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[讯息] 最新秋季大补丁的测试版

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发表于 2013-10-2 00:03:55 | 显示全部楼层 |阅读模式
http://forums.civfanatics.com/sh ... 808433#post12808433

[UI] 界面
New map options on the Setup Game menu. Now, DLC map packs are grouped into folders without having to go to Advanced Setup. Additionally, all the extra maps are placed in an “Additional Maps” folder.
开始游戏界面将新增地图类型,包括DLC地图和许多平常需要用高级设置才能看到的地图。

Warmonger UI improvements:
Now there are 4 different levels of concern displayed by the AI about the player's warmongering.
战狂信息界面:AI对玩家的战狂态度将细分为4个等级

Added a tooltip to the city banner for each city owned by a civ you are at war with that shows the warmonger penalty and/or liberation bonus.
处于交战状态下的话,敌对文明的城市等级条处将显示占领/解放该城市带来多少战狂指数变化的提示

Added a tooltip for warmonger penalty and/or liberation bonus to the Annex/Liberate/Puppet popup.
选择吞并/解放/傀儡城市的界面将新增战狂指数变化的提示

Trade Route Improvement: Update the UI to reflect the change in Trade Route gold if a Trade Route policy is picked.
商路界面:当采用了新商路相关政策时,变化会及时的显示在商路界面里

Added "Click to move" and "Click to view" radio buttons to improve the behavior of clicking on a great work in the "Your culture" tab.
在文化总览的界面里新增了“点击交换”和“点击浏览”的选项(以前总是点击交换)

Deal History tab on the diplomacy screen now shows more relevant information.
交易历史界面显示更多相关信息

Air Combat Preview: added preview of damage your bombarding air unit would take. Note that this information does not include damage from intercepting aircraft or anti-air units.
空战结果预览:新增轰炸单位造成伤害的预估。但是敌方飞机或防空单位拦截带来的伤害不会显示


[BALANCE] 平衡性
Warmonger Penalty
Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.
Make the building up of warmonger threats more exponential than linear (Minor - Major - Severe - Critical)
· 战狂指数:
其他与同样敌人交战的文明对玩家攻下的城市增长的战狂指数减半(好绕口
具体解释:当一个文明(文明A)攻占下另一个文明(文明B)的城市时,
    如果有其他文明(文明C、文明D...)也同时和被攻占城市的文明(文明B)交战
    那些文明(文明C、文明D...)对于(文明A)攻占(文明B)城市的行为,战狂指数增加减半

战狂态度的四个等级的变化阈值从线性增长变为指数增长(轻微-严重-重视-决定性)

Research Agreements
Adjusted the cost for Research Agreements based on era. The cost increase should now be more linear to coincide with the gross gold-per-turn of AI civs, and also slightly cheaper when Research Agreements can first be used.
Will now only be cancelled with a Declaration of War or by elimination of one of the involved Civs. Denunciations no longer cause the RA to yield zero beakers upon completion of the agreement.
Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).
· 科研协定
调整了科研协定所需的金钱使其更符合AI的收入增长速度;最早的协定的价格稍微下降了
只有战争或双方中有一方被灭会使科研协定失效,谴责不会导致失效
双方获得的科研值均将等同于较少的那一方所获得的(避免强者恒强,同时养个垃圾小国签协定的效果也被大幅减弱了)

Tourism: Further Benefits from Tourism when Influential with another Civ
Science (from Trade Routes)
Familiar: +1 Science per trade route
Popular: +2 Science per trade route
Influential: +3 Science per trade route
Dominant: +4 Science per trade route
Diplomacy/Espionage
Familiar: Just 1 turn to Establish Surveillance in influenced civ's cities
Popular: Surveillance boost (from above) plus Spies operate at an effective rank 1 level higher than actual rank in influenced civ's allied city states
Influential: Surveillance boost (from above) plus Spies operate at an effective rank 1 levels higher than actual rank in influenced civ's cities and allied city states
Dominant: Surveillance boost (from above) plus Spies operate at an effective rank 2 levels higher than actual rank in influenced civ's cities and allied city states
Conquest
Familiar: -25% reduction in Unrest time and Population loss
Popular: -50% reduction in Unrest time and Population loss
Influential: -75% reduction in Unrest time and Population loss
Dominant: no Unrest time; no Population lost
魅力:大幅强化了魅力对游戏各方面的影响

