牧游社 牧有汉化翻译
Imperator: Rome Developer Diary - 2nd Of December Trin Tragula, Imperator
Hello and welcome to this week's development diary. 大家吼,欢迎来到这周的开发日志。
Today we will be sharing the patchnotes for the Livy update which you will get access to tomorrow. 今天我们将分享李维Livy更新的补丁日志,你们明天就能玩上啦。
Enjoy! 敬请享受!
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### 1.3 Livy Update ###
## 1.3版本号李维更新 ##
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# New Features
# 新特性
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- New Mission System. The player can at any time pick one out of up to 3 missions. Each mission is a tree that is composed by a number of tasks. Tasks can be timed or instant and some branches of the tree can be exclusive to one another.
- 新的任务Mission系统。玩家现在可以在任何时候选取至多三个任务中的一个。每一个任务都是一条任务树,由一系列事务Task组成。事务可以是计时或瞬时完成的,而任务树中的某些分支会与其它分支互斥。
- Added Dynamic and Procedural Missions for conquest for all countries in the game.
- 为游戏中所有国家增加动态和程序自动生成的征服任务。
- Added Dynamic Mission for developing a Governorship for all countries in the game.
- 为游戏中所有国家增加动态和程序自动生成的开发总督区任务。
- Added mission to reform out of tribalism for Tribes.
- 为部落增加改革脱离部落状态的任务。
- Great Families: Each country will now have a limited set of Major families that expect to hold a certain influence in the state. By making sure their members have the amount of jobs they expect the families will support your rule, but failing to do so will make them rebel.
- 伟大家族:每一个国家现在的主要家族数量都有限,他们都期望在国家内握有一定的影响力。如果能确保家族握有其期望的职位数目,他们将会支持你的统治,但不能做到这一点的话就会导致他们叛乱。
- Minor Characters: Characters that are not part of Great Families will appear during the campaign and will wield influence and power, but will not be able to call on their kin to get them jobs and positions.
- 次要角色:不是伟大家族成员的角色现在会在一局游戏中出现并拥有影响力和势力,但将不能要求他们的亲戚获得职位和地位。
- A Great Family’s Prestige rating will now determine their share of a national pool of Power Base, meaning Families that have held many important jobs will be more dangerous over time.
- 一个伟大家族的威望排名现在会决定他们在一国权力基础Power Base的数值中分得的份额,这意味着握有许多重要职位的家族随时间推移会变得更加危险。
- Families can now adopt minor characters, the player can adopt characters to their ruling families in monarchies. Adoption reduces the prestige of the family that adopts and will present the choice of whether to change the last name of the newly adopted person or not.
- 家族现在能够收养次要角色,君主制中玩家能收养角色加入他们的统治家族。收养会减少家族的威望,并且会提供选项决定是否改变新收养角色的姓氏。
- Map Mode Manager: You can now select yourself which map modes that should be shown in the bar above the Minimap by dragging and dropping.
- 地图模式管理器:你现在可以通过鼠标拖选来自行选择哪些地图模式展示在迷你地图上方的横列中。
- Armies now Consume and Carry Food: All units can now carry food with them on campaigns and will consume that food if they are in a situation where they would normally take attrition, instead of losing men. Armies in friendly territory will stock up on Food from the Provincial stores.
- 陆军现在消耗和携带粮食:所有单位现在都会携带粮食,并且会在通常要受到损耗的情况下消耗粮食,而不是失去人数。在友好领地的陆军会从省份储备中囤积粮食。
- Reworked Reinforcement rules: Armies will now only reinforce if they are not currently taking attrition. Consequently sieges can now be lost by the attacker if they run out of food but armies can also operate far deeper into enemy territory without taking attrition, as long as they bring enough food.
- 重做增援规则:陆军现在只会在不受损耗的情况下增援,因此现在围城战中攻击方也可能战败,如果他们耗尽粮食的话。但只要带够了粮食,陆军也能比以前更加深入敌人领地而不受到损耗。
- Added Supply Train unit with greater food carrying capacity for long campaigns and sieges.
