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[转帖] 大妈2 1.3更新内容 转自52

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发表于 2011-5-2 23:28:00 | 显示全部楼层 |阅读模式
123L为原文
##################################################  ##########
# Changes for 1.3 below.
##################################################  ##########



-----------------------------------------------------------------------
- AI Improvements
-----------------------------------------------------------------------
- Tweaked the AI logic for techs and Gas.
- AI will now recruit as many generals as possible.
- AI is now better at assigning leaders.
- AI should now research naval techs correctly.
- National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region.
- All AI countries will no longer pick the same option on events that all countries get simulatiously.
- Added more AI chance factors to techs, mainly to encourage late game factory unlockers.
- Further fixes to capitalist AI
- AI will now turn off subsidies more intelligently
- AI chance added to lots of Army/Navy techs.
- Upped AI chance on researching new ship types some more.
- AI is more likely to increase military spending if low amount of soldiers.
- AI will nolonger attempt to colonize regions where someone elses colonization is way ahead.
- AI can now delete factories.
- Fixed some Naval AI issues
- Improved Naval AI strait blocking and guarding
- Optimized an AI pathfinding check (ShouldGoByLand)
- fixed: Does the AI know how to remove factories?
- fixed problem with the ai trying to upgrade buildings that aren't there
- fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government
- Fixed a bug which caused the AI to always disband at least one regiment at each reload.
- The AI learned to not build engineers instead of infantry.
- Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength
- Army AI: Improved odds calculation to look at more factors

-----------------------------------------------------------------------
- Gamebalance Changes
-----------------------------------------------------------------------
* Pops
- Clergy promotion now check clergy levels, not officer levels.
- A few immigration-attracting effects now also increase assimilation rate.
- Reduced default assimilation rate by 25%.
- Citizenship policies now increase assimilation rates.
- Continents can now affect provinces, which currently just sets assimilation rate depending on continent.
- Having political and social reforms enacted increase the angryness of political party being appointed.
- Low literacy POPs are now far less likely to promote
- Soldiers are now less likely to become craftsmen if you spend money on them.
- Farmers and Labourers at <20% literacy is now less likely to become craftsmen.
- Increased Mil reduction after rising to 3 (from 1).
- Mil from reform desire doubled
- Literacy is now capped to 100%
- Fixed a bug in promotion factors that nerfed promotion to bureaucrats when admin spending was above 0.
- Literate pops are more likely to promote to bureaucrats in states with under 1% bureaucrats.
- Removed lux goods modifier for generic promotion chance as lux needs are higher now.
- Fixed clerk to bureaucrat promotion.
- Soldiers may now also promote to craftsmen.
- Craftsmen now want the wage reforms more.
- Told soldiers not to promote to craftsmen in colonies.
- Clergy less likely to promote to officers when education spending is 100% and Military is under 80
- Pop's desire for voting rights to their strata doubled.
- less bureaucrat promotions when spending = 0
- pops thinking of becoming aristocrats check state scope to see if there's too many rather than the nation
- Pops will not assimilate in overseas colonies.
- Lowly populated areas will not completely depopulate from migration.
- Pops should no longer emigrate to occupied provinces
- Pops in occupied provinces should not promote or demote.
- Hit healthcare with the nerfbat.
- Made craftsmen a little more likely to promote to clerks.
- Pops learned to move around more.

* Military
- Arty brigades have defence now, techs increasing their attack will also raise def.
- Mobilisation calculation is now using merged smaller pops to not punish smaller countries so much. ie, Prussia vs France.
- Supply costs now affect military score.
- Upkeep cost for brigades increased
- Army techs increase upkeep cost more.
- Troops no longer affect colonial progress.
- Tweaked colonial progress to not go backwards.
- MoW arty need upped to be in line with others
- Units will nolonger leave combat if they cancel movement.

* Diplomacy
- Same continent-cores and the capitals are now weighed more in warscore calculations.
- Peacecosts for taking province will not grow because of enemy is losingn territory to rebels at the same time.
- A country being forced to be released will get a truce with the country releasing it.
- Rewrote mechanics so that bankrupcies,  'gunboating' and defaults are 'on the same page':
     * A country that cant pay their intresst goes bankrupt, this will put them in default to all creditors for two years
     * All creditors gets a cb/wargoal to force them to repay their debts, if they win the country will no longer be in default to them
     * After two years, all loans held by the bankrupt country, that it still is defaulting on, will be cleared
- Good peace offers that are declined now incur a penalty to the decliner, also added text to the peace offer message that reflects this.
- Admit Hegemony now gets all relevant countries into your sphere!.
- You can now properly influence countries added to your sphere even if you have a truce.
- No longer possible to humilitate a country which has recently lost a war (within last 5 years.)
- Being forced to disarm now reduces your badboy quicker.
- You can always influence someone in your sphere, even if at truce with them.
- Countries should now allways get a cb on debt default
- Only the selected wargoals are now executed
- Only countries that exists will be added to spheres when a hegemony war is won.