· 从商路获得的科研:
众口相传:每条商路+1科研
广受称誉:+2
无远弗届:+3
完全主宰:+4

· 外交和谍报:
众口相传:间谍建立监视网络仅需1回合
广受称誉:1回合监视网络 + 在该文明的同盟城邦内间谍等级比实际等级提升一级
无远弗届:1回合监视网络 + 在该文明的城市以及该文明的同盟城邦内间谍等级比实际等级提升一级
完全主宰:1回合监视网络 + 在该文明的城市以及该文明的同盟城邦内间谍等级比实际等级提升两级

· 征服:
众口相传:抵抗时间和人口损失-25%
广受称誉:-50%
无远弗届:-75%
完全主宰:不会抵抗,也不会损失人口

Abilities of Great Musician, Great Writer, and Great Scientist now scale properly based on game speed
大美术家、音乐家和科学家带来的奖励和游戏速度挂钩

Social Policies and Tenets
Social Policies: Added Mercenary Army social policy to Commerce (allows purchasing of Landsknechts). Trade Unions old effect (cheaper road/rail maintenance) moved to Wagon Trains.
Social Policies: Move double Trade Mission gold from Commerce finisher to Entrepreneurship.
Social Policies: Boost City-State trade bonus from +1 Gold to +2 Gold on Merchant Confederacy.
Social Policies: Merchant Navy now provides +4 Culture and +4 Production in the city with the East India Company.
Social Policies: Theocracy - Temples increase city gold output by 25% instead of 10%.
Social Policies: Boost Warrior Code from +25% to Great General creation up to +50%
Social Policies: Boost Navigation School to +50% Great Admiral points (to mirror the earlier change to Warrior Code for Great Generals).
Social Policies: Switch Ethics policy (Aesthetics tree) to Cultural Exchange (increase Tourism modifier for Open Borders, Shared Religion and Trade Routes by 15% each). The policy now gives bonuses to Open Border and Trade Routes.
Tenet: Order - Iron Curtain now also boosts yields on internal trade routes by 50% (on water routes the +100% modifier becomes +150%; effectively those only go up by 25% from 200% to 250%).
Tenet: Autocracy - Futurism now +250 Tourism for each Great Writer/Artist/Musician created (instead of +100).
Tenet: Weaken both bonuses from Arsenal of Democracy
Tenet: Spaceflight Pioneers: Remove +10 Science in Capital; add free Great Engineer and Great Scientist instead.
Tenet: Gunboat Diplomacy tenet now makes military units 50% more effective at intimidating City-States. Also rearranged tooltip text for bullying score so that the positive factors are always first, for readability

· 政策和意识形态:
商业政策树下新增政策“雇佣军”。允许购买自由佣兵(以前德国的UU),联合工会以前的效果(道路维护费减半)移动到大篷车队
贸易使命翻倍的奖励从商业政策树的完成奖励移动到创业精神
商人工会给城邦商路带来的奖励从+1变为+2
商船舰队现在给东印度公司所在城市提供+4锤+4文化
神权政治:神庙带来的金钱加成由10%变为25%
尚武精神:陆军统帅加成由25%变为50%
海航学校:海军统帅加成由25%变为50%
美学政策树的艺术伦理变为文化交流(开边、同宗教和商路连接各+15%魅力输出)
铁幕:效果增加了国境内商路加成+50%(注意海上的仍然只是由100%变为150%)
未来主义:每个大艺术家诞生时增加的魅力由100变为250
民主兵工厂:两方面的奖励都被削弱
太空先驱:移除了首都+10科研的奖励,增加了一个免费的大工程师和一个免费的大科学家
炮舰外交:效果变为所有军事单位恐吓城邦时的效果+50%