- 增加补给车队Supply Train兵种,他们有更强大的粮食携带能力,能够支援长期战役和围城战。
- Updated Map in Greece, Anatolia, Ireland and the Baltic region. Adding new territories, impassables and countries, as well as more navigable rivers.
- 更新希腊、安纳托利亚、爱尔兰和波罗的海地区的地图。增加新的领地、不可通行地区和国家,以及可航行河流。
- Statesmanship now governs how well your characters perform in administrative government jobs. Statesmanship is built up by a character over time and acts as a multiplier on their skill, meaning inexperienced characters will not perform to their full potential.
- 政治才能Statesmanship现在会决定你的角色在政府管理的职位上表现如何。一个角色的政治才能会随时间逐渐增长,并作为他们技能值的一个乘数,这意味着缺乏经验的角色不能完全发挥出他们的潜力。
- Line System: Lines will now mark ongoing migration and trade routes on the map, more clearly illustrating these features when you are looking at their respective interfaces.
- 线条系统:线条现在会在地图上标识出正在进行的迁徙和贸易路线,当你在看相关界面的时候更加清晰地描绘出这些特性。
- Subject Interactions: Subjects can now be asked to abandon an ungrateful overlord, and can themselves seek out a new overlord if they are displeased with their current one.
- 属国互动:属国现在可以被要求放弃其不知感恩的宗主国,并且如果他们不满意当前的宗主国的话,也可以自己寻找一个新的宗主国。
- Added Minor Event Category: Minor events will not open automatically on your screen but will instead be placed in queue before they take effect. Minor events will primarily be those that are of low impact and connected with characters.
- 增加小型事件目录:小型事件界面现在不会自动在你的屏幕中打开,取而代之的是在生效之前被放置在一个序列之中。小型事件首要的是那些影响程度低的以及和角色相关的事件。
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# DLC - The Punic Wars
# DLC – 布匿战争
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- Added 9 unique mission trees for Rome.
- 为罗马增加9个专属任务树。
- Added 10 unique mission trees for Carthage or other Punic countries.
- 为迦太基或其他布匿国家增加10个专属任务树。
- Added unique unit model for North African armies.
- 为北非陆军增加专属兵模。
- Added unique unit model for Punic Ships.
- 为布匿舰船增加专属兵模。
- Added unique city set for Punic countries.
- 为布匿国家增加专属城市外观。
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# Gamebalance
# 平衡性
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# Economy
# 经济
- Destroying a building now gives you 25% of its buildcost restored.
- 摧毁一个建筑现在会返还给你25%的建筑成本。
- Road building now available from Civic tech 4.
- 道路建设现在在民政科技4级时就可用。
# Governments
# 政府
- Upped legitimacy boost from Strengthen Legitimacy to 0.05 from 0.02, and increased cost to 10 Political Influence from 5.
- 将强化正统性行动增长的正统性从0.02提高到0.05,将花费从5政治影响力提高到10政治影响力。
# Characters
# 人物角色
- Pretenders now receive scaling loyalty penalty based on the powerbase of their supporters.
- 觊觎者现在会成比例得到忠诚度惩罚,取决于其支持者的权力基础数值。
# Units
# 单位
- Tweaked starting army and navy sizes. Starting armies and Navies will now be somewhat lower than they were in previous versions.
- 调整开局时的陆军和海军规模。开局陆军和海军的规模现在会比之前版本略微降低。
- Increased national Maintenance for loyal troops slightly.
- 稍微增加忠诚部队的全国维护费。
- Disbanding units now restore 25% of their manpower.
- 解散单位现在会返还25%的人力。
- Unit build costs increased by 20-30% across the board.
- 单位建造成本总体上增加了20%-30%。
- Horse Archers and Light cavalry now have higher attrition weight.
