Imperator - Development Diary 17th of June 2019 Trin Tragula, Imperator
Hello and welcome to another diary for Imperator: Rome. 大家吼!欢迎来到又一篇帝皇:罗马的开发日志。
Today's diary is entirely devoted for showing of the patch notes for the coming Pompey patch, which we hope to release as an open beta on Steam and Gog in the not to distant future. 今天的日志完全用于展示即将上线的庞培Pompey补丁的补丁日志,我们打算在不远的未来在Steam和GOG平台上发布一个开放测试版本。
Enjoy! 享受阅读吧!
(注:由于字数限制,略去Modding部分内容,完整Patchnote可在下方链接中查看。)
[color=inherit !important]帝皇:罗马开发日志 | 6/17 庞培补丁日志​shimo.im
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### 1.1 Pompey ###
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# New Features
# 新特性
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- Civil Wars have been reworked to be based upon the disloyal power base versus the total power base of a country. Each character have a power base that depends on their holdings,commanded units, wealth, titles, governorship importance etc. This value is displayed in overview, character listings, character and family views.
- 内战系统重做,现在内战的触发将基于不忠诚势力与整个国家的权力基础Power Base的对比。每个角色的权力基础决定于其封地、指挥的军队、财富、头衔,统治者的地位等等。这个值显示在总览、角色列表、角色与家族界面中。
- Stability has been reworked to no longer be on a scale of -3 to +3, instead it ranges from 0 to 100, and gravitates naturally towards 50. Stability below 50 will give penalties to unrest, happiness and loyalty, as well as lowering the thresholds for civil wars and rebellions. Stability above 50 will benefit research, commerce, population growth, and will make the thresholds for civil war and rebellion higher.
- 稳定度重做,其范围不再是-3到+3,而是从0到100,并且会自动回落向50。稳定度低于50会受到动乱度、幸福度和忠诚度的惩罚,也会降低触发内战和叛乱的阈值。稳定度高于50将在研究、商业收入、人口增长方面受到加成,并且提高内战和叛乱触发的阈值。
- Increasing stability is no longer instant. Instead sacrifices to the gods will give an increase of Stability over time, and multiple sacrifices in short time will increase the rate of this increase.
- 增加稳定度不再是即时的。献祭众神将给予稳定度随时间增加的效果,短期内多次献祭将提高稳定度增加的速度。
- Added Coastal and River Terrain types for naval combat.
- 为海战增加了海岸地形和河流地形。
- Population Capacity now dictates how many pops can live in each city. Population capacity is primarily increased by things like climate, rivers, ports, but is also possible to increase through building granaries in a city. A city over capacity will get penalties from overpopulation but no city will grow over its cap naturally. Most things that previously affected population growth will now instead affect capacity.
- 人口容量Population Capacity现在决定每一个城市能居住多少人口。人口容量首先会因为气候、河流、港口等因素而提高,但也有可能通过在城市中建造粮仓而提高。一个超过容量的城市将会受到人口过多的惩罚,但没有城市会自动增长到超出人口上限。之前版本会影响人口增长的大部分因素现在也会影响人口容量。
- All countries can now convert religion if their high priest is of the new religion and a majority of the free pops in their capital also follow it. Republics require the approval of their Senate, Monarchies must have 70 Legitimacy and Tribes must have the approval of the Clan Chiefs.
- 所有国家现在都可以改变宗教信仰,前提是他们的大祭司是新宗教的信徒,而且他们首都大多数的自由民也信仰该新宗教。共和国改变宗教信仰的话需要元老院的批准,君主制国家必须有70正统性,部落则必须有氏族首领的同意。
- Seleucid bloodline trait now gives a bit of ticking province loyalty to better allow them to control a far flung empire.
- 塞琉古的血脉特性现在会给他们一点点省份忠诚度的加成,从而让他们可以去控制一个更广阔的帝国。
- All Religions now come with their own associated Omens, with their own effects.
- 所有的宗教现在都会有与其相对应的神谕,以及它们各自的效果。
- Added country specific Omens to a number of countries and some culture specific ones. More context specific Omens will keep being added in future patches.
