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发个精修六月更新补丁逐句翻译,附点评

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只是单纯好玩,会翻译所有内容,包括修bug和小改动。 我没玩过中文版,用词可能会和官方有所出入
[FEATURES] 【新功能】
World Congress 世界议会
3 New World Congress Proposals 三个新的世界议会议程
Public Relations: Target Player generates 100% more Grievances, and other players generate 100% more Grievances with the Target Player OR the Target Player generates 50% fewer Grievances, and other players generate 50% fewer Grievances toward the Target Player.
公众关系:
A 目标玩家造成的不满增加100%, 其他玩家对目标玩家造成的不满增加100%。
B 目标玩家造成的不满减少50%, 其他玩家对目标玩家造成的不满减少50%。
点评:鸡肋议程。 战争狂/征服胜利根本不在乎不满值
Espionage Pact: All Spies function +2 levels higher for the Target Operation OR Target Operation is unavailable (later game)
间谍合约:
A 所有间谍在执行此类任务时等级+2
B 此类任务不可选
点评:后期科技胜利必争议程,间谍干扰火箭发射非常重要。如果领先直接禁止干扰火箭可以直接锁定胜利。反之可以获得喘息时间。
Military Advisory: Target unit promotion class gains +5 Combat Strength OR loses 5 Combat Strength
军事公告:
A 此兵系+5战斗力
B 此兵系-5战斗力
点评:不错的议程。如果有特殊兵种推一波,此议程可以推波助澜一下。
1 New Request for Aid Type 新的援助请求
Military Aid Request: If a civ that you have at least 200 Grievances against declares war on you, a Military Aid Request becomes available. This uses the gifting system (gold and/or project).
军事援助请求:如果一个文明对你造成200不满并对你宣战,可以进行军事援助请求。使用赠礼系统(金钱或城市项目)
点评: 没什么卵用,给不了多少钱,最多多出一两个兵。主要蹭外交胜利用。
[ALL RULESETS ON PC] WorldBuilder Basic Mode is now “on” by default. Click on Additional Content from the main menu, and you will see the button on the upper-right.
Additional bugs and polish are listed in the WorldBuilder section below.
【PC所有模式】 世界编辑器基础模式现已默认启动。从额外内容菜单中的右上角启动。其他bug和优化列在了一下世界编辑器专栏。
[ALL RULESETS ON PC] Unit Abilities
Added Unit Abilities tooltip to the Unit panel. Mouse over a unit portrait to see Unit Abilities that were previously hidden. Note that this will not include temporary or situational Abilities.
【PC所有模式】单位能力
增加了单位特殊能力的界面。 将鼠标移到单位头像上,可现实以前看不到的单位特殊能力。此界面包括临时性或条件性的能力。如自然奇观给的战斗力,将军的加成)。
点评:后面有说到所有特殊能力再单位合并或升级后依然保留。可以用自然奇观刷强化兵种了。
[ALL RULESETS ON PC] Diplomacy Ribbon Yields
We now have an interface option in settings to turn on all the player yields on the Diplomacy Ribbon. They are: Always Off, On via Mouse-Over, Always on.
Many thanks to modders for inspiring this change! We like it better this way as well.
【PC所有模式】外交头像增加产出详情
我们再设置中增加了一个新的界面选项:可以在外交头像下方显示所有玩家的产出。选项包括: 1. 一直关闭。2。 鼠标悬浮 3. 一直打开
感谢各位mod制作人士的启发, 我们赞同这项改进。
点评:集合了不少mod的好功能啊。 之前加入了mod的大头针和搜索。
Power Lens 【电力透镜】
Add a Power Lens when on the Power Tab of city-view with area highlights to easily see what is powered and what is not.
新增电力透镜。 可轻松发现各个城市的供电状况。
Body of Water Labeling 【水体标签】
Add Map Labels to any body of water over a certain size (oceans, bays, lakes, etc.)
新增海洋,海湾,湖等的水体名字标签。(类似火山和沙漠)


