Endless Space Wiki: Planet part2 - Steam
By Agnes
at 2014-09-04T11:03
at 2014-09-04T11:03
Table of Contents
※ [本文轉錄自 SLG 看板 #1K1zKyD6 ]
作者: o07608 (無良記者) 看板: SLG
標題: [翻譯] Endless Space Wiki: Planet part2
時間: Thu Sep 4 10:58:00 2014
還說要一天發一篇,昨天立刻老馬,囧
今天一口氣上八個小章節,因為內容都不長,反而是表格很多
待會一定會排版排到眼睛掉出來......
話說減肥一個月減掉五公斤算好嗎?
====================================
Endless Space Wiki 翻譯
http://endlessspace.wikia.com/wiki/Endless_Space_Wiki
google文件:http://0rz.tw/2bb1r
我把google文件的權限調到只要有連結的人就能評論
如果要修改的板友,請標明修改段落並留下您的ID
這樣以後有機會發佈時,我才知道感謝名單要列上哪些人
感謝
====================================
三、Planet Sizes 行星大小
The habitability class, and size of a Planet, influences its maximum
population unit. This is important because resource rates are multiplied per
population unit - in other words, max population determines the maximum
output of a planet. There are also numerous improvements that increase
population cap.
居住等級和星球大小都會影響最大人口數,這點很重要因為有幾個人就有幾倍的資源生產
量─換句話說,行星最大人口數決定行星最大資源生產量。有些改良項目也能增加人口上
限。
Talking about population generally, trends across the habitability groups are
generally +/- 1 population unit per change in class, which is notable. Planet
size is a little less predictable but isn't terribly interesting or strategic
- simply put, if size becomes the largest factor in your choice, take the big
one!
一般來說,每級行星之間最大人口數會差1。行星大小比較無法預測,不過不會嚴重到影
響到整體戰略規劃。如果大小是你最大的選擇考量的話,那就選大的!
The maximum population hovers around 4-7 population through the midgame for
most empires, and 8-12 at the lategame. Terraforming, as will be discussed in
a later section, is one way to increase the population of a planet and make
it more viable by putting more people on it, regardless of size.
一般來說,大部分帝國在遊戲中期,一顆行星的最大人口數會在4-7人之間,遊戲後期會
到8-12人。之後會討論到的外星環境改造是增加行星最大人口數的其中一個方法,這能無
視行星大小塞更多人進去。
基本人口容量
大小 居住等級 描述
等級1 等級2 等級3 等級4 等級5
(類地球)(凍土)(極地)(熔岩)(氣態)
微型 4 3 2 1 1 「直徑幾百公里」
小型 5 4 3 2 2 「直徑幾千公里」
中等 6 5 4 3 3 「直徑超過一萬公里」
大型 8 7 5 4 3 「直徑超過兩萬公里」
巨型 10 8 6 4 4 「直徑幾萬公里」
Remember that these numbers will rarely be the limits in practice -
improvements, the racial trait Crowded Planets, and anomalies can all add
population capacity.
要知道這些數字只是預設大小─行星改良、勢力特性「擁擠的星球」和奇異點都能增加最
大人口上限。
///////////////////////////////////////////////////////////////////
四、Planet Types 行星型態
(譯註:這裡與《Habitability and Colonisation 居住與殖民》一節相差頗大,原因在
於Virtual Awakening Patcher 和資料片Disharmony對遊戲做的更動)
The Type of a Planet affects its FIDS production, and its ability to sustain
life. The Types of Planet are split into 5 classes of habitability.
行星型態影響FIDS生產量及維持生命的能力,一共有五種居住等級
Wet planets produce Food, dry planets produce Dust, rock planets produce
Industry, and water/cold planets produce Science.
濕潤行星生產食物、乾燥行星生產星塵、岩石行星生產工業產能、水/冷行星生產科技。
List of Types 型態列表
A patch was released at the same time of Disharmony to rebalance the FIDS
values of planets.
在Disharmony發行時,也同時發佈了一個patch以平衡行星對FIDS的產值。
Most high-tier planets have had their FIDS rate increased in their
'speciality'. This has made Class III-V planets substantially more rewarding
compared to the efforts in colonising them.
大部分居住層級靠後的行星都根據它們的特性增加FIDS產量,使第三級到第五級行星大體
上更能回報為了殖民它們所付出的努力。
Notably Tundra, Desert, and Barren planets have had their focuses completely
changed.
Tundra went from Science+Industry bonus exploitation multiplier, now only
produces Industry
Desert was Dust+Industry , now only produces Dust+Dust
Barren was Dust+Science , now produces Science+Science
凍土、沙漠和貧瘠行星的FIDS產量被大改過。
凍土行星以前在科技和工業產能上有優勢,現在只剩工業產能。
沙漠行星以前在星塵和工業產能有優勢,現在只剩星塵。
貧瘠行星以前在星塵和科技產量上有優勢,現在只剩科技。
各型態行星的FIDS產量
等級 型態 認同 食物 工業 星塵 科技 FIDS 描述
I 叢林 0 4 4 2 2 12 高密度的植被,這種行星能支撐大量的人口
I 類地 0 4 2 4 2 12 陸地和水的地質結合,這種行星最容易居住
I 海洋 0 4 2 2 4 12 大部分或全部都被水所覆蓋,這種行星富含
生命及資源。
II 乾燥 -5 2 2 6 2 12 比較乾燥,這類行星仍然能農耕及開發。
II 凍土 -5 2 6 2 2 12 雖然大部分都被冰雪覆蓋,但這類行星還算
不難開發。
III 沙漠 -10 1 1 9 0 11 地表沒水,所以這類行星在殖民及開發的難
度更高。
III 極地 -10 1 0 1 9 11 被雪覆蓋的極寒之地,要在這類行星上開拓
需要付出一些努力。
IV 熔岩 -15 0 12 1 0 13 地殼運動強烈且炎熱,要在這類行星上殖民
就需要先進的科技。
IV 貧瘠 -15 0 1 0 12 13 無論是水或大氣都很缺乏,要在這類行星上
開拓非常困難。
V 小行 -20 0 5 5 5 15 基本上就是在一片虛空中的一條岩石帶,要
星帶 在小行星帶上殖民需要非常先進的科學。
V 甲烷 -20 0 20 1 1 22 巨大的氣態巨星,是最難居住及開發的行星
類型。
V 氫氣 -20 0 1 20 1 22 同上
V 氦氣 -20 0 1 1 20 22 同上
/////////////////////////////////////////////////////////////////////
五、Modifiers 其他影響因素
In addition to the base resource production rate given by the planet type,
other factors can be present on planets.
