Fw: [翻译] Endless Space Wiki: Planet part2

楼主: o07608 (无良记者)   2014-09-04 11:03:28
※ [本文转录自 SLG 看板 #1K1zKyD6 ]
作者: o07608 (无良记者) 看板: SLG
标题: [翻译] Endless Space Wiki: Planet part2
时间: Thu Sep 4 10:58:00 2014
还说要一天发一篇,昨天立刻老马,囧
今天一口气上八个小章节,因为内容都不长,反而是表格很多
待会一定会排版排到眼睛掉出来......
话说减肥一个月减掉五公斤算好吗?
====================================
Endless Space Wiki 翻译
http://endlessspace.wikia.com/wiki/Endless_Space_Wiki
google文件:http://0rz.tw/2bb1r
我把google文件的权限调到只要有连结的人就能评论
如果要修改的板友,请标明修改段落并留下您的ID
这样以后有机会发布时,我才知道感谢名单要列上哪些人
感谢
====================================
三、Planet Sizes 行星大小
The habitability class, and size of a Planet, influences its maximum
population unit. This is important because resource rates are multiplied per
population unit - in other words, max population determines the maximum
output of a planet. There are also numerous improvements that increase
population cap.
居住等级和星球大小都会影响最大人口数,这点很重要因为有几个人就有几倍的资源生产
量─换句话说,行星最大人口数决定行星最大资源生产量。有些改良项目也能增加人口上
限。
Talking about population generally, trends across the habitability groups are
generally +/- 1 population unit per change in class, which is notable. Planet
size is a little less predictable but isn't terribly interesting or strategic
- simply put, if size becomes the largest factor in your choice, take the big
one!
一般来说,每级行星之间最大人口数会差1。行星大小比较无法预测,不过不会严重到影
响到整体战略规划。如果大小是你最大的选择考量的话,那就选大的!
The maximum population hovers around 4-7 population through the midgame for
most empires, and 8-12 at the lategame. Terraforming, as will be discussed in
a later section, is one way to increase the population of a planet and make
it more viable by putting more people on it, regardless of size.
一般来说,大部分帝国在游戏中期,一颗行星的最大人口数会在4-7人之间,游戏后期会
到8-12人。之后会讨论到的外星环境改造是增加行星最大人口数的其中一个方法,这能无
视行星大小塞更多人进去。
基本人口容量
大小 居住等级 描述
等级1 等级2 等级3 等级4 等级5
(类地球)(冻土)(极地)(熔岩)(气态)
微型 4 3 2 1 1 “直径几百公里”
小型 5 4 3 2 2 “直径几千公里”
中等 6 5 4 3 3 “直径超过一万公里”
大型 8 7 5 4 3 “直径超过两万公里”
巨型 10 8 6 4 4 “直径几万公里”
Remember that these numbers will rarely be the limits in practice -
improvements, the racial trait Crowded Planets, and anomalies can all add
population capacity.
要知道这些数字只是默认大小─行星改良、势力特性“拥挤的星球”和奇异点都能增加最
大人口上限。
///////////////////////////////////////////////////////////////////
四、Planet Types 行星型态
(译注:这里与《Habitability and Colonisation 居住与殖民》一节相差颇大,原因在
于Virtual Awakening Patcher 和资料片Disharmony对游戏做的更动)
The Type of a Planet affects its FIDS production, and its ability to sustain
life. The Types of Planet are split into 5 classes of habitability.
行星型态影响FIDS生产量及维持生命的能力,一共有五种居住等级
Wet planets produce Food, dry planets produce Dust, rock planets produce
Industry, and water/cold planets produce Science.
湿润行星生产食物、干燥行星生产星尘、岩石行星生产工业产能、水/冷行星生产科技。
List of Types 型态列表
A patch was released at the same time of Disharmony to rebalance the FIDS
values of planets.
在Disharmony发行时,也同时发布了一个patch以平衡行星对FIDS的产值。
Most high-tier planets have had their FIDS rate increased in their
'speciality'. This has made Class III-V planets substantially more rewarding
compared to the efforts in colonising them.
大部分居住层级靠后的行星都根据它们的特性增加FIDS产量,使第三级到第五级行星大体
上更能回报为了殖民它们所付出的努力。
Notably Tundra, Desert, and Barren planets have had their focuses completely
changed.
