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[讯息] 六或七月补丁信息(20110627发布v1.0.1.332)

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发表于 2011-6-18 12:26:05 | 显示全部楼层 |阅读模式
更新消息:20110627已发布,版本号为v1.0.1.332

地址:http://forums.2kgames.com/showthread.php?108900-June-July-Patch-Notes

ETA:六月底或七月初

(翻译由20043329提供,CCX_CX_D复查润色)

[NOTES]
Pacing has received a large amount of work. Expect to have more of a challenge managing your empire at higher difficulty levels than you did before. Consider dropping a difficulty level if you have problems.
Existing saves will work correctly. However, the balance pass may make your existing happiness lower than expected when loading into your existing save post-patch.

[注释]
目前已经作了大量调整
在高难度下管理你的国家可能有更大的挑战。
如果你感觉有压力,建议降低一个难度级别。
现有的存档将正常使用,但是新补丁将使现有的快乐值低于未加载前。

[UI]
Civilopedia now available in the Main Menu (under “Other”)
Replay is now available at the end of the game, and through the main menu. You can choose Map, Graphs, and turn-by-turn. Only games played post-patch will apply.
Great People progress UI addition (upper-left Info Corner UI).
Combat preview for Aircraft UI addition.
Fixed aircraft UI issue causing the aircraft selection UI to duplicate itself when rebasing aircraft.
When loading save game files, you can now order the list by name, or last modified.
Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed. (Added 6/24)
Removed dead players from Demographics UI. (Added 6/24)

[界面]
文明百科可以在标题界面下调用(“其他”选项中)
游戏结束后有重放功能(在标题界面下)。你可以看到地图、图表以及每轮信息。只有加载补丁后的游戏才能使用本功能。
加入伟人出现进度界面(在左上角的信息界面里)
飞机的战斗预测可见
修复飞机的选择界面在飞机换场时自我复制的问题
现在可以在读取存档时选择按照文件名或者最后修改时间排序
修复了一个导致核弹在生效消失后还留在容器界面问题(6月24日添加)
在信息报表中去掉已灭亡的文明(6月24日添加)

[DIPLOMACY]
Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).
AI now remembers when it has been nuked, for a permanent diplomatic penalty.
AI now recognizes a player that captured their capital for a permanent diplomatic penalty.
End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired).
AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted).
AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).
Track trades between players and allow that to positively influence relationships (the better the deal for the AI, the stronger the modifier). Particularly useful for bribing a hostile AI.

[外交]
使背刺透明化(对话中会明确说明是他们在背刺你)
AI被丢核弹后永远记仇
AI永远仇恨占领自己首都的对手
宣战后友好关系立刻解除(之后不会再受到关于友好过期的提示)
AI会记住满足过他们要求的玩家(正面关系加成,数值和提供物品的价值有关,会随时间降低)
AI会记住和他共同作战过的玩家(正面关系加成,数值和对敌人造成的伤害有关,会随时间降低)
和AI交易时,AI占的便宜越多,对你的态度越好。可以用来贿赂和你关系不好的AI。

[AI]
Rebalanced AI flavors and strategies for unit training to improve AI army composition and build choices.
Allow the AI to consider Pikeman units for offensive roles when they can't build Swordsman or Longswordsman.
Allow Alexander and Darius to consider Hoplites and Immortals for offensive roles in early game.
AI players may now use a Great General in early rushes on higher difficulties.
Modified flavor tags for Atomic Bomb and Nuclear Missile so AI builds them only when it decides it specifically wants Nukes.
Block City States from building carriers, atomic weapons.
Strategies for building mobile units now persist into Modern era to help AI decisions for when to build tanks and modern armor.
Dampen early game Grand Strategies to give the AI time to expand (AI were sometimes stuck in a single city until late in the game).
Victory adjustments to AI behaviors, including alternate victory paths as “back-ups” (for example, building the Apollo Program, even if they are not going for a Spaceship victory).
Revise code calculating recommended army size (using smaller armies if the threat is low).
Correct issue that was causing late-game continent-bound AI’s to over-build units intending to invade, and never properly execute the amphibious invasion.
Scale recommended army sizes based on difficulty level.
AI grand strategy and flavor weighting balance pass.
AI policy choice weighting balance pass.
AI tech choice weighting balance pass.