除了因行星型態而互異的基本資源產率,還有其他因素會影響FIDS產量。
Planetary Exploitation 行星開發
Planetary Exploitations are constructed on individual planets and provide +1
to +3 of a FIDS per population unit on that planet. Some exploitations are
better suited to some planets, and provide additional bonuses to planetary
exploitation.
行星開發能在每顆星球上單獨建設,並能提供該星球每個人口+1到+3的FIDS產量。有些開
發項目比較適合特定行星,並能提供額外的加成。
Special Resources 特殊資源
Each Planet may have a Strategic Resource, which are necessary for building
certain ships or improvements, or a Luxury which provide special bonuses.
Each will also provide an additional FIDS rate bonus as well.
有些行星可能會有戰略資源或豪奢資源,前者在建造特定船艦或進行特定改良時需要,後
者則能提供特殊加成。兩者也都能夠提供額外的FIDS加成。
Generally, most planets will have some form of resource, although
technologies are usually required to use them. Strategic resources are
completely hidden until unlocked, and luxury resources are visible, but
cannot be used until researched.
一般來說,大部分行星都會有某些這種特殊資源,不過一般都要有相關科技才能使用它們
。戰略資源直到解鎖前都找不到,豪奢資源雖然看的到但要到有了相關科技後才能使用。
Anomaly 奇異點
Each Planet (apart from those in Home Systems) has a 60% chance of having an
Anomaly. These give additional bonuses or penalties. These can affect FIDS
rates or Approval on that planet. Negative anomalies can be removed at
Industry cost through the planet inspection screen once the appropriate
technology is unlocked.
(除了母星系以外的)每個行星都有60%機率擁有一個奇異點。奇異點會給予額外的加成
或減成,能夠影響該行星的FIDS產量或認同度。在解鎖了適當的科技後,負面奇異點能在
行星檢視頁面上花費工業產能來消除。
Special anomalies, called Wonders are also present and provide major bonuses
- these are obviously of strategic importance.
有種特殊的奇異點,稱之為自然奇觀,該種奇異點會提供較多加成─它們的戰略重要性非
常高。
Moon 衛星
Each Planet (except asteroid belts) has a 50% chance of having a Moon. Moons
can be explored through the planet examination screen for 100 Industry once
researched. You can discover Endless Temples that give a bonus to the system.
Additionally, Improvements give powerful rate bonuses to the planet if a moon
is present.
每個行星(除了小行星帶以外)都有50%機率有一個衛星。在研究適當科技後,就能在行
星檢視頁面上花100工業產值探索衛星。你可能會發現永恆族神廟,它們能夠對行星系提
供加成。此外,有些行星改良能在一顆行星有衛星的情況下給予大量FIDS產量加成。
Overview 概觀
Each Planet (other than Asteroid Belts) has a 50% chance of having a Moon.
Moons are of no use until they are explored, which requires the Adaptive
Colonies Technology. Exploring a Moon may reveal a Temple or an empty Moon.
Regardless of whether the Moon contains a Temple, some system Improvements
give a benefit per explored Moon.
每個行星(除了小行星帶以外)都有50%機率有一個衛星。衛星在被探索以前都沒用,需
要適應性殖民科技才能探索。探索一顆衛星的結果可能會找到一間神廟或什麼都沒有。無
論該衛星有沒有神廟,都能在有特定改良的情況下提供加成。
Temples 神廟
There are 15 types of Temples. Each moon has a chance of containing a Temple.
有15種神廟,每個衛星都有機會找到神廟。
恆星型態 找到機率
白、藍陽、類太陽 15%
原恆星 20%
紅巨星、聯星 25%
紅、白矮星 30%
//////////////////////////////////////////////////////////////
六、Terraforming 環境改造
With the appropriate higher tier Technology during the mid- and late-game,
you can transform a Planet into another type. This is popularly called
"Terraforming." The Terraforming cost in Industry depends on the Planet Type
you are Terraforming into.
在遊戲的中後期能解鎖適當的科技,使你能把一顆行星變成別的型態,這一般稱之為「環
境改造」。環境改造花費的工業產能取決於你要改造成什麼型態的行星。
The new type must be of a habitability class above, below, or the same as
before. The progression is generally to terraform Class IV Planets into Class
III, to Class II, then to Class I. For example, a Lava planet could be
terraformed into an Arctic planet, then terraformed to an Arid planet, and
finally terraformed to a Jungle planet.
新的行星型態的居住等級一定要是原本型態的高/低一級或者同等級。一般來說,都是從
第四級改造成第三、第二、最後到第一級。舉例來說,一顆熔岩行星能改造成極地行星、
然後是乾燥行星、最後是叢林行星。
The types of planets that you create should be tailored to each system to
maintain a balance of FIDS , as well as your play style (eg if you're going
for a science victory, you want to create Ocean, Tundra, and Arctic planets
from Class IV Planets).
