Fallout4 Settlement 殖民地 - Steam
By Cara
at 2019-09-03T17:11
at 2019-09-03T17:11
Table of Contents
好久沒翻譯了030
最近開始玩FO4,開始搞基地(我還是習慣叫基地)之後發現一堆怪問題
像是為啥有些殖民地幸福度固定60,有些能到80
每個居民的作物收成到底怎麼算的,給居民好裝備和防衛戰勝利到底有沒有關係
如此之類,自己邊玩邊查,最後管他的乾脆直接翻一篇比較快
自己可以直接吸收,也能幫助到需要的人
由於我現在才26等,開的殖民地不多,遊戲進程也不遠
此外如果有人需要查資料的話,還是用原文找國外資料更方便
因此裡面大部分專有名詞(主要是地名)都為用原文
除非是像庇護山丘、鑽石城這種夠有名的地方,或我已經去過得地方才會用中文
此外像是Nuka-World這種有額外系統的地方,也需要有玩過得人幫忙修訂
文長慎入,馬岱在前面等你
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《Fallout 4 settlements 殖民地》
本體:https://fallout.fandom.com/wiki/Fallout_4_settlements
飲水:https://fallout.fandom.com/wiki/Water_purifier_(Fallout_4)
砲塔:https://tinyurl.com/y4fg98kt
https://steamcommunity.com/sharedfiles/filedetails/?id=561704960
In Fallout 4, the Sole Survivor can build and manage their own settlements at
various sites around the Commonwealth. The new workshop interface is used to
place and connect pre-fabricated structures as well as individual pieces
(walls, floors, roofs, etc.) letting the player character construct their own
home base(s) as they desire.
在Fallout 4,獨活者能在聯邦區的眾多第方建造並管理自己的殖民地。玩家能用新的工
作台界面放置和連接尚未組裝的結購物和單獨物件(牆壁、地板、屋頂之類),以依照自
己想要的方式建造自己的家。
Once built, these settlements can be customized extensively. Inside buildings
and structures, furniture, decorations, and lights can be placed for
aesthetic purposes; outside these structures, the player character can plant
crops, create water and power supplies, and tend to the defensive needs of
their new settlement. To accumulate resources for their settlements, the
player character can scrap most interactive inventory items.
這些殖民地蓋好後就能大幅度客製化。你可以在建築和結構物裡面把家具、裝飾和燈光擺
的美美的,在外面種作物、打水、發電,並幫你的新殖民地做好防禦工事。為了幫殖民地
蒐集資源,你能拆掉各種各樣的物品。
Once a settlement reaches a certain size and/or the player character obtains
necessary perks, they can invite others to set up shop at their base by
building unique resources such as the trading post, which adds a vendor NPC
stocking some of the best in-game items. It is also possible to establish
supply lines between settlements to share resources and inventory among them.
當殖民地達到一定的規模和/或玩家點了必須的特技,玩家就能蓋特殊的建築以邀人在殖
民地開店,像是貿易站能讓一個會賣某些全遊戲最好的東西的小販進駐。你也能在殖民地
之間建立補給線以共享資源和物品。
Settlements require constant maintenance with NPCs tending to more basic
functions such as crop harvesting. However, without this, crops will fail and
equipment will need repair over time. The player character will have to use
the workshop and have the required junk to complete the repairs. Walking up
to a damaged or failed item while in workshop mode, the player character will
be offered a selection to scrap/repair the observed item.
殖民地需要持續維護,因為裡面的居民需要像是收穫作物等基本生理需求。缺乏維護的話
,作物會死掉,設備也會隨時間損壞。玩家需要開啟工房並用所需的垃圾進行修理,在工
房模式走向一個損壞或失能的物品,會出現選項讓玩家能分解/修理該物品。
Most of these sites can be obtained during the Minutemen quests; however,
others will require visiting them and completing location-specific quests.
大部份地點能在義勇軍任務線中碰到,其他則需要主動發現並完成該處的特別任務。
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Settlement sites 殖民地地點
All possible settlements in the base game with the exception of Home Plate
which lacks most settlement options, excluding add-ons
以下地圖列出除了鑽石城的Home Plate(沒有殖民地應有的大部分功能)和DLC限定以外
的殖民地地點。
https://i.imgur.com/Zj8zwPG.png
There are thirty-seven discoverable/unlockable settlements total with thirty
in the base game, one in the Automatron, four in the Far Harbor, one in the
Vault-Tec Workshop and one in the Nuka-World add-ons. Most are obtained by
completing an objective or killing hostiles/residents in the area then
opening the workshop.
總共有37個可發現/可解鎖殖民地,其中遊戲本體30個、Automatron一個、Far Harbor四
個、Vault-Tec Workshop一個、Nuka-World一個。大部份地點都能透過完成特定目標或殺
光該地敵對生物/居民,之後開啟工房就能入手。
Settlements 殖民地(譯註:以下地點全部都是原文,內容不附原文以減少版面)
格式:
[地點(DLC) (工房ID)]:既有工作台
如何取得控制
備註
[Abernathy farm (0006f5c5)]:化學台、烹飪台
完成”Returning the Favor”;或把Abernathy一家趕走/殺光
[Boston Airport (000b3506)]:什麼都沒有.jpg
完成"Shadow of Steel";或摧毀Prydwen以毀滅鋼鐵兄弟會,然後清光機場的狂屍鬼。在
摧毀Prydwen之前先完成”Duty or Dishornor”的話就不用摧毀它。
不能種作物、不能蓋招募塔,但至少能蓋其他工作台
[Bunker Hill (00019956)]:什麼都沒有.jpg
在完成”The Battle of Bunker Hill”之後跟Kessler講話
[The Castle (00066eb6)]:裝甲台、武器台、化學台、烹飪台
在毀掉一定數量的泥沼蟹蛋之後殺死住在該處的泥沼蟹女王
有些工作台得等任務”Old Guns”完成後才能用
[Coastal cottage (00168945)]:什麼都沒有.jpg
宰了住在裡面的唯一一個掠奪者
能作為鐵路組織的藏身處
[County Crossing (0009b1db)]:烹飪台
完成一個義勇軍任務
[Covenant (000e0505)]:什麼都沒有.jpg
在”Human Error”中站在Covenant一方並跟Jacob Orden談話;或者殺光該地的居民
(譯註:我現在卡在老太婆博士面前不知道要幫誰,幹)
[Croup Manor (001654bd)]:什麼都沒有.jpg
殺光該地的狂屍鬼
能作為鐵路組織的藏身處
[Egret Tours Marina (00164321)]:武器台、烹飪台
殺了Phyllis;或讀取她終端機的個人日誌,並就Samuel事件中面對她(或直接說服她)
[Finch Farm (0009b19d)]:什麼都沒有.jpg
完成”Out of the Fire”;或殺光該地的居民
[Graygarden (0009b18f)]:什麼都沒有.jpg
完成”Troubled Waters”;或殺光該地的機器人
[Greentop Nursery (0009b1f1)]:化學台、烹飪台
完成一個義勇軍任務
[Hangman's Alley (001f0711)]:武器台、烹飪台
殺光該地的掠奪者
能作為鐵路組織的藏身處
[Home Plate (00141df5)]:動力裝甲台
在鑽石城市長室,用2000瓶蓋跟Geneva買鑰匙
能蓋的東西很少,不能連補給線
[Jamaica Plain (001654cf)]:動力裝甲台
殺光該地的狂屍鬼
能作為鐵路組織的藏身處
[Kingsport Lighthouse (001654b8)]:武器台
殺光該地的原子神教信徒
能作為鐵路組織的藏身處
[Murkwater construction site (0016d28e)]:什麼都沒有.jpg
殺光該地的泥沼蟹
遊戲內七天沒回來的話,會重生一隻泥沼蟹女王。能作為鐵路組織的藏身處
[Nordhagen Beach (0009b1be)]:化學台、烹飪台
完成一個義勇軍任務
[Oberland Station (0009b1d1)]:烹飪台
完成一個義勇軍任務
[Outpost Zimonja (00024a26)]:什麼都沒有.jpg
殺光該地的掠奪者
能作為鐵路組織的藏身處
[Red Rocket Truck Stop (00054bae)]:有全部五種基本工作台
去了就能用
基本上在此首度碰見狗肉,能作為鐵路組織的藏身處
[Sanctuary Hills (000250fe)]:有全部五種基本工作台
去了就能用
獨活者於2077年撤入111避難所以前都住在這邊,基本上也是獨活者離開111避難所後第一
個發現的地方,能作為鐵路組織的藏身處
[The Slog (0009b197)]:護甲台、烹飪台
完成一個義勇軍任務
[Somerville Place (001e81ea)]:什麼都沒有.jpg
完成一個義勇軍任務
[Spectacle Island (00161f4b)]:動力裝甲台、化學台
請參照該地wikia頁面
能作為鐵路組織的藏身處,擁有最大的建地容積
[Starlight Drive-In (0001d0e2)]:烹飪台
殺光該地的鼴鼠
能作為鐵路組織的藏身處
[Sunshine Tidings Co-op (001654d5)]:化學台、烹飪台
殺光該地的狂屍鬼
能作為鐵路組織的藏身處
[Taffington Boathouse (00135a90)]:烹飪台
殺光該地的吸血蟲
能作為鐵路組織的藏身處
[Tenpines Bluff (0009b1ac)]:烹飪台
完成一個義勇軍任務
獨活者在”The First Step”中可能會去的其中一個地方
[Warwick Homestead (0009b1a5)]:烹飪台
完成”Building a Better Crop”;或一個義勇軍任務
[The Mechanist's lair (Automatron) (xx00b218)]:機器人台
完成”Restoring Order”
不能種吃的,有個角落可以塞兩個抽水幫浦
[Longfellow's cabin (Far Harbor) (xx020650)]:武器台、動力裝甲台、烹飪台
完成”Walk in the Park”
[Dalton farm (Far Harbor) (xx038eac)]:什麼都沒有.jpg
在Cassie Dalton的任務中,完成”Blood Tide”第二部份
[National Park Visitor's Center (Far Harbor) (xx00ab20)]:武器台、烹飪台
在”The Hold Out”中跟Uncle Ken講話後得到
[Echo Lake Lumber (Far Harbor) (xx01c6ae)]:什麼都沒有.jpg
完成”Turn Back the Fog”後回到Small Bertha
[Vault 88 (Vault-Tec Workshop) (xx000fef)]:什麼都沒有.jpg
完成”Better Living Underground”
[Nuka-World Red Rocket (Nuka-World) (xx00bceb)]:護甲台、動力裝甲台
完成”Power Play”或”Open Season”,並回覆Nuka-World power plant的電力
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Overview 概觀
Recruitable settlers 可招募居民
Throughout the game, there are unique NPCs that aren't available as
followers, yet can be persuaded to join an owned settlement, provided the
requirements are met.
遊戲中有些獨特的NPC,他們不能當同伴,但能在達成特定條件後說服他們去你的殖民地。
‧ Doc Anderson
‧ Anne Hargraves
‧ Buddy
‧ Jezebel (Automatron)
‧ Ron Staples
‧ Trader Rylee
‧ The Scribe
‧ Smiling Larry
‧ S9-23
‧ Sheffield
‧ Tina De Luca
‧ Vault-Tec rep
Related perks 相關特技
‧ Gun Nut 解鎖更強的防禦設施
‧ Hacker 解鎖終端機
‧ Armorer 解鎖動力裝甲工作台
‧ Science! 解鎖各種更好的吃電建物
‧ Local Leader 能讓兩個殖民地透過補給線分享資源
o 該特技兩等解鎖商店和工房
o Cap Collector 兩等解鎖三階商店
o Medic 解鎖所有藥品店
Constructible items 可建造物品
See: Fallout 4 settlement objects
略
Nuka-World
During the Nuka-World add-on, the Sole Survivor has the ability to lead the
three raider groups included in the expansion (The Operators, The Disciples,
and The Pack) and capture settlements through violence. These captured
settlements are called raider outposts, and will be populated by members of
the raider group that helped captured it. While they will no longer be
referred to as settlements by characters in the game, these outposts are
settlements for the purposes of achievements and trophies.
在Nuka-World DLC中,獨活者能率領三個掠奪者團體(Operator、Disciple、Pack)擴張
並暴力搶奪殖民地,這些被佔據的殖民地叫做掠奪者前哨站,一起佔據的掠奪者會住進去
。這些前哨站不會被當作正式的殖民地,而是成就和獎盃的一部分。
The differences between a Minutemen settlement and a raider outpost are few
but significant; for example, you can lead raiders to capture other
settlements, extract tribute from Minutemen settlements, and make other
settlements your vassal states. In addition, captured and intimidated
settlements will pay the Sole Survivor in caps back at their home base in
Nuka-World. After Power Play however, whatever raider group was betrayed, and
any outpost they control, will no longer pay tribute to you following the
quest. This will start Cleaning House, where the Sole Survivor must destroy
the enemy outposts. However, one can no longer fast travel to those outposts.
Get in there the old-fashioned way and eliminate the raiders.
義勇軍殖民地和掠奪者前哨站的差別具體而微。舉例來說,你能帶著掠奪者去搶其他殖民
地,趕走義勇軍的勢力,並讓其他殖民地臣屬於你。此外,被佔據和脅迫的殖民地會對獨
活者位於Nuka-World的基地獻上貢金。但在”Power Play”之後,任何被你背叛的掠奪者
團體以及他們控制的前哨站都不會再聽從於你,並開始”Cleaning House”,獨活者要在
這任務中摧毀敵人的前哨站。不過你不能快速移動到這些前哨站,必須要用兩條腿走過去
宰了那些掠奪者。
To establish a raider outpost, the player must speak to Shank. They will then
be given the option to capture a new outpost, or intimidate a settlement to
supply nearby outposts. Both jobs will allow the use of violence or
intimidation. When violence is chosen, the player will be joined by three
gang members of their choosing and must kill or cripple the settlers and
either their Minutemen backup or Hired Gun backup. Intimidation can be used
on settlements with named non-random NPC settlers, where the player can
threaten or bribe the residents.
要建立一個掠奪者前哨站,你要跟Shank講話,並選擇搶一個新的前哨站或威脅一個殖民
地對附近的前哨站提供補給,這兩個工作都能以暴力或威脅達成。選擇暴力的話,三個團
體會挑人出來和獨活者一起把該地的居民和義勇軍/槍手的援軍殺光或打殘。如果殖民地
中存在有名子的非隨機NPC居民,就能以威脅方式來脅迫或賄賂居民。
Take caution when establishing the first raider outpost as this will drop
Preston Garvey's affinity to the lowest level, even if he isn't present.
Therefore, it is advised to move him away from any desired settlements before
establishing any raider outposts or become the overboss of Nuka-World prior
to becoming the General of the Minutemen.
要注意,只要建立一個掠奪者前哨站,就會把義勇軍首領Preston Garvey對你的關係降到
最低,不論他是否在那個前哨站。因此最好在進攻想要的殖民地之前先把他弄走,或在成
為義勇軍將軍之前先成為Nuka-World的老大。
It is not possible to establish a supply line between two raider outposts,
but all raider outposts are automatically linked to each other, so it would
be unnecessary. It is also not possible to establish a supply line between a
raider outpost and a regular settlement, so a separate supply of building
materials will be required for raider outposts.