- 在一些国家和一些特定的文化中添加了国家专属的神谕。更多基于历史背景的神谕将在未来的补丁中继续添加。
- Added Specific Omens for Hellenic countries following the Serapis Cult.
- 为信仰塞拉皮斯的希腊国家增加了专属的神谕。
- Every country in the world now has a “Heritage” providing it with passive benefits and a penalty. Heritages are dependent on the capital of the country but can also be specific to other circumstances.
- 现在世界上的每个国家都有传承Heritage,为其提供被动加成和惩罚。传承取决于国家的首都,但也可能是专属于其它特定情况。
- Added Country specific Heritages to: Rome, Sparta, Carthage, Phrygia, Macedon, Egypt, Seleucid Empire, Mauryan Empire, Judea, Tartessos, Byblos, Armenia, Epirus, Thrace, Rhodes, Athens, Etruria, Syracuse, Icenia, Arvernia, Atropatene, Tarentum, Argos, and Thebes.
- 为以下国家添加专属传承:罗马、斯巴达、迦太基、佛里几亚、马其顿、埃及、塞琉古帝国、孔雀帝国、犹地亚、塔特苏斯、比布鲁斯、亚美尼亚、伊庇鲁斯、色雷斯、罗德岛、雅典、伊特鲁里亚、叙拉古、爱西尼、阿维尔尼、阿特罗帕特尼、塔兰图姆、阿尔戈斯和底比斯。
- Added the possibility of on map eruptions for the following volcanoes: Vesuvius, Aetna, Ararat, Methana, Aragats, Argaeus Mons, Argaios Mons, Ausara, Bamni, Qarqar, Caucasus Mons and Iberia Mons. A volcano eruption will cause considerable damage to the local economy until cleaned up.
- 增加了以下火山在地图上喷发的可能性:维苏威火山、埃特纳火山、亚拉拉特火山、迈萨纳火山、阿拉加茨火山、埃尔吉耶斯山、阿盖乌斯山、奥萨拉火山、班尼火山、喀卡火山、高加索山和伊比利亚山。火山爆发将对当地经济造成相当大的破坏,直到清理干净为止。
- Added storms that can strike at sea, in deserts or during winter. Storms will cover a number of sea zones, or cities and will deal heavy attrition to present units. While a storm is ongoing it will be visible on the 3D Map.
- 在海上、沙漠或冬季会有风暴。风暴将覆盖许多海区或城市,并对现有单位造成严重的损耗。当风暴正在进行时,它将在3D地图上可见。
- Added Navigable Rivers. A navigable river can be forded at specific locations, which can be blocked like straits by a navy. Light ships will perform better than others in a river.
- 添加可通航河流。一条可通航的河流可以在特定的河段渡过,这些地方可以像海峡一样被海军封锁。轻型舰船在河中会比其他舰船表现得更好。
- Legitimacy is no longer instantly increased from a button press, but a stackable over time ticking improvement.
- 正统性不再是按下按钮即时增加的,而是随着时间的推移逐渐增加的。
- War Exhaustion is no longer a button to magically decrease it instantly, but instead works like the changed stability.
- 厌战度不再是按下按钮就魔法般即时减少的,而是和稳定度改变相同的方式运作。
- You can now embark & disembark armies while in a port, and you have a big enough navy.
- 你现在可以在港口让军队登船/下船,只要你在港口且有一个足够大的海军。
- You can now view foreign characters from the diplomatic view.
- 你现在可以从外交界面来查看外国角色了。
- Reworked the province view, adding more information, including pierchats of population.
- 重做了省份总览视图,增加了更多信息 ,包括人口的饼状图。
- You can now tell units to start building roads, and they will continue doing it as long as you have power, instead of stopping in each new location to await new orders.
- 你现在可以让部队开始修建道路,只要你还有点数,他们就会继续修建道路,而不是在每个新地点停下来等待新命令。
- Monarchies now have access to an Anabasis unit ability, which lets the ruler boost province loyalty in a province capital where he or she is present.