- 弓骑兵和轻骑兵现在有更高的损耗权重。
- Added roughly 25% base unit movement speed to infantry types, cavalry retain speed bonus. Added 10% Morale damage taken to war elephants.
- 大约增加25%的步兵兵种移动速度、骑兵兵种撤退速度。增加10%战象承受的士气伤害。
- War Elephants now take more morale damage.
- 战象现在受到更多士气伤害。
- Added Supply Trains and a Support Units category, which will be deployed last on the battlefield and cannot be part of retinues.
- 增加补给车队兵种和支援单位大类,其将被部署战场最后方,并且不能成为氏族亲兵。
# War & Peace
# 战争与和平
- The maximum manpower is now 20 years of Manpower gain rather than 25. Overall Manpower will now be lower as a result of this.
- 最大人力数值现在是20年人力获得数值总和而不是25年。因此整体人力现在会更低。
- Base Manpower reduced by 50%.
- 基础人力数值减少50%。
- Enslavement efficiency reduced across the board, by 25-50%
- 奴役效率整体上减少约25%-50%。
- Raze and Pillage can now be used regardless of whether you're at war with the province owner. It will add a stacking opinion debuff each time the action is performed. If opinion goes below -180, a war will be declared, treating the pillaging country as attacker.
- 现在不管你是否和省份拥有者开战,抢劫和掠夺行动都将可用。这个行动每回使用都会累积好感度减益。如果好感度低于-180,双方将会开战,抢掠一方的国家将作为进攻方。
- Slave revolts will now be rarer in low population territories.
- 在低人口领地,奴隶叛乱将会更加稀少。
# Diplomacy
# 外交
- Doubled claim fabrication speed.
- 伪造宣称速度加倍。
- Average truce length decreased by roughly 40%
- 停战条约平均时长缩短约40%。
- Tyranny now reduces War Score costs in peace treaties.
- 暴政度将减少和平条约中的战争分数花费。
- Reduced effect on War Score for the Bellicose stance.
- 减少好战立场对战争分数的效果。
- Reduced effect of inventions on War Score cost.
- 减少发明对战争分数花费的效果。
- Reduced effect of Ruler Traits on War Score cost.
- 减少统治者特质对战争分数花费的效果。
- High tributes now only reduces subject opinions by 50.
- 高贡金现在只会减少属国好感度50。
# Technology
# 科技
- No Inventions affect Omen Duration.
- 不再有发明会影响神谕时长。
# Heritages
# 传承
- Added heritage for Heraclea Pontica
- 为赫拉克里亚-潘提卡增加传承。
- Thrace’s Heritage is now -5% War Score cost instead of 10%.
- 色雷斯的传承现在是-5%战争分数花费而不是-10%。
- Seafaring Heritage no longer reduces movement speed on land, instead it reduces manpower.
- 航海传承现在不再减少陆上移动速度,取而代之的是减少人力。
- Added Corinthian Heritage for Mission created Corinth.
- 为任务组建的科林斯增加科林斯传承。
- Added Theocratic Heritage for mission created Religious Enclave.
- 为任务组建的宗教飞地增加神权传承。
- Added Epikratea Heritage for Carthaginian mission created country in Sicily.
- 为迦太基任务组建的西西里国家增加埃皮卡拉特传承。
- Added Heritage for Pontus.
- 为本都增加传承。
- Added Heritage for Iberia.
- 为伊比利亚增加传承。
# Mercenaries
# 雇佣兵
- Mercenary maintenance increased from 125% of normal unit maintenance to 200%.
- 雇佣兵维护费从正常单位的125%增加到200%。
- Larger Mercenary armies now get supply trains.
- 较大的雇佣兵陆军现在获得补给车队。
# Tradegoods
# 贸易货物
- Local Bonus for Leather is now increased Slave Output.
- 皮革的本地奖励现在将增加奴隶产出。
- Local bonus for Base Metals is now Freeman Output.
- 基础金属的本地奖励现在将增加自由民产出。
# Buildings
# 建筑
- Increased Research Points from Academies.