Civ-Specific Balance
Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
Germany: Boosted camp conversion rate to 67%.
Japan: Give Japan an Ocean start bias
Japan: Japan: Samurai can build fishing boats.
Japan: Bushido has a new additional effect: +1 Culture from fishing boats and +2 Culture from atolls.
Japan: Zero no longer requires Oil
· 特定文明修正
德国:新增UB“同业公会”,替代银行,在拥有和银行同样的效果的同时,每拥有一条自己与城邦之间的贸易商路,全国范围内享受+5%的产能加成(不需要城市有同业工会)
德国:转化野蛮营地概率提升为67%
日本:开局偏好为沿海
日本:武士可以建造渔船(挺没逻辑的
【补充说明】武士修建渔船的方法:武士下水,移动到没有被开发的有资源的水域,选择修建渔船。
      修建渔船的命令不会消耗武士(即等同工人,一个武士可以反复修建渔船)

日本:UA武士道新增能力:每处渔船+1文化,每处珊瑚礁+2文化
日本:零式飞机不再需要消耗石油

Science Victory: Spaceship parts require twice the time to build (or twice the gold to buy) to increase the value of the Space Victory tenets.
· 科技胜利:所有飞船部件所需的锤子(以及购买所需的金钱)加倍

World Congress
Congress: Gain 2 Delegates from a failed World Leader proposal (was 1).
Congress: Made Diplo Victory more difficult by increasing the delegates needed to win (2 more on Duel, 7 more on Standard, 9 more on Huge). Also exposed delegate equation values to XML for future tweaking and ambitious modders.
· 世界议会
竞选世界领袖失败的文明获得+2代表(以前是+1)
外交胜利所需代表票数增加。
代表相关的一些数据被放入XML,便于MODDER修改

City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.
Ally influence is set to 45 (becomes Friends).
Friends influence is set to 15 (becomes Neutral).
Neutral influence is set to 0.
Negative influence remains as it was.
When liberated, the liberator's influence is set to 150 (becomes Ally).
· 城邦相关:
城邦被消灭时其影响力会被重置,以防止解放城邦的解放者有时不能成为盟友
城邦以前的同盟关系会被重置为45
朋友会被重置为15
中立会被重置为0
负数不会被重置
解放者的影响力为150

3 New Pantheons
Earth Mother: +1 Faith from Copper, Iron, and Salt.
God-King: +1 Culture, Faith, Gold, Production, and Science from the Palace
Sun God: +1 Food from Bananas, Citrus, and Wheat

3种新的神系:
大地母亲:铜、铁、盐各+1信仰
神化君王:宫殿+1文化、信仰、金钱、产能和科研
太阳神:香蕉、橘子、小麦各+1食物

Trade Routes: All City-State Trade Routes get +1 Base gold. Gold bonus from having a route connected to a city with a Market or Bank halved (from 2 to 1). Applies to unique versions of these buildings also.
商路:通向城邦的商路基础金钱+1,所有市场/银行以及对应UB带来的商路额外收益由2变为1

Great Admirals now have a "Change Port" command. If either moving into a port or starting the turn in one, they can consume the rest of their moves to jump to another port city under their control.
海军统帅现在多了一项新功能:转移港口。可以消耗全部移动力转移到己方另一个港口城市中

Archaeology
Great Works of Writing (like the Rosetta Stone) now available from 30% of the Hidden Antiquity Sites. An alternative use of these is to create a "Cultural Renaissance" (equal to a Great Writer's Political Treatise).
There are now diplomatic bonuses for building Landmarks in both city state and major civ territory.
考古系统:
隐藏的遗址里有30%的概率出现伟大作品(类似罗塞塔石碑),它们可以被用来创造文艺复兴(效果等同于大文学家的创造专著)
在其他文明和城邦境内建立地标将获得外交加成

Air Combat
New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change.
Player now receives a warning that projected damage can go up if the air unit is intercepted; number of visible enemy anti-air units that haven't fired is also given in combat preview.
Air Combat: Award experience to intercepting planes and firing AA guns

空战:
城市里空军单位叠堆上限初始为6,建立机场后变为10
空战前瞻里会给出敌方未开火的防空单位的数量
拦截敌机也可以获得经验

Change rules for razing cities to make it so the Holy City of any religion cannot be razed.
任何宗教的圣城都不能被摧毁

[ 本帖最后由 孟仲玄 于 2013-10-2 21:26 编辑 ]
发表于 2013-10-2 00:20:38 | 显示全部楼层
喵的字好多,刚通宵完头脑不清不想看 = 。=