* Economy
- Increased output of underproduced RGO goods
- RGO workers will now be fired if they are oversupplying.
- Prices can now rise if there is a demand for them, but nothing actually produced yet.
- Rebalanced factory outputs to make late game factories actually profitable.
- Complete revision of Pop needs.
- Reduced POP demand for certain manufactured goods
- Lowered electric gear factory's cement cost to be in line with others
- National focus for factory production will now be much strongerly considered by capitalists and they may ignore non-profitability.
- Intrest is now payed before anything else
- If you have no money and get no loans, expenses no longer gets payed
- Loans are now payed of in fleet orders (the private inverstors have a really big one )
- Reduced demand of certain goods to bring supply and demand into better balance.
- Fabric, the manufactured good that powered the Industrial revolution, is now more economic to make.
- Prices can now fluctuate between 20% and 500% of base price.
- Cement factories no longer need cement to work properly
- Tweaked supply and demand for certain goods
- Further tweaked luxury demands

* Rebels
- Middle-class pops now provide some infantry when they rise.
- Rebels are now a bit more dangerous, as they have leaders, and will reinforce and are resilient.
- Socialists now back political reforms at half the want of liberals.
- Liberals now back social reforms at half the want of socialists.
- Military issues are no longer so extremely important for people.
- Chanced Anarcho Liberal trigger to be political reform want rather than social. No social reform want before Socialists are active.     
- Anarcho liberal rebels will no longer form in bourgeois dictatorships.
- Reduced chance for primary culture pops to join nationalist rebels.
- Expanded trigger to activate commies to make it more likely.
- Farmers and labourers are a bit more likely to go socialist in equality nations with socialist ruling parties.
- Farmers and labourers are keener on pensions when not getting their lux needs filled.
- Small increase of probability of national rebels rising compared to others in the later game.
- Pops less likely to join Anarcho-liberal rebels if not of culture group or accepted
- More modifiers to make Pops go Socialist when they desire social reform
- Rebel rising popups now has a max size
- Terrorist cells are now only activated when the terrorism tech is discovered.
- Spoil system is now properly active from the start.

* Technology
- Advantgarde Intelligentsia were found to be actually quite useful, we have returned the Intelligentsia back to it is more traditional role of being seen to be a burden to honest hard working people.
- Increased researchpoints from plurality and literacy.
- Newly created countries will now have their technologies properly initialised.
- Released countries no longer go immediately bankrupt.
 楼主| 发表于 2011-5-2 23:28:15 | 显示全部楼层
-----------------------------------------------------------------------
- Interface Improvements
-----------------------------------------------------------------------
- Newly created leaders are now added to the top of the list.
- Supply consumption on unitview now takes current level from country into account.
- Map will no longer scroll if you are moving cursor while editing the name of a unit.  (Or any other editbox)
- Fixed needs dissapearing from the pop details screen for very small pops.
- Political screen will now show the same reform allow percent in all toolstips regarding the same thing.
- Bank loans tabs nolonger toggle, but rather switch to the tab that was clicked.
- Fixed bug where poptype tooltips would show the wrong luxury fullfillment.
- Fixed a technology tooltip.
- Declare war tooltips will now state that you are in the same SoI as your target rather than that they are in your SoI if this is infact the case.
- fixed Stockpile slider: percentage tooltip should be visible over buttons
- added shortcut tooltips
- National focus sprites will now always be placed in a province owned by the focus owner. ( Unless colonization focus )
- Chance of allies joining in a war when call allies checkbox is ticked added.
- War effects can now be setup to call in allies or not.
- Unitview will now color the pop icon red if the pop is unable to reinforce or yellow if it can reinforce only at a slower rate.
- Pop icons on subunits being reorganized will now be colored the same way as the pop icons in the unit view.
- Units that are under construction will no longer flicker in the millitary screen
- Build screens will now remember what tab it was on.
- Military screen is now less laggy with large armies.
- New policical parties and removal of old parties will now trigger messages.
- War intervene screen now shows the correct reason.
- Days of insolvency for factories is now visible on the production screen.
- Unitflags will now change when government is changed.
- Parties now have a more informative tool tip.
- Fixed Message log incorrectly reports province defection
- Auto-create/assign leaders creates admirals for 1-ship fleet
- You can now disable auto assign for leaders you don't like
- Now Better scrolling in popview

-----------------------------------------------------------------------
- User Modding
-----------------------------------------------------------------------
- Terrain trigger now works properly in migration checks.
- Civilized trigger now works for pop & province scope.
- The 'corruption' trigger now works properly and is a range from 0-1 telling how large percentage of your country that is covered by crime buildings.
- Fixed the "is_secondary_power" trigger.
- Added a new modifier called 'global_assimilation_rate' which is for an entire country.
- Added a trigger for 'has_recently_lost_war = yes/no'.
- Infrastructure command now changes railroad level, not sets it.
- Added a trigger called 'strata = poor/middle/rich' for pop scope.
- The 'money = x' trigger now works.

