize your focus of planetary automation: for instance, as well as the designation based focus (“build more minerals buildings”), it lets you enable handling of amenities and housing, crime, as well as more specialized building options such as psi corps. ** Sector automation and planetary automation have been unified into the same system (sector automation will activate planetary automation for all planets in the sector, and assign relevant planetary designation types to the planets unless overridden.) ** Additional planetary or sector automation options have been added: *** Added a Unity sector automation setting *** Forge, Factory and Industrial designations are now available on Ring Worlds *** Fortress world designation is now available on Machine Worlds and Hive Worlds * Automatic Resettlement Improvements ** The Auto Resettlement formula for picking which planet pops will be resettled to has been improved: it is now easier to steer pops towards your capital and other special worlds (e.g. ring worlds). *** Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better *** "Ideal" worlds such as ring worlds, gaia worlds, hive worlds and machine worlds now have a 50% higher score when pops are deciding where to automatically resettle to. So they are more likely to want to move to your newly-founded ring world, for instance. Capital world planet designations also have a +10% score, and freshly founded colonies have 25% from their designation. ** The resettlement tooltip (found by hovering over unemployment in the planet view) now provides far greater insights into how the system works, including showing the reasons pops cannot automatically resettle or the planet they are most likely to resettle to. ** The outliner has been updated so planets with unemployed pops that are auto-migrating are now shown a yellow suitcase. The red suitcase should only appear if the planet actually requires your attention to resolve the unemployment problem. * Various AI improvements with a focus on military behavior - full details in section below * Added 73 new flag emblems, 63 new flag backgrounds and 47 new flag colors (including white!). ** 12 new emblems each to match the Plantoid, Lithoid, Necroid, Aquatic, and Imperial shipsets ** 6 new emblems for the Corporate and Legion categories ** 1 new emblem for Paradox Arctic in Umeå * Added improved human portraits, with 5 phenotypes, 5 eye colors, 7 clothing styles and many, many hairstyles (including facial hair)! * Added Japanese and Korean language support.
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