[AI]
重新平衡了AI对单位的偏好,提高AI军队组成和建设的战略选择。
当AI不能训练剑士或长剑士时,会考虑以枪兵部队为主力部队
亚历山大和大流士在游戏前期会考虑利用UU枪兵作为主力部队
高难度AI会在早期进行RUSH时带着大军事家
修改AI对核弹的偏好,唯有想使用时才建造
城邦不会修建航母和核武器
移动部队策略会持续到信息时代,来帮助AI建造坦克和主战坦克
抑制早期游戏的战略,让AI有时间发展(AI有时会只有一个城市直到游戏后期)。
调整AI的胜利行为,会考虑别的胜利方式作为“后备”(例如,即使AI没有选择太空胜利作为自己的胜利方式,也会建阿波罗工程)。
修改计算建议军队规模的代码(如果威胁程度低的话,AI将使用较小的军队)。
修正后期被大陆分离的AI造过多的单位但不进行跨洋作战的问题
根据游戏难易程度调整AI军队规模大小。
调整AI的大战略和偏好权重
调整AI对政策选择的权重。
调整AI对科技选择的权重。

[GAMEPLAY]
Player is now given the option to return a CS worker that they free from barbarians.
Roads under captured cities no longer charge maintenance.
Machu Picchu no longer destroyed when capturing a city containing Machu Picchu.
Fixed Oligarchy bug that was causing the effect to expire when loading from a save. (Added 6/24)

[游戏性]
玩家在解救城邦的工人后将有一个返还的选项(这个不是早就有么)。
被征服的城市的道路不需要维护费(应该是被傀儡的吧)
马丘比丘被占领后不会消失了
修正了寡头政治政策在读档后失效的问题(6月24日添加)

[MULTIPLAYER]
Multiplayer AI is now consistent with Single Player AI.
Hot-Seat is now available through the multiplayer menu.
You can have as many humans playing as available slots in the game.
Password protection is built in.
All maps, including purchased and user-created, are available to play in Hot-Seat.
While play-by-email is not yet implemented, we did include an in-between turn saving option for those that want to play via email.

[多人游戏]
多人AI现在与单人游戏AI是一致的。
现在可以通过多人菜单开启热座模式。
人类玩家数量可以达到游戏可用玩家的上限。
内置的密码保护。
所有的地图,包括购买和用户创建的,都可以在热座下使用。
电子邮件多人尚未实现,不过我们之前提供了回合存盘选项作为一个暂时的办法
 楼主| 发表于 2011-6-18 12:27:48 | 显示全部楼层
[BALANCE]
Mechanics
Policy “Finishers” added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect. See policy notes below for more information.
Tweaked Policy cost formula (cheaper earlier, more expensive later).
Reduced per-city Policy cost increase by 50%.
Culture from City States tweaked (less early, more later).
Killing a barbarian for a city state now gives 12 influence (was 5).
Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).
Unhappiness per city increased to 3 from 2.
All great person tile improvements now connect all strategic resources.
Reduced Culture from Goody Huts to 20 from 30.
Defense penalty and city assault bonus promotions are now lost with upgrade.
Research agreements now give a tech boost instead of a free tech. Tech boosts start at 50% of the median value of all techs you can research. Can be boosted to 100% if you both start Rationalism and build the Porcelain Tower.