不可能也沒必要在掠奪者前哨站之間建立補給線,因為他們會自動連接。也不可能在前哨
站和一般殖民地之間建立補給線,你需要替前哨站張羅自己的資源。
In order to convert the outposts back into Minutemen settlements, one will
need to kill all of the raiders at that outpost. If the raiders go hostile,
then the turrets will also go hostile as well. Be warned, that once all the
raiders at that outpost are killed, the Sole Survivor will be declared an
enemy to the Nuka-World raiders, thus losing control of all outposts and
failing any incomplete Nuka-World raider related quests, starting Open
Season, the quest where the Sole Survivor must execute the Nuka-World raider
gang leaders (Nisha, Mags Black, William Black, and Mason) in order to put an
end to slavery to the traders of Nuka-Town.
要把掠奪者前哨站變回義勇軍殖民地的話,你需要把該處所有掠奪者都殺光。該地的砲塔
會跟掠奪者一起對妳敵對。警告,一旦某處所有掠奪者都被殺光,獨活者就會被
Nuka-World的所有掠奪者當作敵人,失去所有前哨站的控制權並,所有未完成的
Nuka-World掠奪者相關任務也都會失敗,並開始”Open Season”。獨活者在這個任務中
要殺死Nuka-World掠奪者團體的領導者(Nisha、Mags Black、William Black、Mason)
,以終結對Nuka-Town貿易者的奴役。
Quests 任務
The player character can get radiant quests that randomly select different
settlements.
玩家一樣能在殖民地接到各種任務。
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Necessities and dependencies 要素和需求
These stats need to be maintained to sustain or stagnate the growth of a
settlement. Each necessity would also act as a dependency on other
necessities; i.e. people need water, food, beds and protection to live long
and prosper.
這些要素能控制殖民地的發展,某個要素也會是其他要素的需求,比方說:人口需要水、
食物和防禦以習得繁衍的真義。
[People 人口]
‧ The population of the settlement. People are required to collect from
resource units and man objects the Sole Survivor builds. Each settlement has
a default max population of 10 settlers plus each point of Charisma the
character has, which has a base max of 21 (10 from leveling and +1 from
bobblehead) before factoring in extra charisma from armor and consumables. A
radio beacon is generally required to attract more settlers, but one can send
companions to settlements and can recruit a few non-companion characters to
join, alternatively, settlers can be told to "move" from an already populated
settlement.
殖民地的居民。人口用來採集資源和配置在獨活者造的建物上,每個殖民地預設的最大人
口數為「10 + 玩家魅力數值」,基本最大值為21(魅力10 + 魅力搖頭娃娃1),衣著和
輔助品的加成另計。你要蓋招募塔吸引更多人,也能把同伴送往殖民地,並招募某些不能
成為同伴的角色加入。你也能要居民遷往你控制的其他殖民地。
‧ Provisioners will still count to the population of a settlement, but
only to the one that they were sent from.
補給員算在他們出發的殖民地人口。
‧ Increasing populations and lower happiness scores will increase the
time for new settlers to arrive using the radio beacon.
人口越多、幸福度越低,招募塔招人的時間越長。
‧ If more than four settlers are either unassigned or assigned to
provisioner jobs, no more settlers will arrive on their own.
超過四個居民沒工作或都去當補給員的話,該殖民地就招不到人。
‧ Dependencies: water, food, beds, defense, radio beacon
需要:水、食物、床、防禦、招募塔。
[Food 食物]
‧ How much food the settlement is producing. Increased by placing food
resources.
殖民地生產的食物數量,因放置的食物資源而增加。
‧ Every 24 hours, independent of the timer for the food resource to be
manually harvestable by the player character again, every food resource
assigned to a farmer will generate one food item of the same type for every
whole unit of food production of that type, which will be added to the
settlement's workshop inventory.
每個食物資源在自己獨立的每24小時後,能被玩家手動採摘。每個有農夫負責的食物資源
會生產一單位的同食物,並加入該殖民地的工房。
‧ Food will not be automatically produced at any settlement whose
workshop contains more than 10 food items (including items that cannot be
produced by settlement resources, like meat, gumdrops, etc). This cap on
production increases by 1 per settlement population.
任何工房有超過10單位食物(包括殖民地無法生產的,像肉、軟糖等等)的殖民地就不會
再增加食物庫存,每多一個居民該上限+1。
‧ Dependencies: people, water. Crops will die without water.
需要:人口、水。作物沒水會死。
[Water 水]
‧ How much water the settlement can produce.
殖民地能生產的水數量
‧ Every 24 hours, a settlement with a non-zero population will produce 1
purified water per unit of water production. This water will be stored
automatically in the settlement's workshop.
每24小時,每個人口大於零的殖民地會根據產水數值生產同數量的淨水,並自動存在工房
‧ Water will not be automatically produced at any settlement whose
workshop contains more than 5 drink items (including items that cannot be
produced by settlement resources, like dirty water, alcohol, etc). This cap
on production increases by 1 per every 4 units of settlement population.
任何工房有超過5單位飲水(包括殖民地無法生產的,像髒水、酒精等等)殖民地就不會
再增加水庫存,每多四個居民該上限+1。
‧ In Survival mode, water resources can be used by the player character to
satisfy thirst and convert empty bottles to purified water.
生存模式中,玩家可以用產出的淨水解渴並裝滿水壺。
‧ Dependencies: power (only with water purifiers)
需要:電力(淨水器)。
(譯註:我在”Water Purifier”頁面有看到飲水的更多討論,直接整理補充在下面)
在每日結算資源時,有些殖民地的飲水是「先消耗後生產」,有些則是「先生產後消耗」
。由於單一殖民地儲存的飲水上限為「5+(人口/4)」,超過的話當日就不會再生產淨水,
但消耗的飲水等同人口數,因此單一殖民地有時會出現明明產水量不低於人口,但居民的
幸福度卻受缺水影響。解決辦法是讓補給線中的某些殖民地只有最低必要人口數(ex:一
個補給員+一個農夫),這些殖民地多餘的產水就能補給那些可能會引發缺水問題的大型
殖民地。
[Power 電力]
‧ How much power is available for the settlement to use. Power required
for turrets, traps, lights and some furniture (TV).
殖民地能用的電力,用在防衛塔、陷阱、光源和某些建物(電視之類)
‧ Repair generators after attacks, they are a main target
發電機是攻擊的首要目標,記得修好他。
‧ Dependencies: n/a
需要:無。你不需要用愛發電
[Defense 防禦]
‧ Measures the apparent defenses the settlement has, based on settlement
buildings with defense ratings. Only provided by defenses built at a
workshop; mines do not count toward settlement defense rating, even though
they can destroy attacking forces if the player character is also present.
Some creatures able to be captured using cages (featured in Wasteland
Workshop) also add to the defense rating, such as deathclaws and yao guais.
殖民地現有防衛力量。該數值指能夠過工房建物增加,就算你放地雷來防備攻擊,它們也
不會幫妳加防禦值。某些能用籠子(在廢土類別的工房)抓補的生物也能增加防禦值,像
死亡爪和妖怪。
‧ Each point of defense lowers the chance of an attack by 1%.
每點防禦值降低1%受攻擊機率。
‧ Each population unit lowers the chance of an attack by 0.5%, in
addition to any other defensive value the settler provides.
每個人口額外降低0.5%受攻擊機率。
‧ Each unit of food and water production at the settlement increases the
chance of attack by 0.1%.
每點食物和飲水產值增加0.1%受攻擊機率。
‧ Each edible and/or drinkable item stored in a settlement's workbench
increases the chance of attack by 0.1%.
每個存放在殖民地工房的可食用和/或可引用物品增加0.1%受攻擊機率。
‧ The minimum chance of an attack upon a settlement per day is 2%,
regardless of defenses. The maximum chance is unknown, but assumed to be
100%. Whatever the chance is, a settlement cannot be attacked if it has
already been attacked in the last 7 in-game days.
不論防禦值如何,每個殖民地每天最低受攻擊機率為2%,最大值未知但假設是100%。一個
殖民地受攻擊後,遊戲內七天內不會再受到攻擊。
‧ Dependencies: people, power (with certain turrets and traps)
需要:人、電力(特定防衛塔和陷阱)。
The defense values do not directly correlate with actual combat efficiency. A
Mk. 5 machine gun turret can kill enemies several times faster than a Mk. 1
heavy machine gun turret, but will contribute less to the settlement defense
value.
防禦值跟實際防衛效率沒有正相關,一個Mk.5機槍塔殺敵效率比Mk.1重機槍塔快多了,但
帳面防禦值卻少3。
[Beds 床位]
‧ The number of beds in the settlement. The settlement needs one bed per
settler to keep the settlers happy.
殖民地內的床數量。每個居民都要一張床才不會不開心。
‧ Settlers normally assign themselves to available beds automatically
upon arrival or as beds are built. It is possible that settlers will not assign
themselves to a bed unless the total needs for all settlers are met. After
additional beds are built, it may be necessary to manually assign all
settlers to individual beds.
居民一抵達殖民地、或床一做好,就會自動認領床位。如果床位不夠的話,有人就可能分
不到床,這樣在床位夠了之後可能要跟他講去睡哪張床。
‧ In some settlements with preexisting beds, such as Abernathy Farm,
Tenpines Bluff, and Covenant, settlers often require manual bed assignments.
Others such as Sunshine Tidings Co-op work automatically. Problem settlements
may show a proper amount of beds in the building overlay, but settlers may
comment on the bed situation and settlement happiness will be negatively
affected.
有些殖民地裡原本就有床。其中某些像Abernathy Farm、Tenpines Bluff和Covenant的居
民需要玩家手動指引,其他像Sunshine Tidings Co-op則運作正常。有問題的殖民地可能
還是會顯示床位足夠,但居民還是會抱怨沒床睡,並反應在幸福度減益上。
‧ Even in settlements which do not start with preexisting beds, it is
possible for happiness to suffer without settlers complaining, simply because
they have not automatically assigned themselves to beds. Manually assigning
beds to ensure each settler has a bed is a good way to ensure there are no
hidden negatives dragging down happiness.
就算是原本就沒床的殖民地,在居民沒抱怨的情況下幸福度還是可能會被扣,這也是因為
他們笨到不會自己找床睡。手動指引躺床是確保沒有隱藏幸福度減益的好辦法。
o Scrapping/disabling/ignoring all preexisting beds in a settlement and
building new ones in their place may help avoid this problem from the start.
To disable a bed on PC, enter the console, click on the preexisting bed, type
disable, then exit the console and build a new bed in its place. This can
also be done to a bed that will not accept manual assignments. Otherwise,
building additional beds equal to the preexisting ones may be required.
分解/無效化/忽略殖民地中所有已存在的床並在該地弄新床可能可以避免這個問題。在電
腦版中要把床無效化的方法是:開啟控制台、點已存在的床、輸入”disable”、離開控
制台並做新床。這方法對不給躺的床也有效,不然就是要額外把床補足。
o To quickly identify all settlers without a bed, sleep or wait until
midnight when settlers other than guards and provisioners will go to bed. Any
others left awake require manual assignment.
快速辨認沒床睡的居民的方法,是自己睡或等到午夜,此時除了守衛和補給員以外的人都
會睡覺,醒著的就沒床睡。
o Assigning a job to a settler in a problem location may cause their bed
assignment to be lost, so assign jobs before manually assigning beds.
在有這類問題的地點派工作給居民可能會讓他們忘記自己睡哪張床,所以記得重新安排他
們的床位。
‧ Dependencies: n/a
需要:無。
[Happiness 幸福度]
‧ This is the morale of the settlement. Increasing a settlement's
happiness will increase the productivity of its settlers. One may lose control
of a settlement that is very unhappy.
這是殖民地的士氣。提高殖民地的幸福度能提高居民的生產力,不快樂的殖民地可能會失
去控制。
‧ The displayed happiness value is calculated by adding together all
happiness points, and dividing by the total population.
幸福度的計算方式是把所有來源的幸福度加總後除以人口數。
Basic needs 基本需求
‧ Each human settler can provide up to 80 happiness points by meeting their
basic needs, which are:
每個人類居民能在滿足基本需求時提供最高80點幸福度:
o A bed in which to sleep, which counts for 10 points.
有床睡+10
o For their bed to be covered from rainfall, which counts for 10 points.
床上方有東西遮雨+10
o One unit of food production per settler, which counts for 20 points.
食物產量>=人口數+20
o One unit of water production per settler, which counts for 20 points.
水產量>=人口數+20
o One unit of defense per settler, which counts for 20 points.
防禦數值>=人口數+20
‧ Each non-human settler instead provides 50 happiness points at all times.
每個非人類居民提供50幸福度。
‧ Guards and provisioners will not use their beds, but must still be
allocated one to increase their happiness.
守衛和補給員雖然用不到床,但還是要給他們一張。
‧ Food and water produced at the settlement only increases the settlers'
happiness by being greater than the population. However, failing to provide
sufficient food and/or water, either at the settlement or at one connected by
a supply line, will impose happiness caps (see below) on individual settlers
that will drag down the settlement's average happiness, and can't be
countered by bonus happiness (see below).
殖民地生產的食物和水只有在比人口多的時候才會增加幸福度。不管是自產還是透過補給
線,如果無法提供足夠的食物和水,就會拉低個體居民的幸福度上限、拖累整體殖民地的
平均幸福度,且無法透過額外幸福度彌補。
‧ Providing more than one unit of defense per settler will not provide any
more happiness, but will reduce the chance of the settlement being attacked.
防禦值比人口多並不會額外提高幸福度,但能降低殖民地被攻擊的機率。
‧ Decoration and noise levels have no effect on happiness.
裝飾和聲音不影響幸福度。
Bonus happiness 額外幸福度
‧ Bonus happiness is divided among each settler at the settlement that
produces it. A bonus happiness of 10 at a settlement with a population of 5
will increase each settler's happiness by 2.
額外幸福度會平均分配給每個居民,如果額外幸福度為10,殖民地有5個居民,那每個居
民幸福度+2。
‧ The table below lists the happiness points provided by the presence of
certain stores, and are marked with a happiness icon in the tooltip when
building them.
下方表格列出特定店家提供的額外幸福度。
類型 Tier 1 Tier 2 Tier 3
食物和飲水 15 20 40
診所 10 20 30
衣物 8 10 10
一般貿易 10 10 15
‧ The table below lists the happiness points provided by certain animals
living in a settlement.
下方表格列出住在殖民地的特定動物提供的幸福度。
類型 幸福度
狗 10
貓 10
猩猩 20
‧ The table below lists the happiness points provided by Vault-Tec
Workshop items.
下方表格列出避難所科技工房物品提供的幸福度。
物品 幸福度 備註
Vault 88 10 只能蓋在88號避難所
overseer's desk
Pommel horse 2
Weight bench 2
Barber chair 5
Soda fountain/ 5 只能蓋在88號避難所
Prototype
Soda fountain/ 15
Mood enhancement
Soda fountain/ 5 能殺死居民
Appetite suppressant
Soda fountain/ 5
Caffeinated
Phoropter/ 5 只能蓋在88號避難所
Prototype
Phoropter/ 15 能殺死居民
Subliminal messaging
Phoropter/ 5 能殺死居民
Vault monitoring
Phoropter/ 10
Eye care
Slot machine/ 10 只能蓋在88號避難所
Prototype
Slot machine/ 5
Profiling
Slot machine/ 15
Lost revenue
Happiness caps 幸福度上限
‧ Settler happiness can be capped, to ensure that happiness loss caused
by failing to meet basic settler needs can't be countered with bonus happiness.
