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Phi mp balancing/Phi updates and changelog
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{{mod header|Phi mp balancing}} {{:Phi mp balancing/Phi links}} [[Category:PHI - mp balancing]] == Next Planned Update == No updates scheduled for now. '''PHI 1.6a''' has been released on Sunday 30th January 2022. == Changelog == === v1.6 (marIA) === ''version 1.6b: 17th February 2022'' ''version 1.6a: 30th January 2022'' ''version 1.6: 16th January 2022'' * marIA (tm) - artificial intelligence * subterfuge econ policy now requires people to actually spy on targets to award bonuses * plunder now gives also some unity (as much as alloys) * pimped up society tech bonuses (+25% society output / +5% empire society research) * reworked grasp the void and interstellar dominion ap * habitable worlds survey now requires just 4 planets to explore * slight improvements to senate laws (ecology & trade) * traits venerable and conformist improved * expropriation planetary decision * branch office buildings now give corresponding jobs (instead of clerks) * machine empires outposts' cost is now 100 as everyone else * agrarian idyll: farmers give +1 unity / +1 building slots per farming district * minor changes to xenophile fed perks * minor changes to pacifist faction * marIA: scorched earth tactics! * better phi_ai.6 (check for bbeg vs weak empires) * solved bug: when in a defensive war, a country should always have humiliation cb available! * gaia, machine and hiveworld terraforming projects now take the same amount of time * survive cannot be used as wg if the attacker is using humiliation * duelists now give +6 unity and +10 naval cap (up from 3u, 2nc) * robots' simulation centers give +25% unity output on planet (cumulative!) * subjects don't have bbeg modifiers vs overlord * capital productivity tech now only gives bonuses (no more increased maintenance) * ancient artifact reverse engineering tech now add +0.10 minor artifacts per month * doomsday start comes with a size 6 gaia world in the capital system === v1.5 (noblesse oblige) === * noble estates now offer 4 housing and +3 soldier jobs * gaia and oceanic origins come with some extra maluses * reworked diplomatic stance bonuses * tomb world origin starts with 4 additional bomb crater blockers, only removable with terraforming tech * increased materialists' bonus to robot upkeep * mechanist origin pimped up * free haven civic completely reworked * new political planetary decisions: sacrifice stability and influence for powerful bonuses! * buffed up the crew quarters (starbase building) * nerfed anchorage (starbase module) * new "Punish the Offender" edict to set conquest war goal against attackers * gestalt empires now can burn artifacts to get influence * machine worlds now give +2 replicator jobs instead of +1 * no retreat fleet policy now reduces the amount of attrition suffered by ships * implemented some checks for joining defensive wars and punishing the offenders * biffed up Galactic Doorstep origin with megastructures cost -50% * probably solved a bug linked to sublimation (unexpected random crashes) * tradition expansion finisher now gives -50% to void dwellers' habitat building cost * emergency election costs reduced to 100 influence (oligarchies and megacorps affected) * megacorp government form now gives +10% trade value (instead of admin cap and over maluses) * added edict "War in Heaven Ongoing": +1000 admin cap as long as the war in heaven is active * ringworld restoration now costs 10000 minerals (instead of alloys) and gives also an arcane generator * colossus now takes "only" 5 yrs to build * colossus AP removed - everybody can build colossi via tech juggernaut * vassals/subsidiaries/tributaries now pay also a rare resources tribute (5% or 10% depending on type) * galactic ambition (under "expansion" tradition) now gives also -20% planet structures upkeep * reworked max health for menacing ships * ap become the crisis now enables no retreat stance * homicidal empires with subterfuge economic policy don't need the envoy to get the bonus * most unity bonuses are now +50% (instead of +100%/+10%/etc...) * pimped devouring swarm bonus to +3 hull / +6 armor daily regen * machine terminators now get also +100% pop assembly speed * wenkwort's modifiers have been made consistent * removed arcane generator from void dwellers' home habitat * planetary prospecting now also adds a phi's planetary modifier * capital planets starts just with pollution modifier === v1.4 (third law of robotics) === * slightly rebalanced the species traits * new "Supranational Authority" bill to create an authoritarian fed from vassals * major update on buildings: research labs are now substituted by engineering/physics labs * maintenance drones now produce +2 society research * added Subterfuge Focus policy * added Adaptability and Versatility Focus policies * "contact" bonus to society research: +5/month per relations * max starbases no more influenced by nb of systems but by nb of pops (+1 starbase/50 pops) * centralizing federations now give juicy bonuses to every member * reworked feds centralization laws - they now come with bonuses to all members! * edict: "blood tribute" available to xenophobe fed leader * rebalanced aristocratic and merchant guilds * pimped up adaptability and synchronicity traditions * machine worlds ap now is now balanced vs gaia/hive perks === v1.3 (sneaky) === * each missile tech now gives +5% explosive weapons fire rate * missiles repeatable techs now give +10% fire rate/damage * reworked subterfuge tradition: now it is not too bad! * automatic research/automatic exploration are available at game start * added new edict to run for federation presidency * nerfed a little tradition:discovery