[平衡]
游戏机制
完成一个政策树将有额外奖励
调整了政策的成本公式(早期更便宜,后期更昂贵)。
每个城市对文化成本的上升程度下调50%
调整从城邦获得的文化(早期更少,后期更多)。
杀一个城邦附近的野蛮人现在给12的影响(以前为5)。
对单位/建筑/奇迹生产成本的调整(大部分便宜一点,游戏后期的更便宜)。
每个城市的不满上从2升到3。
伟人设施可以获得当格的战略资源
从远古遗迹获得文化改为20(原30)。
防御惩罚和攻城奖励将在升级后消失(那个攻城是说桑海的骑兵?)
科研协定现在不再给完整的科技,而是提供一定的科研值(提供的瓶子数的起点是你可以研究的所有科技所需的瓶子数的中位数的50%,同时拥有报恩寺塔并开启了理性政策后可以达到100%)

Terrain, Resources, and Improvements
New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.
Map generation improvements to integrate Stone into production-poor terrain, reducing the temporary usage of Cows. Additionally, will switch grass bonus resources from Cows to Stone when production is needed.
Marsh and Fallout terrain penalty reduced from -33 to -15.
Academy yield increases with Scientific Theory.
Customs House yield increases with Economics.
Manufactory yield increases with Chemistry.
Marble wonder production mod reduced to 15%.
Luxury resources now give 4 Happiness, down from 5.
Remove penalty for improving Tundra, Snow and Desert.
Railroad improvement now takes 3 turns, down from 7.
Scrub Fallout now takes 2 turns, down from 5.
Repair improvement now takes 2 turns, down from 3.
Well improvements now remove jungle/forest/marsh.

地形,资源和设施
新的奖励资源:花岗岩(+1生产,采石场开发)
在低产能的地图上会放置更多的花岗岩,以减少某些地图里牛太多的情况。地图生成器在草原需要产能时也会选择花岗岩而不是牛
沼泽和辐射地形的战斗处罚减至-15%(原来是-33%)。
科学方法增加科学院产出
经济学增加海关产出
化学增加工场产出
大理石对奇观的加成降低到15%
奢侈品提供4点快乐(原来是5)
移除荒漠、雪原、冻土的开发速度惩罚
修建铁路现在需要3回合(原来是7)
处理辐射现在需要2回合(原来是5)
维修设施现在需要2回合(原来是3)
现在油井会移除丛林、森林和沼泽

Buildings
New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.
Burial Tomb now correctly has an Artist slot.
Mud Pyramid Mosque reduced 1 Culture.
Circus moved to Trapping.
Forge maintenance reduced 1 gold.
Windmill production modifier reduced 5% to 10%.
Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged.
Mint gold per resource reduced by 1 gold.
Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.
Theatre maintenance reduced by 1 gold, Happiness reduced by 1.
Stadium maintenance reduced by 1 gold, Happiness reduced by 1.
Broadcast tower cultural modifier reduced to 33% but now gives 3 Culture.
Armory maintenance reduced by 1 gold and moved to Machinery.
Military academy maintenance reduced by 2 gold.
Arsenal moved to rifling and now provides city defense instead of unit production.
Walls now gives 4 Defense (was 5).
Walls of Bablylon now give 6 Defense (was 7.5).
Mughal Fort now gives 6 Defense (was 9).
Castle now gives 4 Defense (was 7.5).
University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50% (will increase to 50% after adopting Free Thought Policy).
Military Academy now requires Armory instead of Barracks.
Arsenal now requires Castle instead of Military Academy.
Military Base now requires Arsenal.
Wat now requires Library.
Mud Pyramid Mosque now requires Monument.
Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer.
Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer.
Factory production increased by 1 hammer but modifier decreased to 10%.
Solar/Nuclear plant cost greatly reduced.
Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%.
Public School science per population reduced by 50% and now provides a flat 3 science.
Research Laboratory modifier reduced by 50% but now gives a flat 4 science.
Workshop production modifier reduced by 5%.
Barracks, Armory, Military Academy and Krepost now provide experience to all units trained.