-----------------------------------------------------------------------
- Database Changes
-----------------------------------------------------------------------
- Added a decision where secondary powers with poor relations with their master can leave a SoI.
- Leave SoI decision now uses secondary power trigger. Also moved it to Allow section so it is visible to any nation in a SoI.
- Lowered MTTH on socialist and communist enabling events and made triggers a bit easier
- Tweaked a few triggers for events to not happen when they shouldn't.
- von molke's reforms also availible to NGF/GER
- fixed ORs in Jacobin rebels
- fixed tech check in expressionism inventions
- DAN/HAB changed to DEN/AUS in country colors
- name changes in cultures file from community fixpack
- prussian_constitutionalism uses monarch flag
- Israel can no longer form Germany
- The Peking Convention can no longer be enacted while Russia is at war with China
- Gifted Administrator trait now improves ORG rather than reducing it
- corrected flag name in ACW events
- corrected relation effects to use WHO rather than WITH in some ACW events/decisions
- fixed abolish_prohibition trigger
- fixed event 31507 trigger, should be for AUS rather than LOM + flag check
- event 31508 polish Committee of Independence also fires for GER/RUS
- Ship Explodes event adds correct CB
- fixed WITH/WHO in civ and gunboats too
- Disloyal Regiment event checks correct pop type
- removed needless owner scope in the Bitter rain event
- added civ check to Heia Safari! event/effect and changed WITH to WHO
- Colony Improves event only happens in colonies now
- correct poptype checked in event 36202
- correct poptype checked in event 36203
- removed check for global flag GermanizeSchlewsigDENes in event 36206  as it is not set by anything
- correct poptype checked in event 36923
- events 36940 and 36941 check correct tag (NZL)
- event 33003 checks BAV, not BAY
- event 33004 affects relations with DEN, not DAN
- Abu Dhabi checked only once in oil event
- IdeologyEnabling events now only have one picture defined.
- The Great Escape event only checks civ status once
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 楼主| 发表于 2011-5-2 23:28:38 | 显示全部楼层
- Friend's Almshouse event checks pop, not state
- Signing the Geneva convention requires under 25 BB, not 250.
- Dental Care Bill event modifier corrected
- The Familiar Institution and Withdrawing Privileges of the Unemployed events empty modifiers removed
- Unraveling Reform event changes correct reform
- Union Busting event only checks civ status once
- $COUNTRY$ Has Abolished Slavery event only checks civ status once
- An Age of Liberalism event flag corrected
- Springtime of Nations modifier corrected
- End of The Liberal Revolution Part 2, trigger needed an OR and now it has one.
- Potato Famine Debated, needless owner scope removed
- Insurrection event, OR added
- Revolt event checks correct flag
- Cholera Epedemic event, needless owners checks removed.
- Local Poet event modifier fixed
- Local Clergy preaches disobedience event modifier fixed
- National Martyr event, extra AND removed
- Pan-Nationalist event, empty modifier removed
- Onaction events, unneeded country and owner scopes removed
- Red John event makes pops 30% more in favour, not 300%
- Workhouse Strike events makes pops more 15% demanding rather than 150%
- fixed Upper House Dissatisfaction event effect
- fixed Free Trade & Repeal Society, Free Trade & Morals, Freemarketeering Criticized, and Newspaper Publishes Blasphemy events effects
- The Alaska Purchase now sells ALL Russian land in NA to USA and removes Russian cores there
- The Alaska Purchase event1 now has text on option B
- The Alaska Purchase decision now requires you have enough money
- Blackshirts event fixed scaled mil effect
- Suffragette Movements event, fixed UH effect
- Added owner scope to gov type check on event 36603
- Temperance League, Beer hall, Religious Temperance, Licensing Act, Temperance & Labour events check for muslim religions
- unneeded owner scope removed form beer hall opens event
- Viticultural Association event checks for country flag now, not province
- many unneeded owner scopes in workplaceevents.txt removed
- Blood & Iron Mine event won't fires for same place ehile modifier is active
- Fashion Fails event - removed empty modifiers
- anti_egalitarianism invention now correctly enables citizen guard crime
- changed ENG_2014 to 2016
- removed 3 factories from the UK and turned the craftsmen back to farmers.
- Added a revised alot of parties.
- USA proletarian_dictatorship called American People's Republic again
- Upped money from first choice in the First farmer's bank event to make it slightly tempting.
- Added starting USA colonise NFs in Washington and Oregon.
- Alaska purchase now gives ALL Russian NA to USA, not just USA's cores in case RUS takes some Canada.
- Boy shot event costs more to investigate/
- Increased attraction to fascist rebels a bit.
- Can go KUK if government = prussian_constitutionalism too!        
- Added a boost to fertilizer production on the artificial_fertilizers invention and electricity tech.
- 13200 checks for truce with SoI owner.
- 13200 gives add to SoI CB/wargoal.
- Made allow/remove liquor_prohibition less spammy.
- Corrected triggers in Temperance League events
- Removed odd modifier from reactionary rebels.                     
- It now costs a lot more to join the Internatonal Olympic Committee.
- Changed Foreign Smugglers and Point of Trade events to give a country modifier
- Event 31505 now points to correct localisation.
- Added BUR to UK's SoI.
- Reduced brigade cost and tech cost increase a little.              
- Added Linebreak to fixe liferating in Leghorn.
- Activated unused FRA parties.
- ISR won't ask GER to annex them anymore.
- Lowered mil score needed for meiji.
- Lowered Lit requirement and MttH for Enable Fascists events.
- Fixed MTTH in event 45100
- precious_metal_mine is now a mine
- Event 21030 MTTH fixed
- 1935 nobel prize events checks right flag
- Fixed the fort in Edirne.
- Venezuela now has the core on Mahdia, not Venice.
- Modena now in Austria’s sphere at game start
- Changed event 19000 to not trigger followup for GPs with over 90 influence to avoid double SoIs.
- Change a Fabric factory in Boston to Canned food and made the UK's Clipper factory level2 to smooth out early game economy.
- Gave the USA 2 techs and some more bureaucrats so they can afford their navy.
- Penal colonies won't fire again if you have the modifier from it.
- Laagers attacked shouldn't fire multiple times for the same nation.
- Events where you DoW also have a choice to call your allies as it is not automatic anymore.
- FRA can't decision-annex a player MAD.
- Ideologies can only be invented by civilised nations.
- BOL and PEU start allied
- Removed the culture penalty on industrial tech school
- Removed ai_will_do from webster_ashburton_treaty and added a BB trigger
- Anarcho-liberal, fascist and reactionary rebels like no_trade_unions now
- Nations can only apply for US statehood once
- Added a VEN core on Mahdia.
- Fixed a bunch of modifiers that used literacy incorrectly
- Renamed the Benin region to Dahomey.
- BEL starts with XP railroad
- Breslau's arty factory is now open and some more craftsmen have been added.
- PRU starts with mechanical production
- Fixed when poor pops want Gerrymandering
- Added an event for TEX which grants some supplies
- Added small BEL railway
- Fixed a modifer in harassment voting issuse choice for poor pops.
- Gave pandemic_influenza global effects as it is a country modifier.
- Turkish reactionary and conservative parties now take a more conservative view on who is actually a Turk
- Border incident requires you to be civilized.
- Added a decision for Russia to move its capital to Moscow
- fixed some inverted modifier in many pop issues.
- fixed some triggers and reduced MttH in civ and gunboat events
- Drunken sailor event now fires the correct reaction events
- tweaked soldier/craftsmen promotion logic
- the temperance_league modifier now affects global mil
- Restricted a few gunboat events to only happen for countries they were meant to be for.
- fixed a broken strait around Gibraltar.