- 增加了来自学院的研究点数。
- Foundry no longer impacts unit build speed, but instead increases output of territory by 1%.
- 铸造厂现在不再增加单位建造速度,而是增加领地产出1%。
- Destroying a building now refunds part of its cost.
- 摧毁一个建筑现在会返还其部分成本。
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# AI
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# Economy
# 经济
- Improved AI budgeting for all resources.
- 增强AI计划使用各种资源的能力。
- AI more likely to build farms to counteract being low on Food.
- AI更倾向于建造农田以缓解粮食危机。
- AI can now try to not keep as many unit leaders around during peace to cut down wage costs.
- AI现在将不再保留那么多的部队奖励,以削减工资支出。
- Governors should no longer pick a governor policy that would negatively impact food unless there is a lot of stored food in a province.
- 除非一个地区储存了大量食物,否则总督不再会选择对食物产生负面影响的总督政策。
# Diplomacy
# 外交
- Made AI a bit more mindful about keeping at least one route open for expansion when allying neighbors.
- 让AI在与邻国结盟时更注意留出至少一条扩张的路线。
- Fixed some logic related to offering alliances and then breaking them due to low opinion.
- 修正了一些有关AI先提出结盟,再由于低关系撕毁盟约的逻辑错误。
- Alliances will become harder to attain for each current alliance the proposer possesses.
- 提议者每拥有一个当前盟约,提出结盟将变得更加难以实现。
- AI will now make more informed choices on Diplomatic Stances based on its current Aggressive Expansion.
- AI现在将基于它目前的侵略扩张值在外交立场上做出更明智的选择。
- AI now considers its income rate and how much money it has saved up before sending gifts beyond "is it currently possible"?
- AI现在在送礼物之前更多考虑自己的收入水平以及国库金额,而不仅仅是“目前可行吗?”
- AI now knows that they can enforce demands having fully captured the war goal (and will do so if situation isn't improving).
- 现在AI知道,当他们已经完全实现了战争目标时,他们可以强迫对方接受要求(当战争形势没有改善的时候他们也会这样做)。
- AI should no longer build forts over their intended maintenance limit.
- AI不再建造超过其预期维护预算上限的堡垒。
- Fixed over-zealeous optimization causing AI to immediately give up if they could not have their most preferred peace deal, that in turn lead to white peaces where gains could have been made.
- 修正了用力过头优化导致“AI未能达成最合心意的和平条约时选择放弃战争,最终导致玩家从白和中受利”的问题。
- Fixed some logic related to offering alliances and then breaking them due to low opinion.
- 修正了一些有关AI先提出结盟,再由于低关系撕毁盟约的逻辑错误。(蠢驴复读机)
# Military
# 军事
- Tweaked size of AI sea regions to make selection a bit easier.
- 调整AI海域的大小,使得选择更加容易。
- AI desired war exhaustion is now less than 5 instead of 0.
- AI理想的厌战度现在小于5,而不是0。
- AI will now spread out their forces a bit more while at peace rather than leaving them all packed in one area, enabling quicker responses to internal and external threats.
- AI现在在和平状态下将会更多的分散他们的力量,而不是把他们都集中在一个区域,这样可以更快的应对内部和外部的威胁。
- Improved AI retinue handling.
- 改进了AI对氏族亲兵的处理。
- AI will now pick Military Traditions in a way that makes it prioritize filling out a full path a bit more.
- AI现在选择军事传统时会稍微更愿意去完成一整条传统树而不是随便选择传统。
- AI countries will be a bit more inclined to pick Military Traditions that fit them culturally (Dahae will go for Horse Archers), or situationally (Ship paths are only interesting if you have ports).
- AI国家会更倾向于选择适合他们文化的军事传统(大益会选择骑射手),或者根据情况选择(只有当你有港口时,海军路线才显得有吸引力)。
- AI armies will no longer drill when at war or when there are threats nearby
- 当处于战争或附近有威胁时,AI军队将不再进行训练。
- Pathfinding should now path around storms n' deserts when possible.