本楼有偿征用


[AI] AI

Custom AI per Civ
Custom worker code for Brazil: Automated workers will no longer remove jungle unless there's a resource on it (ie: bananas). Workers will remove jungle for resources (like spices and bananas) but otherwise will build Brazilwood Camps.
Custom settlement AI for Brazil: Includes player suggestions of city sites near jungle for Brazil.
Custom settlement AI for Indonesia: Doubled the fertility on lucrative sites that are not on the same continent as previous cities. This should help Indonesia to better use it's UA.
Custom settlement AI for Netherlands: Will now tend to favor marshes and flood plains when choosing a site to settle.
Custom settlement AI for Morocco: They should now consider desert favorable when making settlement choices/suggestions.
Custom settlement AI for Spain: Settling next to Natural Wonders should now be extremely attractive to Spain.
Custom settlement AI for Inca: Inca should now consider hills more favorably; hills bordered by one or more mountains get an additional bonus.
· 文明特定AI
巴西:除非有资源,否则自动工作的工人不会移除丛林,而是建造红木林场
巴西:建立新城市时会考虑丛林
印度尼西亚:建立城市时新大陆的土地肥沃度被加倍考虑,使得印尼AI更倾向于在新大陆上建立城市
荷兰:建立新城市时倾向选择沼泽和冲积平原
摩洛哥:建立新城市时倾向选择沙漠
西班牙:大幅增加在自然奇观附近建立城市的倾向
印加:增加对丘陵的喜好,尤其是被山脉环绕的丘陵

Air Combat AI: Never rebase aircraft to a city being razed.
空战AI:绝不会把飞机转场到正在被摧毁的城市里去

Deal AI
Deal AI: Never ask for something from the human that we don't consider having any value (such as Open Borders from a distant civ).
Deal AI: make AI aware of the value of Open Borders as players close in toward Culture Victories;
Deal AI: Make it so the AI will never pay more than about 15 gold-per-turn. There were cases before of 40+ gold-per-turn.
Fix a legacy bug that prevented the AI from ever putting together offers for a luxury that a human player now has available for trade.
Deal AI: fix valuation of Open Borders so AI never says "I want to negotiate passage" but doesn't put anything on the table.
Deal AI: Have the AI accept totally even trades with the human (before they always wanted some small bonus, even when swapping embassies ... assuming they weren't putting the embassies on the table themselves).
Deal AI: AI now understands how to put things on YOUR side of the deal table.
Deal AI: Embassies now worth 35 Gold base (so AI will almost always consider them worth 1 gold-per-turn).
Deal AI: Embassy cost scales based on deal duration (so 1 GPT over 45 turns is worth it on slower speeds)
Deal AI: AI properly values Gold in hand over GPT, so over 30 turns it won't get 150 for 5GPT. Instead only 85% of that.
Deal AI: Slight increase (about 7%) in the value the AI gives you in gold/gold-per-turn for things (this helped with getting them to always offer 1 GPT for Embassy).
Deal AI: Don't give such a huge (90%) discount on open borders with friendly players. Reduced to 65%.
· 交易AI:
不会再向玩家要求没有价值的东西(例如远距离开边)
当玩家接近文化胜利时,AI更不愿意开边
AI绝不会出比15金每回合更高的回合金
修正了一个遗留BUG;现在AI会主动提出交易来交换人类玩家多余的可交易奢侈资源
交易AI:修正开放边境的价格计算,AI不再会一边说着“我想要协商关于通过边境的事情”一边在谈判桌上不放任何东西
AI可能接受完全公平的交易(以前总要求对AI有利)
AI现在懂得在交易桌上你的那一方放置交易选项
设立大使的基础价值为35金(或1回合金)
设立大使的基础价值和游戏速度挂钩
AI会合理的考虑回合金和现金的价值,回合金现在只能交换到85%的现金
小幅增加了AI对玩家物品的价值的判断(+7%)
AI对友好势力开边的优惠由90%减小为65%

Tactical AI
Tactical AI: Reduce overkill percentage from 50% to 25%. Previously, the AI would gather up much more strength than needed before trying to kill an enemy unit, which could bog down AI operations.
Tactical AI: Make sure units moving in formation don't use extra MP to "wander" a tile or two after their primary (formation) move for the turn completes.
· 战术AI
减小了AI对杀死一个单位所需火力的判断,之前AI总是在有绝对把握的情况下才杀死一个单位
单位在成集团的移动时,拥有额外移动力的单位不会跑得更远导致脱离集团