-----------------------------------------------------------------------
- Performance and Stability
-----------------------------------------------------------------------
- Quite alot of optimisation done, mostly focused on late game performance.
- Reported crashbugs tracked down and fixed.
- Fixed lockup with big rebellions.
- Fixed a common reason for OOS.
- Fixed crash in pop detail tooltip

-----------------------------------------------------------------------
- Generic Bugfixes
-----------------------------------------------------------------------
- Fixed bug in land combatant where subunits were not removed from retreats when their unit was deleted.
- Population growth modifier will now function as intended.
- fixed Losing GP status incorrectly
- fixed Mass building of the same factory
- fixed Negative population w/ endgame save
- Some mod dir problems fixed.
- fixed Russia and UK on again, off again
- Its now possible to cross the dateline without it taking over a year.
- fixed Intervene Tool Tip confusing
- fixed discrepancy in call alliance chances
- Fixed previous owner calculations
- Fixed a bug with the order of wargoal execution on peace. This was causing some wargoals to fail when they should not.
- Fixed units stuck as builditems in the millitary view.
- Fixed ship avatars dissapearing when a ship in a unit dies.
- Closed a hole in the world market code that caused money to be lost
- Fixed bug where loading would reset the unique name index.
- Fixed a bug where the fort bonus would be given to both sides in a combat.
- Fixed a problem that caused money not be saved in save games
- Casus belli's will nolonger loose their enddate on save/load.
- Added missing "=" to several prov files
- Removed pop needs effects from many province modifiers as it's a country level effect
- Fixed a major bug that truncated savegames at some times.
- New messages should now appear properly.
- Fixed being occupied is great for industry
- Fixed Uniforms not updating fully
- Improved Gathering the following materials before construction can start info
- Fixed a few missing ports.
- Fixed a lockup with scripted occupation.
- Fixed a few spelling mistakes.
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 楼主| 发表于 2011-5-2 23:29:42 | 显示全部楼层
##################################################  ##########
# 下面是1.3的更新内容.
##################################################  ##########



-----------------------------------------------------------------------
- AI的改善
-----------------------------------------------------------------------
- 调整了AI出科技和Gas(毒气?)的逻辑判断.
- AI现在会尽可能地多出将领(原来估计将领数等于部队数就不管了).
- AI现在能更好地选择带兵将领了.
- AI能正确地出海军科技了.
- 用焦点殖民时,如果有一家进度已经领先AI很多了,AI会取消焦点搞别的去.
- AI同时遇到某事件时AI们不会总是选同样的选项了(这里有点怪,simulatiously我在dict.cn和Google都查不到这词,只有simultaneously同时地).
- 加入更多影响AI科技的因素,主要是为了提高后期解锁工厂的发明.
- 进一步改善资本家AI
- AI现在会更聪明地选择什么时候该取消补贴
- 提高AI出海陆军科技的概率.
- 提高AI研究新战舰科技的概率.
- 如果部队少的话,AI更有可能会提高军事预算了.
- 如果别家殖民进度已经很高了,AI不会再往上面放焦点殖民了.
- AI现在会拆工厂了.
- 改进海军AI
- 改进AI堵海峡或者守海峡的能力
- 优化AI寻路判定 (应该走陆地)(我擦,前面括号里的ShouldGoByLand怎么翻?)
- 搞定以下问题:AI会拆工厂么?
- AI不再会去尝试升级不存在的工厂了(-_-!)
- 修正资本家在这种情况下盖工厂判定: 放任主义下某地区只有一个关掉了的工厂
- 修正BUG:AI会在每次再装载时解散至少一个旅-_-!.
- AI不再会造一堆工程兵而是步兵了.
- 陆军AI: 修正一个bug,AI不再会莫名其妙地大幅低估对方战力了
- 陆军AI: 改进计算方式,会受更多的因素影响了