- 寻路系统现在会尽量绕过风暴和沙漠。
- AI may try to assault if its troop is unavoidably attriting away due to lack of food and there is nothing else for it to do.
- 如果AI的部队正在经历因为缺乏食物而无法避免的消耗,并且没有其他办法时,AI可能会尝试对围城进行突击。
- AI should be a bit better at attacking low morale units defeated in a battle (they were frequently waiting due to having lost some morale of their own).
- AI将更擅长攻击在战斗中被击败的士气低下的单位(现在的AI经常因为己方士气不满而等待)。
- AI should be slightly more interested in pursuing the war goal as well as state capitals.
- AI将对追求战争目标和攻占国家首都更感兴趣。
- AI should consider if they really have food prior to besieging non-wargoal forts (imperfect heuristic).
- AI将在包围非战争目标堡垒之前考虑他们是否真的有足够的食物支持这一行动 (不完全启发式最优解算法)。
- AI splits up it fleets depending on perceived strength of enemy fleets now to cover more tasks.
- AI现在根据侦察到的敌人舰队的力量来分散舰队以完成更多的任务。
- AI will no longer recruit mercenaries unless they have a path to friendly capital area or otherwise have access (alleviating need for sea transport).
- 除非AI有通往友军首都地区的道路或者其他途径,否则将不再招募雇佣兵 (缓解海上运输的需要)。
- Fixed an issue that made AI forget their army at sea for thousands of years if the original departure port had become inaccessible.
- 修正了如果原有出发港变得无法到达,AI就会忘记他们在海上的部队的bug。
- It is now possible to restrict the region of operations for an army by clicking on the map when the Select Objective dialog is open.
- 现在可以在“选择部队目标”对话框打开时通过点击地图来限制军队的行动区域。
- Made AI a bit better at not peacing out when it's got more interesting sieges to pursue in war.
- 当在战争中有更多有趣的围攻目标时,AI不再倾向进行和平。
- Made AI units less likely to chase much smaller forces than them (define IGNORE_STRENGTH_RATIO).
- 使AI单位不太可能追逐比他们小得多的部队(定义在IGNORE_STRENGTH_RATIO)。
# Misc
# 杂项
- Will consider building forts on provinces with Ports.
- AI将考虑在有港口的省份建造堡垒。
- AI absolutely won't pick ship idea without ports now.
- AI现在绝对不会在没有港口的时候选择舰船理念。
- AI now won't disband forts as a revolter against the player (so your forts won't get deleted by troll AI).
- AI现在在作为叛乱者反抗玩家时不会解散堡垒(所以你的堡垒不会被鱼唇AI删除)。
- AI units now dynamically increase search range in case they find too few options or fail to reach their current destination pathed to. Should result in less indecisiveness and staying in poor locations.
- 如果AI单位发现选项太少或不能到达他们的目的地时,他们现在会动态地增加搜索范围,以减少优柔寡断和停留在不好的位置的时间。
- Added ai_will_do script weights for inventions, ideas, trade goods, omens. AI modifier weights in ai_plan_goals have a default impact, so it may not be necessary to use these.
- 给发明、理念、贸易商品,预兆添加ai_will_do脚本的权重。ai_plan_goals的AI修正权重有默认的影响数值,因此可能不需要使用这些。
- Made AI less likely to build forts neighboring existing ones.
- 使得AI不太可能在现有的堡垒附近建造堡垒。
- Tweaked how the AI values characters for ransom purposes. Generally it should now be cheaper to ransom back your characters.
- 调整AI在赎回人物时评估人物角色的方式。总体上赎回你的人物角色会更便宜。
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# Interface
# 界面
###################
# Alerts
# 警示
- Added Alert for when a Mission can be Completed.
- 增加了有任务可以完成时的警示。
- Added Alert for when an army is taking attrition due to lack of food.