- 君主制现在可以使用一个远征Anabasis的部队能力,这能让统治者增加他/她出现在省份首府后的省份的忠诚度。
# Dual Rulers
# 二元统治者
- Aristocratic Republics now have Co-Consuls. Co-Consuls provide power in attributes where they are better than the current ruler, and their ruling traits are applied to the country along with those of the primary ruler. Popularity of ruler is average of both of the Consuls, while corruption is the sum of their corruption.
- 贵族共和国现在有共治执政官。共治执政官在其属性比现任执政官更强的方面提供加成,他们的执政特征与第一执政官的执政特征一起适用于国家。执政官的人气是两个执政官人气的平均值,腐败是两个执政官腐败的总和值。
- Consorts: In Monarchies the consort of the ruler will now count as a co-ruler and give benefits to the country in the form of their stats supplanting the ruler’s if they are better. A consort with living children will get a ticking reduction of loyalty if the primary heir is not their child.
- 配偶:在君主政体中,统治者的配偶现在将被视为共治统治者,如果他们的属性更好,就会以其数据取代统治者数据的形式给国家带来好处。如果主要继承人不是他们的孩子,有在世子女的配偶的忠诚度将会不断下降。
# Province & City Improvements
# 省份与城市的改进
- Urban development interaction added for cities. Using the interaction increases local Civilization Capacity, as well as Civilization growth rate.
- 为城市增加了城市开发互动。使用该项互动可以提高当地的文明值上限,以及文明值的增长速率。
- You can now set what unit types your clan retinues should be. Changing will update retinues as well but strength is dropped to 0.
- 现在你可以设置你的部落亲兵的单位类型。改变这个的话将更新亲兵部队,但是其力量将下降到0。
- Added four Province-level investments, corresponding to each of the Power types: Population Output and Province Loyalty for Military Power, Building Slots for Civic Power, Local Import Routes for Oratory Power, Same Religion Pop Happiness for Religious Power
- 增加了四项省级投资,对应于每一种点数类型:人口产出和省份忠诚度对应军事点数,建筑槽位对应民政点数,本地进口线路对应雄辩点数,相同宗教的人口幸福度对应宗教点数。
# Naval Rework
# 海军重做
- Reworked Navies to form lines of battle and split Galleys into 6 classes with different roles, ranging from Light (Highly maneuverable and with a high chance to attempt to board) to Medium (all around balanced) and Heavy (Can only target ships directly opposed, withstand more damage and very hard to board). Heavy Ships are unlocked in some Military Tradition Trees (Persian, Indian and Greek) and can perform special unit abilities to help project power overseas. Navies now also make use of their own Combat Tactics and can shattered retreat to a friendly port.
- 重做后的海军战斗系统主要是由桨帆船组成战斗线。桨帆船将被分成6个等级,从而承担不同角色,从轻型(高机动性和轻易被接舷)、中型(各方面都较平衡)到重型(只能瞄准正对着的敌舰,能承受更大的伤害,很难被接舷)。重型舰船可以在一些军事传统树被解锁(波斯、印度和希腊),可以使用特殊的单位能力,以帮助向海外投射力量。海军现在也使用它们自己的战斗战术,而且可以分散撤退到一个友方的港口。
- Added Liburnian ship type in the Light Ship Category.
- 在轻型舰船类中增加了利部耳尼亚船型。
- Triremes now belong to the Light Ship Category.
- 三层桨座战船现在属于轻型舰船类别。
- Added Tetrere and Hexere Ship types in the Medium Ship Category.
- 在中型舰船类别里增加了四列桨座战船和六列桨座战船的舰船类型。
- Added Octere and Mega-Polyreme Ship types in the Heavy Ship Category.
- 在重型舰船类别里增加了八列桨座战船和巨型战船的舰船类型。
- Added Capture Port Naval Unit Ability allowing Heavy ships to capture unguarded adjacent ports.
- 增加了海军单位能力“占领港口”,允许重型舰船占领未设防的邻近港口。
- Added Port Raid Naval Unit Ability allowing Heavy Ships to create a breach in an ongoing adjacent port with an ongoing siege.