-----------------------------------------------------------------------
- 平衡性方面的改变
-----------------------------------------------------------------------
* 人口
- 职员转化不再看军官数量而是职员数量了.
- 某些移民相关效果现在也提高同化率了.
- 降低默认同化率25%.
- 现在公民权政策影响同化率了.
- 各大洲会影响边远省份,现在同化率会受所在大洲影响.(这段很诡异)
- 政改和社改会让被指定的政党(指的是上院席位全执政党那个么?)更愤怒(不是提高战斗性么?).
- 低识字率人群很难晋升转化
- 如果有足够高的军费的话,士兵不太会转技工.
- 识字率低于20%的农民和劳工更难转技工.
- 战斗性高于3时下降得更快 (原来是1).
- 改革愿望导致的战斗性翻倍
- 识字率上限为100%了
- 修正一个bug,该bug会在行政支出高于0时降低转官僚概率-_-!.
- 地区官僚少于1%时,高识字率人口会更愿意转官僚.
- 取消奢侈品对晋升转化的影响,同时提高了奢侈品需求.
- 修正了职员对官僚的转化.
- 士兵现在可以转技工了.
- 技工现在更渴望工资改革了.
- 殖民地士兵不再转技工了.
- 教育花费100%而军费低于80%时,降低神棍们转军官的概率
- 人们对他们所处阶层的票选权改革愿望翻倍.
- 行政支出0时降低官僚转化率
- 考虑转手工业者时,不再是考虑全国的手工业者是否太多,而是考虑本省
- 海外殖民地不再同化(大妈你杯具了).
- 低人口地区不再会全部跑光了.
- 人们不会再往被占领地区移民了
- 被占领地区的人们停止转化.
- 削弱医保改革.
- 提高技工转职员概率.
- 人们会更频繁地换地点了(值得应该是国内).

* 军事
- 炮兵旅有防御值了,相关科技不仅加炮兵攻也加炮兵防.
- 动员在计算人数时,也会把小规模pop合并在一起考虑进去,以加强小国如法国和普鲁士.
- 补给消耗也影响军事值了.
- 提高旅的维护(指得应该是陆军)
- 军事科技增加的维护费更多了.
- 放部队在待殖民省份不再加速殖民了.
- 殖民进度不再倒退了.
- MoW(最早的主力舰)的火炮需求提升
- 部队取消移动时不再退出战斗.

* 外交
- 同大陆核心省份和首都占更多战争点了.
- 割地要求不会因为对方被叛军占地皮而上升了
- 因战争被放出来的国家(就是被他国用解放的理由打出来的国家)会和放它出来的国家有停战协议.
- 破产,炮舰外交和default(意思是不履行责任,拖欠)放在一个页面上了(这啥?):
     * 没钱支付利息的国家会破产, 着会让他们在两年内对于债权国处于default状态
     * 所有债权国会获得对其宣战的理由(理由为强迫还钱), 债权国赢了的话对其不再处于default状态
     * 两年后, 破产方的债务全部消除
- 对方答应战争目标而不接受的话会有惩罚, 和平提议的消息中也会记录这一点.
- 承认霸权会把相关国家全划入势力范围内(和beta一样的话连列强都会入...).
- 即使有停战,也能够影响已经在势力范围内的国家了.
- 5年内输过战争的国家不能再被他国用羞辱为理由宣战了
- 被遏制会使恶名下降更快.
- 现在有国家欠你钱不还时你总能获得还钱的宣战借口了
- 只有选择了的战争目标会生效
- 赢得一场承认霸权的战争后,那些不再存在的国家不再会变成势力范围了.

* 经济
- 提高供不应求的RGO产品产出
- RGO产品供过于求时会使一部分相关农民或者劳工失业以降低产出.
- 即使完全没有人生产,产品的价格也会因为需求而上涨.
- 调整工厂产出以使后期工厂盈利.
- 全面修改了pop需求.
- 降低了pop对某些工业产品需求
- 降低电子器件工厂的水泥需求
- 国家焦点鼓励某种工厂对资本家的影响更大了,不过他们会无视不赚钱的工厂.
- 工厂先把利润付给资本家再考虑别的
- 国家没钱也没贷款的话,就不会支付国家支出了
- 贷款现在通过舰队指令支付 (什么?)
- 降低某些产品需求以达到总体供求平衡.
- 当年促进工业革命的产品——纺织产品, 现在有更多经济利益了.
- 价格现在能在基础价格20%至500%间波动了.
- 水泥工厂不再不要水泥了
- 调整某些产品的供求
- 进一步调整奢侈品需求

* 叛军
- 起义时造反的中产阶级会产生一些步兵旅(原来都是民兵).
- 叛军现在更NB了, 他们有将领了, 学会增援了而且适应性更强了.
- 社会主义者现在会支持政改(相当于支持政改的民主党的一半,应该理解为40%的社会主义者提供20%的选票吧).
- 民主主义者现在会支持社改(提供一半选票,同上).
- 人们不再老是关注军事政策了.
- 无政府主义者对政改的投票和社会主义者一样. 社会主义者在世界上出现以前不会有人产生社改愿望.     
- 资产阶级专政时不再会刷无政府主义叛军了.
- 降低主流民族加入民族主义叛军的概率.
- 增加触发出现共产主义的条件以使其更接近现实(翻对了么?).
- 国家价值是平等而且执政党是社会主义政党时,农民劳工会更加倾向于支持社会主义.
- 奢侈品没满足时农民和劳工会对养老金改革的愿望更强烈.
- 略微提高后期民族主义叛乱可能性.
- 降低非主流非接受民族pop加入无政府主义叛军的可能性
- 加入更多的修正以使人们期望社改时更加地倾向于支持社会主义
- 叛军部队数现在有上限了
- 现在只有恐怖主义这个科技被发明后才会触发恐怖组织这个发明.
-  游戏开始时Spoil system(这啥,战利品系统?)便正常启用了.