- 增加了军队因缺乏粮食而受到损耗的警示。
- Scorned Families now list their power base in the alert.
- 被鄙视家族的权力基础现在也出现警示中。
# Map
# 地图
- Desecrating a holy site now puts the city on fire.
- 亵渎圣地将使城市陷入火海。
- Cities that are looted will now sometimes visible burn on the map.
- 被掠夺的城市有时会在地图上显示燃烧。
# Misc
# 杂项
- Expanded on the tooltip for Civilization value in provinces.
- 扩充提示框显示各省文明度数值。
- Ruler titles are now also displayed at the character lists.
- 统治者的头衔现在也显示在人物列表中。
- Clicking on a nation flag in the multiplayer lobby will now pan your camera to that location. You can no longer click through some of the GUI elements in the multiplayer lobby.
- 在多人游戏大厅点击国旗将会把你的相机移动到那个位置。你再也不能在多人游戏大厅中单击某些GUI元素。
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# User Modding
# 用户模组
#########################
- Extensive support for making missions has been added, the game will attempt to draw any tree you make. A guide can be found here:
- 增加了对制作任务的支持,游戏将尝试绘制你制作的任何任务树。你可以在这里找到一份指南:
https://forum.paradoxplaza.com/forum/index.php?threads/how-to-make-a-mission-in-imperator.1286456/
- Add effects to rename provinces, set military traditions and heritage for new coutries, and allow speciffying type of cohort in new units.
- 增加重命名省份、为新国家设置军事传统和遗产、允许在新单位中指定大队兵种的效果。
- Add trigger for number of buildings of type.
- 增加特定种类建筑数目的触发器。
- Changed create_country from being an assignment effect to instead require a province scope and then scope to the newly created country. Also add a special name field so that the name can show up correctly in tooltips
- 将create_country从一个赋值效果更改为需要指定省份作用域并将指向新创建国家的行为。还可以添加一个特殊的名称字段,以便名称可以在提示框中正确显示
- The death effect can now take the argument: silent = yes|no to suppress the death dialogue.
- 死亡效果现在可以使用参数silent = yes|no来抑制死亡时的对话框。
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# Setup & Script
# 设定与脚本
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# Decisions
# 决议
- Lowered party support requirement to declare dictatorship to 70.
- 将宣布独裁的政党支持要求降低到70。
- The Pharos Lighthouse now gives extra Building Slots instead of Trade Routes.
- 法罗斯灯塔(亚历山大灯塔)现在提供额外的建筑槽位,而不是贸易路线。
- Added decision to form Hibernia.
- 增加了组建海伯尼亚(今爱尔兰)的决议。
- Forming Persia now requires being of a persian culture.
- 成立波斯现在需要波斯文化。
# Events
# 事件
- Events relating to fires will now use fires on the map.
- 与火有关的事件将在地图上显示火焰。
- Added event for Heraclea Pontica where they can choose to go Persian or Greek in the early game.
- 增加赫拉克里亚-潘提卡的事件,在早期游戏时他们可以选择去波斯或希腊。
- Existing events updated to account for changes to families and minor characters.
- 现有的事件更新,以说明对家族和次要角色的改动。
- Added new Events related to Piracy.
- 增加与海盗有关的新事件。
- Added Flavor Events relating to Antigonus coronation.
- 添加与安提柯一世加冕有关的特色事件。
- Added new Flavor Events for Armenia.
- 为亚美尼亚增加了新的特色事件。
- Added new Flavor Events for Thrace.
- 为色雷斯添加了新的特色事件。
- The event Grand temple collapses can now only happen to small countries.
- 大寺庙倒塌的事件现在只能发生在小国家。
- Added a number of new Flavor Events tied to Roman Missions.
- 增加了一些与罗马任务相关的新的特色事件。
- Added a number of new Flavor Events tied to Carthaginian Missions.
- 增加了一些与迦太基任务相关的新的特色事件。
- Added new Flavor Events for Massalia.