- 增加了海军单位能力“突袭港口”,允许重型舰船在正在包围中的邻近港口制造突破口。
- Added Port Assault Naval Unit Ability Allowing Mega-Polyremes to remove 1 fort level from an adjacent enemy port.
- 增加海军单位能力“强袭港口”,允许巨型战船从邻近的敌人港口移除一个堡垒等级。
- Added Naval Range: Naval Range is calculated from your closest owned port and any ship that goes out of range will take Attrition damage. Heavy Ships will take increased Attrition damage when out of range.
- 增加海军补给距离:海军补给距离从你拥有的最近港口开始计算,任何舰船超出范围将受到损耗伤害。重型舰船在距离之外会受到更多的损耗伤害。
- Ships can now be captured in Naval combat: A capture attempt will happen if a ship takes enough morale damage to retreat from the battle. Since Light ships primarily deal morale damage this means that they will get more chances to capture opposing ships. Success chances are however also based on chance: Light ships have -20% chance to successfully capture heavy ships, while heavy ships have a +20% chance to capture lights. Medium is +/-10% vs the other. Capture chance is further impacted by admiral Martial skill and national modifiers. Captured ships joins their new owner’s navy but will not take part in the ongoing battle. Number of captured ships will be shown in the combat report.
- 舰船现在可以在海战中被捕获:如果舰船在战斗中受到足够的士气伤害而撤退,就会发生一次捕获尝试。由于轻型舰船主要造成士气伤害,这意味着他们将有更多的机会捕获敌方舰船。然而,成功的几率也是基于另一个修正的:轻型舰船成功捕获重型舰船的几率为-20%,而重型舰船捕获轻型舰船的几率为+20%。中等舰船对其余两种是+/-10%捕获机会。海军提督的军事技能和国家修正会进一步影响这个几率。被俘获的舰船将加入新主人的海军,但不会参加正在进行的战斗。缴获舰船的数量将在战斗报告中显示。
- Pirates Reworked: Pirates can now be hired to supplement your navy in the Mercenary Tab. Unemployed pirates will eventually go on a raid, harming the economy of an unfortified target city before returning to their old home port. Any country can root out a pirate nest using a unit ability in enemy territory when at war, or in their own territory if they have banned piracy.
- 海盗系统重做:海盗现在可以在雇佣兵页面被雇佣来补充你的海军。没被雇佣的海盗最终会发动劫掠,也就是在返回他们原来的港口之前,破坏一个未设防的目标城市的经济。任何国家都可以在战争中使用单位能力在敌方领土上铲除海盗巢穴,如果他们已经禁止了海盗活动,也可以在自己的领土上铲除。
- Province Capitals are now fixed, and will never relocate naturally unless the city is lost in a war. Province capital can be moved by the player to another city in the same Province for a cost.
- 省份首府现在是固定的,除非城市在战争中沦陷,否则永远不会自然搬迁。玩家可以花费一定的费用将省份首府迁移到同一省份的另一个城市。
- Added the capability to release a subject country out of any owned Province, from the country overview screen.
- 添加了在国家概览界面中,从所拥有的省份中释放出附庸国家的功能。
- Country capital can now be moved for a power cost that is dependent on the difference in population between your current capital and the desired new location.
- 你现在可以花费点数来迁都。花费取决于你现在的首都的人口和你想要迁去的新地点的人口之间的差距。
# Holdings Rework
# 封地系统重做
- Characters can now hold multiple holdings, limited by their capabilities (mainly finesse). A city can also have multiple holdings, one for each 10 slaves present. Unowned Holdings can be granted to characters by the state or purchased by them over time. Holdings can also be confiscated by the state, lost to starvation, or lost if a city change hands, causing a loss of loyalty for their old owner (this loyalty modifier will last 5 years per lost holding).