* 科技
- 先驱知识分子显得非常有用, 我们让知识分子回到了他们的传统角色:清楚地看到下层劳动人民的负担.(意思是他们会促进社改?)
- 提高识字率和多元化对研究点的影响.
- 新产生的国家(指的应该是放出来的)的科技效果能够正常地初始化了.
- 放出来的国家不再会一出来马上破产了.




-----------------------------------------------------------------------
- 界面改善
-----------------------------------------------------------------------
- 新出来的将领会出现在名单最上面.
- 部队显示的补给消耗现在考虑到国家等级了(国家等级?).
- 修改部队番号时地图不会因为鼠标移到边上而移动了.  (以及编辑别的东西的时候)
- 人数很少的pop的需求界面不再会是空的了.
- 政治界面里的同类改革得票数都会显示了(原来只显示现在能改的不显示之后的).
- 贷款列表不再转换了,而是切换到点击的那项去(没看懂...).
- 修正奢侈品满足显示错误的bug.
- 修正一个科技提示.
- 对方与你同属一个势力范围时,宣战按钮上显示的不再是“对方是你的势力范围”.
- 修正国家储备曲线: 百分比会优先显示在按钮之前
- 加入捷径提示
- 国家焦点现在只会显示于被焦点方控制的省份内. ( 除非是焦点殖民)
- 宣战时选上“叫上盟友”时也会显示盟友响应的概率了.
- 战争效果可以设置是否叫上盟友(没看懂).
- 陆军旅支持人数不够时会用颜色在部队上体现,红色代表没法补充兵力了,黄色表示补充的慢于正常速度.
- 部队重组时部队图标也会用颜色来标志支持人数不够的旅.
- 在建部队不再会在军事界面上闪了(闪?)
- 建造界面现在会记住他在哪个表下面了(没看懂).
- 部队很多时军事界面没那么卡了.
- 新政党替代旧政党(指的是那些到XX年就消失的政党)时会有提示了.
- 战争干涉现在正常显示理由了.
- 工厂破产时间会在工厂界面上显示了.
- 国家政府变化时部队旗帜会相应变化了.
- 政党现在有了提供更多消息的提示了(?).
- 修正日志中关于省份叛乱的错误消息
- 自动创建/任命将领现在也给只有一艘船的舰队任命将领了
- 现在可以取消垃圾将领的自动任命了
- pop界面卷动更顺畅了

-----------------------------------------------------------------------
- 用户modding(不自己动手修改的不用看)
-----------------------------------------------------------------------
- 考虑移民时地形trigger现在正常工作了.
- 开花trigger现在影响pop和省份scope了(scope在这里怎么翻).
- “corruption”trigger现在正常工作了,而且通过0-1的值体现现在国家有多大范围里存在"crime buildings".
- 修正 "is_secondary_power" trigger.
- 加入新的modifier 'global_assimilation_rate' ,该项考察的是全国的同化率.
- 加入trigger 'has_recently_lost_war = yes/no'.
- 基础建设命令现在是改变铁路等级, 而不是设定铁路等级.
- 人口scope加入trigger'strata = poor/middle/rich'.
- 'money = x' trigger正常工作了
回复 支持 反对