你打造的行星型態應該要能夠使每個行星系都能維持FIDS的平衡以及符合你的玩法(舉例
來說,如果你要拿下科學勝利,你會希望從第四級行星打造出海洋、凍土和極地行星。)
In terms of what type and where, trends across the groups are generally +/- 1
population unit per change in class which is one of the drawcards for having
more habitable planets. Planet size is a little more simple - just put the
FIDS you want the large planets, as the cost only depends on type - size
doesn't matter.
無論哪種型態或者屬於哪種恆星,每級之間的人口上限一般都是差1,這是玩家要改造出
更多可居住行星的原因之一。行星大小的因素就比較簡單─找大的就對了,因為花費是看
型態而非大小。
The diagram below shows the classes of planets and this progression. Note
that Gas Giants can now be terraformed since the Virtual Awakening free
add-on, counting as Class V (ie, below Class IV on the chart).
下方表格顯示各行星等級和各級之間改造的花費。注意氣態巨星在Virtual Awakening後
也能做環境改造。
居住等級 熱 乾 冷 改造花費(Industry) 資源
第一級 叢林 類地球 海洋 2560 Quadrinix
第二級 - 乾燥 凍土 1600 Adamantian(凍土)
Siderite(乾燥)
第三級 - 沙漠 極地 600 -
第四級 熔岩 - 貧瘠 240 -
第五級 甲烷 氫氣 氦氣 2080 -
小行星帶 N/A -
////////////////////////////////////////////////////////////////////
七、Colonization Analysis 殖民解析
Prudent selection of Systems and Planets is vital to continued growth. Each
Planet provides FIDS, especially Industry and Science, which are extremely
important for directly furthering Empire development. Each System requires at
least one Food supply to provide population unit, and usually one Industry
planet for to produce improvements. After that, Dust and Science are shared
empire-wide and can fill in all other Planets.
審慎選擇行星系和行星對於不斷的茁壯是必須的。每個行星都會提供FIDS,其中工業產能
和科技對於帝國的發展極端重要。每個行星系都至少需要一顆食物星球以供養人口,一顆
工業星球以發展改良。之後,星塵和科技是全帝國通用的,也因此能投資在其他行星上。
All Planets provide FIDS in proportion to the population unit situated there
- this is why Food is important, because it helps population unit growth.
Always keep populations expanding where possible by providing enough space -
eg colonizing new planets in the same system. All planets should have an
exploitation, which provides increases the proportion of FIDS per population
unit on that Planet. Improvements at the System scale will also help this.
Exploitations and Improvements scale better on Planets they are designed for;
for example, providing +2 Dust per population unit on Arid Planets. Placing
exploitations suited to their Planets is desirable, but focus on Food and
Industry until they are already being produced.
所有行星都會依照人口比率生產FIDS─這就是為何食物很重要,因為能幫助人口成長。永
遠要盡可能提供足夠空間以保持人口成長─像是在同一行星系內殖民新行星,或者是行星
改良。行星開發及改良最好要用在適合的行星上,舉例來說,讓乾燥行星獲得每個人口+2
星塵生產量的加成。不過一定要先把重點放在食物及工業產能上,直到能夠穩定生產這兩
種資源。
Firstly, early in the game you should expand to take the low-hanging fruit -
Class I and II planets, which are easily accessible. Class-I are the best
because they are Food-rich. You should aggressively take any that you can
find as they are rare, and their abundant food production provides solid
growth. If you can't find any, take local systems with Class II planets, such
as Arid or Tundra.
首先,你在遊戲早期應該要擴張以搶下第一、第二級行星這種好殖民的地方。第一級行星
最好,因為它們提供豐富的食物。你不能放過任何一個角落,因為第一級行星很稀有,而
豐富的食物又能提供穩定的成長。如果你找不到半顆,那就轉向第二級行星,像是乾燥及
凍土行星。
It is vital to keep a steady and constantly growing economy until you have
the economic ability to quickly improve or terraform these planets into
income (generally from 100 Industry per turn). It costs 70 Industry to
colonize a Planet in a system you already own. Otherwise, you must use a ship
with a Seed Module, which costs 125 Industry, stops population unit growth
and uses up an additional unit. These costs can hurt an empire if they try to
expand too quickly. Early Empire economies are unable to successfully sustain
excessive investment in high-input planets, such as negative Anomalies,
Arctic, Desert, Barren or Lava Planets: these should be avoided until the
high development costs can be dealt with.
你必須要使經濟維持穩定且持續的成長,直到你的經濟實力足以快速改造這些行星並轉為
自己的收入(大概要每回合生產100工業產能)。要在你已擁有的行星系內殖民一顆行星
要花70工業產能,要不就得派一艘裝有種子模組的船隻,而這要花125工業產能、會停止
人口成長還會佔去一個單位。這種花費對於擴張太過快速的帝國來說是個大打擊。早期的
帝國經濟無法持續對需要高度投入的行星過度投資,像是擁有負面奇異點的行星、極地、
沙漠、貧瘠或熔岩行星:直到有能力負擔這些花費前都應該先避開這些行星。
The "2'nd round" of expansion' requires intra-system development and
improvements, as well as migration to the final Class II planets, and some
Class III planets like Desert and Arctic. Expanding into Tundras for Industry
can be helpful. On a new System basis, good targets include Systems with some
Tundra and Arid Planets (especially with bonus Food Anomalies like Rich Soil
or Microfactories), which provide a mix of Food and Industry production.