Operational AI
Operational AI: On water maps (Archipelago, Islands, etc.) allow land operations to have a few units "spill out” onto water tiles so the operation doesn't get bogged down trying to get to its target. Also don't use the bigger city attack formation (16 units) on such a map (use 12 instead).
Operational AI: Weight barbarian camps within 10 tiles of one of your cities heavily; start up operations to eradicate them quickly.
· 执行AI
在水面较多的地图上,允许单位走到水里成为海运状态以避免堵塞。同时攻城所需的单位集团数量由16减少为12
距离城市10格内的野蛮人营地变为高优先级的消灭目标

Military AI
Military AI: Civs with very high FLAVOR_OFFENSE settings (7+) will buy military units with spare gold more frequently. Will boost the number of early attacks we see, especially on high difficulties.
Military AI: when rebasing air units, prioritize carriers within operations over those that aren't assigned to an operation
军事AI:
高进攻倾向(7+)的文明将更喜欢用现金购买单位,并发起更多的早期进攻,尤其是在高难度下
飞机转场时优先前往作战区域内的航母

Homeland AI: Fix bug in ExecuteMovesToSafestPlot() where it would consider leftover moves from another unit, meaning the safest plot was not actually chosen. This essentially makes the AI better at determining safe plots to run to when a unit has to flee from danger.
本土AI:
修正了单位撤退到最安全的地点的一个BUG,该BUG因为未正确考虑其他单位剩余的移动力而导致选出的最安全的地块其实不是安全的

Policy/City AI: Added a player strategy to focus on religious buildings and wonders if the AI has started the Piety social policy tree.
政策/城市AI:当选择了虔信政策树时,玩家会更重视建造宗教相关的建筑和奇观

Diplomacy AI: Increase chance of City-State conquest if that City-State is a neighbor on your way to get to a targeted major power.
外交AI:当一个城邦挡在你通向目标文明的路上时,增加征服该城邦的概率

Ideology AI: If it’s possible to take a Level 3 tenet, make sure the AI always takes the one available that matches their current Grand Strategy choice.
意识形态AI:当可以选择3级理念时,AI总是选择最符合其胜利方向的那个

Space Race AI: Don't consider capitals to be "medium cities". This change allows AI to start Apollo Program far earlier in Information Age starts where few cities are "Large" until 30+ turns in.
太空胜利AI:首都不会再被考虑为“中等城市”,这点可以让信息时代开局的AI一开始就建造阿波罗计划

Great General AI: Fix rare case of AI trying to plant a Citadel on a tile that already had one.
陆军统帅AI:修正了一个少见的AI会试图在一个已有军事要塞的地块上修建一个新的军事要塞的BUG

Great Admiral AI
Great Admiral AI: The AI now takes advantage of the Transfer Port move to get Great Admirals out of dangerous cities and into the largest bodies of water
Great Admiral AI: Have the AI send Great Admirals out with more naval operations; have them stack with friendly units like Great Generals do on land.
Great Admiral AI: Improve the operational movement code for admirals to get to their targets.

· 海军统帅AI:
AI懂得通过转移港口的新能力来让海军统帅逃离危险或转移到主要海域
AI更倾向于向陆军统帅那样派遣海军统帅外出作战

Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.
将建立新城市所需的土地肥沃程度由5000改为20000,从而避免AI在很垃圾的区域建城

Congress AI: When an Embargo on an AI player is proposed, that player will always use all of its Delegates towards preventing the Embargo.
议会AI:在对某文明禁运的提案表决时,该文明总是会使用全部代表来尝试否决这个提案

Archaeology AI: Make it possible that the AI will choose to gain the diplo benefit by turning an antiquity site into a Landmark in city state territory
考古AI:AI懂得建立地标带来的外交关系变化

Science AI: upped the flavor numbers on Library, University, Public School, and Laboratory. Removed 'MILITARY_TRAINING' flavor from Library and University. Added culture flavor to University to support Archaeologist generation.
科研AI:科研建筑的科研倾向值增加,移除了图书馆和大学的军事倾向值,增加了大学的文化倾向值(便于产生考古学家)