使用道具 举报

 楼主| 发表于 2011-5-2 23:30:06 | 显示全部楼层
-----------------------------------------------------------------------
- 数据库的改变
-----------------------------------------------------------------------
- 次强与老大关系低于0时可以离开势力范围.
- 离开势力范围现在使用“ secondary power ”trigger. 所有势力范围内国家都能看到这决议.
- 降低社会主义和共产主义出现事件的MTTH(什么的缩写)使这两种意识形态更容易触发
- 调整了一些事件的triggers,使其不会再不该发生时触发.
- 北德和德国也可以选择von molke's reforms了(没玩过汉化版不知道怎么翻的)
- 修正雅各宾叛乱的ORs(又是什么简称...)
- 修正表现主义科技下属发明的科技影响
- DAN/HAB的国家的颜色改成DEN/AUS(没看懂,DAN/HAB根本没这俩国家,DEN/AUS是丹麦和奥地利)
- 通过官网论坛的修正包改变了一些民族的名字
- 普式宪政使用君主专制的旗帜
- 以色列不再能建立德国了...
- 中俄开战时不能触发北京条约了
- 奖励的行政效果不再降低RGO产出而是提高它
- 修正南北战争的flag(标记)名称
- 在某些南北战争事件中修正了关系影响的效果,使用WHO 而不是WITH
- 修正“abolish_prohibition” trigger
- 修正31507号事件 trigger, 应该使用奥地利而不是伦巴第+旗帜来进行检定
- 31508号事件波兰独立委员会也也影响德国(GER)和俄国(fires for这么翻?)
- 船只爆炸事件能够正常添加战争理由了
- 修正炮舰外交与开花中的WITH/WHO效果
- Disloyal Regiment事件(汉化怎么翻的不知道,大意是不忠诚的陆军旅)能正常检查pop类型了
-  Bitter rain事件中(同上,只知道大意是苦涩的雨)去除无用的owner scope
- 加入是否开花检查到Heia Safari! 事件/效果中并将WITH命令改成WHO
- 强化殖民地的事件现在只影响殖民地了
- 修正36202事件中的pop类型检查
- 修正36203事件中的pop类型检查
- 36206事件中取消对 global flag GermanizeSchlewsigDENes的检查
- 修正36923事件中的pop类型检查
- 修正36940和36941事件对国家的检查(NZL新西兰)
- 修正33003事件中的BAY改成BAV(巴伐利亚)
- 33004事件影响与DEN(丹麦)的关系而不是DAN了
- 石油事件中只检定Abu Dhabi(阿布扎比)一次了
- 启用意识形态的事件现在只有一个定义的图片了
- The Great Escape(大逃亡?)事件只对开化状况检定一次了
- Friend's Almshouse(朋友的养老院?)事件现在检查的是pop而不是省份了
- 签订日内瓦条约的BB要求是低于25而不是250
- 修正Dental Care Bill(牙齿保健法案?)事件效果
- 去除The Familiar Institution and Withdrawing Privileges of the Unemployed(熟悉的机构和取消失业人群人权?)事件中空白的modifier(效果)
- Unraveling Reform(汉化里怎么翻的...)事件触发正确的改革了
- Union Busting(查封工会?)事件只对开化状况检定一次了
- $COUNTRY$ Has Abolished Slavery(废奴)事件只对开化状况检定一次了
- 修正An Age of Liberalism(民主主义时代?)事件的flag(标记)
- 修正Springtime of Nations(民族主义的爆发?)的效果
- End of The Liberal Revolution(民主革命的结束?)事件的第二步, 加入了OR命令使之正常生效.
- Potato Famine Debated(对土豆荒的辩论?), 去掉无用的owner scope
- Insurrection(**)事件中加入OR命令
- Revolt(叛乱)事件现在正确地检查标记了
- Cholera Epedemic (霍乱?)事件, 去掉无用的 owners(省份所有者) 的检查.
- 修正Local Poet (本地诗人)事件效果
- 修正Local Clergy preaches disobedience (当地传教活动的抵制?)事件效果
- 去掉National Martyr(殉国者)事件中多余的AND语句
- 去掉Pan-Nationalist(泛民族主义)事件中空白的modifier(效果)
- 去掉Onaction事件中无用的国家和owner(省份所有国)scopes
- Red John 事件中pop降低30%支持率而不是300%
- Workhouse Strike(**所袭击?)事件提高pop15%的需求而不是150%
- 修正Upper House Dissatisfaction(上议院不满)事件效果
- 修正 Free Trade & Repeal Society(自由贸易&废除协会?), Free Trade & Morals(自由贸易&道德), Freemarketeering Criticized(批评自由市场), and Newspaper Publishes Blasphemy (新闻出版亵渎了神明?)事件效果
- 俄国卖阿拉斯加的效果现在是把俄国在北美的所有地皮都卖给美国并且去掉俄国核心
- 卖阿拉斯加的事件的B选项现在有文字显示了
- 卖阿拉斯加的决议现在要求你有足够多的钱
- 修正Blackshirts(黑衫军)事件的战斗性影响
- 修正Suffragette Movements(女权主义运动)事件的UH(啥?)效果
- 36603事件中,政府类型的检定中加入owner(省份所有国)scope
- Temperance League(禁酒同盟?), Beer hall(啤酒屋?), Religious Temperance(宗教禁制?), Licensing Act(申请许可行动?), Temperance & Labour(禁酒&劳工) 事件会检查是否是穆斯林地区
- 去除beer hall opens(啤酒屋开张)事件无用的owner scope
- Viticultural Association(栽葡萄社团) 事件中检查国家flag(标记)而不是省份flag
- 去掉workplaceevents.txt文件中所有无用的owner scopes
- Blood & Iron Mine(鲜血&钢铁 矿井?)事件的modifier(效果)生效时不会再同一地点开除工人(?)
- Fashion Fails(时尚的失败?)事件中去掉空白的modifier
- anti_egalitarianism (反平均主义)发明现在正常地启用citizen guard(公民卫队?)犯罪效果了
- 将ENG_2014改成 2016
- 去掉大妈3个工厂将其技工转成农民
- 新加入了很多改进后的政党.
- 美国无产阶级专政政府的名字重新改成American People's Republic(美国人民共和国...)
- 提高First farmer's bank(第一个农民银行)事件第一个选项的金钱数量使这个选项更加诱人
- 开局时美国就将国家焦点放在华盛顿和俄勒冈殖民.
- 卖阿拉斯加事件中俄国将所有北美地区卖给美国而不只是美国核心省份,以防止俄国控制一部分现在属于加拿大的地区
- Boy shot (小男孩枪杀)事件调查费用上升/
- 提高参与法西斯叛军的吸引力.
- 政府为普氏宪政时也可以建立奥匈帝国了     
- 电学科技和artificial_fertilizers(人造化肥)发明会提高化肥产量
- 13200事件会检查与势力范围老大的停战状况
- 13200事件提供并入势力范围的战争目标.
- 让通过/解除liquor_prohibition(禁酒令)事件不那么垃圾了
- 修正Temperance League(禁酒同盟)事件中的triggers
- 去掉发动派叛乱的一些诡异的modifier(效果)
- 参加奥运会的花费大幅上涨
- Foreign Smugglers and Point of Trade(外国走私贩和贸易站)事件提供一个全国性的效果
- 修正31505事件对应的本地化.
- 将缅甸加入大妈势力范围.
- 被降低的陆军旅和科技花费略微上升(有点奇怪)              
- 加入Linebreak(?)以修正Leghorn(来亨)的出生率Added Linebreak to fixe liferating in Leghorn.
- 启用原来没用到的法国政党.
- 以色列不会叫德国去吞并他们了...
- 降低明治维新的军事点要求
- 降低启用法西斯主义事件的识字率和Mtth(?)要求
- 修正45100事件中的MTTH
- precious_metal_mine(稀有金属矿井)现在是个矿井了...
- 修正21030事件中的MTTH
- 1935诺贝尔奖事件中对flag(标记)的检定正常了
- 修正了Edirne(埃迪尔内)的堡垒.
- 委内瑞拉现在有对Mahdia(马赫迪耶)的核心了,而不是Venice(威尼斯...)
- 现在Modena(摩德纳)开局时属于奥地利势力范围内
- 修正19000事件,使其不会在影响力高于90时发生以免出现双重势力范围的状况(应该是已经势力了又势力一遍的意思吧...)
- 把Boston(波士顿)的一个纺织工厂改成罐头厂,并把大***帆船厂改成2级,以改善开局时经济状况
- 开局时多给美国2个科技和更多的官僚使美国能够养得起海军
- 如果已经有Penal colonies(刑罚殖民地???)的modifier(效果)了不会再次触发
- 一个国家不会重复触发Laagers attacked(车阵攻击?).
- Events where you DoW(DoW是什么?)能够选择叫不叫盟友帮忙了
- 法国不能通过决议吞并玩家在玩的马达加斯加了.
- 意识形态只能被开化国家启用.
- 玻利维亚和秘鲁开局是同盟
- 去掉工业科技学派对文化科技的研究惩罚
- 从webster_ashburton_treaty中去掉ai_will_do并且加入一个BB trigger
- 无政府主义,法西斯和反动派现在喜欢政改中的"无工会"
- 各国现在只能申请US的国家地位一次了(啥?)
- 在Mahdia(马赫迪耶)加上威尼斯核心.
- 修正一堆错误使用识字率的modifier(效果)
- 将Benin region(贝宁地区)改名为Dahomey(达荷美).
- 比利时开局时就有XP railroad(实验性铁路)的科技了
- Breslau(布雷斯劳)有火炮工厂而且有工人了 .
- 普鲁士开局拥有mechanical production(机械生产)科技了
- 修正了低收入群体对选区制度的要求
- 加入一个给得克萨斯送补给的事件
- 给比利时加了一些铁路
- 修正了一个低收入者对harassment(骚扰选民)政改选项的modifier
- pandemic_influenza(流行**冒)是国家modifier(效果)时会对全国产生影响.
- 土耳其反对党和保守党对于判断是否土耳其人的看法更加保守了
- Border incident(边境事变) 要求是开化国家了.
- 给俄国一个迁都莫斯科的决议
- 修正了一些人们对政策看法的弄反了的modifier
- 修正了一些trigger并降低了开化和炮舰外交事件的MttH
- Drunken sailor(淹死的水手)事件现在能正常触发相关事件了
- 调整士兵/技工的转化判定
- temperance_league(禁酒同盟) modifier(效果) 现在影响全国范围的战斗性了
- 让一些炮舰外交事件只会发生在某些特定的国家身上
- 修正了直布罗陀海峡附近的一个不正常的海峡