居民幸福度有其上限,因無法滿足基本需求而喪失的幸福度無法透過額外幸福度彌補。
o If a settlement has a lower defense rating than its population, all its
settlers' happiness is capped at 60.
殖民地的防禦值比人口少的話,居民幸福度上限為60。
o Every 24 hours, when a settlement updates, one edible item and one
drinkable item is consumed from the workshop inventory per settler. If the
settlement is linked by a supply line to other settlements, items in the
connected settlements' workshops will be consumed if needed. Settlers that
must go without eating or drinking due to lack of edible/drinkable items in
any connected workshop will have their happiness capped at 30 until the next
update. Food and drink stored in containers, instead of in the workshop, will
not be consumed, but are also unavailable to settlers for retaining
happiness.
殖民地每24小時會更新一次,每個居民會從工房消耗一個食物和一個飲品。如果殖民地有
跟其他殖民地用補給線連接,那有需要的話會從其他殖民地的工房扣除。得不到必要食物
/飲水的居民的幸福度上限為30,直到下次更新。存放在其他容器而非工房的食物和飲水
不會被消耗,也無法維持居民幸福度。
o Not having a sheltered bed will cap a settler at 60 Happiness.
一個居民沒有「上方有遮蔽的床」的話,幸福度上限為60。
Temporary Happiness Modifier 臨時幸福度調整
‧ Happiness is also affected by a temporary modifier at each settlement,
that ranges from -50 to +20. Each 24 hour "update," this temporary modifier
is multiplied by 0.8, with fractions dropped. Most commonly this is a -20
adjustment, caused by a settler's death. Other adjustments are triggered by
the activation of a Minutemen quest for the settlement (-20) and the
completion of a Minutemen quest for the settlement (+20).
每個殖民地的幸福度都受到一個臨時調整數值影響,調整範圍在-50到+20之間。每24小時
的更新會讓這數值*0.8,直到下次有額外要素觸發臨時調整。最常見的是居民死亡導致幸
福度-20,其他觸發事件包括觸發義勇軍任務(-20)以及完成任務(+20)。
[Size 容積]
‧ Shows the amount of objects that have been placed by the player
character within the settlement, as well as the maximum amount of objects that
can be placed through the Settlement interface. Every existing or user built
item takes up settlement size. If the settlement size is maxed, other objects
within its boundaries must be scrapped in order to place more structures.
顯示玩家所在殖民地目前放了多少東西,以及該地最大可放東西數量。每個已存在或玩家
建造的物件會消耗掉殖民地容積,如果容積達到上限,就需要分解掉其他物件以放新物件
‧ It is possible to bypass the in game size limit of settlements by
dropping items to the ground and scrapping or storing them manually. Each
scrapped items refunds a small amount of allotment points allowing to build
more objects. Placing large amounts of objects in any settlement may cause
frame rate issues and lag while in that settlement.
你能把物件丟到地上並手動分解/存放它們,以規避遊戲中殖民地的容積限制。每個被分
解的物品會釋放一小部份容積量,能蓋更多東西。在殖民地放大量的物件可能會導致掉偵
和lag。
‧ Dependencies: n/a
需要:無。
With the Local Leader perk, food/water and junk resources can be shared
between settlements connected by a supply line allowing the player character
to quickly build out new settlements or even specialize them.
點出Local Leader後,食物、飲水、垃圾資源就能透過補給線在殖民地間共享,能讓玩家
更快建設或甚至特化新殖民地。
------------------------------------------------------------------------------
Settlement attack chance 殖民地受攻擊機率
機率算法如下:
基本=(食物+水)/2
降低=(人口/2)+防禦
機率=max(基本%-降低%, 2%)
最低受攻擊機率為2%
Example 舉例
如果一個殖民地有5食物、6飲水、2防禦和5人口,受攻擊機率算法為:
基本=(5+6)=5.5
降低=(5/2)+2=4.5
機率=max(5.5%2%
------------------------------------------------------------------------------
Notes 備註
‧ If more than four settlers do not have a job, no new settlers will
arrive. Settlers include humanoids and brahmin, but exclude provisioners.
Brahmin produce fertilizer and improve crop yield. Joblessness does not affect
happiness. Robots can never have individual happiness above 50. Production
stops when workshop inventory reaches certain, rather modest, levels.
一個殖民地內有超過四人沒工作的話,就不會有新人抵達。居民包括類人生物和婆羅門,
但不包含補給員。婆羅門會出產肥料,使耕地變更肥沃;居民沒工作不會影響幸福度;機
器人的個人幸福度不會超過50;當工房內物品數量達到(一個很大的)上限後,生產會停
止。
‧ The largest water producing settlements are Spectacle Island at 10,000+
water, the Castle at 2,500-4,000 water, and Sanctuary Hills at up to 3,200
water.
最大的水資源產地為Spectacle Island,能生產超過10000單位的水。Castle大約
2500-4000,庇護山丘則是3200。
‧ It is possible to have ghouls as settlers outside of the ghoul
settlement of the Slog. They arrive as normal settlers and can even be replaced
by a synth. They arrive from a normal random pool of possible settlers.
除了屍鬼殖民地the Slog以外,一般殖民地也可能會招到屍鬼居民。他們就跟一般人一樣
過來,也可能會變成合成人。
‧ Unlike companions, settlers do not consume ammo. As long as they have a
small amount of ammo in their inventory they will be able to use any weapon
given to them. This means one can give them very advanced and/or ammo-hungry
weapons such as miniguns, flamers, or plasma as long as given to them at
least 1 "shot" for it. For weapons that use a minimum amount of ammo per
activation, like the minigun, one will need at least that minimum. The same
holds true with grenades. This does not work for the missile launcher or Fat
Man as these are tagged with "NPCs Consume Ammo". The exception to this
exception is robots, who have unlimited ammo for all built-in weapons
including missile and fat man launchers (can build on sentry bot chassis
shoulder slots in Automatron DLC).
跟同伴不一樣,居民不消耗彈藥,只要帶著很少的彈藥就能用你給他們的武器。這代表你
能給居民非常先進和/或很吃子彈的武器,像機槍、火焰噴射器或電漿武器,只要確保他
們身上的彈藥能讓他們至少「射一槍」。像機槍之類的武器每輪行動都會消耗一定量的彈
藥,那帶這些武器的居民身上也要有該數量的彈藥。這機制也適用手榴彈,但不適用火箭
筒和胖子發射器,因為這類武器被設定為「NPC會消耗彈藥」。此例外的例外是機器人,
他們內建的火箭和胖子發射器(Automatron DLC)是無限彈藥的。
‧ Excess water and crops will be placed in the workbench. In the case of
the former, this can be exploited to great effect via industrial water
purifiers, making them an excellent way to make large sums of money from the
settlements, especially when paired with trading booths. Crops may be added
to the workbench, but at a far slower rate than picking them manually.
過量的水和作物會放在工房中。工業級淨水器能產出大量的水,能替殖民地帶來大量的瓶
蓋,特別是跟貿易設施結合在一起的時候。作物也會存進工房,但自己用手摘快多了。
‧ Water and crops will be placed in workbenches after 24 in-game hours and 8
real time minutes. Staying in the same settlement as the workshop or staying
directly next to the workshop does NOT influence the time it takes for water
and crops to be placed in the workshop.
遊戲內每24小時(現實世界8分鐘),作物和水都會存入工房。玩家所作所為不影響時間
‧ Purified water does not stack in the workbench. If 200 purified water is
placed into the workbench, for example, no more will be placed there until it
is removed. Caps will continue to grow whether removed or not.
淨水在工房內不會以堆疊方式儲存。假設有一疊200單位的淨水在工房內,那就不會有新
的淨水存進去,直到這疊淨水被移除。不過作物不管怎樣都會長出來。
‧ Settlement population is limited by the player character's Charisma. The
default cap is 10, +1 for each point in charisma, meaning a player with a
base charisma of 10 will see a population cap of 20 (10+10). This can be
increased to 43 with a few special items, and use of charisma boosting
clothing and consumables.
殖民地人口上限受玩家魅力影響。預設上限為10,每點魅力+1,意思是魅力10的角色轄下
殖民地人口基本上限為20。透過某些特殊物品、衣著和食品的加成能讓上限最高提高到43
‧ There is a limit to the amount of settlement components that can be
built; this is indicated in the workshop interface on the bar found in the
top-right corner labeled as "Size." Currently, there is a bug (or actual game
mechanic) that can circumvent the limit. Dropping unwanted Weapons then
scrapping them (or merely storing them) will lower the limit either minimally
or greatly, depending on the complexity of the item being scrapped (or stored).
Weapons with multiple prefixes work best. This is due to the game treating
items as part of the settlement components (the inherent mats that can be
scrapped are components) and subtracts these "components" from the limit. Since
this is probably a bug, there may be consequences using this exploit, so use at
your own risk.
有方法可以騙過殖民地容積限制:把不想要的武器扔到地上並分解/儲存,就能降低現有
容積量,幅度根據物品複雜程度而定,有一堆配件的武器效果最佳。這原理是因為遊戲認
定這些物件都是殖民地物件的一部分(像是地上可分解的草蓆),因此分解它們會減少容
積量。由於這可能是bug,小心使用過度會出問題。
‧ While in the workshop menu, the player character can scrap certain
static objects into components such as cars, lamp posts, mailboxes, toilets
etc. If a container is scrapped its contents will be transferred to the
workshop, even if it is a locked container such as a safe.
在工房界面,玩家能分解某些靜態物件,像是廢車、燈柱、信箱、馬桶等。如果分解一個
容器,內容物都會被加進工房,就算那是個上鎖的保險箱也一樣。
‧ When the workshop menu is open one can assign settlers to structures,
such as trading stands, Guard Posts, and crops. The Sole Survivor can also
order them to walk somewhere, to permanently move to a different settlement, or
to set up a supply line with another settlement.
你能在工房界面指定居民去特定建物,像是貿易站、步哨和作物。你也能要他們移動到某
處、搬到別的殖民地、或建立補給線。
‧ Setting up a supply line between settlements allows sharing items
classed as junk and aid between them. This means things like steel, wood,
melon, mutfruit and caps are shared.
你能透過補給線在殖民地間共享資源,不管是鐵/木頭這種垃圾,還是甜瓜/變種果等作物
o Clarification: Food and water production will be shared for the purpose
of feeding settlers, and items in workshop inventories will be shared for the
purpose of crafting. This applies to all items, and even complete
weapon/armor mods (and Automatron DLC robot parts) - you can deposit, say, a
Laser Short Scope in the workshop at settlement A and then attach it to a
laser gun at a weapon workbench at connected settlement B. However, they are
not physically shared. The Sole Survivor can remotely consume purified water
at settlement A in the process of crafting vegetable starch adhesive at
settlement B, but cannot physically pull it out of settlement B's workshop
and add it to their personal inventory. It does, however, mean that one can
dedicate a few settlements for producing excess food and water while others
scrap, do trade routes, man cannons, or do other tasks.
說明:食物和飲水用來餵居民、垃圾則用來建造。補給線分享適用於任何這類物品,甚至
包括武器/護甲/機器人(需要Automatron DLC)模組-你能在A殖民地放一個短城雷射瞄準鏡
進工房,並在與之相連的B殖民地中的武器台改造雷射槍時裝上去。不過這並非直接性分
享,你能遠端消耗A殖民地的淨水以在B殖民地做一個蔬菜澱粉,但不能直接從B殖民地把
該淨水拉出來放在自己的包包裡。總之補給線系統意味著你能用少數殖民地負責食物和水
的生產,其他殖民地負責垃圾回收、貿易、武器或其他。
‧ Scavenging stations can be used to gather raw resources. Such as steel,
concrete, nuclear materials, rubber, cork, etc. What resources one gets
appears to be random. The player character needs to assign a settler to work
the Scavenger bench.
拾荒工作台能用來收集稀有資源,像混凝土、盒子材料、橡膠、軟木等。會得到什麼資源
是隨機的,玩家需要指定一個居民去工作。
‧ A single settler assigned to harvesting food can work 6 food units worth
of crops, whether they're the standard 0.5 units per plant or mutfruit's 1.0
unit per plant.
一個負責採收食物的居民最多能生產六單位的食物,也就是12棵產量0.5的作物或六棵變
種果樹。
‧ A single settler assigned to defense will patrol between several guard
posts and can support the benefit of up to three guard posts (giving a total
of 6 defense per assigned guard assuming the Sole Survivor has sufficient
guard posts).
一個負責守衛的居民最多能負責三個步哨(總共最多6防禦)
‧ Traps (the Tesla arc, radiation emitter and flamethrower trap) require
power and will go off immediately if hooked to a live power connector. They
can be hooked to a switch for manual triggering, or to laser tripwires or
pressure plates for automatic triggering. By default, any presence will set
off these automatic triggers. If a terminal is connected to these triggers it
may be used to modify them so only a hostile presence sets them off. Traps
must be repaired after they are triggered.
陷阱(特斯拉弧、輻射發散器、噴火陷阱等)需要電力,一接通就會立刻啟動。他們能連
在交換器上,並透過手動觸發、或以雷射陷阱線或壓力版來自動觸發。預設上任何生物都
能自動觸發陷阱,如果有台終端機連接這些開關就能調整成只受到惡意生物觸發。陷阱在
觸發後需要修理。
‧ Building a bar results in the settlers going out in the evening to have a
drink, they will then sit and drink around the bar, if chairs are provided
close to it.
蓋酒吧會讓居民在傍晚去喝一杯,吧台旁邊有椅子的話他們會坐在那邊喝。
‧ After a questline with Bunker Hill one can start to get caravans from
there that will make the player character profit. One can find the 'trade
caravan post' in resources → miscellaneous.
在完成碉堡山任務串後,你能開始收到從該處派來的商隊。在工房->資源->雜項會有相關
建物。
‧ Settlers don't make a difference between a working store and a closed
one. They often make a line near a bar or a store even when no one is serving
there.
居民不會辨別商店是否有營業,他們常常會在酒吧或店家前排隊,儘管根本沒人服務。
‧ Power will occasionally become red in Workshop mode despite being more
than sufficient. This indicates a broken power generator that needs repairing
or something that requires power has been placed but is not hooked up to a
placed power source.
有時雖然電力明明很充足,卻在工房界面變成紅色,那是因為有發電機壞了需要修理,或
者有需要電力的物品沒接到電源。
‧ It is possible for some settlers to be synths, which may cause an attack
on the settlement from the Institute. These settlers may also reveal
themselves or be found out, which will cause them to become hostile--and
usually quickly killed by the rest of the settlement.
有些居民可能是合成人,有他們在的殖民地會導致學院的攻擊。這些人也可能會表明身份
或被抓包,並變成敵對狀態—通常馬上就被其他居民給宰了。
‧ Food and water are "consumed" by settlers, while any excess water and
food that generates in the Workshop container are indirectly shared between
settlements, meaning one settlement can produce enough food for multiple
settlements.