1楼2019-06-27 09:20回复
    Great People 伟人
    Great Works of Writing are now +2 Culture and +2 Tourism.
    著作巨作先 +2文化和+2旅游业绩
    点评: 对半砍啊。。 开发者的视频说著作前期太强了。确实没错,但是这后期也受影响的厉害。
    If a player cannot earn a Great Person of a class (ex. Great Prophet after they already have one or after they run out), Great People points are converted into Faith at a 1 to 1 ratio.
    如果玩家不能招募伟人(例如以获取先知或所有伟人已招募完毕),所有溢出伟人点会一比一转化为信仰。
    Great Person points from the Holy Site Prayers project (and other city projects) now count as excess points and generate Faith if no GP of that type can be earned.
    城市项目(例如圣地祷告)产生的伟人点也算。
    点评: 太棒了。这对宗教胜利的影响很大,等于白送一大堆信仰点。
    Map Gen 地图生成
    New Maps 新地图
    7 Seas 七海
    Small Continents 小大陆
    Generation 生成
    Decreased the number of one-tile mountains on XP2 Archipelago maps by about 15%.
    减少单格海岛山脉的生成率 -15%
    Generate more Woods on Tundra.
    增加冰原森林的生成 (伐木场加强了 加拿大要逆天)
    Allow Coal to be on Woods and Aluminum to be on Rainforest.
    煤可以在森立格生成,铝可以在雨林格生成。