- 为马赛利亚添加了新的特色事件。
- Added new Flavor Events for Caucasian Iberia.
- 为高加索伊比利亚加了新的特色事件。
- Added New Flavor Events for Pontus and Paphlagonia.
- 为本都和帕夫拉戈尼亚添加了新的特色事件。
- Reworked Annexation event to allow taking in fewer people. Anyone accepted will be a Minor Character in their new homeland.
- 重做兼并事件,让其可以接纳更少人物角色。任何被亡国的人民在他们的新祖国都将只是一个次要角色。
# Setup
# 设定
- Some countries with recent historical conflicts will now have a negative opinion modifier at start to reflect this.
- 一些在历史上近期发生过冲突的国家现在会在一开始就有一个负面的好感度修正来反映这一点。
- Samnium is no longer allied with Lucania at start, instead Lucania is guaranteeing Samnium.
- 开始的时候,萨莫奈不再和卢卡尼亚结盟,而是卢卡尼亚保证了萨莫奈的独立。
- Corinth now has a special modifier for their famous fortress.
- 科林斯现在因为他们著名的堡垒有一个特殊的修正。
- Reduced the effect of the Rhodian Fortification modifier by half.
- 减少一半罗得岛堡垒修正的效果。
- Added a number of new characters to the starting setup.
- 在开局设置处增加了一些新的人物。
- Changed the Diadochi starting diplomacy to use alliances, these alliances break when the Epigoni event fires.
- 改变了继业者开局时的联盟策略:当厄庇戈尼事件触发时,这些联盟就会自动瓦解。
- Etruria is now an Oligarchic Republic at start.
- 伊特鲁里亚现在开局时是一个寡头共和国。
- Scripted a number of historical starting families and characters for various countries.
- 为不同国家加入了许多史实家族和人物。
- Added founders and main disciples of main philosophical schools (Peripatetic, Pyrrhonic, Stoic, Epicurean, Platonic, Eretrian, Cyrenaic).
- 新增了主要哲学流派的创始人和主要信徒(游学派、皮罗尼派、斯多葛派、伊壁鸠鲁派、柏拉图派、伊瑞特里派、塞利尼派)。
- Changed Latin culture group to Italic culture group.
- 将拉丁文化组改为意大利文化组。
# Map
# 地图
- Added a number of new territories and countries in the Baltic area.
- 在波罗的海地区新增了一系列领地和国家。
- Added new countries in Hibernia.
- 在海伯尼亚新增了几个国家。
- Added new territories to Caledonia.
- 在喀尼多尼亚新增了一些领地。
- Added new territories to Greece.
- 在希腊新增了一些领地。
- Added new countries and territories in Sicily.
- 在西西里岛新增了一些国家和领地。
- The Ganges now has additional arms to the Ganges Delta and its tributary, Brahmaputra, is navigable up to Balipura.
- 恒河现有一条额外的分支流经恒河三角洲;其支流布拉马普特拉河(其上游称雅鲁藏布江)现可通航至巴里普拉。
- The Rhone/Rhodanus is now navigable up to Arelatis.
- 罗讷河现可通航至阿尔勒提斯。
- The Garonne/Garumna is now navigable to Praemiacum.
- 加隆河现可通航至普赖弥亚孔。
- The Seine/Sequana is now navigable up to Avalocum.
- 塞纳河现可通航至阿瓦洛孔。
- The Loire/Liger is now navigable up to Turonorum.
- 卢瓦尔河现可通航至图罗诺戎。
- The Elbe/Albis is now navigable to Aregellia.
- 易北河现可通航至阿雷革利亚。
- The Dniestr/Tyras is now navigable up to Clepidava.
- 德涅斯特河/提拉斯河现可通航至克勒庇达瓦。
- The Dniepr/Borysthenes is now navigable in the entirety of the portion before it enters impassable land.
- 第聂伯河/博里斯塞讷斯河在流入不可通行地段前的所有部分皆可通航。
- The Danube is now navigable up to the iron gates.