居民會消耗食物和飲水,多的會透過補給線跟其他殖民地共享,代表能靠一個殖民地餵飽
很多殖民地。
‧ Try building turrets on elevated, otherwise inaccessible spots, such as
the wall posts to both sides of the bridge leading into Sanctuary Hills or on
rooftops. If no such spots are readily available, placing an elevated shack
foundation and setting up the turrets on top of that works just as fine. This
affords them much better sight lines, fields of fire and increased effective
range. On top of this, this makes melee attacks against turrets a non-issue,
as well as making grenades and missiles more likely to miss the turrets
completely instead of doing splash damage. Just make sure the turrets can
still be reached for repairs. Elevated shack foundations can be built on top
of each other and linked to the ground with improvised spiral stairs that
wind around them. Even a two-story tower of this kind stands roughly twenty
feet tall and, when built in the village center, usually can and will
annihilate everything that comes into sight of the settlement (not to mention
the additional firepower one can install on every level below the upper one,
if opted for the wooden foundations over the concrete model). This tactic
frees from having to install electricity all around the settlement and allows
to concentrate it on one or two spots which, given that raiding parties often
spawn very near or even inside the villages, is where one will want to have
the heavy guns anyway.
盡量把砲塔蓋在高處或者碰不到的地點,像是庇護山丘大橋兩邊的牆上或者屋頂。如果當
下沒這種地點,也可以蓋個高架的棚屋結構並把砲塔蓋在上面。這樣砲塔會有更好的視野
和火力範圍,且能避免近身攻擊和爆裂物的濺射傷害,只要確定蓋的位置能讓你修理就好
。高架棚屋能蓋在彼此的頂端,再用隨意做的梯子繞在旁邊,蓋個兩層就有差不多20呎高
,放在村莊中心差不多就能殲滅所有進入殖民地視野的敵人(更別提每層都能放砲塔(譯
註:後面不確定))。這個策略讓玩家不用在整個殖民地四周佈下天羅地網,而只要專注
在一兩個點放炮打,因為入侵者常常會在殖民地附近或甚至內部出現。
o You can also remove the elevated shack and leave the turret "floating"
in mid-air, which offers a whole 360-degree view of its surrounding area. If
one is to do so, make sure you can reach it for repairs. The turret will remain
in mid-air even after a restart.
你也能把高架棚屋移除掉並讓砲塔「漂浮」在半空中,這能讓砲塔擁有360度的視野,只
要確保你修的到就好。就算重開遊戲,砲塔仍然會保持浮空。
‧ If called upon to defend a settlement but can't find any hostiles when
you arrive, it usually means a group of attackers has not yet arrived at the
settlement but is closing in and is about to initiate an attack. Patrol the
perimeter and check the surroundings, but be careful not to leave the
settlement's boundaries for a preemptive strike. The game may fail to
register the defense as successful in such a case, leaving with no more
attackers to kill and a mission objective that can't be completed anymore.
如果被叫去防衛殖民地,抵達時卻沒看到任何敵人,這通常代表攻擊者接近但還沒抵達殖
民地,隨時會發起戰鬥。巡視並檢查四周,但別離開殖民地邊界以防突襲。(譯註:後面
看不懂)
‧ When a settlement attack is triggered (and the quest objective appears)
and the player character is away from the targeted settlement, there is a
chance it will be able to defend itself without the player character's
interference, completing the quest objective. This chance is determined by
comparing the defense strength (defense rating + population) + a random
number between 1 and 100 and the attack strength ((food + water in the
settlement) +/-50%) + a random number between 1 and 100. The defense strength
is capped at 100, so it's not useful to have more than (100 - population)
defense when not responding to settlement attacks. The amount of food + water
and the attack strength are also capped at 100, so the maximum attack
strength is 50-100 (100 +/-50% = 50-150, capped at 100). When the random
numbers are added to the attack strength and defense strength, the total
attack value is capped at 150 but not the defense which can go up to 200.
This means that high defense is more likely to win, but even when it's maxed
out there is still a fair (30.6%, roughly 1/3) chance to lose to an attack on
a "rich" settlement.
當觸發殖民地戰鬥(且出現任務目標),但玩家離目標殖民地很遠,該殖民地有一定機率
不靠玩家參與而防禦成功並完成任務目標。機率計算方式為比較
防禦力量(防禦值 + 人口) + 一個1到100的隨機數字
和
攻擊力量((食物+飲水)+/-50%) + 一個1到100的隨機數字。
防禦力量上限為100,所以在沒攻擊時把防禦值弄高於「100-人口」是沒用的。食物+飲水
和攻擊力量的上限也是100,所以最大攻擊力量為50或100(100+/-50% = 50或150,上限
100)。在加上隨機數字後,總攻擊值上限為150,總防禦值則為200。這代表防禦越高越
可能贏,但戰鬥發生在「富饒」的殖民地時,就算有最高防禦也有大概1/3機率會輸掉。
o Therefore, to maximize a settlement's chances of defensive victory while
away (without sacrificing settlement happiness), the settlement's defense
rating should be equal to (or greater than) 100 minus the total population of
the settlement, and there should only be enough food and water (each equal to
the total population) and no more. For example, if a settlement has a
population of 13, it should have at least 87 defense, exactly 13 food, and
exactly 13 water.
因此,要在遠離殖民地的情況下最大化防衛勝利機率(且不犧牲幸福度),殖民地防禦值
應該要不小於「100-人口」,且應該要只有正好跟人口相當的食物和飲水。舉例來說,一
個殖民地有13人口,那至少要87防禦值、正好13食物和飲水。
o Results of a settlement attack simulation using Bethesda's algorithm
(sample of 10M simulated attacks for each case):
底下是用Bethesda的演算法算出來的殖民地攻擊方勝率:
食物+飲水 防禦+人口 攻方勝率(%)
0 1 48.5
0 25 27.7
0 50 12.2
0 75 3.0
0 100+ 0
50 1 85.7
50 25 70.4
50 50 49.5
50 75 28.3
50 100+ 12.8
100+ 1 97.7
100+ 25 91.4
100+ 50 78.4
100+ 75 53.7
100+ 100+ 30.6
‧ Having tamed/caged creatures in the settlement heavily raises the chance
of it to be targeted by attack groups, and most attacks will come from
members of the same species of creatures the player character captures in the
settlement.
殖民地有馴養/籠中生物的話,會大幅增加受攻擊機率,且大部分攻擊都會由該生物種類
組成。
‧ Machine gun turrets and heavy machine gun turrets have multiple levels
that are built randomly, ranging from Mk. I to Mk. 7. The level of the turret
can be changed by storing it, then building it again. When building a turret
look at the model on the side before placing it; another version can be
chosen (randomly) by going back to the main turret list, then re-selecting
the turret type. The color of the barrels on the turrets changes based on
their level, as does the ammunition and damage they have. It appears that the
turret levels level similarly to enemies, based on the distance from
Sanctuary Hills. Higher level turrets do more damage and have stronger
ammunition (Explosive, Incendiary, etc.). The text on the barrel and body of
the turret describes the ammunition carried in the turret.
(譯註:這段並不完全正確,我會以查到的資料直接在此進行修改和增補)
機槍塔和重機槍塔有MK1/3/5/7四種等級,可以在放置砲塔之前,先看他兩側的型號來得
知。砲塔上的彈桶顏色會根據等級變化,說明裝填的子彈類型,並以該型號子彈做出傷害
。高階砲塔的傷害會更高,子彈也更強(像是燃燒彈或炸裂彈)。殖民地造出的砲塔等級
上限受到玩家等級(16等解鎖MK3、28等解鎖MK5、40等解鎖MK7)、距離庇護山丘距離、
當地敵人等級三個要素影響。新造或先存放再拿出來的砲塔永遠會符合該殖民地現階段能
造的砲塔等級上限。
比方說庇護山丘只能造出MK1,解鎖城堡的26等玩家能造出MK3,40等後回去可造出MK7;
也可把26等時造的MK3存回工房再拿出來,會自動升級成MK7。但把該MK7存進工房再回到
庇護山丘拿出來,會變成MK1。
(譯註:我查的資料說可以透過進出砲塔頁面、在輕重機槍塔之間切換等方式,以在該殖
民地容許等級範圍內隨機更換建造出來的砲塔等級。但我在「席蒙尼亞前哨站」、「劊子
手的小徑」和「機械大師巢穴」三個地方,用控制台把角色等級從26等升到40等並點滿「
槍枝迷」後做測試,永遠只能蓋出MK3,蓋不出MK1。有可能是在某次更新改掉了。此外我
目前只有26等,上述三個地方是我最遠的殖民地。)
‧ If the frequency of Minutemen quests to help existing settlements becomes
excessive, they can be slowed by leaving them at the final stage of talking
to Preston Garvey. By waiting at the final step, the full quest timer will
expire before another is generated, at which point the quest completes and
the XP will be given without ever speaking to Preston. However, quests
initiated by settlers directly rather than by Preston or Radio Freedom will
fail if not turned in by the end of the quest timer to the settler. This also
does not apply to calls to defend settlements from raids.
覺得義勇軍任務太多的話,任務最後別回報雞掰Garvey就好,這樣就能中斷整個義勇軍任
務計時器,而且不跟他講話還是能完成任務並拿到經驗值。但透過自由電台或殖民地居民
親自給予的任務不能這樣做,因為超過內建計時會導致任務失敗,殖民地防衛任務同理。
‧ Each settlement has an "update timer" that activates every 24 in-game
hours, starting when the workbench mode is first made available. The timer
for a settlement pauses whenever workbench mode is activated there, while
in-game time and the update timers for all other unlocked settlements
continue. When a settlement's update timer reaches the 24-hour mark, the
following events occur:
每個殖民地都有「更新計時器」,從解鎖該地工房開始,遊戲內每24小時會啟動一次。在
某個殖民地內開啟工房界面時,該地計時器會暫停,但整個遊戲時間和其他已解鎖殖民地
的計時器會繼續。當更新計時器走過24小時,會發生底下事情:
o Settlement food, water, salvage, and fertilizer production is deposited
in the settlement's workshop if the limit on each one has not been exceeded.
如果還沒達到各自上限,殖民地的食物、飲水、垃圾和肥料產出會存進工房。
o Each human settler at the settlement consumes 1 edible item and 1
drinkable item. If insufficient edible or drinkable items are present in the
workshop, they will be taken from other settlement workshops connected to the
settlement by supply lines, if they are available. If there are insufficient
food or drink items in the supply network, settlers that were unable to eat
or drink will have their happiness capped at 30 until the next update.
每個人類居民會消耗1單位食物和1單位飲水,不夠的部份會從與補給線相連且有剩餘的其
他殖民地消耗。如果整個補給網無法提供足夠飲食,在下次更新之前無法得到足夠飲食的
居民幸福度上限都只有30。
o The chance for an attack is calculated and checked against a random
number to see if an attack occurs.
計算攻擊機率,並以一個隨機數字決定是否發生攻擊。
o The temporary happiness adjustment is multiplied by 0.8, with fractions
dropped.
隨機事件觸發的臨時幸福度調整數值*0.8。
o These events take place in a different order at each settlement, mostly
related to internal ID numbers.
以上順序因不同殖民地而異。
‧ Unassigned settlers will produce 1 junk item as salvage per update.
Settlers assigned to a salvaging station will produce 2 junk items per
update. Junk production will cease if there are more than 100 junk items in
the workbench; this limit is increased by 5 per population.
沒工作的居民每天會生產1單位垃圾,被派到拾荒工作台的居民每天生產2單位垃圾。每個
殖民地工房的垃圾儲存上限為100,每多一個人口+5。
‧ Brahmin "settlers" boost the production of up to 10 random food resources
by 50% and produce 1 fertilizer per 3 brahmin or fraction thereof per update.
Fertilizer production will cease if more than 10 fertilizers are in the
workbench.
婆羅門會提高隨機食物產量50%,上限為10。此外每3頭婆羅門每天會生產1單位肥料。工
房有超過10單位肥料的話就不會生產。
‧ Trash cans are able to gather random junk items.
垃圾桶也能產垃圾。
‧ The existing buildings in settlements such as Red Rocket truck stop and
The Slog appear to lack navmesh on their roofs which means that the AI will
not walk along them unless floor pieces are placed down over the top.
像紅火箭維修站和The Slog這種地方的既存建築,並沒有預設路徑能抵達屋頂,這代表除
非在上面鋪地板,否則AI是不會走到上面的。
Budget settlement (Sanctuary) 殖民地預算(庇護山丘)
Build supports 20 settlers, minimum 11. When setting up camp, place the
medium generator, water purifiers and recruitment radio beacon close
together. The generator can support all 3 items by itself. Each settler can
maintain 6 units of food (6 mutfruit or 12 of any other crops), so 4 settlers
can maintain 24 food. Settlers that do not maintain food can be set to guard
duty. Each guard can man 3 guard posts, so 7 settlers can man the 20 guard
posts required. Mutfruit plants can be obtained at Greentop Nursery,
Graygarden, or Warwick homestead.
目標是規模20人(最少11人)的殖民地。在蓋殖民地的時候可以用一個中型發電機供給一
個招募塔和兩個淨水器(蓋在一起)。一個居民可以生產6單位食物(6棵變種果樹或12個
其他作物),所以四個居民可以生產24單位。沒事幹的居民可以去當守衛,一個守衛能負
責三個步哨,七個居民可以負責21個。變種果可以從Greentop Nursery、Graygarden或
Warwick homestead入手。
‧ 人口-招募塔*1
‧ 床位-睡袋*20
‧ 食物-變種果*20(需要4居民)
‧ 水-淨水器*2
‧ 電力-中型發電機*1
‧ 防禦-步哨*20(需要7居民)
最低花費
‧ 11居民(可支撐20人)
‧ 木頭*200
‧ 布料*64
‧ 鋼鐵*117
‧ 變種果*20
‧ 銅*18
‧ 塑膠*14
‧ 陶瓷*8
‧ 油*4
‧ 螺絲*3
‧ 齒輪*3
‧ 線圈*2
‧ 水晶*2
不然你也能改蓋7個抽水幫補
‧ 鋼鐵*28
‧ 混凝土*7
‧ 齒輪*7
=======================================
大概是這樣,後面還有一段跟控制台使用相關的我就不翻了
抱怨個兩點:
1.我知道"Brahmin"本義是「婆羅門」,但像以前一樣翻譯成「雙頭牛」是有什麼不好的
這是代表在末世中,就算弒神、吃神的血肉也得活下去的意思嗎?
雙頭牛不是直觀多了嗎?