Tundra went from Science+Industry bonus exploitation multiplier, now only
produces Industry
Desert was Dust+Industry , now only produces Dust+Dust
Barren was Dust+Science , now produces Science+Science
冻土、沙漠和贫瘠行星的FIDS产量被大改过。
冻土行星以前在科技和工业产能上有优势,现在只剩工业产能。
沙漠行星以前在星尘和工业产能有优势,现在只剩星尘。
贫瘠行星以前在星尘和科技产量上有优势,现在只剩科技。
各型态行星的FIDS产量
等级 型态 认同 食物 工业 星尘 科技 FIDS 描述
I 丛林 0 4 4 2 2 12 高密度的植被,这种行星能支撑大量的人口
I 类地 0 4 2 4 2 12 陆地和水的地质结合,这种行星最容易居住
I 海洋 0 4 2 2 4 12 大部分或全部都被水所覆蓋,这种行星富含
生命及资源。
II 干燥 -5 2 2 6 2 12 比较干燥,这类行星仍然能农耕及开发。
II 冻土 -5 2 6 2 2 12 虽然大部分都被冰雪覆蓋,但这类行星还算
不难开发。
III 沙漠 -10 1 1 9 0 11 地表没水,所以这类行星在殖民及开发的难
度更高。
III 极地 -10 1 0 1 9 11 被雪覆蓋的极寒之地,要在这类行星上开拓
需要付出一些努力。
IV 熔岩 -15 0 12 1 0 13 地壳运动强烈且炎热,要在这类行星上殖民
就需要先进的科技。
IV 贫瘠 -15 0 1 0 12 13 无论是水或大气都很缺乏,要在这类行星上
开拓非常困难。
V 小行 -20 0 5 5 5 15 基本上就是在一片虚空中的一条岩石带,要
星带 在小行星带上殖民需要非常先进的科学。
V 甲烷 -20 0 20 1 1 22 巨大的气态巨星,是最难居住及开发的行星
类型。
V 氢气 -20 0 1 20 1 22 同上
V 氦气 -20 0 1 1 20 22 同上
/////////////////////////////////////////////////////////////////////
五、Modifiers 其他影响因素
In addition to the base resource production rate given by the planet type,
other factors can be present on planets.
除了因行星型态而互异的基本资源产率,还有其他因素会影响FIDS产量。
Planetary Exploitation 行星开发
Planetary Exploitations are constructed on individual planets and provide +1
to +3 of a FIDS per population unit on that planet. Some exploitations are
better suited to some planets, and provide additional bonuses to planetary
exploitation.
行星开发能在每颗星球上单独建设,并能提供该星球每个人口+1到+3的FIDS产量。有些开
发项目比较适合特定行星,并能提供额外的加成。
Special Resources 特殊资源
Each Planet may have a Strategic Resource, which are necessary for building
certain ships or improvements, or a Luxury which provide special bonuses.
Each will also provide an additional FIDS rate bonus as well.
有些行星可能会有战略资源或豪奢资源,前者在建造特定船舰或进行特定改良时需要,后
者则能提供特殊加成。两者也都能够提供额外的FIDS加成。
Generally, most planets will have some form of resource, although
technologies are usually required to use them. Strategic resources are
completely hidden until unlocked, and luxury resources are visible, but
cannot be used until researched.
一般来说,大部分行星都会有某些这种特殊资源,不过一般都要有相关科技才能使用它们
。战略资源直到解锁前都找不到,豪奢资源虽然看的到但要到有了相关科技后才能使用。
Anomaly 奇异点
Each Planet (apart from those in Home Systems) has a 60% chance of having an
Anomaly. These give additional bonuses or penalties. These can affect FIDS
rates or Approval on that planet. Negative anomalies can be removed at
Industry cost through the planet inspection screen once the appropriate
technology is unlocked.
(除了母星系以外的)每个行星都有60%机率拥有一个奇异点。奇异点会给予额外的加成
或减成,能够影响该行星的FIDS产量或认同度。在解锁了适当的科技后,负面奇异点能在
行星检视页面上花费工业产能来消除。
Special anomalies, called Wonders are also present and provide major bonuses
- these are obviously of strategic importance.