- 多瑙河现在可通航至铁门。
# Misc
# 杂项
- Various character interactions updated with prestige effects.
- 更新了数个角色互动内容的威望影响。
- Added Poseidon Omen for countries with capitals in: Corinth, Chalcis
- 为首都位于科林斯、哈尔基斯的国家新增了波塞冬(海神)的神谕。
- Added Herakles Omen for countries with capitals in: Acragas, Kos, Thasos
- 为首都位于阿克拉加斯、科斯岛、萨索斯岛的国家新增了赫拉克勒斯(大力神、宙斯之子)的神谕。
- Added Hephaeustus Omen for countries with capitals in: Acragas, Athens, Lemnos
- 为首都位于阿克拉加斯、雅典、利姆诺斯岛的国家新增了赫菲斯托斯(火神、铁匠之神)的神谕。
- Added Asclepius Omen for countries with capitals in: Acragas, Epidauros
- 为首都位于阿克拉加斯、埃皮达鲁斯的国家新增了阿斯克勒庇厄斯(医疗之神)的神谕。
- Added Aphrodite Omen for countries with capitals in: Athens, Aphrodisias, Corinth, Paphos
- 为首都位于雅典、阿弗罗狄西亚、科林斯、帕福斯的国家新增了阿弗洛狄忒的神谕
- Added Eros Omen for countries with capitals in: Thespiai
- 为首都位于塞斯比阿的国家新增了厄洛斯(爱与欲之神)的神谕。
- Added Hera Omen for countries with capitals in: Argos, Samos, Olympia, Elis, Ionia
- 为首都位于阿戈斯、萨摩斯、奥林匹亚、厄利斯、伊奥尼亚的国家新增了赫拉(婚姻与生育之神、神后)的神谕。
- Added Artemis Omen for countries with capitals in: Ephesos, Delos, Ionia, the Nesiotic League
- 为首都位于爱菲索斯(以弗所)、提洛斯岛、伊奥尼亚、岛屿联盟的国家新增了阿耳忒弥斯(狩猎之神、月神)的神谕。
- Added Helios Omen for countries with capitals in: Corinth, Rhodes
- 为首都位于科林斯、罗德岛的国家新增了赫利俄斯(太阳神)的神谕。
- Added Persephone Omen for countries with capitals in: Locri
- 为首都位于洛克里的国家新增了珀耳塞福涅(冥后)的神谕。
- Added Dionysus Omen for countries with capitals in: Amphipolis, Orchomenos, Naxos, Thebes, Boeotia, Nesiotic League
- 为首都位于阿姆菲波里斯、奥尔霍迈诺斯、纳克索斯、底比斯、维奥蒂亚、岛屿联盟的国家新增了狄俄倪索斯(酒神)的神谕。
- Added Pan Omen for countries with capitals in: Arcadia
- 为首都位于阿卡迪亚的国家新增了潘恩(牧神)的神谕。
- Added the following Omens for Cretan countries: Diktynna, Eleuthya, Velchanos, Rhea, Diktean Zeus, Ariadne, Amaya, Karmanor
- 为位于克里特岛的国家新增了以下诸神的神谕:狄克廷娜、伊柳塞拉、伏尔坎诺斯、瑞亚、狄克坦-宙斯、阿里阿德涅、阿玛亚、卡其马诺。
- Added the following Omens for Pontus: Herakles, Zeus Stratios, Selene, Cybele, Mithra, Men, Aphrodite, Dionysus.
- 为本都王国新增了以下诸神的神谕:赫拉克勒斯、宙斯-斯特拉托斯、塞勒涅、库伯勒、密特拉、蒙、阿弗洛狄特、狄俄倪索斯。
- Added Colony Subject type, for now only used in Missions.
- 增加新的殖民地Colony属国类型,但该类型的殖民附属国暂时只能通过任务建立。
- Added more special flags for formable countries.
- 为可成立国家增加更多的特殊旗帜。
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