2.凱撒軍團根本是生錯時代的東西
NV四大陣營就他最尷尬,當好人不會選他們,當壞人也不會選他們(反正都要殺光)
根本是各種意義上設計失敗的東西,結果看看Nuka-World的掠奪者系統
多符合凱撒軍團的設定啊!帶著軍團到處燒殺擄掠,用力量強迫所有殖民地臣服於你
Honest Trailer說的真對:「當你需要凱撒軍團的時候,他們又在哪裡?」
最後我在wikia看到聖約村好像有個解法可以兩邊都不得罪,但不能拿到這個殖民地
下次試試看
請大家指正我的翻譯內容,感謝
--
何謂黃金精神
https://i.imgur.com/TLT7xq0.jpg
--
最近開始玩FO4,開始搞基地(我還是習慣叫基地)之後發現一堆怪問題
像是為啥有些殖民地幸福度固定60,有些能到80
每個居民的作物收成到底怎麼算的,給居民好裝備和防衛戰勝利到底有沒有關係
如此之類,自己邊玩邊查,最後管他的乾脆直接翻一篇比較快
自己可以直接吸收,也能幫助到需要的人
由於我現在才26等,開的殖民地不多,遊戲進程也不遠
此外如果有人需要查資料的話,還是用原文找國外資料更方便
因此裡面大部分專有名詞(主要是地名)都為用原文
除非是像庇護山丘、鑽石城這種夠有名的地方,或我已經去過得地方才會用中文
此外像是Nuka-World這種有額外系統的地方,也需要有玩過得人幫忙修訂
文長慎入,馬岱在前面等你
=======================================
《Fallout 4 settlements 殖民地》
本體:https://fallout.fandom.com/wiki/Fallout_4_settlements
飲水:https://fallout.fandom.com/wiki/Water_purifier_(Fallout_4)
砲塔:https://tinyurl.com/y4fg98kt
https://steamcommunity.com/sharedfiles/filedetails/?id=561704960
In Fallout 4, the Sole Survivor can build and manage their own settlements at
various sites around the Commonwealth. The new workshop interface is used to
place and connect pre-fabricated structures as well as individual pieces
(walls, floors, roofs, etc.) letting the player character construct their own
home base(s) as they desire.
在Fallout 4,獨活者能在聯邦區的眾多第方建造並管理自己的殖民地。玩家能用新的工
作台界面放置和連接尚未組裝的結購物和單獨物件(牆壁、地板、屋頂之類),以依照自
己想要的方式建造自己的家。
Once built, these settlements can be customized extensively. Inside buildings
and structures, furniture, decorations, and lights can be placed for
aesthetic purposes; outside these structures, the player character can plant
crops, create water and power supplies, and tend to the defensive needs of
their new settlement. To accumulate resources for their settlements, the
player character can scrap most interactive inventory items.
這些殖民地蓋好後就能大幅度客製化。你可以在建築和結構物裡面把家具、裝飾和燈光擺
的美美的,在外面種作物、打水、發電,並幫你的新殖民地做好防禦工事。為了幫殖民地
蒐集資源,你能拆掉各種各樣的物品。
Once a settlement reaches a certain size and/or the player character obtains
necessary perks, they can invite others to set up shop at their base by
building unique resources such as the trading post, which adds a vendor NPC
stocking some of the best in-game items. It is also possible to establish
supply lines between settlements to share resources and inventory among them.
當殖民地達到一定的規模和/或玩家點了必須的特技,玩家就能蓋特殊的建築以邀人在殖
民地開店,像是貿易站能讓一個會賣某些全遊戲最好的東西的小販進駐。你也能在殖民地
之間建立補給線以共享資源和物品。
Settlements require constant maintenance with NPCs tending to more basic
functions such as crop harvesting. However, without this, crops will fail and
equipment will need repair over time. The player character will have to use
the workshop and have the required junk to complete the repairs. Walking up
to a damaged or failed item while in workshop mode, the player character will
be offered a selection to scrap/repair the observed item.
殖民地需要持續維護,因為裡面的居民需要像是收穫作物等基本生理需求。缺乏維護的話
,作物會死掉,設備也會隨時間損壞。玩家需要開啟工房並用所需的垃圾進行修理,在工
房模式走向一個損壞或失能的物品,會出現選項讓玩家能分解/修理該物品。
Most of these sites can be obtained during the Minutemen quests; however,
others will require visiting them and completing location-specific quests.
大部份地點能在義勇軍任務線中碰到,其他則需要主動發現並完成該處的特別任務。
------------------------------------------------------------------------------
Settlement sites 殖民地地點
All possible settlements in the base game with the exception of Home Plate
which lacks most settlement options, excluding add-ons
以下地圖列出除了鑽石城的Home Plate(沒有殖民地應有的大部分功能)和DLC限定以外
的殖民地地點。
https://i.imgur.com/Zj8zwPG.png
There are thirty-seven discoverable/unlockable settlements total with thirty
in the base game, one in the Automatron, four in the Far Harbor, one in the
Vault-Tec Workshop and one in the Nuka-World add-ons. Most are obtained by
completing an objective or killing hostiles/residents in the area then
opening the workshop.
總共有37個可發現/可解鎖殖民地,其中遊戲本體30個、Automatron一個、Far Harbor四
個、Vault-Tec Workshop一個、Nuka-World一個。大部份地點都能透過完成特定目標或殺
光該地敵對生物/居民,之後開啟工房就能入手。
Settlements 殖民地(譯註:以下地點全部都是原文,內容不附原文以減少版面)
格式:
[地點(DLC) (工房ID)]:既有工作台
如何取得控制
備註
[Abernathy farm (0006f5c5)]:化學台、烹飪台
完成”Returning the Favor”;或把Abernathy一家趕走/殺光
[Boston Airport (000b3506)]:什麼都沒有.jpg
完成"Shadow of Steel";或摧毀Prydwen以毀滅鋼鐵兄弟會,然後清光機場的狂屍鬼。在
摧毀Prydwen之前先完成”Duty or Dishornor”的話就不用摧毀它。
不能種作物、不能蓋招募塔,但至少能蓋其他工作台
[Bunker Hill (00019956)]:什麼都沒有.jpg
在完成”The Battle of Bunker Hill”之後跟Kessler講話
[The Castle (00066eb6)]:裝甲台、武器台、化學台、烹飪台
在毀掉一定數量的泥沼蟹蛋之後殺死住在該處的泥沼蟹女王
有些工作台得等任務”Old Guns”完成後才能用
[Coastal cottage (00168945)]:什麼都沒有.jpg
宰了住在裡面的唯一一個掠奪者
能作為鐵路組織的藏身處
[County Crossing (0009b1db)]:烹飪台
完成一個義勇軍任務
[Covenant (000e0505)]:什麼都沒有.jpg
在”Human Error”中站在Covenant一方並跟Jacob Orden談話;或者殺光該地的居民
(譯註:我現在卡在老太婆博士面前不知道要幫誰,幹)
[Croup Manor (001654bd)]:什麼都沒有.jpg
殺光該地的狂屍鬼
能作為鐵路組織的藏身處
[Egret Tours Marina (00164321)]:武器台、烹飪台
殺了Phyllis;或讀取她終端機的個人日誌,並就Samuel事件中面對她(或直接說服她)
[Finch Farm (0009b19d)]:什麼都沒有.jpg
完成”Out of the Fire”;或殺光該地的居民
[Graygarden (0009b18f)]:什麼都沒有.jpg
完成”Troubled Waters”;或殺光該地的機器人
[Greentop Nursery (0009b1f1)]:化學台、烹飪台
完成一個義勇軍任務
[Hangman's Alley (001f0711)]:武器台、烹飪台
殺光該地的掠奪者
能作為鐵路組織的藏身處
[Home Plate (00141df5)]:動力裝甲台
在鑽石城市長室,用2000瓶蓋跟Geneva買鑰匙
能蓋的東西很少,不能連補給線
[Jamaica Plain (001654cf)]:動力裝甲台
殺光該地的狂屍鬼
能作為鐵路組織的藏身處
[Kingsport Lighthouse (001654b8)]:武器台
殺光該地的原子神教信徒
能作為鐵路組織的藏身處
[Murkwater construction site (0016d28e)]:什麼都沒有.jpg
殺光該地的泥沼蟹
遊戲內七天沒回來的話,會重生一隻泥沼蟹女王。能作為鐵路組織的藏身處
[Nordhagen Beach (0009b1be)]:化學台、烹飪台
完成一個義勇軍任務
[Oberland Station (0009b1d1)]:烹飪台
完成一個義勇軍任務
[Outpost Zimonja (00024a26)]:什麼都沒有.jpg
殺光該地的掠奪者
能作為鐵路組織的藏身處
[Red Rocket Truck Stop (00054bae)]:有全部五種基本工作台
去了就能用
基本上在此首度碰見狗肉,能作為鐵路組織的藏身處
[Sanctuary Hills (000250fe)]:有全部五種基本工作台
去了就能用
獨活者於2077年撤入111避難所以前都住在這邊,基本上也是獨活者離開111避難所後第一
個發現的地方,能作為鐵路組織的藏身處
[The Slog (0009b197)]:護甲台、烹飪台
完成一個義勇軍任務
[Somerville Place (001e81ea)]:什麼都沒有.jpg
完成一個義勇軍任務
[Spectacle Island (00161f4b)]:動力裝甲台、化學台
請參照該地wikia頁面
能作為鐵路組織的藏身處,擁有最大的建地容積
[Starlight Drive-In (0001d0e2)]:烹飪台
殺光該地的鼴鼠
能作為鐵路組織的藏身處
[Sunshine Tidings Co-op (001654d5)]:化學台、烹飪台
殺光該地的狂屍鬼
能作為鐵路組織的藏身處
[Taffington Boathouse (00135a90)]:烹飪台
殺光該地的吸血蟲
能作為鐵路組織的藏身處
[Tenpines Bluff (0009b1ac)]:烹飪台
完成一個義勇軍任務
獨活者在”The First Step”中可能會去的其中一個地方
[Warwick Homestead (0009b1a5)]:烹飪台
完成”Building a Better Crop”;或一個義勇軍任務
[The Mechanist's lair (Automatron) (xx00b218)]:機器人台
完成”Restoring Order”
不能種吃的,有個角落可以塞兩個抽水幫浦
[Longfellow's cabin (Far Harbor) (xx020650)]:武器台、動力裝甲台、烹飪台
完成”Walk in the Park”
[Dalton farm (Far Harbor) (xx038eac)]:什麼都沒有.jpg
在Cassie Dalton的任務中,完成”Blood Tide”第二部份
[National Park Visitor's Center (Far Harbor) (xx00ab20)]:武器台、烹飪台
在”The Hold Out”中跟Uncle Ken講話後得到
[Echo Lake Lumber (Far Harbor) (xx01c6ae)]:什麼都沒有.jpg
完成”Turn Back the Fog”後回到Small Bertha
[Vault 88 (Vault-Tec Workshop) (xx000fef)]:什麼都沒有.jpg
完成”Better Living Underground”
[Nuka-World Red Rocket (Nuka-World) (xx00bceb)]:護甲台、動力裝甲台
完成”Power Play”或”Open Season”,並回覆Nuka-World power plant的電力
------------------------------------------------------------------------------
Overview 概觀
Recruitable settlers 可招募居民
Throughout the game, there are unique NPCs that aren't available as
followers, yet can be persuaded to join an owned settlement, provided the
requirements are met.
遊戲中有些獨特的NPC,他們不能當同伴,但能在達成特定條件後說服他們去你的殖民地。
‧ Doc Anderson
‧ Anne Hargraves
‧ Buddy
‧ Jezebel (Automatron)
‧ Ron Staples
‧ Trader Rylee
‧ The Scribe
‧ Smiling Larry
‧ S9-23
‧ Sheffield
‧ Tina De Luca
‧ Vault-Tec rep
Related perks 相關特技
‧ Gun Nut 解鎖更強的防禦設施
‧ Hacker 解鎖終端機
‧ Armorer 解鎖動力裝甲工作台
‧ Science! 解鎖各種更好的吃電建物
‧ Local Leader 能讓兩個殖民地透過補給線分享資源
o 該特技兩等解鎖商店和工房
o Cap Collector 兩等解鎖三階商店
o Medic 解鎖所有藥品店
Constructible items 可建造物品
See: Fallout 4 settlement objects
略
Nuka-World
During the Nuka-World add-on, the Sole Survivor has the ability to lead the
three raider groups included in the expansion (The Operators, The Disciples,
and The Pack) and capture settlements through violence. These captured
settlements are called raider outposts, and will be populated by members of
the raider group that helped captured it. While they will no longer be
referred to as settlements by characters in the game, these outposts are
settlements for the purposes of achievements and trophies.
在Nuka-World DLC中,獨活者能率領三個掠奪者團體(Operator、Disciple、Pack)擴張
並暴力搶奪殖民地,這些被佔據的殖民地叫做掠奪者前哨站,一起佔據的掠奪者會住進去
。這些前哨站不會被當作正式的殖民地,而是成就和獎盃的一部分。
The differences between a Minutemen settlement and a raider outpost are few
but significant; for example, you can lead raiders to capture other
settlements, extract tribute from Minutemen settlements, and make other
settlements your vassal states. In addition, captured and intimidated
settlements will pay the Sole Survivor in caps back at their home base in
Nuka-World. After Power Play however, whatever raider group was betrayed, and
any outpost they control, will no longer pay tribute to you following the
quest. This will start Cleaning House, where the Sole Survivor must destroy
the enemy outposts. However, one can no longer fast travel to those outposts.
Get in there the old-fashioned way and eliminate the raiders.
義勇軍殖民地和掠奪者前哨站的差別具體而微。舉例來說,你能帶著掠奪者去搶其他殖民
地,趕走義勇軍的勢力,並讓其他殖民地臣屬於你。此外,被佔據和脅迫的殖民地會對獨
活者位於Nuka-World的基地獻上貢金。但在”Power Play”之後,任何被你背叛的掠奪者
團體以及他們控制的前哨站都不會再聽從於你,並開始”Cleaning House”,獨活者要在
這任務中摧毀敵人的前哨站。不過你不能快速移動到這些前哨站,必須要用兩條腿走過去
宰了那些掠奪者。
To establish a raider outpost, the player must speak to Shank. They will then
be given the option to capture a new outpost, or intimidate a settlement to
supply nearby outposts. Both jobs will allow the use of violence or
intimidation. When violence is chosen, the player will be joined by three
gang members of their choosing and must kill or cripple the settlers and
either their Minutemen backup or Hired Gun backup. Intimidation can be used
on settlements with named non-random NPC settlers, where the player can
threaten or bribe the residents.
要建立一個掠奪者前哨站,你要跟Shank講話,並選擇搶一個新的前哨站或威脅一個殖民
地對附近的前哨站提供補給,這兩個工作都能以暴力或威脅達成。選擇暴力的話,三個團
體會挑人出來和獨活者一起把該地的居民和義勇軍/槍手的援軍殺光或打殘。如果殖民地
中存在有名子的非隨機NPC居民,就能以威脅方式來脅迫或賄賂居民。
Take caution when establishing the first raider outpost as this will drop
Preston Garvey's affinity to the lowest level, even if he isn't present.
Therefore, it is advised to move him away from any desired settlements before
establishing any raider outposts or become the overboss of Nuka-World prior
to becoming the General of the Minutemen.
要注意,只要建立一個掠奪者前哨站,就會把義勇軍首領Preston Garvey對你的關係降到
最低,不論他是否在那個前哨站。因此最好在進攻想要的殖民地之前先把他弄走,或在成
為義勇軍將軍之前先成為Nuka-World的老大。
It is not possible to establish a supply line between two raider outposts,
but all raider outposts are automatically linked to each other, so it would
be unnecessary. It is also not possible to establish a supply line between a
raider outpost and a regular settlement, so a separate supply of building
materials will be required for raider outposts.