建筑
新建筑:石作坊: +1快乐和锤子,每个大理石或花岗岩资源+1锤子。需要大理石或花岗岩。
陵墓现在正确地拥有一个艺术家槽
土塔清真寺减少1文化
马戏场现在由捕猎开启
锻造场维修费减少1金
水力磨坊产出加成减至10%(原来为15%)
修道院文化减至2(原来为3)。每个资源文化加成不变。
铸币厂的资源加成减少1
竞技场维护费减少1,快乐减少1。
剧场维护费减少1,快乐减少1。
体育场维护费减少1,快乐减少1。
广播塔文化加成减少到33%,但现在给3文化。
军械所维护费减少1,开启科技改为机械。
军事学院维护费减少了2金。
兵工厂开启科技改为膛线,现在提供城防,而不是单位生产。
城墙防御为4(原来为5)。
巴比伦墙防御为6(原来为7.5)。
莫卧尔城堡防御6(原来为9)。
城堡防御为4(原来为7.5)。
大学的维护费减少1,科研加成从50%减为33%(采取思想自由政策后为50%)。
军事学院现在要求军械所,而不是兵营。
兵工厂现在要求城堡,而不是军事学院。
军事基地现在要求兵工厂。
经院现在需要的图书馆。
土塔清真寺现在需要纪念碑。
港口海军生产加成减少10%,但现在增加海洋资源1锤产能。
海运码头不再需要海上资源,现在需要港口。每海上资源生产减少1锤。
工厂产能增加1,但加成下降到10%。
太阳能/核电工厂的成本大大降低。
太阳能/核电设备产能增加1,但加成下降到15%。
公立学校的每人口科研减少了50%,现在提供了3科研(和图书馆差不多了)。
研发实验室加成减少了50%,但现在提供4科研。
工场生产加成降低5%。
兵营,军械场,军事学院和俄罗斯营垒现在给所有单位提供经验(空军海军有福了)

Wonders
National College moved to Philosophy and reduced by 2 science.
Oxford University now gives 3 additional science.
Great Lighthouse now also provides a free Lighthouse in the city where it was built.
Great library now gives 3 additional science, and provides a free Library in the city where it was built.
Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%.
Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture.
Stonehenge Culture reduced to 6 from 8.
Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built
Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.
Great Wall now obsoletes with Dynamite instead of metallurgy and gives 3 Culture. Additionally, a free Wall is provided in the city where it was built.
Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice.
Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
Chichen Itza now grants an additional 4 Happiness.
Machu Picchu trade route gold increased by 5% and also gives a flat 5 gold.
The Colossus now gives an additional 5 gold.
Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.
Sistine Chapel Culture modifier reduced from 33% to 25%.
Kremlin global city defense mod reduced to 25% from 50% but now gives 12 defense in the city where it's built.
Cristo Redentor Policy discount reduced from 25% to 10% but now gives 4 Culture.
Pentagon upgrade cost reduced to 33% from 50% but now gives 3 Culture.
Sydney Opera House moved to Mass Media and gives 50% Culture in the city where it's built plus 4 Culture.
Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold.
Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.
Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities. (Added 6/24)

奇观
国立大学移动到哲学,科研产出减少2。
牛津大学现在提供3科研。
大灯塔多给所在城市提供一个免费的灯塔
大图现在额外提供3科研,并给所在城市提供一个免费的图书馆。
大报恩寺现可以额外增加50%的科研协定所得到的瓶子数。
冬宫移动到声学,成本大幅下降。现在需要歌剧院,仅提供了50%文化加成。
巨石文化降低到6(原来为8)。
金字塔增加工人效率降低到25%(原来为50%),但现在给一个免费工人
空中花园改为提供10食物,不再增加人口的快乐。
长城的作废科技为炸药,并给出3文化。长城给所在城市提供一个免费的城墙
圣索非亚大教堂的伟人加成降低为25%(原来为34%),但给一个免费伟人
艾菲尔铁塔提供5快乐,每使用两个政策再加1。
奇琴伊察现在提供额外的4快乐。
马丘比丘商路产出增加了5%,另外提供5金。
现在青铜巨像额外提供5金
巴黎圣母院现在给10快乐(原来为5)和3文化。
西斯廷教堂文化加成由33%下调至25%。
克里姆林宫的全国城防加成从50%降低到25%,但在所在城市加12城防。
基督巨像的政策折扣从25%降低到10%,但现在给4文化。
五角大楼升级费用折扣从50%降低到33%,但现在给3文化。
悉尼歌剧院移动到大众传媒,建造城市加50%文化以及4文化。
大本钟的购买折降低从25%到15%,额外提供4金。
姬路城的战斗加成从25%降低到15%,所在城市获得免费的城堡。
紫禁城现在提供:非占领城市人口规模导致的不满减少10%。(6月24日添加)