「第二輪擴張」前要先搞定行星系內的發展及改良、殖民剩下的第二級行星和一些第三級
行星。為了工業產能而去殖民凍土行星會很不錯。為了要替一個新入手的行星系打好基礎
,凍土行星和乾燥行星(特別是有像是肥壤、微型工廠等能提供食物加成的正面奇異點)
都是很不錯的目標,因為這些行星能提供食物及工業產能。
Near the end of this round, Approval limits expansion. Each Class II-V
colonised Planet removes Approval from its System, and negative planetary
Anomalies can increase this disapproval. In addition, after 30 turns, all
Planets recieve global "expansion disapproval". Slowing down expansion if
your core Planets start to drop below happy is advisable; Systems grow
fastest under an Empire (average) of Fervent Approval.
在該輪擴張尾,認同度會限制或張。等級二到等級五的行星都會使行星系認同度下降,行
星上的負面奇異點則會增加不認同度。此外,在30回合後,所有行星都會受到「厭惡擴張
」的全域事件影響。最好在你的核心行星變得不快樂時就把擴張速度慢下來,當帝國(平
均)是狂喜的狀態下,行星系會成長的最快。
The third round starts afresh as terraforming comes into play, the
limitations of Approval are reduced, and higher Food and Industry growth on
higher-value Planets allows you to invest in high-yield Planets, such as
Barren, Lava and Arctic (which have high disapproval and low intrinsic Food).
These often require aid from other Planets in the System, colony ship
transfers, or improvement buyouts. Later, Gas and Asteroid Planets follow
this pattern.
在能進行環境改造後,第三輪擴張就開始了。認同度的限制會變小,而高價值行星上優秀
的食物及工業產值讓你能開始投資在高獲利行星上,像是貧瘠、熔岩和極地行星(這些行
星都扣很多認同度,且食物稀少)。這些行星偷常都需要同行星系的其他行星、殖民船運
輸或行星改良的援助。之後就輪到氣態巨星和小行星帶。
The very final round of expansion are Systems containing only Class IV or V
(Lava/Barren/Gas/"Asteroids") planets, which require large inputs such as
multiple colony ships, buying out baseline exploitations, and improvements
(eg Planetary Institution) at the System level. Establishing some beachhead
planets is essential to any development, and these Systems are the most
difficult to invest into.
最後一輪擴張,是在行星系只剩下第四和第五級行星(熔岩、貧瘠、氣態、小行星)時。
這些行星需要大量的投入,像是許多殖民船、大量基礎開發和行星改良(像是行星協會)
。任何開發都需要先有幾個行星做灘頭堡,而這些行星系都是最難投資的。
////////////////////////////////////////////////////////////////////
八、Cravers: Depleted Planet Resources 蟲族:耗盡行星資源
The Cravers Faction has a Locust Points Affinity Trait that affects FIDS
produced by their planets, which go through 3 stages. Planets affected by
Locust Points are labeled in the System View with one of 3 descriptions:
Over-consumption, Normal, or Depleted.
蟲族有個特性叫做蝗蟲點數,這會影響他們行星的FIDS產量,一共分三階段。受蝗蟲點數
影響的行星會在行星系介面上分成三種型態標示出來:過度消耗、正常情況或耗竭。
The 1st 40 turns they own a Planet they consume it : +25% FIDS.
一開始40回合,他們會開始吃乾抹竟他們擁有的行星:FIDS產量+25%。
The next 20 turns are as usual.
接下來20回合是正常的。
Then after those 60 turns the Planet is depleted : -25% FIDS.
這60回合過後,該星球已經耗竭了:FIDS產量-25%。
/////////////////////////////////////////////////////////////////
九、Distribution Probability 分布機率
Depending on the game settings, a Planet Type or Size may be more or less
likely to appear. The types of planet also vary based on a system's star.
根據遊戲設定,行星型態或大小的出現機率並不固定,行星型態也會隨著行星系的恆星而
變化。
///////////////////////////////////////////////////////////////
十、FIDS values, Pre-Disharmony Patch FIDS產值(無Dinharmony)
For reference, these are the FIDS values without the Disharmony patch.
這是沒有安裝Disharmony時的FIDS產值。
各型態行星的FIDS產量
等級 型態 認同 食物 工業 星塵 科技 FIDS 描述
I 叢林 0 3 4 2 2 11 高密度的植被,這種行星能支撐大量的人口
I 類地 0 3 2 4 2 11 陸地和水的地質結合,這種行星最容易居住
I 海洋 0 3 2 2 4 11 大部分或全部都被水所覆蓋,這種行星富含
生命及資源。
II 乾燥 -5 2 2 5 1 10 比較乾燥,這類行星仍然能農耕及開發。
II 凍土 -5 2 1 2 5 10 雖然大部分都被冰雪覆蓋,但這類行星還算
不難開發。
III 沙漠 -10 1 5 0 1 7 地表沒水,所以這類行星在殖民及開發的難
度更高。
III 極地 -10 1 0 1 5 7 被雪覆蓋的極寒之地,要在這類行星上開拓
需要付出一些努力。
IV 熔岩 -15 0 4 1 0 5 地殼運動強烈且炎熱,要在這類行星上殖民
就需要先進的科技。
IV 貧瘠 -15 0 1 4 0 5 無論是水或大氣都很缺乏,要在這類行星上
開拓非常困難。
V 小行 -20 0 4 4 4 12 基本上就是在一片虛空中的一條岩石帶,要
星帶 在小行星帶上殖民需要非常先進的科學。
V 甲烷 -20 0 10 1 1 12 巨大的氣態巨星,是最難居住及開發的行星
類型。
V 氫氣 -20 0 1 10 1 12 同上
V 氦氣 -20 0 1 1 10 12 同上
===============================
耶耶表格排完了
請大家務必批評指正我的翻譯,感謝!