不可能也沒必要在掠奪者前哨站之間建立補給線,因為他們會自動連接。也不可能在前哨
站和一般殖民地之間建立補給線,你需要替前哨站張羅自己的資源。
In order to convert the outposts back into Minutemen settlements, one will
need to kill all of the raiders at that outpost. If the raiders go hostile,
then the turrets will also go hostile as well. Be warned, that once all the
raiders at that outpost are killed, the Sole Survivor will be declared an
enemy to the Nuka-World raiders, thus losing control of all outposts and
failing any incomplete Nuka-World raider related quests, starting Open
Season, the quest where the Sole Survivor must execute the Nuka-World raider
gang leaders (Nisha, Mags Black, William Black, and Mason) in order to put an
end to slavery to the traders of Nuka-Town.
要把掠奪者前哨站變回義勇軍殖民地的話,你需要把該處所有掠奪者都殺光。該地的砲塔
會跟掠奪者一起對妳敵對。警告,一旦某處所有掠奪者都被殺光,獨活者就會被
Nuka-World的所有掠奪者當作敵人,失去所有前哨站的控制權並,所有未完成的
Nuka-World掠奪者相關任務也都會失敗,並開始”Open Season”。獨活者在這個任務中
要殺死Nuka-World掠奪者團體的領導者(Nisha、Mags Black、William Black、Mason)
,以終結對Nuka-Town貿易者的奴役。
Quests 任務
The player character can get radiant quests that randomly select different
settlements.
玩家一樣能在殖民地接到各種任務。
------------------------------------------------------------------------------
Necessities and dependencies 要素和需求
These stats need to be maintained to sustain or stagnate the growth of a
settlement. Each necessity would also act as a dependency on other
necessities; i.e. people need water, food, beds and protection to live long
and prosper.
這些要素能控制殖民地的發展,某個要素也會是其他要素的需求,比方說:人口需要水、
食物和防禦以習得繁衍的真義。
[People 人口]
‧ The population of the settlement. People are required to collect from
resource units and man objects the Sole Survivor builds. Each settlement has
a default max population of 10 settlers plus each point of Charisma the
character has, which has a base max of 21 (10 from leveling and +1 from
bobblehead) before factoring in extra charisma from armor and consumables. A
radio beacon is generally required to attract more settlers, but one can send
companions to settlements and can recruit a few non-companion characters to
join, alternatively, settlers can be told to "move" from an already populated
settlement.
殖民地的居民。人口用來採集資源和配置在獨活者造的建物上,每個殖民地預設的最大人
口數為「10 + 玩家魅力數值」,基本最大值為21(魅力10 + 魅力搖頭娃娃1),衣著和
輔助品的加成另計。你要蓋招募塔吸引更多人,也能把同伴送往殖民地,並招募某些不能
成為同伴的角色加入。你也能要居民遷往你控制的其他殖民地。
‧ Provisioners will still count to the population of a settlement, but
only to the one that they were sent from.
補給員算在他們出發的殖民地人口。
‧ Increasing populations and lower happiness scores will increase the
time for new settlers to arrive using the radio beacon.
人口越多、幸福度越低,招募塔招人的時間越長。
‧ If more than four settlers are either unassigned or assigned to
provisioner jobs, no more settlers will arrive on their own.
超過四個居民沒工作或都去當補給員的話,該殖民地就招不到人。
‧ Dependencies: water, food, beds, defense, radio beacon
需要:水、食物、床、防禦、招募塔。
[Food 食物]
‧ How much food the settlement is producing. Increased by placing food
resources.
殖民地生產的食物數量,因放置的食物資源而增加。
‧ Every 24 hours, independent of the timer for the food resource to be
manually harvestable by the player character again, every food resource
assigned to a farmer will generate one food item of the same type for every
whole unit of food production of that type, which will be added to the
settlement's workshop inventory.
每個食物資源在自己獨立的每24小時後,能被玩家手動採摘。每個有農夫負責的食物資源
會生產一單位的同食物,並加入該殖民地的工房。
‧ Food will not be automatically produced at any settlement whose
workshop contains more than 10 food items (including items that cannot be
produced by settlement resources, like meat, gumdrops, etc). This cap on
production increases by 1 per settlement population.
任何工房有超過10單位食物(包括殖民地無法生產的,像肉、軟糖等等)的殖民地就不會
再增加食物庫存,每多一個居民該上限+1。
‧ Dependencies: people, water. Crops will die without water.
需要:人口、水。作物沒水會死。
[Water 水]
‧ How much water the settlement can produce.
殖民地能生產的水數量
‧ Every 24 hours, a settlement with a non-zero population will produce 1
purified water per unit of water production. This water will be stored
automatically in the settlement's workshop.
每24小時,每個人口大於零的殖民地會根據產水數值生產同數量的淨水,並自動存在工房
‧ Water will not be automatically produced at any settlement whose
workshop contains more than 5 drink items (including items that cannot be
produced by settlement resources, like dirty water, alcohol, etc). This cap
on production increases by 1 per every 4 units of settlement population.
任何工房有超過5單位飲水(包括殖民地無法生產的,像髒水、酒精等等)殖民地就不會
再增加水庫存,每多四個居民該上限+1。
‧ In Survival mode, water resources can be used by the player character to
satisfy thirst and convert empty bottles to purified water.
生存模式中,玩家可以用產出的淨水解渴並裝滿水壺。
‧ Dependencies: power (only with water purifiers)
需要:電力(淨水器)。
(譯註:我在”Water Purifier”頁面有看到飲水的更多討論,直接整理補充在下面)
在每日結算資源時,有些殖民地的飲水是「先消耗後生產」,有些則是「先生產後消耗」
。由於單一殖民地儲存的飲水上限為「5+(人口/4)」,超過的話當日就不會再生產淨水,
但消耗的飲水等同人口數,因此單一殖民地有時會出現明明產水量不低於人口,但居民的
幸福度卻受缺水影響。解決辦法是讓補給線中的某些殖民地只有最低必要人口數(ex:一
個補給員+一個農夫),這些殖民地多餘的產水就能補給那些可能會引發缺水問題的大型
殖民地。
[Power 電力]
‧ How much power is available for the settlement to use. Power required
for turrets, traps, lights and some furniture (TV).
殖民地能用的電力,用在防衛塔、陷阱、光源和某些建物(電視之類)
‧ Repair generators after attacks, they are a main target
發電機是攻擊的首要目標,記得修好他。
‧ Dependencies: n/a
需要:無。你不需要用愛發電
[Defense 防禦]
‧ Measures the apparent defenses the settlement has, based on settlement
buildings with defense ratings. Only provided by defenses built at a
workshop; mines do not count toward settlement defense rating, even though
they can destroy attacking forces if the player character is also present.
Some creatures able to be captured using cages (featured in Wasteland
Workshop) also add to the defense rating, such as deathclaws and yao guais.
殖民地現有防衛力量。該數值指能夠過工房建物增加,就算你放地雷來防備攻擊,它們也
不會幫妳加防禦值。某些能用籠子(在廢土類別的工房)抓補的生物也能增加防禦值,像
死亡爪和妖怪。
‧ Each point of defense lowers the chance of an attack by 1%.
每點防禦值降低1%受攻擊機率。
‧ Each population unit lowers the chance of an attack by 0.5%, in
addition to any other defensive value the settler provides.
每個人口額外降低0.5%受攻擊機率。
‧ Each unit of food and water production at the settlement increases the
chance of attack by 0.1%.
每點食物和飲水產值增加0.1%受攻擊機率。
‧ Each edible and/or drinkable item stored in a settlement's workbench
increases the chance of attack by 0.1%.
每個存放在殖民地工房的可食用和/或可引用物品增加0.1%受攻擊機率。
‧ The minimum chance of an attack upon a settlement per day is 2%,
regardless of defenses. The maximum chance is unknown, but assumed to be
100%. Whatever the chance is, a settlement cannot be attacked if it has
already been attacked in the last 7 in-game days.
不論防禦值如何,每個殖民地每天最低受攻擊機率為2%,最大值未知但假設是100%。一個
殖民地受攻擊後,遊戲內七天內不會再受到攻擊。
‧ Dependencies: people, power (with certain turrets and traps)
需要:人、電力(特定防衛塔和陷阱)。
The defense values do not directly correlate with actual combat efficiency. A
Mk. 5 machine gun turret can kill enemies several times faster than a Mk. 1
heavy machine gun turret, but will contribute less to the settlement defense
value.
防禦值跟實際防衛效率沒有正相關,一個Mk.5機槍塔殺敵效率比Mk.1重機槍塔快多了,但
帳面防禦值卻少3。
[Beds 床位]
‧ The number of beds in the settlement. The settlement needs one bed per
settler to keep the settlers happy.
殖民地內的床數量。每個居民都要一張床才不會不開心。
‧ Settlers normally assign themselves to available beds automatically
upon arrival or as beds are built. It is possible that settlers will not assign
themselves to a bed unless the total needs for all settlers are met. After
additional beds are built, it may be necessary to manually assign all
settlers to individual beds.
居民一抵達殖民地、或床一做好,就會自動認領床位。如果床位不夠的話,有人就可能分
不到床,這樣在床位夠了之後可能要跟他講去睡哪張床。
‧ In some settlements with preexisting beds, such as Abernathy Farm,
Tenpines Bluff, and Covenant, settlers often require manual bed assignments.
Others such as Sunshine Tidings Co-op work automatically. Problem settlements
may show a proper amount of beds in the building overlay, but settlers may
comment on the bed situation and settlement happiness will be negatively
affected.
有些殖民地裡原本就有床。其中某些像Abernathy Farm、Tenpines Bluff和Covenant的居
民需要玩家手動指引,其他像Sunshine Tidings Co-op則運作正常。有問題的殖民地可能
還是會顯示床位足夠,但居民還是會抱怨沒床睡,並反應在幸福度減益上。
‧ Even in settlements which do not start with preexisting beds, it is
possible for happiness to suffer without settlers complaining, simply because
they have not automatically assigned themselves to beds. Manually assigning
beds to ensure each settler has a bed is a good way to ensure there are no
hidden negatives dragging down happiness.
就算是原本就沒床的殖民地,在居民沒抱怨的情況下幸福度還是可能會被扣,這也是因為
他們笨到不會自己找床睡。手動指引躺床是確保沒有隱藏幸福度減益的好辦法。
o Scrapping/disabling/ignoring all preexisting beds in a settlement and
building new ones in their place may help avoid this problem from the start.
To disable a bed on PC, enter the console, click on the preexisting bed, type
disable, then exit the console and build a new bed in its place. This can
also be done to a bed that will not accept manual assignments. Otherwise,
building additional beds equal to the preexisting ones may be required.
分解/無效化/忽略殖民地中所有已存在的床並在該地弄新床可能可以避免這個問題。在電
腦版中要把床無效化的方法是:開啟控制台、點已存在的床、輸入”disable”、離開控
制台並做新床。這方法對不給躺的床也有效,不然就是要額外把床補足。
o To quickly identify all settlers without a bed, sleep or wait until
midnight when settlers other than guards and provisioners will go to bed. Any
others left awake require manual assignment.
快速辨認沒床睡的居民的方法,是自己睡或等到午夜,此時除了守衛和補給員以外的人都
會睡覺,醒著的就沒床睡。
o Assigning a job to a settler in a problem location may cause their bed
assignment to be lost, so assign jobs before manually assigning beds.
在有這類問題的地點派工作給居民可能會讓他們忘記自己睡哪張床,所以記得重新安排他
們的床位。
‧ Dependencies: n/a
需要:無。
[Happiness 幸福度]
‧ This is the morale of the settlement. Increasing a settlement's
happiness will increase the productivity of its settlers. One may lose control
of a settlement that is very unhappy.
這是殖民地的士氣。提高殖民地的幸福度能提高居民的生產力,不快樂的殖民地可能會失
去控制。
‧ The displayed happiness value is calculated by adding together all
happiness points, and dividing by the total population.
幸福度的計算方式是把所有來源的幸福度加總後除以人口數。
Basic needs 基本需求
‧ Each human settler can provide up to 80 happiness points by meeting their
basic needs, which are:
每個人類居民能在滿足基本需求時提供最高80點幸福度:
o A bed in which to sleep, which counts for 10 points.
有床睡+10
o For their bed to be covered from rainfall, which counts for 10 points.
床上方有東西遮雨+10
o One unit of food production per settler, which counts for 20 points.
食物產量>=人口數+20
o One unit of water production per settler, which counts for 20 points.
水產量>=人口數+20
o One unit of defense per settler, which counts for 20 points.
防禦數值>=人口數+20
‧ Each non-human settler instead provides 50 happiness points at all times.
每個非人類居民提供50幸福度。
‧ Guards and provisioners will not use their beds, but must still be
allocated one to increase their happiness.
守衛和補給員雖然用不到床,但還是要給他們一張。
‧ Food and water produced at the settlement only increases the settlers'
happiness by being greater than the population. However, failing to provide
sufficient food and/or water, either at the settlement or at one connected by
a supply line, will impose happiness caps (see below) on individual settlers
that will drag down the settlement's average happiness, and can't be
countered by bonus happiness (see below).
殖民地生產的食物和水只有在比人口多的時候才會增加幸福度。不管是自產還是透過補給
線,如果無法提供足夠的食物和水,就會拉低個體居民的幸福度上限、拖累整體殖民地的
平均幸福度,且無法透過額外幸福度彌補。
‧ Providing more than one unit of defense per settler will not provide any
more happiness, but will reduce the chance of the settlement being attacked.
防禦值比人口多並不會額外提高幸福度,但能降低殖民地被攻擊的機率。
‧ Decoration and noise levels have no effect on happiness.
裝飾和聲音不影響幸福度。
Bonus happiness 額外幸福度
‧ Bonus happiness is divided among each settler at the settlement that
produces it. A bonus happiness of 10 at a settlement with a population of 5
will increase each settler's happiness by 2.
額外幸福度會平均分配給每個居民,如果額外幸福度為10,殖民地有5個居民,那每個居
民幸福度+2。
‧ The table below lists the happiness points provided by the presence of
certain stores, and are marked with a happiness icon in the tooltip when
building them.
下方表格列出特定店家提供的額外幸福度。
類型 Tier 1 Tier 2 Tier 3
食物和飲水 15 20 40
診所 10 20 30
衣物 8 10 10
一般貿易 10 10 15
‧ The table below lists the happiness points provided by certain animals
living in a settlement.
下方表格列出住在殖民地的特定動物提供的幸福度。
類型 幸福度
狗 10
貓 10
猩猩 20
‧ The table below lists the happiness points provided by Vault-Tec
Workshop items.
下方表格列出避難所科技工房物品提供的幸福度。
物品 幸福度 備註
Vault 88 10 只能蓋在88號避難所
overseer's desk
Pommel horse 2
Weight bench 2
Barber chair 5
Soda fountain/ 5 只能蓋在88號避難所
Prototype
Soda fountain/ 15
Mood enhancement
Soda fountain/ 5 能殺死居民
Appetite suppressant
Soda fountain/ 5
Caffeinated
Phoropter/ 5 只能蓋在88號避難所
Prototype
Phoropter/ 15 能殺死居民
Subliminal messaging
Phoropter/ 5 能殺死居民
Vault monitoring
Phoropter/ 10
Eye care
Slot machine/ 10 只能蓋在88號避難所
Prototype
Slot machine/ 5
Profiling
Slot machine/ 15
Lost revenue
Happiness caps 幸福度上限
‧ Settler happiness can be capped, to ensure that happiness loss caused
by failing to meet basic settler needs can't be countered with bonus happiness.