[GAMEPLAY]游戏性
19 new Great Works of Art. This is to address players running out a bit too early in larger games.
新增了19个美术杰作,避免杰作不够用的情况

Added 3 more City-States (Vilnius, Bogota and Wellington, one of each type).
新增3个城邦,维尔纽斯(立陶宛共和国首都),波哥大(哥伦比亚首都),惠灵顿(新西兰首都),每个为一种城邦类型(但其实应该有5种才对

剩下的杂项挑些重要的说:

MODDER允许编辑音乐了
修正了免费赠送的建筑会导致已有的建筑失效的BUG
自由女神像的加成对所有专家都起效了
建立神系的前提限制现在能正确的起效了

[ 本帖最后由 孟仲玄 于 2013-10-9 02:16 编辑 ]

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发表于 2013-10-2 00:34:58 | 显示全部楼层
飞机终于限制堆叠了,开始6架,机场10架
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 楼主| 发表于 2013-10-2 00:52:20 | 显示全部楼层
我可以翻译一下,不过有点忙进度估计比较慢
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发表于 2013-10-2 01:10:49 | 显示全部楼层
看来一下,日本和德国逆天了
玩家可能没那么多钱签ra了,ra也没有那么高的性价比了
Earth Mother 神信条…
东印度公司相当于半个大钢厂和半个国立金库
商业政策树全面加强
虔信没有只有一个垃圾政策了
城邦很好抢了,赞助右一神政策
文明的那些隐藏指数更加清晰了

[ 本帖最后由 sinixyang 于 2013-10-2 01:13 编辑 ]
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发表于 2013-10-2 01:37:39 | 显示全部楼层
Japan: Give Japan an Ocean start bias
Japan: Japan: Samurai can build fishing boats. 这有毛用……(编辑,我去能反复修是闹哪样)
Japan: Bushido has a new additional effect: +1 Culture from fishing boats and +2 Culture from atolls. 海图还是挺有用的
Japan: Zero no longer requires Oil 这·不·科·学!(历史上真的不加回程返航的油进行神风突击也不能这样啊)

[ 本帖最后由 八月寒 于 2013-10-2 11:39 编辑 ]
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发表于 2013-10-2 01:46:59 | 显示全部楼层
Tourism: Further Benefits from Tourism when Influential with another Civ
Science (from Trade Routes)真心不多
Familiar: +1 Science per trade route
Popular: +2 Science per trade route
Influential: +3 Science per trade route
Dominant: +4 Science per trade route
Diplomacy/Espionage不错,还算有用
Familiar: Just 1 turn to Establish Surveillance in influenced civ's cities
Popular: Surveillance boost (from above) plus Spies operate at an effective rank 1 level higher than actual rank in influenced civ's allied city states
Influential: Surveillance boost (from above) plus Spies operate at an effective rank 1 levels higher than actual rank in influenced civ's cities and allied city states
Dominant: Surveillance boost (from above) plus Spies operate at an effective rank 2 levels higher than actual rank in influenced civ's cities and allied city states
Conquest不能更屌了!但都这阶段了谁还TM去征服啊……
Familiar: -25% reduction in Unrest time and Population loss
Popular: -50% reduction in Unrest time and Population loss
Influential: -75% reduction in Unrest time and Population loss
Dominant: no Unrest time; no Population lost
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发表于 2013-10-2 01:53:34 | 显示全部楼层
City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.
Ally influence is set to 45 (becomes Friends).
Friends influence is set to 15 (becomes Neutral).
Neutral influence is set to 0.
Negative influence remains as it was.
When liberated, the liberator's influence is set to 150 (becomes Ally).

获得城邦盟友新方法,打下来,送人,再打下来,解放
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发表于 2013-10-2 01:57:09 | 显示全部楼层
很多合理的改动,海军上将这个比较人性。
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发表于 2013-10-2 01:58:07 | 显示全部楼层
Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
荣誉赞助走起
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发表于 2013-10-2 03:08:54 | 显示全部楼层
· 征服:
众口相传:抵抗时间和人口损失-25%
广受称誉:-50%
无远弗届:-75%
完全主宰:不会抵抗,也不会损失人口