--
推 JamesWadeBosh:我正式宣告,再來都是我推文,not1,not2... 7/08 20:10
推 Maverick :推 6/12 20:11
推 JamesWadeBosh:推 6/22 20:12
--
作者: o07608 (無良記者) 看板: SLG
標題: [翻譯] Endless Space Wiki: Planet part2
時間: Thu Sep 4 10:58:00 2014
還說要一天發一篇,昨天立刻老馬,囧
今天一口氣上八個小章節,因為內容都不長,反而是表格很多
待會一定會排版排到眼睛掉出來......
話說減肥一個月減掉五公斤算好嗎?
====================================
Endless Space Wiki 翻譯
http://endlessspace.wikia.com/wiki/Endless_Space_Wiki
google文件:http://0rz.tw/2bb1r
我把google文件的權限調到只要有連結的人就能評論
如果要修改的板友,請標明修改段落並留下您的ID
這樣以後有機會發佈時,我才知道感謝名單要列上哪些人
感謝
====================================
三、Planet Sizes 行星大小
The habitability class, and size of a Planet, influences its maximum
population unit. This is important because resource rates are multiplied per
population unit - in other words, max population determines the maximum
output of a planet. There are also numerous improvements that increase
population cap.
居住等級和星球大小都會影響最大人口數,這點很重要因為有幾個人就有幾倍的資源生產
量─換句話說,行星最大人口數決定行星最大資源生產量。有些改良項目也能增加人口上
限。
Talking about population generally, trends across the habitability groups are
generally +/- 1 population unit per change in class, which is notable. Planet
size is a little less predictable but isn't terribly interesting or strategic
- simply put, if size becomes the largest factor in your choice, take the big
one!
一般來說,每級行星之間最大人口數會差1。行星大小比較無法預測,不過不會嚴重到影
響到整體戰略規劃。如果大小是你最大的選擇考量的話,那就選大的!
The maximum population hovers around 4-7 population through the midgame for
most empires, and 8-12 at the lategame. Terraforming, as will be discussed in
a later section, is one way to increase the population of a planet and make
it more viable by putting more people on it, regardless of size.
一般來說,大部分帝國在遊戲中期,一顆行星的最大人口數會在4-7人之間,遊戲後期會
到8-12人。之後會討論到的外星環境改造是增加行星最大人口數的其中一個方法,這能無
視行星大小塞更多人進去。
基本人口容量
大小 居住等級 描述
等級1 等級2 等級3 等級4 等級5
(類地球)(凍土)(極地)(熔岩)(氣態)
微型 4 3 2 1 1 「直徑幾百公里」
小型 5 4 3 2 2 「直徑幾千公里」
中等 6 5 4 3 3 「直徑超過一萬公里」
大型 8 7 5 4 3 「直徑超過兩萬公里」
巨型 10 8 6 4 4 「直徑幾萬公里」
Remember that these numbers will rarely be the limits in practice -
improvements, the racial trait Crowded Planets, and anomalies can all add
population capacity.
要知道這些數字只是預設大小─行星改良、勢力特性「擁擠的星球」和奇異點都能增加最
大人口上限。
///////////////////////////////////////////////////////////////////
四、Planet Types 行星型態
(譯註:這裡與《Habitability and Colonisation 居住與殖民》一節相差頗大,原因在
於Virtual Awakening Patcher 和資料片Disharmony對遊戲做的更動)
The Type of a Planet affects its FIDS production, and its ability to sustain
life. The Types of Planet are split into 5 classes of habitability.
行星型態影響FIDS生產量及維持生命的能力,一共有五種居住等級
Wet planets produce Food, dry planets produce Dust, rock planets produce
Industry, and water/cold planets produce Science.
濕潤行星生產食物、乾燥行星生產星塵、岩石行星生產工業產能、水/冷行星生產科技。
List of Types 型態列表
A patch was released at the same time of Disharmony to rebalance the FIDS
values of planets.
在Disharmony發行時,也同時發佈了一個patch以平衡行星對FIDS的產值。
Most high-tier planets have had their FIDS rate increased in their
'speciality'. This has made Class III-V planets substantially more rewarding
compared to the efforts in colonising them.
大部分居住層級靠後的行星都根據它們的特性增加FIDS產量,使第三級到第五級行星大體
上更能回報為了殖民它們所付出的努力。
Notably Tundra, Desert, and Barren planets have had their focuses completely
changed.
Tundra went from Science+Industry bonus exploitation multiplier, now only
produces Industry
Desert was Dust+Industry , now only produces Dust+Dust
Barren was Dust+Science , now produces Science+Science
凍土、沙漠和貧瘠行星的FIDS產量被大改過。
凍土行星以前在科技和工業產能上有優勢,現在只剩工業產能。
沙漠行星以前在星塵和工業產能有優勢,現在只剩星塵。
貧瘠行星以前在星塵和科技產量上有優勢,現在只剩科技。
各型態行星的FIDS產量
等級 型態 認同 食物 工業 星塵 科技 FIDS 描述
I 叢林 0 4 4 2 2 12 高密度的植被,這種行星能支撐大量的人口
I 類地 0 4 2 4 2 12 陸地和水的地質結合,這種行星最容易居住
I 海洋 0 4 2 2 4 12 大部分或全部都被水所覆蓋,這種行星富含
生命及資源。
II 乾燥 -5 2 2 6 2 12 比較乾燥,這類行星仍然能農耕及開發。
II 凍土 -5 2 6 2 2 12 雖然大部分都被冰雪覆蓋,但這類行星還算
不難開發。
III 沙漠 -10 1 1 9 0 11 地表沒水,所以這類行星在殖民及開發的難
度更高。
III 極地 -10 1 0 1 9 11 被雪覆蓋的極寒之地,要在這類行星上開拓
需要付出一些努力。
IV 熔岩 -15 0 12 1 0 13 地殼運動強烈且炎熱,要在這類行星上殖民
就需要先進的科技。
IV 貧瘠 -15 0 1 0 12 13 無論是水或大氣都很缺乏,要在這類行星上
開拓非常困難。
V 小行 -20 0 5 5 5 15 基本上就是在一片虛空中的一條岩石帶,要
星帶 在小行星帶上殖民需要非常先進的科學。
V 甲烷 -20 0 20 1 1 22 巨大的氣態巨星,是最難居住及開發的行星
類型。
V 氫氣 -20 0 1 20 1 22 同上
V 氦氣 -20 0 1 1 20 22 同上
/////////////////////////////////////////////////////////////////////
五、Modifiers 其他影響因素
In addition to the base resource production rate given by the planet type,
other factors can be present on planets.