Civilization Unique Abilities
Arabia: Bazaar now gives 2 gold on oil/oasis.
America: Remove river start bias.
America: Increase plot buy modifier to 50% from 25%.
China: Great General trait reduced to 50% from 100%.
Babylon: Great Scientist trait reduced to 50% from 100%.
Germany: Now receives a 25% discount on land unit maintenance.
Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galley’s to Trireme’s.

文明特色能力
阿拉伯:巴扎给石油和绿洲增加+2金
美国:移除起始靠河偏好,买地的折扣为50%(原来为25%)
中国:大军事家出生率降低到50%(原来为100%)
巴比伦:大科学家出生率降低到50%(原来为100%)
德国:陆地单位维护费下降25%
奥斯曼:海洋单位维护费下降67%,可以将浆帆船升级为三列桨

Policies
Liberty and Autocracy are no longer mutually exclusive.
Freedom, Autocracy and Order are now mutually exclusive.

政策
自主和独裁不再互斥
自由、独裁、秩序三个政策树现在互斥

Tradition
Aristocracy now provides +15% Production when building Wonders down from 20%.
Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
Tradition Finisher: +15% Growth and +2 Food in each city.

传统政策
贵族政治的奇观加成从20%降到15%
绅缙阶层现在给每座城市提供1笑脸/10城市人口
完成传统政策:+15%食物积累速率,+2食物。

Liberty
Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.
Republic now adds an additional 5% building production modifier.
Liberty Finisher: Great Person of your choice.

自主政策
精英政治:每座与自己首都相连的城市+1快乐,非占领城市人口规模导致的不满减少5%。
共和政体现在额外增加5%城市产能
完成自主政策:免费获得一位伟人(类型可选)。

Honor
Honor Opener now additionally provides Culture for each barbarian killed.
Warrior Code now also gives 15% melee unit production.
Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.
Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).
Honor Finisher: Grants gold for each enemy unit killed.

荣誉政策
荣誉的开启政策额外提供文化/杀一个野蛮人
尚武精神现在额外提供15%肉搏单位建造速度加成
军人阶层:每座有守军的城市+1快乐和+2文化。
职业军队:升级单位所需金钱减少33%,每个防御建筑(城墙、城堡、兵工厂、军事基地)+1快乐。  
完成荣誉政策:每杀一个敌军单位获得一定金钱。

Piety
Piety Opener now provides a 15% production bonus on Culture buildings.
Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.
Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.
Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.
Theocracy now increase gold yield by 10% in cities with a Temple.
Piety Finisher: -10% Culture cost of future Policies.

虔诚政策
虔诚的开启政策:建造文化建筑获得15%的产能加成。
信仰自由现在只送一个政策,但是纪念碑、神庙、修道院的文化产出+1
教会组织:纪念碑、神庙、修道院+1快乐。
宗教改革:拥有世界奇观的城市增加33%文化。,立即开启一次黄金时代。
神权政治:有神庙的城市的金钱产出增加10%。
完成虔诚政策:推行新政策所需的文化点数减少10%。

Patronage
Scholasticism reduced from 33% to 25%
Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.

赞助政策
经院哲学提供的科研从33%减低到25%
完成赞助政策:其他文明每回合对城邦的影响力下降速度加快33%。

Commerce
Naval Tradition policy now also gives +1 moves to embarked units.
Commerce Finisher: +1 Gold per Specialist.