-----------------------------------------------------------------------
- 性能和稳定性
-----------------------------------------------------------------------
- 对程序做了大幅优化,主要针对后期
- 修正了已知的导致程序崩溃的bug
- 修正大规模反抗的限制(lockup在这里是这么翻译么?)
- 修正一个针对OOS的普遍理由(表问我这是什么..)
- 修正选择看pop详情时的程序崩溃

-----------------------------------------------------------------------
- bug修正
-----------------------------------------------------------------------
- 修正一个陆战,正在撤退时解散部队的bug
- 涨人口的modifier(效果)现在如预期正常工作了
- 修正失去列强地位的bug
- 修正大量建造同类工厂的问题
- 修正后期人口为负值存档的问题
- 修正了一些 mod dir problems(啥?)
- 修正了俄国和大***on again, off again(这又是啥?)
- 现在跨过日期变更线用不着一年时间了(这是beta版的bug).
- 修正干涉战争让人费解的提示
- 修正叫盟友帮忙成功概率的不一致
- 修正对地皮的前所有者的检查
- 修正一个关于达成战争目标的bug,这bug会导致某些本应能完成的战争目标完成不了
- 修正因所需产品不足无法建造的部队在军事界面中的显示问题
- 修正当舰队的一艘船击沉而导致整只舰队在画面上不显示的bug
- 修正一个世界市场上的使钱莫名消失的bug
- 修正一个载入世界时重置unique name index(特有名称目录?)的bug
- 修正一个会导致堡垒加成对战斗双方都生效的bug
- 修正一个导致存档时钱没被记录下来的bug
- 白送的战争接口不再会因为S/L导致没有时限了
- 某些省份文件中加入漏掉的“=”
- 把很多影响pop需求的效果由省份效果改成全国性的效果
- 修正一个有时候会截掉一部分存档文件的bug
- 新信息现在能正常显示了
- 修正因占领而导致快速工业化的问题
- 修正制服没有完全升级换代的问题(指的是兵模?)
- 改善"搞到下列材料生产才能继续"的消息
- 修正一些失踪的港口.
- 修正一些剧本占领的lockup(没看懂).
- 修正一些拼写错误(我敢打赌这readme里就有数个拼写错误)
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 楼主| 发表于 2011-5-2 23:31:15 | 显示全部楼层
1个这个就占了5贴
10000字节的限制让我有刷分的嫌疑
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发表于 2011-7-7 22:21:36 | 显示全部楼层

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还是装吧!怎么多改动
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