看来征服的最高层次是百姓箪食壶浆喜迎王师啊
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发表于 2013-10-2 03:18:22 | 显示全部楼层
东印度公司被大大加强了,每条商路多加了4锤。
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 楼主| 发表于 2013-10-2 03:31:53 | 显示全部楼层
翻译完成
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发表于 2013-10-2 03:59:54 | 显示全部楼层
Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.
将建立新城市所需的土地肥沃程度由5000改为20000,从而避免AI在很垃圾的区域建城

我觉得这项改进是很好的。
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发表于 2013-10-2 04:03:40 | 显示全部楼层
后面不是还有AI更改,BUG修复,以及新增了19个艺术作品和三个城邦什么的么……

原来已经说了,我最开始看的时候是没有的(后来上电脑没仔细看了)。

[ 本帖最后由 asatzhh 于 2013-10-2 04:05 编辑 ]
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发表于 2013-10-2 07:14:38 | 显示全部楼层
先感谢孟大的辛苦翻译

然后这里是一些修正(或者说润色)以及附加说明

[BALANCE] 平衡性
Warmonger Penalty
Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.
· 战狂指数:
其他与同样敌人交战的文明对玩家攻下的城市增长的战狂指数减半(好绕口 )

【润色】当一个文明(文明A)攻占下另一个文明(文明B)的城市时,
    如果有其他文明(文明C、文明D...)也同时和被攻占城市的文明(文明B)交战
    那些文明(文明C、文明D...)对于(文明A)攻占(文明B)城市的行为,战狂指数增加减半
【邪道理解】
一、非敌对文明的城市被攻占的场合,AI的反应:
卧槽!有人攻下一个城市!?喵的这妥妥是战狂征服全世界的节奏啊!!赶紧提防着点!!

二、敌对文明的城市被攻占的场合,AI的反应:
那货丢城了?喜大普奔啊。。不对,应该是丧心病狂啊、嗯丧心病狂呀www
像我这样的绅士,一国之主,怎么会对这种事情感到幸灾乐祸呢,对吧
另外,通知下外交部发一篇通信稿,就说我们强烈抗议这种(qing)没(zai)羞(lai)没(yi)臊 (fa)的行为www”



Civ-Specific Balance
· 单独文明修正
Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
德国:新增UB“同业公会”,替代银行,除银行效果外,国内每条与城邦之间的商路额外+5%产能 (这些商路并不要求城市里有同业公会)

【润色】德国:新增UB“同业公会”,替代银行,在拥有和银行同样的效果的同时,每拥有一条自己与城邦之间的贸易商路,全国范围内享受+5%的产能 加成
       (只要自己的任意一座城市有“同业公会”,那么所有城市都享受产能加成 <- across your civilization
       (我的疑问是,那如果我在多座城市都建了“同业公会”,那么这个产能加成会不会叠加?如果可以叠加。。碉堡了!!)
Japan: Samurai can build fishing boats.
日本:武士可以建造渔船(挺没逻辑的 )

【补充说明】武士修建渔船的方法:武士下水,移动到没有被开发的有资源的水域,选择修建渔船。
      修建渔船的命令不会消耗武士(即等同工人,一个武士可以反复修建渔船)

[GAMEPLAY]游戏性
19 new Great Works of Art. This is to address players running out a bit too early in larger games.
新增了19个杰作,避免杰作不够用的情况

【修正】新增了19个美术品杰作(画作,Great Works of Art),避免杰作不够用的情况
————————————————————
另:论首席前排黄金广告征租位的重要性(被租用了好开心)

[ 本帖最后由 wty4321 于 2013-10-2 07:22 编辑 ]

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 楼主| 发表于 2013-10-2 07:20:20 | 显示全部楼层
很好,多谢了
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 楼主| 发表于 2013-10-2 07:25:31 | 显示全部楼层

回复 16# 的帖子

德国UB的效果还有待考察,如果可以叠加则明显OP,如果不可叠加那么全国只需要一个UB就可以让所有城市都享受效果也很离谱
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 楼主| 发表于 2013-10-2 07:27:37 | 显示全部楼层
另外根据测试报告还有一些单位调整没有明说,比如美国快速民兵杀死敌人后可以获得黄金时代点数,自由佣兵劫掠不消耗移动力等
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发表于 2013-10-2 08:45:15 | 显示全部楼层

回复 19# 的帖子

自由民兵获得黄金时代点数这点不就和巴西UU重复了么
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