商业政策
海军传统现在额外给所有海运中的部队增加1移动力
完成商业政策:每个专业人员+1金钱产出。

Rationalism
Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower.
Free Thought now also increases University science yield by 17%
Humanism now also affects Public Schools and Observatories.
Rationalism Finisher: +1 Gold from Science buildings.

理性政策
理性的开启政策:提高50%的科研协定获得的科研,和大报恩寺塔效果叠加。
思想自由现在额外提高大学17%的科研加成
人文主义现在对公立学校和天文台也有效
完成理性政策:每座科研建筑+1金钱产出。

Freedom
Freedom Opener now provides 25% Great Person Points in all cities.
Democracy now provides -50% Unhappiness per Specialist.
Constitution now provides +2 Culture per Wonder.
Free Speech now provides 8 maintenance free units.
Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.

自由政策
自由的开启政策:伟人点数积累速率增加25%。
民主主义:城市中专业人员产生的不满减少50%。
宪法政治:每个奇观+2文化。
言论自由:免维护费单位数+8。
完成自由政策:伟人设施的产出+100%,黄金时代的长度延长50%。

Autocracy
Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.
Total War now provides +15% Production when building Military Units and +15 XP for new units.
Autocracy Finisher: 30 turn attack bonus of +20%.

独裁政策
警察国家:每个法庭+3快乐,法庭建造时间减半。
全面战争:组建军事单位时+15%产能,新单位+15经验。
完成独裁政策:所有军事单位攻击战斗力增加20%,持续30回合。

Order
Order Opener now provides +1 Happiness per City.
Socialism and Planned Economy swapped places.
Socialism buff to 15% reduction in building maintenance from 10%.
Planned Economy now increases Science yield by 25% in cities with a Factory.
Communism now provides 2 Production and 10% Production towards buildings in each city.
Order Finisher: +1 Food/Production/Science/Gold/Culture per city.

秩序政策
秩序的开启政策:所有城市+1快乐。
社会主义和计划经济位置对调
社会主义的维护费减少从10%加强到了15%
计划经济:拥有工厂的城市的科研+25%。
共产主义:所有城市+2产能,建筑建筑时的产能增加10%。
完成秩序政策:所有城市+1食物/产能/科研/金钱/文化。

United Front – Militaristic City States now grant units twice as often when you are at war with a common foe. (Added 6/24)
统一战线:如果你和军事城邦对一个共同的敌人作战,该城邦送单位的速度翻倍。(6月24日添加)

[ 本帖最后由 CCX_CX_D 于 2011-6-25 14:13 编辑 ]
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 楼主| 发表于 2011-6-18 12:28:23 | 显示全部楼层
Technology
Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.
Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).
Metal Working requires Construction.
Railroad now requires Dynamite.
Radar now requires Combustion.
Globalization requires Computers, and the cost is increased.
Computers require Radar.
Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).
Future Tech requires Globalization.
Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.

科技
历法、文官、铁器、火药、来复、炸药的成本降低
从启蒙时代中期起,所有科技成本提高(越靠后的科技成本加得越多)
金属铸造需要建筑学
铁路需要炸药
雷达需要内燃机
全球化需要电子计算机、成本增加
电子计算机需要雷达
粒子物理学不再需要全球化(外交胜利的科技不再和飞船胜利重叠了)
未来科技需要全球化
科技位置调整(炸药和之后的科技)

Units/Combat
Destroyers no longer start with extra sight.
Extra Sight promotions are now lost with upgrade (Caravel).
Great General promotion spawning effectiveness reduced by 50%.
Mohawk Jungle/Forest bonus reduced to 25% from 50%.
Gunship anti-armor promotions now work correctly.
Jaguar now gets Woodsman promotion.
Minuteman now start with Drill I.
Mohawk Warriors no longer require Iron.
Carriers no longer require Oil.
Destroyer moved to Combustion.
Mechanized infantry moves reduced from 4 to 3.
Galley now upgrades to Trireme.
Ironclad now upgrades to Battleship.
+1 moves for Tank, Panzer, Modern Armor, with no sight penalty.
Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).
Increased Incan slinger combat strength slightly.
Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.
Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.
Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).
Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).
Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.
Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).
Drop combat value of Berserker and Huscarl to match Longswordsman.