有种特殊的奇异点,称之为自然奇观,该种奇异点会提供较多加成─它们的战略重要性非
常高。
Moon 卫星
Each Planet (except asteroid belts) has a 50% chance of having a Moon. Moons
can be explored through the planet examination screen for 100 Industry once
researched. You can discover Endless Temples that give a bonus to the system.
Additionally, Improvements give powerful rate bonuses to the planet if a moon
is present.
每个行星(除了小行星带以外)都有50%机率有一个卫星。在研究适当科技后,就能在行
星检视页面上花100工业产值探索卫星。你可能会发现永恒族神庙,它们能够对行星系提
供加成。此外,有些行星改良能在一颗行星有卫星的情况下给予大量FIDS产量加成。
Overview 概观
Each Planet (other than Asteroid Belts) has a 50% chance of having a Moon.
Moons are of no use until they are explored, which requires the Adaptive
Colonies Technology. Exploring a Moon may reveal a Temple or an empty Moon.
Regardless of whether the Moon contains a Temple, some system Improvements
give a benefit per explored Moon.
每个行星(除了小行星带以外)都有50%机率有一个卫星。卫星在被探索以前都没用,需
要适应性殖民科技才能探索。探索一颗卫星的结果可能会找到一间神庙或什么都没有。无
论该卫星有没有神庙,都能在有特定改良的情况下提供加成。
Temples 神庙
There are 15 types of Temples. Each moon has a chance of containing a Temple.
有15种神庙,每个卫星都有机会找到神庙。
恒星型态 找到机率
白、蓝阳、类太阳 15%
原恒星 20%
红巨星、联星 25%
红、白矮星 30%
//////////////////////////////////////////////////////////////
六、Terraforming 环境改造
With the appropriate higher tier Technology during the mid- and late-game,
you can transform a Planet into another type. This is popularly called
"Terraforming." The Terraforming cost in Industry depends on the Planet Type
you are Terraforming into.
在游戏的中后期能解锁适当的科技,使你能把一颗行星变成别的型态,这一般称之为“环
境改造”。环境改造花费的工业产能取决于你要改造成什么型态的行星。
The new type must be of a habitability class above, below, or the same as
before. The progression is generally to terraform Class IV Planets into Class
III, to Class II, then to Class I. For example, a Lava planet could be
terraformed into an Arctic planet, then terraformed to an Arid planet, and
finally terraformed to a Jungle planet.
新的行星型态的居住等级一定要是原本型态的高/低一级或者同等级。一般来说,都是从
第四级改造成第三、第二、最后到第一级。举例来说,一颗熔岩行星能改造成极地行星、
然后是干燥行星、最后是丛林行星。
The types of planets that you create should be tailored to each system to
maintain a balance of FIDS , as well as your play style (eg if you're going
for a science victory, you want to create Ocean, Tundra, and Arctic planets
from Class IV Planets).
你打造的行星型态应该要能够使每个行星系都能维持FIDS的平衡以及符合你的玩法(举例
来说,如果你要拿下科学胜利,你会希望从第四级行星打造出海洋、冻土和极地行星。)
In terms of what type and where, trends across the groups are generally +/- 1
population unit per change in class which is one of the drawcards for having
more habitable planets. Planet size is a little more simple - just put the
FIDS you want the large planets, as the cost only depends on type - size
doesn't matter.
无论哪种型态或者属于哪种恒星,每级之间的人口上限一般都是差1,这是玩家要改造出
更多可居住行星的原因之一。行星大小的因素就比较简单─找大的就对了,因为花费是看
型态而非大小。
The diagram below shows the classes of planets and this progression. Note
that Gas Giants can now be terraformed since the Virtual Awakening free
add-on, counting as Class V (ie, below Class IV on the chart).
下方表格显示各行星等级和各级之间改造的花费。注意气态巨星在Virtual Awakening后
也能做环境改造。
居住等级 热 干 冷 改造花费(Industry) 资源
第一级 丛林 类地球 海洋 2560 Quadrinix
第二级 - 干燥 冻土 1600 Adamantian(冻土)
Siderite(干燥)
第三级 - 沙漠 极地 600 -
第四级 熔岩 - 贫瘠 240 -
第五级 甲烷 氢气 氦气 2080 -
小行星带 N/A -
////////////////////////////////////////////////////////////////////
七、Colonization Analysis 殖民解析
Prudent selection of Systems and Planets is vital to continued growth. Each
Planet provides FIDS, especially Industry and Science, which are extremely
important for directly furthering Empire development. Each System requires at
least one Food supply to provide population unit, and usually one Industry
planet for to produce improvements. After that, Dust and Science are shared
empire-wide and can fill in all other Planets.