- 角色现在可以控制多个封地,上限取决于他们的属性(主要是取决于智略属性)。一个城市也可以包含很多个封地,每10个奴隶产生一个封地。无主封地可以由国家授予角色,也可以随着时间的流动由他们所购买。持有的封地也可以被国家没收,因饥荒而丧失,或者一个城市易手,这将导致旧所有者因为失去封地而失去忠诚度(每失去一次封地,忠诚修正将持续5年)。
- A holding will provide its owner with income, boosting their personal wealth over time.
- 持有封地将为所有者提供收入,随着时间的推移增加他们的个人财富。
- If more than half of the Holdings in a city belong to a character on the Rebel side in a Civil War then that city will defect at the start of the conflict.
- 如果一个城市超过一半的封地属于内战中叛军一方的人物,那么这个城市将在冲突开始时叛变。
- It is no longer possible to move or promote slaves if it would mean the loss of a holding for a character.
- 如果将会导致某个角色失去封地的话,那么将不再可能移动或晋升奴隶。
# Ledger
# 统计表
- Ledger: Added a ledger with a sortable overview of data about the player country as well as other countries in the world. Pages include:
- 统计表:增加一个包含可分类总览的统计表,显示玩家和世界上其余国家的统计数据。页面包括:
- Countries: Lists all countries in the world, together with relevant statistics, army sizes, military traditions, heritages, stances, etc.
- 国家:世界上所有国家的列表,包含相关数据。如陆军规模、军事传统、传承、外交立场等等。
- Rulers: Lists all current rulers in the world, and lets you interact with them.
- 统治者:世界上所有当前统治者的列表,并且允许你和他们互动。
- Provinces: All Provinces in the currently played country, listed with pops, trade routes, loyalty as well as tax and commerce income.
- 省份:当前游玩国家的所有省份,列明人口、贸易路线、忠诚度、税收、贸易收入。
- Inventions: Lists all currently bought inventions in the current country.
- 发明:列出当前国家目前完成的所有发明。
- Our Rulers: lists all former rulers of the current country.
- 我国统治者:列出当前国家所有的旧统治者。
# Government Interactions
# 政府互动
- Government Interactions: Added the concept of Government Interactions. Actions you can take in the government view that are dependent on your current government type:
- 政府互动:增加政府互动的概念。你可以在政府界面中采取此类行动,取决于你当前的政体类型。
- Monarchy Government Interaction: Summon War Council, usable once every 10 years, allowing you to choose a free claim on neighboring territory at the cost of the loyalty of one or more officers.
- 君主制政府互动:召集战争议会。你可以每十年使用一次,赋予你对某个相邻地区的免费宣称,代价是一个或多个官员的忠诚度。
- Monarchy Government Interaction: Demand Oaths of Allegiance, costing 200 Oratory and Religious Power, and yielding +25 Primary Heir Attraction for 5 years.
- 君主制政府互动:要求宣誓效忠。花费200点雄辩和宗教点数,5年内逐步增加第一继承人的支持度。
- Monarchy Government Interaction: Hold Games has been converted to a Government interaction for monarchies and tribes, allowing your ruler to participate in the games.
- 君主制政府互动:举办比赛。举办比赛已经被转换为一个君主制和部落政体的政府互动,允许你的统治者参加比赛。
- Monarchy Government Interaction: Patronize the Arts, costing 300 Civic power, and yielding 5% Primary Culture Happiness and 0.01% Global Civilization Gain per month, for 5 years
- 君主制政府互动:赞助艺术。花费300点民政点数,5年内逐步增加主流文化幸福度和每月文明值获取。
- Republic Government Interaction: Empower Civic Faction decreases build cost by 15%, but increases populist influence by 0.25 per month for 5 years. Costs Civic Power and is cheaper to perform if the Civic Party is in power.
- 共和制政府互动:授权民政派系。降低15%建造花费,但5年内每月民粹派系影响力增加0.25。如果民政派系当权的话,该互动民政点数花费会更便宜。
- Republic Government Interaction: Empower Military Faction increases discipline by 2.5%, but increases populist influence by 0.25 per month for 5 years. Costs Military Power and is cheaper to perform if the Military Party is in power.