单位
驱逐舰不再自动拥有额外视野
轻帆船的额外视野升级后消失
统帅晋升催生大军事家的效果减半
莫霍克战士树林加成为25%(原来为50%)
直升机反坦克晋升现在起作用了
美洲虎战士获得林战晋升
快速民兵获得操练1晋升
莫霍克战士不再需要铁
航母不再需要石油
驱逐舰开启科技改为内燃机
机械化步兵移动力从4降低到3
桨帆船现在的升级为三列桨
铁甲舰现在的升级为战列舰
坦克类+1移动,无视线惩罚
增加攻城武器战斗力到其远程攻击力的50%,增加自带的攻城晋升的效果 (10%/30% -> 20%/50%)
增加投石手的战斗力
增加弩手和诸葛弩的战斗力以及远程攻击力
降低长剑士、飞机类、导弹以及对应UU的战斗力
桑海UU骑兵攻击城市现在无奖励也无惩罚
坦克类攻击城市惩罚下降为25%
砍二杀野蛮人的文化奖励现在和荣誉政策的新奖励叠加
战车战斗力4,远程攻击力7(埃及战车同样)
狂暴战士和Huscarl的战斗力值降低至和长剑士一样

[MODDING]
Fixed a bug in Lua where "Events.<SomeEvent>.Remove" was not behaving correctly.
(Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)
(Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)
(Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)
(Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)
(Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)
(Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)
(Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)
(Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)
(Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)
(Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook)
It's now possible to have the tech tree "dead end" where the final technology is not repeatable.
New graph datasets used by the replay viewer can be added by mods.
Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.

[模组]
Lua "Events.<SomeEvent>.Remove" 的bug被修复
(Lua) 增加 GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)
(Lua) 增加 GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)
(Lua) 增加 GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)
(Lua) 增加 GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)
(Lua) 增加 GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)
(Lua) 增加 GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)
(Lua) 增加 GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)
(Lua) 增加 GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)
(Lua) 增加 GameEvents.TeamSetHasTech(teamID, techID); (Hook)
现在最后一个科技可以不重复研究(即科技树最后是“死路”)
制作者可以增加回放里的图像
Action图标现在和其他的图标用法一样,不需要再使用ActionIcons.lua

[ 本帖最后由 CCX_CX_D 于 2011-6-21 15:27 编辑 ]
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发表于 2011-6-18 12:36:16 | 显示全部楼层
能翻译一下么,哪怕是蛋疼的机翻也行
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 楼主| 发表于 2011-6-18 12:47:08 | 显示全部楼层
太多了,没时间翻,说几个显著的改变吧

游戏里的百科可以在主菜单中打开了
游戏结束加了回放功能
多人游戏加了热座模式
政策树完成后有奖励
RA不给科技了,而是给科研提速了
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发表于 2011-6-18 12:48:41 | 显示全部楼层
RA不给科技了,而是给科研提速了

这个给力   完全颠覆现行打法
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发表于 2011-6-18 12:51:35 | 显示全部楼层
游戏里的百科可以在主菜单中打开了

其实最想要的是百科写得太白了,反坦克炮对坦克的加成完全只有自己造一个坦克然后去撞AI的反坦克炮才看得出来。如果能改得像3或者4一样清楚明白就好了。5的百科多数是废话。
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发表于 2011-6-18 13:19:02 | 显示全部楼层
变化很大
政策树基本相当于重做
RA机制完全改变
添加了新的资源与建筑
快乐系统参数广泛调整
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发表于 2011-6-18 14:00:38 | 显示全部楼层
总算等到消息了~看来这补丁没跳票~很好~
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发表于 2011-6-18 14:01:02 | 显示全部楼层
懒人直接等翻译。
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发表于 2011-6-18 14:10:02 | 显示全部楼层
Order
Order Opener now provides +1 Happiness per City.
Socialism and Planned Economy swapped places.
Socialism buff to 15% reduction in building maintenance from 10%.
Planned Economy now increases Science yield by 25% in cities with a Factory.
Communism now provides 2 Production and 10% Production towards buildings in each city.
Order Finisher: +1 Food/Production/Science/Gold/Culture per city.