审慎选择行星系和行星对于不断的茁壮是必须的。每个行星都会提供FIDS,其中工业产能
和科技对于帝国的发展极端重要。每个行星系都至少需要一颗食物星球以供养人口,一颗
工业星球以发展改良。之后,星尘和科技是全帝国通用的,也因此能投资在其他行星上。
All Planets provide FIDS in proportion to the population unit situated there
- this is why Food is important, because it helps population unit growth.
Always keep populations expanding where possible by providing enough space -
eg colonizing new planets in the same system. All planets should have an
exploitation, which provides increases the proportion of FIDS per population
unit on that Planet. Improvements at the System scale will also help this.
Exploitations and Improvements scale better on Planets they are designed for;
for example, providing +2 Dust per population unit on Arid Planets. Placing
exploitations suited to their Planets is desirable, but focus on Food and
Industry until they are already being produced.
所有行星都会依照人口比率生产FIDS─这就是为何食物很重要,因为能帮助人口成长。永
远要尽可能提供足够空间以保持人口成长─像是在同一行星系内殖民新行星,或者是行星
改良。行星开发及改良最好要用在适合的行星上,举例来说,让干燥行星获得每个人口+2
星尘生产量的加成。不过一定要先把重点放在食物及工业产能上,直到能够稳定生产这两
种资源。
Firstly, early in the game you should expand to take the low-hanging fruit -
Class I and II planets, which are easily accessible. Class-I are the best
because they are Food-rich. You should aggressively take any that you can
find as they are rare, and their abundant food production provides solid
growth. If you can't find any, take local systems with Class II planets, such
as Arid or Tundra.
首先,你在游戏早期应该要扩张以抢下第一、第二级行星这种好殖民的地方。第一级行星
最好,因为它们提供丰富的食物。你不能放过任何一个角落,因为第一级行星很稀有,而
丰富的食物又能提供稳定的成长。如果你找不到半颗,那就转向第二级行星,像是干燥及
冻土行星。
It is vital to keep a steady and constantly growing economy until you have
the economic ability to quickly improve or terraform these planets into
income (generally from 100 Industry per turn). It costs 70 Industry to
colonize a Planet in a system you already own. Otherwise, you must use a ship
with a Seed Module, which costs 125 Industry, stops population unit growth
and uses up an additional unit. These costs can hurt an empire if they try to
expand too quickly. Early Empire economies are unable to successfully sustain
excessive investment in high-input planets, such as negative Anomalies,
Arctic, Desert, Barren or Lava Planets: these should be avoided until the
high development costs can be dealt with.
你必须要使经济维持稳定且持续的成长,直到你的经济实力足以快速改造这些行星并转为
自己的收入(大概要每回合生产100工业产能)。要在你已拥有的行星系内殖民一颗行星
要花70工业产能,要不就得派一艘装有种子模组的船只,而这要花125工业产能、会停止
人口成长还会占去一个单位。这种花费对于扩张太过快速的帝国来说是个大打击。早期的
帝国经济无法持续对需要高度投入的行星过度投资,像是拥有负面奇异点的行星、极地、
沙漠、贫瘠或熔岩行星:直到有能力负担这些花费前都应该先避开这些行星。
The "2'nd round" of expansion' requires intra-system development and
improvements, as well as migration to the final Class II planets, and some
Class III planets like Desert and Arctic. Expanding into Tundras for Industry
can be helpful. On a new System basis, good targets include Systems with some
Tundra and Arid Planets (especially with bonus Food Anomalies like Rich Soil
or Microfactories), which provide a mix of Food and Industry production.
“第二轮扩张”前要先搞定行星系内的发展及改良、殖民剩下的第二级行星和一些第三级
行星。为了工业产能而去殖民冻土行星会很不错。为了要替一个新入手的行星系打好基础
,冻土行星和干燥行星(特别是有像是肥壤、微型工厂等能提供食物加成的正面奇异点)
都是很不错的目标,因为这些行星能提供食物及工业产能。
Near the end of this round, Approval limits expansion. Each Class II-V
colonised Planet removes Approval from its System, and negative planetary
Anomalies can increase this disapproval. In addition, after 30 turns, all
Planets recieve global "expansion disapproval". Slowing down expansion if
your core Planets start to drop below happy is advisable; Systems grow
fastest under an Empire (average) of Fervent Approval.