bonus to station output (now +50%) * federation allies' space is now considered as connected to your own space for rules' contiguity compliance * now it is possible to build outposts in the L-cluster (connection rules still apply) * mastery of nature perk revamped! * removed the autospawn of rebels when pops are unhappy * nerfed a little the modding bonus, but added +100% megastructures contruction speed * missiles weapons now add to ship speed based on their level * removed limits to private research centers / public relations firms a megacorp can build on branch offices * naval attrition: -10% entering enemy systems / capped @50% * enigmatic engineering perk now also adds +20% engineering research speed * world shaper perk now also adds 3 max district to non-artificial planets * galactic doorstep now has +100% megastructures build speed * an overlord/fed leader can now build proxy meta-signal emitter/transmitters * remnant origins now starts with anti-grav engineering tech option unlocked * shattered ring origin now starts with mega-engineering tech option unlocked * reworked lost colony: motherland can be played (just enter the multi after 2 days have passed from start and select the empire) * in order to escape the galaxy with the project, one must not be either a vassal nor at war * war in heaven now requires everybody to choose sides - no more waiting on the lines! === v1.2 (hello there, general kenobi) === * clone army origin requires to be somewhat militarist * clone army has 50% increased empire sprawl malus for "normal" reproducing people; the malus is removed (and more) if clone fertility project is completed * max number of clone vats = 2, but the special project removes this limit * reworked/balanced the traditions * soc tech that gave naval cap +30 are now replaced with naval cap +5% * pimped up catalytic processing (+15% alloys production) * pimped up agrarian idyll (farmers output +1, every 3 agricolture distric give +1 building - slot) * removed the point defense sections for corvettes * clones cannot be megacorps * space critters weapons are now better (no alloys costs) * reworked versatility tradition * reworked voidborn origin and traits === v1.1 (alea iacta est) === *solved issues with "random list" not being really random * removed the "trade victory" condition as it seemed redundant with the galactic custodianship * minor fixes and QoL === v1.0 (alone in the dark) === * standalone mod * compatibility with 3.0 * major rebalancing of internal politics * gestalt robots and synthetics cost extra 0.25 alloy/month in maintenance * planet modifiers and terraformation * balanced civics * reworked economic policies * reworked traits * focus on leader exp gains: now it is worth it! === v0.9 (the phantom minaccia) === * sublimate reality! learn how to mod! become a real minaccia(tm)! * QoL: no more unemployed ppl / no more uplink nodes for robots at start * Necroids + fanatic purifiers are no longer allowed simultaneously === v0.8 (the emperor new clothes) === * now "independence war" frees the subject immediately, but the overlord gets claims and conquest wg * trade empire victory path expanded - now one can embrace vassalage or fight till the bitter end * resort world now gives +75 admin points, but has pop growth -100% * experimental subspace navigation now gives: windup -10%, emergency ftl away time -25%, disengage chance +10% * megacorp cannot reform into/out of other government types === v0.7 (fish and ships) === * minor fixes * removed any references to NSC2, now disabled * devouring swarm now have +1 hull regen and +2 armor regen daily (instead of 0.5% daily) * "engineer" admiral now have +1 hull regen and +2 armor regen daily (instead of 0.5% daily) * all ships have 3x hull points with respect to vanilla game * AI empires now select output improving techs more often; AI is also granted +1000 admin capacity via edict/cheat * science ships now come equipped with a point defence system * starbases now only have hangar modules instead of the useless missile/laser/gun turrets * modules available: titan cannon (when you have the titan tech), pd defence grid - all other modules are now unavailable * fleet academy: now costs 1000 alloys and 100 influence, gives +1000 starting xp to ships built there * black hole obs: now costs 1000 alloys and 100 influence, gives +100 physics research * curator think tank: now costs 1000 alloys and 100 influence, gives +50 of each research type * art college: now costs 1000 alloys and 100 influence, gives +100 unity * cruisers and battleships can no longer carry hangar bays * introduced the carrier-class ship, which have limited cannons but lots of hangars * introduced the carrier tech - requires battleships and it is needed for the juggernaut * you can now build 1 titan and 1 carrier per 100 naval capacity, 1 battleship per 50 naval capacity, 1 cruiser per 25 naval capacity * changed eng techs for hull improvements: now give +33% of hull instead of fixed amount hp bonus * now gestalt empires have drone policies based on traditions unlocked, too * occupied planets get 5 devastation / month during war * occupied planets add monthly war exhaustion during war * hyperdrives II gives +5% speed, hyper III gives +10% * jump drives are now limited to battleships, carriers, titans, juggernauts and colossi === v0.6 (war and peace) === * "humiliated" modifier now gives -33% influence, alloys, unity, diplo weight and naval cap for 15 years * "humiliation" cb now doesn't cede claimed systems. you fight only for honor! (and to safeguard your production...) * losing a "liberation war" now gives the loser a "humiliated" modifier. begone are those easy cheesy changes of ethics! * trade victory is now possible: have 1000+ income from trade and build the Galactic