  这个完成的奖励很给力啊!
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发表于 2011-6-18 14:18:25 | 显示全部楼层
速出NC打法,RA大法 通通再見了..
大部分的奇觀都被削弱或改作用
城牆防禦力削弱

整個patch都在消弱玩家的科研能力
快樂建築變更不值了,奢侈品也被削弱

Wonders
National College moved to Philosophy and reduced by 2 science.
Oxford University now gives 3 additional science.  
Great Lighthouse now also provides a free Lighthouse in the city where it was built.
Great library now gives 3 additional science, and provides a free Library in the city where it was built.
Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%.
Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture.
Stonehenge Culture reduced to 6 from 8.


直衝長劍的招式被廢除

Metal Working requires Construction.



結論
civ5越來越無聊了....路線打法越來越單一

[ 本帖最后由 yukiso 于 2011-6-18 14:34 编辑 ]
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发表于 2011-6-18 14:23:35 | 显示全部楼层
用核弹炸人或者占人首都之后电脑会永远感谢你八辈祖宗
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发表于 2011-6-18 14:37:48 | 显示全部楼层
游戏玩法大改变啊,相当期待

话说谁来翻译一下,每人一部分也行,有赏

另外新补丁出来后是不是该对之前的版本总结一下呢
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发表于 2011-6-18 14:42:42 | 显示全部楼层
原帖由 yukiso 于 2011-6-18 14:18 发表
結論
civ5越來越無聊了....路線打法越來越單一


为什么认为改完了会有这种效果呢?
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发表于 2011-6-18 14:47:41 | 显示全部楼层
上来第一句建议你玩比平时低一个等级……
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发表于 2011-6-18 14:57:01 | 显示全部楼层
原帖由 神户小鸟 于 2011-6-18 14:42 发表


为什么认为改完了会有这种效果呢?


每樣修改都是衝著以往的勝利公式來的

於是玩家又只剩下遠古戰爭流可搞了
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发表于 2011-6-18 15:04:31 | 显示全部楼层
非严谨翻译
[注释]
目前已经作了大量调整
在高难度下管理你的国家可能有更大的挑战。
如果你感觉有压力,建议降低一个难度级别。
现有的存档将正常使用,但是新补丁将使现有的快乐值低于未加载前。

建议降低难度
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发表于 2011-6-18 15:05:02 | 显示全部楼层
[界面]
文明百科可以在主菜单调用(其他选项中)
游戏结束后有重放功能。你可以看到地图、图表以及每轮信息。加载补丁后的游戏生效。
伟人出现的进度在上方显示
飞机的战斗预测可见
飞机的选择界面调整
保存游戏事可以指定名单或最后命名

回放回来了
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发表于 2011-6-18 15:06:01 | 显示全部楼层
[外交]
背刺更加明显(对话会明确说明是陷害你)
AI被丢核弹后永远记仇
AI永远仇恨占领自己首都的对手
AI和满足他们的要求的玩家友好(会随时间降低)
AI和他共同作战的队友友好(会随时间降低,另外和对敌人伤害有关)
和AI交易时,AI占的便宜越多,对你的态度越好(也就是说可以贿赂和你关系不好的AI)

也就是说,4代的那些共同作战、你和我的敌人交易、你帮助过我们等信息回来了

[ 本帖最后由 孟仲玄 于 2011-6-18 22:23 编辑 ]
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