居民幸福度有其上限,因無法滿足基本需求而喪失的幸福度無法透過額外幸福度彌補。
o If a settlement has a lower defense rating than its population, all its
settlers' happiness is capped at 60.
殖民地的防禦值比人口少的話,居民幸福度上限為60。
o Every 24 hours, when a settlement updates, one edible item and one
drinkable item is consumed from the workshop inventory per settler. If the
settlement is linked by a supply line to other settlements, items in the
connected settlements' workshops will be consumed if needed. Settlers that
must go without eating or drinking due to lack of edible/drinkable items in
any connected workshop will have their happiness capped at 30 until the next
update. Food and drink stored in containers, instead of in the workshop, will
not be consumed, but are also unavailable to settlers for retaining
happiness.
殖民地每24小時會更新一次,每個居民會從工房消耗一個食物和一個飲品。如果殖民地有
跟其他殖民地用補給線連接,那有需要的話會從其他殖民地的工房扣除。得不到必要食物
/飲水的居民的幸福度上限為30,直到下次更新。存放在其他容器而非工房的食物和飲水
不會被消耗,也無法維持居民幸福度。
o Not having a sheltered bed will cap a settler at 60 Happiness.
一個居民沒有「上方有遮蔽的床」的話,幸福度上限為60。
Temporary Happiness Modifier 臨時幸福度調整
‧ Happiness is also affected by a temporary modifier at each settlement,
that ranges from -50 to +20. Each 24 hour "update," this temporary modifier
is multiplied by 0.8, with fractions dropped. Most commonly this is a -20
adjustment, caused by a settler's death. Other adjustments are triggered by
the activation of a Minutemen quest for the settlement (-20) and the
completion of a Minutemen quest for the settlement (+20).
每個殖民地的幸福度都受到一個臨時調整數值影響,調整範圍在-50到+20之間。每24小時
的更新會讓這數值*0.8,直到下次有額外要素觸發臨時調整。最常見的是居民死亡導致幸
福度-20,其他觸發事件包括觸發義勇軍任務(-20)以及完成任務(+20)。
[Size 容積]
‧ Shows the amount of objects that have been placed by the player
character within the settlement, as well as the maximum amount of objects that
can be placed through the Settlement interface. Every existing or user built
item takes up settlement size. If the settlement size is maxed, other objects
within its boundaries must be scrapped in order to place more structures.
顯示玩家所在殖民地目前放了多少東西,以及該地最大可放東西數量。每個已存在或玩家
建造的物件會消耗掉殖民地容積,如果容積達到上限,就需要分解掉其他物件以放新物件
‧ It is possible to bypass the in game size limit of settlements by
dropping items to the ground and scrapping or storing them manually. Each
scrapped items refunds a small amount of allotment points allowing to build
more objects. Placing large amounts of objects in any settlement may cause
frame rate issues and lag while in that settlement.
你能把物件丟到地上並手動分解/存放它們,以規避遊戲中殖民地的容積限制。每個被分
解的物品會釋放一小部份容積量,能蓋更多東西。在殖民地放大量的物件可能會導致掉偵
和lag。
‧ Dependencies: n/a
需要:無。
With the Local Leader perk, food/water and junk resources can be shared
between settlements connected by a supply line allowing the player character
to quickly build out new settlements or even specialize them.
點出Local Leader後,食物、飲水、垃圾資源就能透過補給線在殖民地間共享,能讓玩家
更快建設或甚至特化新殖民地。
------------------------------------------------------------------------------
Settlement attack chance 殖民地受攻擊機率
機率算法如下:
基本=(食物+水)/2
降低=(人口/2)+防禦
機率=max(基本%-降低%, 2%)
最低受攻擊機率為2%
Example 舉例
如果一個殖民地有5食物、6飲水、2防禦和5人口,受攻擊機率算法為:
基本=(5+6)=5.5
降低=(5/2)+2=4.5
機率=max(5.5%2%
------------------------------------------------------------------------------
Notes 備註
‧ If more than four settlers do not have a job, no new settlers will
arrive. Settlers include humanoids and brahmin, but exclude provisioners.
Brahmin produce fertilizer and improve crop yield. Joblessness does not affect
happiness. Robots can never have individual happiness above 50. Production
stops when workshop inventory reaches certain, rather modest, levels.
一個殖民地內有超過四人沒工作的話,就不會有新人抵達。居民包括類人生物和婆羅門,
但不包含補給員。婆羅門會出產肥料,使耕地變更肥沃;居民沒工作不會影響幸福度;機
器人的個人幸福度不會超過50;當工房內物品數量達到(一個很大的)上限後,生產會停
止。
‧ The largest water producing settlements are Spectacle Island at 10,000+
water, the Castle at 2,500-4,000 water, and Sanctuary Hills at up to 3,200
water.
最大的水資源產地為Spectacle Island,能生產超過10000單位的水。Castle大約
2500-4000,庇護山丘則是3200。
‧ It is possible to have ghouls as settlers outside of the ghoul
settlement of the Slog. They arrive as normal settlers and can even be replaced
by a synth. They arrive from a normal random pool of possible settlers.
除了屍鬼殖民地the Slog以外,一般殖民地也可能會招到屍鬼居民。他們就跟一般人一樣
過來,也可能會變成合成人。
‧ Unlike companions, settlers do not consume ammo. As long as they have a
small amount of ammo in their inventory they will be able to use any weapon
given to them. This means one can give them very advanced and/or ammo-hungry
weapons such as miniguns, flamers, or plasma as long as given to them at
least 1 "shot" for it. For weapons that use a minimum amount of ammo per
activation, like the minigun, one will need at least that minimum. The same
holds true with grenades. This does not work for the missile launcher or Fat
Man as these are tagged with "NPCs Consume Ammo". The exception to this
exception is robots, who have unlimited ammo for all built-in weapons
including missile and fat man launchers (can build on sentry bot chassis
shoulder slots in Automatron DLC).
跟同伴不一樣,居民不消耗彈藥,只要帶著很少的彈藥就能用你給他們的武器。這代表你
能給居民非常先進和/或很吃子彈的武器,像機槍、火焰噴射器或電漿武器,只要確保他
們身上的彈藥能讓他們至少「射一槍」。像機槍之類的武器每輪行動都會消耗一定量的彈
藥,那帶這些武器的居民身上也要有該數量的彈藥。這機制也適用手榴彈,但不適用火箭
筒和胖子發射器,因為這類武器被設定為「NPC會消耗彈藥」。此例外的例外是機器人,
他們內建的火箭和胖子發射器(Automatron DLC)是無限彈藥的。
‧ Excess water and crops will be placed in the workbench. In the case of
the former, this can be exploited to great effect via industrial water
purifiers, making them an excellent way to make large sums of money from the
settlements, especially when paired with trading booths. Crops may be added
to the workbench, but at a far slower rate than picking them manually.
過量的水和作物會放在工房中。工業級淨水器能產出大量的水,能替殖民地帶來大量的瓶
蓋,特別是跟貿易設施結合在一起的時候。作物也會存進工房,但自己用手摘快多了。
‧ Water and crops will be placed in workbenches after 24 in-game hours and 8
real time minutes. Staying in the same settlement as the workshop or staying
directly next to the workshop does NOT influence the time it takes for water
and crops to be placed in the workshop.
遊戲內每24小時(現實世界8分鐘),作物和水都會存入工房。玩家所作所為不影響時間
‧ Purified water does not stack in the workbench. If 200 purified water is
placed into the workbench, for example, no more will be placed there until it
is removed. Caps will continue to grow whether removed or not.
淨水在工房內不會以堆疊方式儲存。假設有一疊200單位的淨水在工房內,那就不會有新
的淨水存進去,直到這疊淨水被移除。不過作物不管怎樣都會長出來。
‧ Settlement population is limited by the player character's Charisma. The
default cap is 10, +1 for each point in charisma, meaning a player with a
base charisma of 10 will see a population cap of 20 (10+10). This can be
increased to 43 with a few special items, and use of charisma boosting
clothing and consumables.
殖民地人口上限受玩家魅力影響。預設上限為10,每點魅力+1,意思是魅力10的角色轄下
殖民地人口基本上限為20。透過某些特殊物品、衣著和食品的加成能讓上限最高提高到43
‧ There is a limit to the amount of settlement components that can be
built; this is indicated in the workshop interface on the bar found in the
top-right corner labeled as "Size." Currently, there is a bug (or actual game
mechanic) that can circumvent the limit. Dropping unwanted Weapons then
scrapping them (or merely storing them) will lower the limit either minimally
or greatly, depending on the complexity of the item being scrapped (or stored).
Weapons with multiple prefixes work best. This is due to the game treating
items as part of the settlement components (the inherent mats that can be
scrapped are components) and subtracts these "components" from the limit. Since
this is probably a bug, there may be consequences using this exploit, so use at
your own risk.
有方法可以騙過殖民地容積限制:把不想要的武器扔到地上並分解/儲存,就能降低現有
容積量,幅度根據物品複雜程度而定,有一堆配件的武器效果最佳。這原理是因為遊戲認
定這些物件都是殖民地物件的一部分(像是地上可分解的草蓆),因此分解它們會減少容
積量。由於這可能是bug,小心使用過度會出問題。
‧ While in the workshop menu, the player character can scrap certain
static objects into components such as cars, lamp posts, mailboxes, toilets
etc. If a container is scrapped its contents will be transferred to the
workshop, even if it is a locked container such as a safe.
在工房界面,玩家能分解某些靜態物件,像是廢車、燈柱、信箱、馬桶等。如果分解一個
容器,內容物都會被加進工房,就算那是個上鎖的保險箱也一樣。
‧ When the workshop menu is open one can assign settlers to structures,
such as trading stands, Guard Posts, and crops. The Sole Survivor can also
order them to walk somewhere, to permanently move to a different settlement, or
to set up a supply line with another settlement.
你能在工房界面指定居民去特定建物,像是貿易站、步哨和作物。你也能要他們移動到某
處、搬到別的殖民地、或建立補給線。
‧ Setting up a supply line between settlements allows sharing items
classed as junk and aid between them. This means things like steel, wood,
melon, mutfruit and caps are shared.
你能透過補給線在殖民地間共享資源,不管是鐵/木頭這種垃圾,還是甜瓜/變種果等作物
o Clarification: Food and water production will be shared for the purpose
of feeding settlers, and items in workshop inventories will be shared for the
purpose of crafting. This applies to all items, and even complete
weapon/armor mods (and Automatron DLC robot parts) - you can deposit, say, a
Laser Short Scope in the workshop at settlement A and then attach it to a
laser gun at a weapon workbench at connected settlement B. However, they are
not physically shared. The Sole Survivor can remotely consume purified water
at settlement A in the process of crafting vegetable starch adhesive at
settlement B, but cannot physically pull it out of settlement B's workshop
and add it to their personal inventory. It does, however, mean that one can
dedicate a few settlements for producing excess food and water while others
scrap, do trade routes, man cannons, or do other tasks.
說明:食物和飲水用來餵居民、垃圾則用來建造。補給線分享適用於任何這類物品,甚至
包括武器/護甲/機器人(需要Automatron DLC)模組-你能在A殖民地放一個短城雷射瞄準鏡
進工房,並在與之相連的B殖民地中的武器台改造雷射槍時裝上去。不過這並非直接性分
享,你能遠端消耗A殖民地的淨水以在B殖民地做一個蔬菜澱粉,但不能直接從B殖民地把
該淨水拉出來放在自己的包包裡。總之補給線系統意味著你能用少數殖民地負責食物和水
的生產,其他殖民地負責垃圾回收、貿易、武器或其他。
‧ Scavenging stations can be used to gather raw resources. Such as steel,
concrete, nuclear materials, rubber, cork, etc. What resources one gets
appears to be random. The player character needs to assign a settler to work
the Scavenger bench.
拾荒工作台能用來收集稀有資源,像混凝土、盒子材料、橡膠、軟木等。會得到什麼資源
是隨機的,玩家需要指定一個居民去工作。
‧ A single settler assigned to harvesting food can work 6 food units worth
of crops, whether they're the standard 0.5 units per plant or mutfruit's 1.0
unit per plant.
一個負責採收食物的居民最多能生產六單位的食物,也就是12棵產量0.5的作物或六棵變
種果樹。
‧ A single settler assigned to defense will patrol between several guard
posts and can support the benefit of up to three guard posts (giving a total
of 6 defense per assigned guard assuming the Sole Survivor has sufficient
guard posts).
一個負責守衛的居民最多能負責三個步哨(總共最多6防禦)
‧ Traps (the Tesla arc, radiation emitter and flamethrower trap) require
power and will go off immediately if hooked to a live power connector. They
can be hooked to a switch for manual triggering, or to laser tripwires or
pressure plates for automatic triggering. By default, any presence will set
off these automatic triggers. If a terminal is connected to these triggers it
may be used to modify them so only a hostile presence sets them off. Traps
must be repaired after they are triggered.
陷阱(特斯拉弧、輻射發散器、噴火陷阱等)需要電力,一接通就會立刻啟動。他們能連
在交換器上,並透過手動觸發、或以雷射陷阱線或壓力版來自動觸發。預設上任何生物都
能自動觸發陷阱,如果有台終端機連接這些開關就能調整成只受到惡意生物觸發。陷阱在
觸發後需要修理。
‧ Building a bar results in the settlers going out in the evening to have a
drink, they will then sit and drink around the bar, if chairs are provided
close to it.
蓋酒吧會讓居民在傍晚去喝一杯,吧台旁邊有椅子的話他們會坐在那邊喝。
‧ After a questline with Bunker Hill one can start to get caravans from
there that will make the player character profit. One can find the 'trade
caravan post' in resources → miscellaneous.
在完成碉堡山任務串後,你能開始收到從該處派來的商隊。在工房->資源->雜項會有相關
建物。
‧ Settlers don't make a difference between a working store and a closed
one. They often make a line near a bar or a store even when no one is serving
there.
居民不會辨別商店是否有營業,他們常常會在酒吧或店家前排隊,儘管根本沒人服務。
‧ Power will occasionally become red in Workshop mode despite being more
than sufficient. This indicates a broken power generator that needs repairing
or something that requires power has been placed but is not hooked up to a
placed power source.
有時雖然電力明明很充足,卻在工房界面變成紅色,那是因為有發電機壞了需要修理,或
者有需要電力的物品沒接到電源。
‧ It is possible for some settlers to be synths, which may cause an attack
on the settlement from the Institute. These settlers may also reveal
themselves or be found out, which will cause them to become hostile--and
usually quickly killed by the rest of the settlement.
有些居民可能是合成人,有他們在的殖民地會導致學院的攻擊。這些人也可能會表明身份
或被抓包,並變成敵對狀態—通常馬上就被其他居民給宰了。
‧ Food and water are "consumed" by settlers, while any excess water and
food that generates in the Workshop container are indirectly shared between
settlements, meaning one settlement can produce enough food for multiple
settlements.