除了因行星型態而互異的基本資源產率,還有其他因素會影響FIDS產量。
Planetary Exploitation 行星開發
Planetary Exploitations are constructed on individual planets and provide +1
to +3 of a FIDS per population unit on that planet. Some exploitations are
better suited to some planets, and provide additional bonuses to planetary
exploitation.
行星開發能在每顆星球上單獨建設,並能提供該星球每個人口+1到+3的FIDS產量。有些開
發項目比較適合特定行星,並能提供額外的加成。
Special Resources 特殊資源
Each Planet may have a Strategic Resource, which are necessary for building
certain ships or improvements, or a Luxury which provide special bonuses.
Each will also provide an additional FIDS rate bonus as well.
有些行星可能會有戰略資源或豪奢資源,前者在建造特定船艦或進行特定改良時需要,後
者則能提供特殊加成。兩者也都能夠提供額外的FIDS加成。
Generally, most planets will have some form of resource, although
technologies are usually required to use them. Strategic resources are
completely hidden until unlocked, and luxury resources are visible, but
cannot be used until researched.
一般來說,大部分行星都會有某些這種特殊資源,不過一般都要有相關科技才能使用它們
。戰略資源直到解鎖前都找不到,豪奢資源雖然看的到但要到有了相關科技後才能使用。
Anomaly 奇異點
Each Planet (apart from those in Home Systems) has a 60% chance of having an
Anomaly. These give additional bonuses or penalties. These can affect FIDS
rates or Approval on that planet. Negative anomalies can be removed at
Industry cost through the planet inspection screen once the appropriate
technology is unlocked.
(除了母星系以外的)每個行星都有60%機率擁有一個奇異點。奇異點會給予額外的加成
或減成,能夠影響該行星的FIDS產量或認同度。在解鎖了適當的科技後,負面奇異點能在
行星檢視頁面上花費工業產能來消除。
Special anomalies, called Wonders are also present and provide major bonuses
- these are obviously of strategic importance.
有種特殊的奇異點,稱之為自然奇觀,該種奇異點會提供較多加成─它們的戰略重要性非
常高。
Moon 衛星
Each Planet (except asteroid belts) has a 50% chance of having a Moon. Moons
can be explored through the planet examination screen for 100 Industry once
researched. You can discover Endless Temples that give a bonus to the system.
Additionally, Improvements give powerful rate bonuses to the planet if a moon
is present.
每個行星(除了小行星帶以外)都有50%機率有一個衛星。在研究適當科技後,就能在行
星檢視頁面上花100工業產值探索衛星。你可能會發現永恆族神廟,它們能夠對行星系提
供加成。此外,有些行星改良能在一顆行星有衛星的情況下給予大量FIDS產量加成。
Overview 概觀
Each Planet (other than Asteroid Belts) has a 50% chance of having a Moon.
Moons are of no use until they are explored, which requires the Adaptive
Colonies Technology. Exploring a Moon may reveal a Temple or an empty Moon.
Regardless of whether the Moon contains a Temple, some system Improvements
give a benefit per explored Moon.
每個行星(除了小行星帶以外)都有50%機率有一個衛星。衛星在被探索以前都沒用,需
要適應性殖民科技才能探索。探索一顆衛星的結果可能會找到一間神廟或什麼都沒有。無
論該衛星有沒有神廟,都能在有特定改良的情況下提供加成。
Temples 神廟
There are 15 types of Temples. Each moon has a chance of containing a Temple.
有15種神廟,每個衛星都有機會找到神廟。
恆星型態 找到機率
白、藍陽、類太陽 15%
原恆星 20%
紅巨星、聯星 25%
紅、白矮星 30%
//////////////////////////////////////////////////////////////
六、Terraforming 環境改造
With the appropriate higher tier Technology during the mid- and late-game,
you can transform a Planet into another type. This is popularly called
"Terraforming." The Terraforming cost in Industry depends on the Planet Type
you are Terraforming into.
在遊戲的中後期能解鎖適當的科技,使你能把一顆行星變成別的型態,這一般稱之為「環
境改造」。環境改造花費的工業產能取決於你要改造成什麼型態的行星。
The new type must be of a habitability class above, below, or the same as
before. The progression is generally to terraform Class IV Planets into Class
III, to Class II, then to Class I. For example, a Lava planet could be
terraformed into an Arctic planet, then terraformed to an Arid planet, and
finally terraformed to a Jungle planet.
新的行星型態的居住等級一定要是原本型態的高/低一級或者同等級。一般來說,都是從
第四級改造成第三、第二、最後到第一級。舉例來說,一顆熔岩行星能改造成極地行星、
然後是乾燥行星、最後是叢林行星。
The types of planets that you create should be tailored to each system to
maintain a balance of FIDS , as well as your play style (eg if you're going
for a science victory, you want to create Ocean, Tundra, and Arctic planets
from Class IV Planets).