    4楼2019-06-27 10:02
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      Building/Improvements (tied to the Tech Tree rebalance) 建筑/单元格改善 (与科技树新平衡挂钩)
      Building production cost balancing. Decreasing costs of later game buildings and their civ unique variants by roughly 20%.
      所有特殊区域的建筑(包括文明的特色区域)消耗减少约20%。
      Medieval Walls: 220 (was 225) 中世纪城墙: 220 (原225)
      Renaissance Walls: 300 (was 305) 文艺复兴城墙: 300(原305)
      Tsikhe: 260 (was 265) 乔治亚特色城墙: 260 (原265)
      Factory, Electronics Factory, Stock Exchange, Military Academy: 330 (was 390) 工厂,电子厂,证卷交易所,军事学院: 330(原390)
      Zoo, Thermal Bath, Aquarium, Oil Power Plant: 360 (was 445) 动物园,地热浴(匈牙利动物园), 水族馆,石油发电厂: 360(原445)
      Hangar, Food Market: 380 (was 465) 机库,食物市场: 380(原465)
      Seaport, Broadcast Center, Film Studio, Research Lab, Tier 3 Government buildings, Shopping Mall, Hydroelectric Dam: 440 (was 580) 海港, 广播中心,电影院, 研究所, 第三级政府建筑, 购物大厦, 水电大坝: 440(原580)
      点评:还记得那张黑暗时代的外交政策卡吧。。
      Nuclear Power Plant, Airport: 480 (was 600) 核电站, 机场: 480(原600)
      点评: 我还是不会建机场的 死心吧。
      Stadium, Aquatics Center: 480 (was 660) 体育馆,水族馆(第三级那个):480(原600)
      Buffing the yields and amenities of certain mid and late game buildings to make them more worth the production cost investment. Adding small Power requirements to some buildings as well.
      增加所有中后期建筑的产出,让他们能值的起造价。给一些建筑增加了电力需求。
      Workshop: 3 Production (was 2). 工坊: 3生产力(原2)
      Armory: 3 Production (was 2).军械库: 3生产力(原2)
      Ferris Wheel: 3 Culture (was none).摩天轮: 3文化(原0)
      Factory: 3 regional Production, 6 when powered (was 2, 5).工厂: 3区域生产力, 供电时+6(原2, 5)
      Electronics Factory: 3 regional Production, 8 when powered (was 2, 6).3区域生产力, 供电时+8(原2, 6)
      Military Academy: 4 Production (was 3).军事学院: 4生产力(原3)
      Food Market: Adds 1 to city power requirements (was none). 4 Food, 6 when powered (was 3).食物市场: 增加1电力需求(原无)。4食物(原3), 供电时6食物。
      Shopping Mall: Adds 1 to city power requirements (was none). 1 Amenity, 2 when powered (was 1). 2 Gold, 4 when powered (was none)..购物大厦: 增加1电力需求(原无)。1宜居度, 供电2宜居度, 2金(原0),供电4金 。
      Airport: Adds 1 to city power requirements (was none). 4 Production, 6 when powered (was 3). 机场: 增加1电力需求(原无)。4生产力(原3), 供电6生产力。
      Stadium: Adds 2 to city power requirements (was 3).体育馆: 电力需求2(原3)。
      Aquatics Center: Adds 2 to city power requirements (was 3). 水族中心: 电力需求2(原3)。
      Tier 3 buildings in districts that can support worker citizens ("specialists") now increase the yields for each citizen working that in that district tile.
      所有第三级的特殊区域建筑都会增加每专家公民产出。
      Coal Power Plant, Oil Power Plant, Nuclear Power Plant: +1 Production per citizen
      3种发电厂: 每公民+1生产力
      Stock Exchange: +2 Gold per citizen
      证卷交易所: 每公民+2 金币
      Military Academy: +1 Production per citizen
      军事学院: 每公民+1 生产力
      Seaport: +1 Food per citizen
      海港: 每公民+1金
      Broadcast Tower, Film Studio: +1 Culture per citizen
      广播塔,电影院: 每公民+1文化
      Research Lab: +1 Science per citizen
      研究所: 每公民+1科学
      Religion-specific buildings: +1 Faith per citizen
      宗教相关第三级建筑: 每公民+1信仰
      These values are all viewable in the Civilopedia
      以上所有数值均加入百科。
      [ALL RULESETS ON PC] Changing the yields of citizens working district tiles ("specialists") to better fit the balance and flavor of certain districts.
      【PC所有模式】更改特殊区域的公民产出,以平衡不同的区域。
      Harbor, Royal Navy Dockyard, Cothon: 2 Gold and 1 Food (was 2 Gold and 1 Science).
      海港,皇家海军港,新文明的特殊海港: 每公民 2金 1食物 (原2金1科学)
      Encampment, Ikanda: 2 Gold and 1 Production (was 1 Culture and 1 Production).
      军营, 特色军营: 每公民 2金 1生产 (原1文化1生产)
      Change Industrial Zone adjacency bonus
      更改工业区的相邻加成
      +1 Production for every 2 adjacent districts; +1 Production for every 2 adjacent Lumber Mill; +1 for every 2 adjacent Mine (Minor adjacency).
      每2特殊区域+1; 每2伐木场+1, 每2矿+1. (次要加成)
      点评: 矿削了,但是后面有给大坝和水渠加成,鼓励玩家规划。
      +1 Production for the Strategic Resource, Government Plaza and Quarries. (Standard adjacency).
      标准加成(每1加1):战略资源,政府广场,采石场
      点评: 石头终于不是拿来采了? 我才不信。
      +2 Production for Aqueducts, Canals, Dams, and Bath Districts. (Major adjacency).
      主要加成(每1加2): 水渠,运河,大坝和罗马浴场。
      Increase value of Quarries, Pastures, and Lumber Mills (to have similar output to Mines, which are dominant right now)
      增加菜市场,牧场和伐木场的价值,与当前主流的矿相当。
      Lumber Mill (unlocked with construction, classical): +2 Production. +1 Production from Steel (Steel), +1 Production from Cybernetics (Future).
      采石场(现解锁于建筑科技,古典时代) +2生产力, 解锁钢铁+1, 解锁植入机械+1(未来时代)
      Allow Lumber Mills on Rainforest tiles (Unlocked with Mercantilism)
      重商主义后可以建在雨林上
      Remove River adjacency.
      不再拥有河流+1加成。
      Pasture (unlocked with Animal Husbandry, Ancient): +1 Production and 0.5 housing. +1 Food from Exploration (Renaissance), +1 Production with Replaceable Parts, +1 Food from Robotics (Information).
      牧场(解锁于古典时期的动物饲养): +1生产和0.5住房, +1食物(探索科技,文艺复兴时代), +1生产(标准化配件), +1食物(机械化)
      Quarry (unlocked with Mining, Ancient Era): +1 Production, +1 Production with Gunpower (Renaissance), +1 Production with Rocketry (Atomic), +1 Production Predictive Systems (Future).
      采石场(解锁于采矿, 远古时代): +1生产, +1生产(火药, 文艺复兴), +1 生产(火箭科技,原子能时代), +1生产(预测系统, 未来)
      剩下明天弄。
      Misc
      Hansa: Add +2 Production for Aqueducts, Canals, and Dams. (Major adjacency)


      5楼2019-06-27 10:35
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        支持楼主!


        来自iPhone客户端6楼2019-06-27 11:44
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          IP属地:河南8楼2019-07-01 03:12
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            先mark。给官翻安排的明明白白


            IP属地:江苏9楼2019-07-01 03:14
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              楼主辛苦


              IP属地:福建10楼2019-07-01 05:44
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                单位UI,不包括临时性或条件性的能力


                IP属地:广东11楼2019-07-01 14:49
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