- 共和制政府互动:授权军事派系。增加2.5%训练度,但5年内每月民粹派系影响力增加0.25。如果军事派系当权的话,该互动军事点数花费会更便宜。
- Republic Government Interaction: Empower Mercantile Faction decreases Create Trade Route Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Oratory Power and is cheaper to perform if the Mercantile Party is in power.
- 共和制政府互动:授权商业派系。降低创建贸易路线花费25%,但5年内每月民粹派系影响力增加0.25。如果商业派系当权的话,该互动雄辩点数花费会更便宜。
- Republic Government Interaction: Empower Religious Faction decreases Convert Pop Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Religious Power and is cheaper to perform if the Religious Party is in power.
- 共和制政府互动:授权宗教派系。降低皈依人口花费25%,但5年内每月民粹派系影响力增加0.25。如果宗教派系当权的话,该互动宗教点数花费会更便宜。
- Republic Government Interaction: Empower Populist Faction decreases monthly corruption of all characters by 0.05 per month, and reduces Populist Faction Influence by 0.5 per month for 5 years. Costs gold, and requires a Populist Consul.
- 共和制政府互动:授权民粹派系。每月降低所有角色腐败0.05,5年内每月民粹派系影响力降低0.5。花费金钱,并且需要民粹派系的执政官当权。
- Tribal Government Interaction: Assembles Raiding Parties costs 200 military and 200 oratory power, increasing Enslavement Efficiency by 10% for 5 years.
- 部落制政府互动:集结掠夺部队。花费200点军事和雄辩点数,5年内增加奴役效率10%。
- Tribal Government Interaction: Encourage Tribal Migration which will decrease the Centralization of a Tribal Nation, but cause 5 pops to move out of your realm, into a nearby province (preferring empty provinces).
- 部落制政府互动:鼓励部落移民。使5名部落人口迁出你的国家前往邻近省份,同时降低集权度。
- Tribal Government Interaction: Tribes can also make use of the Hold Games and “Hold War Council” interactions.
- 部落制政府互动:部落也可以使用举办比赛和召集战争议会的互动。
# Macrobuilder
# 批量建造
- Macrobuilder Improvements: The Macrobuilder to promote, assimilate or convert Pops, as well as constructing buildings will now show the expected return of each action to give you providing better information to decide what action to take. You can also sort your available target cities on these numbers to find the most ideal spot for performing the chosen action.
- 批量建造改进:晋升、同化和皈依人口的批量建造,以及建造建筑的批量建造现在将会显示每个行动的预期收益,以为你提供更好的信息来决定采取哪个行动。你也可以按可用目标城市的收益数字进行分类,以决定采取此类行动的最好地点。
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# Gamebalance
# 游戏平衡
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# Economy
# 经济
- Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.
- 取消所有国家的免费首都贸易路线,改为贸易税收政策设为中等将会提供一个额外的首都贸易路线。
- Lax Taxation is now -50% tax
- 宽松税收现在是-50%税收。
- Reworked how commerce work, so it primarily a province income.
- 改变商业收入的运作方式,使其成为省份的主要收入。
- Commerce Economic Policies now impact how much you get from imports vs exports.
- 商业经济政策现在影响你从进口和出口中获得的收益。
# Governments
# 政府
- Non Scripted rulers at start of the game now have 50 popularity, no longer tanking starting legitimacy
- 游戏开始时的非脚本设定的统治者现在有50的人气,不再是初始正统性的值。
- Electable Governments can now be set to have an minimum age for its elections.
- 可选举的政府现在设定为有其选举的最低年龄。
- Health now impacts electability in republics.
- 健康现在影响各共和国的胜选能力。
- Endorse Party cost up to 50 from 25, and Tyranny down from 5 to 2.
- 支持党派的点数花费从25增加到50,暴政度增加从5降至2。
- Republics now only have 1 law reducing unrest like other government forms.
- 各共和国现在只有一项法律来减少动乱度,就像其他政府形式一样。
- Disloyal Co-Rulers and Consorts now increase power costs by up to 25% at 0 loyalty up from 0% at 50 loyalty.