居民會消耗食物和飲水,多的會透過補給線跟其他殖民地共享,代表能靠一個殖民地餵飽
很多殖民地。
‧ Try building turrets on elevated, otherwise inaccessible spots, such as
the wall posts to both sides of the bridge leading into Sanctuary Hills or on
rooftops. If no such spots are readily available, placing an elevated shack
foundation and setting up the turrets on top of that works just as fine. This
affords them much better sight lines, fields of fire and increased effective
range. On top of this, this makes melee attacks against turrets a non-issue,
as well as making grenades and missiles more likely to miss the turrets
completely instead of doing splash damage. Just make sure the turrets can
still be reached for repairs. Elevated shack foundations can be built on top
of each other and linked to the ground with improvised spiral stairs that
wind around them. Even a two-story tower of this kind stands roughly twenty
feet tall and, when built in the village center, usually can and will
annihilate everything that comes into sight of the settlement (not to mention
the additional firepower one can install on every level below the upper one,
if opted for the wooden foundations over the concrete model). This tactic
frees from having to install electricity all around the settlement and allows
to concentrate it on one or two spots which, given that raiding parties often
spawn very near or even inside the villages, is where one will want to have
the heavy guns anyway.
盡量把砲塔蓋在高處或者碰不到的地點,像是庇護山丘大橋兩邊的牆上或者屋頂。如果當
下沒這種地點,也可以蓋個高架的棚屋結構並把砲塔蓋在上面。這樣砲塔會有更好的視野
和火力範圍,且能避免近身攻擊和爆裂物的濺射傷害,只要確定蓋的位置能讓你修理就好
。高架棚屋能蓋在彼此的頂端,再用隨意做的梯子繞在旁邊,蓋個兩層就有差不多20呎高
,放在村莊中心差不多就能殲滅所有進入殖民地視野的敵人(更別提每層都能放砲塔(譯
註:後面不確定))。這個策略讓玩家不用在整個殖民地四周佈下天羅地網,而只要專注
在一兩個點放炮打,因為入侵者常常會在殖民地附近或甚至內部出現。
o You can also remove the elevated shack and leave the turret "floating"
in mid-air, which offers a whole 360-degree view of its surrounding area. If
one is to do so, make sure you can reach it for repairs. The turret will remain
in mid-air even after a restart.
你也能把高架棚屋移除掉並讓砲塔「漂浮」在半空中,這能讓砲塔擁有360度的視野,只
要確保你修的到就好。就算重開遊戲,砲塔仍然會保持浮空。
‧ If called upon to defend a settlement but can't find any hostiles when
you arrive, it usually means a group of attackers has not yet arrived at the
settlement but is closing in and is about to initiate an attack. Patrol the
perimeter and check the surroundings, but be careful not to leave the
settlement's boundaries for a preemptive strike. The game may fail to
register the defense as successful in such a case, leaving with no more
attackers to kill and a mission objective that can't be completed anymore.
如果被叫去防衛殖民地,抵達時卻沒看到任何敵人,這通常代表攻擊者接近但還沒抵達殖
民地,隨時會發起戰鬥。巡視並檢查四周,但別離開殖民地邊界以防突襲。(譯註:後面
看不懂)
‧ When a settlement attack is triggered (and the quest objective appears)
and the player character is away from the targeted settlement, there is a
chance it will be able to defend itself without the player character's
interference, completing the quest objective. This chance is determined by
comparing the defense strength (defense rating + population) + a random
number between 1 and 100 and the attack strength ((food + water in the
settlement) +/-50%) + a random number between 1 and 100. The defense strength
is capped at 100, so it's not useful to have more than (100 - population)
defense when not responding to settlement attacks. The amount of food + water
and the attack strength are also capped at 100, so the maximum attack
strength is 50-100 (100 +/-50% = 50-150, capped at 100). When the random
numbers are added to the attack strength and defense strength, the total
attack value is capped at 150 but not the defense which can go up to 200.
This means that high defense is more likely to win, but even when it's maxed
out there is still a fair (30.6%, roughly 1/3) chance to lose to an attack on
a "rich" settlement.
當觸發殖民地戰鬥(且出現任務目標),但玩家離目標殖民地很遠,該殖民地有一定機率
不靠玩家參與而防禦成功並完成任務目標。機率計算方式為比較
防禦力量(防禦值 + 人口) + 一個1到100的隨機數字
和
攻擊力量((食物+飲水)+/-50%) + 一個1到100的隨機數字。
防禦力量上限為100,所以在沒攻擊時把防禦值弄高於「100-人口」是沒用的。食物+飲水
和攻擊力量的上限也是100,所以最大攻擊力量為50或100(100+/-50% = 50或150,上限
100)。在加上隨機數字後,總攻擊值上限為150,總防禦值則為200。這代表防禦越高越
可能贏,但戰鬥發生在「富饒」的殖民地時,就算有最高防禦也有大概1/3機率會輸掉。
o Therefore, to maximize a settlement's chances of defensive victory while
away (without sacrificing settlement happiness), the settlement's defense
rating should be equal to (or greater than) 100 minus the total population of
the settlement, and there should only be enough food and water (each equal to
the total population) and no more. For example, if a settlement has a
population of 13, it should have at least 87 defense, exactly 13 food, and
exactly 13 water.
因此,要在遠離殖民地的情況下最大化防衛勝利機率(且不犧牲幸福度),殖民地防禦值
應該要不小於「100-人口」,且應該要只有正好跟人口相當的食物和飲水。舉例來說,一
個殖民地有13人口,那至少要87防禦值、正好13食物和飲水。
o Results of a settlement attack simulation using Bethesda's algorithm
(sample of 10M simulated attacks for each case):
底下是用Bethesda的演算法算出來的殖民地攻擊方勝率:
食物+飲水 防禦+人口 攻方勝率(%)
0 1 48.5
0 25 27.7
0 50 12.2
0 75 3.0
0 100+ 0
50 1 85.7
50 25 70.4
50 50 49.5
50 75 28.3
50 100+ 12.8
100+ 1 97.7
100+ 25 91.4
100+ 50 78.4
100+ 75 53.7
100+ 100+ 30.6
‧ Having tamed/caged creatures in the settlement heavily raises the chance
of it to be targeted by attack groups, and most attacks will come from
members of the same species of creatures the player character captures in the
settlement.
殖民地有馴養/籠中生物的話,會大幅增加受攻擊機率,且大部分攻擊都會由該生物種類
組成。
‧ Machine gun turrets and heavy machine gun turrets have multiple levels
that are built randomly, ranging from Mk. I to Mk. 7. The level of the turret
can be changed by storing it, then building it again. When building a turret
look at the model on the side before placing it; another version can be
chosen (randomly) by going back to the main turret list, then re-selecting
the turret type. The color of the barrels on the turrets changes based on
their level, as does the ammunition and damage they have. It appears that the
turret levels level similarly to enemies, based on the distance from
Sanctuary Hills. Higher level turrets do more damage and have stronger
ammunition (Explosive, Incendiary, etc.). The text on the barrel and body of
the turret describes the ammunition carried in the turret.
(譯註:這段並不完全正確,我會以查到的資料直接在此進行修改和增補)
機槍塔和重機槍塔有MK1/3/5/7四種等級,可以在放置砲塔之前,先看他兩側的型號來得
知。砲塔上的彈桶顏色會根據等級變化,說明裝填的子彈類型,並以該型號子彈做出傷害
。高階砲塔的傷害會更高,子彈也更強(像是燃燒彈或炸裂彈)。殖民地造出的砲塔等級
上限受到玩家等級(16等解鎖MK3、28等解鎖MK5、40等解鎖MK7)、距離庇護山丘距離、
當地敵人等級三個要素影響。新造或先存放再拿出來的砲塔永遠會符合該殖民地現階段能
造的砲塔等級上限。
比方說庇護山丘只能造出MK1,解鎖城堡的26等玩家能造出MK3,40等後回去可造出MK7;
也可把26等時造的MK3存回工房再拿出來,會自動升級成MK7。但把該MK7存進工房再回到
庇護山丘拿出來,會變成MK1。
(譯註:我查的資料說可以透過進出砲塔頁面、在輕重機槍塔之間切換等方式,以在該殖
民地容許等級範圍內隨機更換建造出來的砲塔等級。但我在「席蒙尼亞前哨站」、「劊子
手的小徑」和「機械大師巢穴」三個地方,用控制台把角色等級從26等升到40等並點滿「
槍枝迷」後做測試,永遠只能蓋出MK3,蓋不出MK1。有可能是在某次更新改掉了。此外我
目前只有26等,上述三個地方是我最遠的殖民地。)
‧ If the frequency of Minutemen quests to help existing settlements becomes
excessive, they can be slowed by leaving them at the final stage of talking
to Preston Garvey. By waiting at the final step, the full quest timer will
expire before another is generated, at which point the quest completes and
the XP will be given without ever speaking to Preston. However, quests
initiated by settlers directly rather than by Preston or Radio Freedom will
fail if not turned in by the end of the quest timer to the settler. This also
does not apply to calls to defend settlements from raids.
覺得義勇軍任務太多的話,任務最後別回報雞掰Garvey就好,這樣就能中斷整個義勇軍任
務計時器,而且不跟他講話還是能完成任務並拿到經驗值。但透過自由電台或殖民地居民
親自給予的任務不能這樣做,因為超過內建計時會導致任務失敗,殖民地防衛任務同理。
‧ Each settlement has an "update timer" that activates every 24 in-game
hours, starting when the workbench mode is first made available. The timer
for a settlement pauses whenever workbench mode is activated there, while
in-game time and the update timers for all other unlocked settlements
continue. When a settlement's update timer reaches the 24-hour mark, the
following events occur:
每個殖民地都有「更新計時器」,從解鎖該地工房開始,遊戲內每24小時會啟動一次。在
某個殖民地內開啟工房界面時,該地計時器會暫停,但整個遊戲時間和其他已解鎖殖民地
的計時器會繼續。當更新計時器走過24小時,會發生底下事情:
o Settlement food, water, salvage, and fertilizer production is deposited
in the settlement's workshop if the limit on each one has not been exceeded.
如果還沒達到各自上限,殖民地的食物、飲水、垃圾和肥料產出會存進工房。
o Each human settler at the settlement consumes 1 edible item and 1
drinkable item. If insufficient edible or drinkable items are present in the
workshop, they will be taken from other settlement workshops connected to the
settlement by supply lines, if they are available. If there are insufficient
food or drink items in the supply network, settlers that were unable to eat
or drink will have their happiness capped at 30 until the next update.
每個人類居民會消耗1單位食物和1單位飲水,不夠的部份會從與補給線相連且有剩餘的其
他殖民地消耗。如果整個補給網無法提供足夠飲食,在下次更新之前無法得到足夠飲食的
居民幸福度上限都只有30。
o The chance for an attack is calculated and checked against a random
number to see if an attack occurs.
計算攻擊機率,並以一個隨機數字決定是否發生攻擊。
o The temporary happiness adjustment is multiplied by 0.8, with fractions
dropped.
隨機事件觸發的臨時幸福度調整數值*0.8。
o These events take place in a different order at each settlement, mostly
related to internal ID numbers.
以上順序因不同殖民地而異。
‧ Unassigned settlers will produce 1 junk item as salvage per update.
Settlers assigned to a salvaging station will produce 2 junk items per
update. Junk production will cease if there are more than 100 junk items in
the workbench; this limit is increased by 5 per population.
沒工作的居民每天會生產1單位垃圾,被派到拾荒工作台的居民每天生產2單位垃圾。每個
殖民地工房的垃圾儲存上限為100,每多一個人口+5。
‧ Brahmin "settlers" boost the production of up to 10 random food resources
by 50% and produce 1 fertilizer per 3 brahmin or fraction thereof per update.
Fertilizer production will cease if more than 10 fertilizers are in the
workbench.
婆羅門會提高隨機食物產量50%,上限為10。此外每3頭婆羅門每天會生產1單位肥料。工
房有超過10單位肥料的話就不會生產。
‧ Trash cans are able to gather random junk items.
垃圾桶也能產垃圾。
‧ The existing buildings in settlements such as Red Rocket truck stop and
The Slog appear to lack navmesh on their roofs which means that the AI will
not walk along them unless floor pieces are placed down over the top.
像紅火箭維修站和The Slog這種地方的既存建築,並沒有預設路徑能抵達屋頂,這代表除
非在上面鋪地板,否則AI是不會走到上面的。
Budget settlement (Sanctuary) 殖民地預算(庇護山丘)
Build supports 20 settlers, minimum 11. When setting up camp, place the
medium generator, water purifiers and recruitment radio beacon close
together. The generator can support all 3 items by itself. Each settler can
maintain 6 units of food (6 mutfruit or 12 of any other crops), so 4 settlers
can maintain 24 food. Settlers that do not maintain food can be set to guard
duty. Each guard can man 3 guard posts, so 7 settlers can man the 20 guard
posts required. Mutfruit plants can be obtained at Greentop Nursery,
Graygarden, or Warwick homestead.
目標是規模20人(最少11人)的殖民地。在蓋殖民地的時候可以用一個中型發電機供給一
個招募塔和兩個淨水器(蓋在一起)。一個居民可以生產6單位食物(6棵變種果樹或12個
其他作物),所以四個居民可以生產24單位。沒事幹的居民可以去當守衛,一個守衛能負
責三個步哨,七個居民可以負責21個。變種果可以從Greentop Nursery、Graygarden或
Warwick homestead入手。
‧ 人口-招募塔*1
‧ 床位-睡袋*20
‧ 食物-變種果*20(需要4居民)
‧ 水-淨水器*2
‧ 電力-中型發電機*1
‧ 防禦-步哨*20(需要7居民)
最低花費
‧ 11居民(可支撐20人)
‧ 木頭*200
‧ 布料*64
‧ 鋼鐵*117
‧ 變種果*20
‧ 銅*18
‧ 塑膠*14
‧ 陶瓷*8
‧ 油*4
‧ 螺絲*3
‧ 齒輪*3
‧ 線圈*2
‧ 水晶*2
不然你也能改蓋7個抽水幫補
‧ 鋼鐵*28
‧ 混凝土*7
‧ 齒輪*7
=======================================
大概是這樣,後面還有一段跟控制台使用相關的我就不翻了
抱怨個兩點:
1.我知道"Brahmin"本義是「婆羅門」,但像以前一樣翻譯成「雙頭牛」是有什麼不好的
這是代表在末世中,就算弒神、吃神的血肉也得活下去的意思嗎?
雙頭牛不是直觀多了嗎?
2.凱撒軍團根本是生錯時代的東西
NV四大陣營就他最尷尬,當好人不會選他們,當壞人也不會選他們(反正都要殺光)
根本是各種意義上設計失敗的東西,結果看看Nuka-World的掠奪者系統
多符合凱撒軍團的設定啊!帶著軍團到處燒殺擄掠,用力量強迫所有殖民地臣服於你
Honest Trailer說的真對:「當你需要凱撒軍團的時候,他們又在哪裡?」
最後我在wikia看到聖約村好像有個解法可以兩邊都不得罪,但不能拿到這個殖民地
下次試試看
請大家指正我的翻譯內容,感謝
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何謂黃金精神
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