你打造的行星型態應該要能夠使每個行星系都能維持FIDS的平衡以及符合你的玩法(舉例
來說,如果你要拿下科學勝利,你會希望從第四級行星打造出海洋、凍土和極地行星。)
In terms of what type and where, trends across the groups are generally +/- 1
population unit per change in class which is one of the drawcards for having
more habitable planets. Planet size is a little more simple - just put the
FIDS you want the large planets, as the cost only depends on type - size
doesn't matter.
無論哪種型態或者屬於哪種恆星,每級之間的人口上限一般都是差1,這是玩家要改造出
更多可居住行星的原因之一。行星大小的因素就比較簡單─找大的就對了,因為花費是看
型態而非大小。
The diagram below shows the classes of planets and this progression. Note
that Gas Giants can now be terraformed since the Virtual Awakening free
add-on, counting as Class V (ie, below Class IV on the chart).
下方表格顯示各行星等級和各級之間改造的花費。注意氣態巨星在Virtual Awakening後
也能做環境改造。
居住等級 熱 乾 冷 改造花費(Industry) 資源
第一級 叢林 類地球 海洋 2560 Quadrinix
第二級 - 乾燥 凍土 1600 Adamantian(凍土)
Siderite(乾燥)
第三級 - 沙漠 極地 600 -
第四級 熔岩 - 貧瘠 240 -
第五級 甲烷 氫氣 氦氣 2080 -
小行星帶 N/A -
////////////////////////////////////////////////////////////////////
七、Colonization Analysis 殖民解析
Prudent selection of Systems and Planets is vital to continued growth. Each
Planet provides FIDS, especially Industry and Science, which are extremely
important for directly furthering Empire development. Each System requires at
least one Food supply to provide population unit, and usually one Industry
planet for to produce improvements. After that, Dust and Science are shared
empire-wide and can fill in all other Planets.
審慎選擇行星系和行星對於不斷的茁壯是必須的。每個行星都會提供FIDS,其中工業產能
和科技對於帝國的發展極端重要。每個行星系都至少需要一顆食物星球以供養人口,一顆
工業星球以發展改良。之後,星塵和科技是全帝國通用的,也因此能投資在其他行星上。
All Planets provide FIDS in proportion to the population unit situated there
- this is why Food is important, because it helps population unit growth.
Always keep populations expanding where possible by providing enough space -
eg colonizing new planets in the same system. All planets should have an
exploitation, which provides increases the proportion of FIDS per population
unit on that Planet. Improvements at the System scale will also help this.
Exploitations and Improvements scale better on Planets they are designed for;
for example, providing +2 Dust per population unit on Arid Planets. Placing
exploitations suited to their Planets is desirable, but focus on Food and
Industry until they are already being produced.
所有行星都會依照人口比率生產FIDS─這就是為何食物很重要,因為能幫助人口成長。永
遠要盡可能提供足夠空間以保持人口成長─像是在同一行星系內殖民新行星,或者是行星
改良。行星開發及改良最好要用在適合的行星上,舉例來說,讓乾燥行星獲得每個人口+2
星塵生產量的加成。不過一定要先把重點放在食物及工業產能上,直到能夠穩定生產這兩
種資源。
Firstly, early in the game you should expand to take the low-hanging fruit -
Class I and II planets, which are easily accessible. Class-I are the best
because they are Food-rich. You should aggressively take any that you can
find as they are rare, and their abundant food production provides solid
growth. If you can't find any, take local systems with Class II planets, such
as Arid or Tundra.
首先,你在遊戲早期應該要擴張以搶下第一、第二級行星這種好殖民的地方。第一級行星
最好,因為它們提供豐富的食物。你不能放過任何一個角落,因為第一級行星很稀有,而
豐富的食物又能提供穩定的成長。如果你找不到半顆,那就轉向第二級行星,像是乾燥及
凍土行星。
It is vital to keep a steady and constantly growing economy until you have
the economic ability to quickly improve or terraform these planets into
income (generally from 100 Industry per turn). It costs 70 Industry to
colonize a Planet in a system you already own. Otherwise, you must use a ship
with a Seed Module, which costs 125 Industry, stops population unit growth
and uses up an additional unit. These costs can hurt an empire if they try to
expand too quickly. Early Empire economies are unable to successfully sustain
excessive investment in high-input planets, such as negative Anomalies,
Arctic, Desert, Barren or Lava Planets: these should be avoided until the
high development costs can be dealt with.
你必須要使經濟維持穩定且持續的成長,直到你的經濟實力足以快速改造這些行星並轉為
自己的收入(大概要每回合生產100工業產能)。要在你已擁有的行星系內殖民一顆行星
要花70工業產能,要不就得派一艘裝有種子模組的船隻,而這要花125工業產能、會停止
人口成長還會佔去一個單位。這種花費對於擴張太過快速的帝國來說是個大打擊。早期的
帝國經濟無法持續對需要高度投入的行星過度投資,像是擁有負面奇異點的行星、極地、
沙漠、貧瘠或熔岩行星:直到有能力負擔這些花費前都應該先避開這些行星。
The "2'nd round" of expansion' requires intra-system development and
improvements, as well as migration to the final Class II planets, and some
Class III planets like Desert and Arctic. Expanding into Tundras for Industry
can be helpful. On a new System basis, good targets include Systems with some
Tundra and Arid Planets (especially with bonus Food Anomalies like Rich Soil
or Microfactories), which provide a mix of Food and Industry production.
「第二輪擴張」前要先搞定行星系內的發展及改良、殖民剩下的第二級行星和一些第三級
行星。為了工業產能而去殖民凍土行星會很不錯。為了要替一個新入手的行星系打好基礎
,凍土行星和乾燥行星(特別是有像是肥壤、微型工廠等能提供食物加成的正面奇異點)
都是很不錯的目標,因為這些行星能提供食物及工業產能。
Near the end of this round, Approval limits expansion. Each Class II-V
colonised Planet removes Approval from its System, and negative planetary
Anomalies can increase this disapproval. In addition, after 30 turns, all
Planets recieve global "expansion disapproval". Slowing down expansion if
your core Planets start to drop below happy is advisable; Systems grow
fastest under an Empire (average) of Fervent Approval.