- 不忠的共治统治者和配偶现在增加点数花费,从忠诚度为0时增加25%,到忠诚度为50时增加0%。
- Friends of the ruler in a Monarchy will now have a strong preference for Primary Heir.
- 君主制统治者的朋友现在会强烈偏好支持其第一继承人。
- A family married to ruler or heir in a monarchy will have a strong preference for primary heir.
- 在君主制中与统治者或继承人联姻的家族会强烈偏好支持其第一继承人。
- Characters preferring other heirs now has less of an impact on Legitimacy.
- 支持其他继承人的角色现在会对正统性有轻微影响。
# Characters
# 角色
- Inspire Disloyalty now reduces loyalty of target by 0.5 per month.
- 鼓动不忠现在会以每月0.5的速度降低目标的忠诚度。
- Increased base amount children per couple by +1.
- 每对夫妇的基本子女数量增加+1。
- Tweaked some traits
- 调整了一些特质。
- Governor finesse skill now impact the output in a province.
- 总督的智略能力现在影响一个省的产出。
- Loyalty now impacts effect of office holders.
- 忠诚度现在影响官职拥有者带来的加成。
- Loyalty now impacts how well researchers perform!
- 忠诚度现在影响研究者的表现!
- Loyalty of generals, admirals and governors is now dropping slowly by default for Major Powers & Great Powers.
- 强权和列强的将军、提督、总督的忠诚度现在会默认地缓慢降低。
- Disloyal employed characters can no longer be dismissed or imprisoned. Instead they need to be brought to trial, potentially sparking a civil war.
- 不忠的受雇角色现在不能被解雇或监禁。相反他们需要被审判,但这可能会引发内战。
- Random Characters now gain 2 traits instead of 3 traits.
- 随机角色现在获得2个特质,而不是3个。
- At least one other family member that is not head of family will now always marry.
- 现至少有一个非家族族长的家族成员会保持已婚状态。
# Units
# 单位
- Boarding Tactics is now +10% Ship Capture Chance.
- 登船战术现在+10%的舰船俘获几率。
- Changed lots of trireme_cost to ship_cost
- 将很多trireme_cost更改为ship_cost。
- Changed some attrition modifiers to impact weights of units instead.
- 将一些损耗修正改为单位权重影响。
- Clan leaders that get regular cohorts loyal to them will make them into retinues.
- 氏族族长现在如果让步兵大队忠诚于他,就会把该单位变为亲兵。
- Enslaved Efficiency from unit modifiers are now considered as well when enslaving.
- 当奴役时,从单位修正获得的奴役效率现在也被计算在内。
- Exiled retinues at strength 0 will now disband.
- 强度为0的流亡亲兵将解散。
- Reduced impact from troops on unrest from -5 to -4.
- 部队对动乱度的影响从-5降低到-4。
- Reduced size of clan retinues a fair bit, and they are now less likely to grow beyond average supply limit in home areas.
- 部落亲兵的规模减少了不少,而且他们现在不太可能超过本土地区的平均补给上限。
- Reward Veterans: removed oratory cost, increased gold cost to 6x monthly income
- 奖励老兵:移除雄辩点数花费,增加为6个月金钱收入的花费。
- Attrition reduction modifiers is now applied AFTER cap is applied.
- 降低损耗的修正现在将在计算补给上限后再应用。
- Chariots are now more efficient against Archers and Light Infantry.
- 战车现在对抗弓兵和轻步兵更高效。
# War & Peace
# 战争与和平
- AE reduction from high AE is -3 instead of -5
- 高侵略扩张带来的AE降低值为-3而不是-5。
- Tweaked combat prediction to be more accurate
- 调整战斗预测从而使其更准确。
- Battle Result can now have a larger impact on wars, and not always +1/-1.
- 战斗结果现在可以对战争产生更大的影响,而不总是+1/-1。
- Some war declarations like truce breaking and/or no-cb wars will now also incur some Aggresive Expansion
- 一些宣战,如打破休战和/或无CB战争,现在也会导致侵略扩张增加。
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