Capital to rule a Galactic Trade Empire * naval attrition introduced: when a fleet enter enemy-owned territory, it gets 12.5% hull damage (if before damege hull > 51%) * total wars are now available only for neighboring empires * you can only make claims connected to other claimed or owned systems * "breaking" news: you can break truce (via edict) * truce breakers get -20 stability, +20 crime, +100% war exhaustion and -50% diplo weight for 10 years * if you break another truce while under international scrutiny, you'll reach infamous levels of bastardy: another -20 stability, +20 crime, +100% war exhaustion and -50% diplo weight for 20 years * void dwellers origin nerfed to +50 admin cap from +100 * diplo policies now affects alloys production, too: full pacifist gives -20% alloys while full militarized gives +20% * tora!tora!tora! makes one unable to change diplo stance when a war is declared (last 1 year) * solved most of the big mess NSC2 introduced on exploration cruisers... * leviathans don't destroy starbases anymore * reworked economic policies: now unlocked based on the tradition trees available * pimped "foreign markets arbitrage" to +20 consumer goods * passing through a wormhole now damages all ships by 12.5% (if before damege hull > 15%) * game-rule implemented: your systems have to be connected continuously and "safely" to one of your inhabited planets or their outpost will be disbanded * above rule takes into account gateways connection as "safe". doesn't consider "safe" L-gates or wormholes (with exception for the "sealed system") === v0.5 (federations) === * federations reworked: now based on ethics! * being in a federation now gives -10% diplo weight per level to non-presiding members * each centralization level now adds 20% of other members' diplo weight to president ("transfer of powers") * now a failed federation vote gives zero cohesion loss to prevent abuses * changed the Hegemon and Common Ground origins! Now super exciting! * increased cohesion punishment for having too diverse federations * Discovery tradition "Database Uplinks" now gives +100% research stations output * ap "Universal Translators" now gives -75% influence cost for trading posts * megacorp tradition "Trading Posts" now gives +100% research stations output * reworked factions (xenophobe): being President of a federation now doesn't give malus * nerfed gpm's archaeologist jobs to make them equivalent to researchers * government change cooldown set to 5 years * policy change cooldowns set to 1 year * diplomatic policy total rework: now it represents your empire war-mobilization status * fixed black/blue skies policies from nsc2 * now you get "Trade League" trade policy when you finish both Prosperity and Diplomacy tradition trees === v0.4 (tech from outer space) === * bureaucrats now produce 5 admin cap for 5 consumer goods. "Bureaucratic Center" colony designation add +2 amenities each * coordinator drones now produce 5 admin cap for 5 energy and 5 minerals * synapse drones now produce 5 admin cap for 5 food/minerals and 1 energy * added 1 replicator job to machine replicator building for machine gestalt empires * hive minds' civic "Subsumed Will" now gives -30% colonies sprawl instead of -30% pops sprawl * reworked the "space technology": now it gives +100% to research stations output * removed relative power checks from "Demand Vassalization/Subsidiary/Tributary" diplomatic action * nerfed guilli's "Archeotech Machine Assembly": now available to all empires and gives +15% pop assembly speed * added "Foreign Markets Arbitrage" civic for xenophile empires: +10 consumer goods per research agreement they sign * mercantiles don't pay anymore diplo upkeep for closing borders to homicidal empires * policy "isolationist" now gives -75% trade instead of +100% diplo costs === v0.3 (cold war) === * added "The Great Wall" ap: makes inward perfectionist hard-rock solid at the expense of naval capacity * added "Operations: Blue/Red Star" ap: militarists can now go full amerikans/soviets with their fleets * fixed Fallen Empires to have -90% sprawl from colonies * added Gnam Gnam Gnam flavour for gestalt empires * void dwellers have a bonus 100 admin cap (reduced from previous 150) * changed Galactic Community waiting times to make things happen faster * "Rebirth" origin now does not allow lithoids * reworked "Diplomacy" tradition: finisher gives +1 envoys; starter giver -100% diplo maintenance; switched "more trade protection" with 1 clerk / 20 pops * reworked Vassals: no integration / they pay taxes (10% of alloys, consumer goods and research) / they can expand / they cost 1 influence per month in maintenance * reworked Tributaries: no integration / they pay taxes (10% of energy and minerals) / they can expand / they aren't protected by overlord * reworked Subsidiaries: no integration / they pay taxes (5% of everything) / they can expand / they cost 1 influence per month in maintenance / they don't join overlord in wars * reworked Protectorates: no integration / they generates +1 influence and +200 society research for overlord / they can expand * added "Total Noob" edict: now empire sprawl is no more a problem, but you do zero science and zero alloys while it is active === v0.2 (democracy is king) === * nerfed guilli's singularity matrix to add just 1 science for each type vs 4 energy credit cost/month * added "Gears of War" edict: gives +200 admin cap and -75% resettlement costs for 2 yrs * democratic government form now gives +1 leader pool size and +1 faction influence gain * edict "fortify the borders" now makes starbases upgrade 100% faster and add +10% to their hulls === v0.1 (a new hope) === * planet sprawl = 100 * voidborn start with 150 more admin capacity
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