在該輪擴張尾,認同度會限制或張。等級二到等級五的行星都會使行星系認同度下降,行
星上的負面奇異點則會增加不認同度。此外,在30回合後,所有行星都會受到「厭惡擴張
」的全域事件影響。最好在你的核心行星變得不快樂時就把擴張速度慢下來,當帝國(平
均)是狂喜的狀態下,行星系會成長的最快。
The third round starts afresh as terraforming comes into play, the
limitations of Approval are reduced, and higher Food and Industry growth on
higher-value Planets allows you to invest in high-yield Planets, such as
Barren, Lava and Arctic (which have high disapproval and low intrinsic Food).
These often require aid from other Planets in the System, colony ship
transfers, or improvement buyouts. Later, Gas and Asteroid Planets follow
this pattern.
在能進行環境改造後,第三輪擴張就開始了。認同度的限制會變小,而高價值行星上優秀
的食物及工業產值讓你能開始投資在高獲利行星上,像是貧瘠、熔岩和極地行星(這些行
星都扣很多認同度,且食物稀少)。這些行星偷常都需要同行星系的其他行星、殖民船運
輸或行星改良的援助。之後就輪到氣態巨星和小行星帶。
The very final round of expansion are Systems containing only Class IV or V
(Lava/Barren/Gas/"Asteroids") planets, which require large inputs such as
multiple colony ships, buying out baseline exploitations, and improvements
(eg Planetary Institution) at the System level. Establishing some beachhead
planets is essential to any development, and these Systems are the most
difficult to invest into.
最後一輪擴張,是在行星系只剩下第四和第五級行星(熔岩、貧瘠、氣態、小行星)時。
這些行星需要大量的投入,像是許多殖民船、大量基礎開發和行星改良(像是行星協會)
。任何開發都需要先有幾個行星做灘頭堡,而這些行星系都是最難投資的。
////////////////////////////////////////////////////////////////////
八、Cravers: Depleted Planet Resources 蟲族:耗盡行星資源
The Cravers Faction has a Locust Points Affinity Trait that affects FIDS
produced by their planets, which go through 3 stages. Planets affected by
Locust Points are labeled in the System View with one of 3 descriptions:
Over-consumption, Normal, or Depleted.
蟲族有個特性叫做蝗蟲點數,這會影響他們行星的FIDS產量,一共分三階段。受蝗蟲點數
影響的行星會在行星系介面上分成三種型態標示出來:過度消耗、正常情況或耗竭。
The 1st 40 turns they own a Planet they consume it : +25% FIDS.
一開始40回合,他們會開始吃乾抹竟他們擁有的行星:FIDS產量+25%。
The next 20 turns are as usual.
接下來20回合是正常的。
Then after those 60 turns the Planet is depleted : -25% FIDS.
這60回合過後,該星球已經耗竭了:FIDS產量-25%。
/////////////////////////////////////////////////////////////////
九、Distribution Probability 分布機率
Depending on the game settings, a Planet Type or Size may be more or less
likely to appear. The types of planet also vary based on a system's star.
根據遊戲設定,行星型態或大小的出現機率並不固定,行星型態也會隨著行星系的恆星而
變化。
///////////////////////////////////////////////////////////////
十、FIDS values, Pre-Disharmony Patch FIDS產值(無Dinharmony)
For reference, these are the FIDS values without the Disharmony patch.
這是沒有安裝Disharmony時的FIDS產值。
各型態行星的FIDS產量
等級 型態 認同 食物 工業 星塵 科技 FIDS 描述
I 叢林 0 3 4 2 2 11 高密度的植被,這種行星能支撐大量的人口
I 類地 0 3 2 4 2 11 陸地和水的地質結合,這種行星最容易居住
I 海洋 0 3 2 2 4 11 大部分或全部都被水所覆蓋,這種行星富含
生命及資源。
II 乾燥 -5 2 2 5 1 10 比較乾燥,這類行星仍然能農耕及開發。
II 凍土 -5 2 1 2 5 10 雖然大部分都被冰雪覆蓋,但這類行星還算
不難開發。
III 沙漠 -10 1 5 0 1 7 地表沒水,所以這類行星在殖民及開發的難
度更高。
III 極地 -10 1 0 1 5 7 被雪覆蓋的極寒之地,要在這類行星上開拓
需要付出一些努力。
IV 熔岩 -15 0 4 1 0 5 地殼運動強烈且炎熱,要在這類行星上殖民
就需要先進的科技。
IV 貧瘠 -15 0 1 4 0 5 無論是水或大氣都很缺乏,要在這類行星上
開拓非常困難。
V 小行 -20 0 4 4 4 12 基本上就是在一片虛空中的一條岩石帶,要
星帶 在小行星帶上殖民需要非常先進的科學。
V 甲烷 -20 0 10 1 1 12 巨大的氣態巨星,是最難居住及開發的行星
類型。
V 氫氣 -20 0 1 10 1 12 同上
V 氦氣 -20 0 1 1 10 12 同上
===============================
耶耶表格排完了
請大家務必批評指正我的翻譯,感謝!
--
推 JamesWadeBosh:我正式宣告,再來都是我推文,not1,not2... 7/08 20:10
推 Maverick :推 6/12 20:11
推 JamesWadeBosh:推 6/22 20:12
→ JamesWadeBosh:推 6/20 20:13
噓 Spurs :斷 6/16 20:14 --
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