在该轮扩张尾,认同度会限制或张。等级二到等级五的行星都会使行星系认同度下降,行
星上的负面奇异点则会增加不认同度。此外,在30回合后,所有行星都会受到“厌恶扩张
”的全域事件影响。最好在你的核心行星变得不快乐时就把扩张速度慢下来,当帝国(平
均)是狂喜的状态下,行星系会成长的最快。
The third round starts afresh as terraforming comes into play, the
limitations of Approval are reduced, and higher Food and Industry growth on
higher-value Planets allows you to invest in high-yield Planets, such as
Barren, Lava and Arctic (which have high disapproval and low intrinsic Food).
These often require aid from other Planets in the System, colony ship
transfers, or improvement buyouts. Later, Gas and Asteroid Planets follow
this pattern.
在能进行环境改造后,第三轮扩张就开始了。认同度的限制会变小,而高价值行星上优秀
的食物及工业产值让你能开始投资在高获利行星上,像是贫瘠、熔岩和极地行星(这些行
星都扣很多认同度,且食物稀少)。这些行星偷常都需要同行星系的其他行星、殖民船运
输或行星改良的援助。之后就轮到气态巨星和小行星带。
The very final round of expansion are Systems containing only Class IV or V
(Lava/Barren/Gas/"Asteroids") planets, which require large inputs such as
multiple colony ships, buying out baseline exploitations, and improvements
(eg Planetary Institution) at the System level. Establishing some beachhead
planets is essential to any development, and these Systems are the most
difficult to invest into.
最后一轮扩张,是在行星系只剩下第四和第五级行星(熔岩、贫瘠、气态、小行星)时。
这些行星需要大量的投入,像是许多殖民船、大量基础开发和行星改良(像是行星协会)
。任何开发都需要先有几个行星做滩头堡,而这些行星系都是最难投资的。
////////////////////////////////////////////////////////////////////
八、Cravers: Depleted Planet Resources 虫族:耗尽行星资源
The Cravers Faction has a Locust Points Affinity Trait that affects FIDS
produced by their planets, which go through 3 stages. Planets affected by
Locust Points are labeled in the System View with one of 3 descriptions:
Over-consumption, Normal, or Depleted.
虫族有个特性叫做蝗虫点数,这会影响他们行星的FIDS产量,一共分三阶段。受蝗虫点数
影响的行星会在行星系接口上分成三种型态标示出来:过度消耗、正常情况或耗竭。
The 1st 40 turns they own a Planet they consume it : +25% FIDS.
一开始40回合,他们会开始吃干抹竟他们拥有的行星:FIDS产量+25%。
The next 20 turns are as usual.
接下来20回合是正常的。
Then after those 60 turns the Planet is depleted : -25% FIDS.
这60回合过后,该星球已经耗竭了:FIDS产量-25%。
/////////////////////////////////////////////////////////////////
九、Distribution Probability 分布机率
Depending on the game settings, a Planet Type or Size may be more or less
likely to appear. The types of planet also vary based on a system's star.
根据游戏设定,行星型态或大小的出现机率并不固定,行星型态也会随着行星系的恒星而
变化。
///////////////////////////////////////////////////////////////
十、FIDS values, Pre-Disharmony Patch FIDS产值(无Dinharmony)
For reference, these are the FIDS values without the Disharmony patch.
这是没有安装Disharmony时的FIDS产值。
各型态行星的FIDS产量
等级 型态 认同 食物 工业 星尘 科技 FIDS 描述
I 丛林 0 3 4 2 2 11 高密度的植被,这种行星能支撑大量的人口
I 类地 0 3 2 4 2 11 陆地和水的地质结合,这种行星最容易居住
I 海洋 0 3 2 2 4 11 大部分或全部都被水所覆蓋,这种行星富含
生命及资源。
II 干燥 -5 2 2 5 1 10 比较干燥,这类行星仍然能农耕及开发。
II 冻土 -5 2 1 2 5 10 虽然大部分都被冰雪覆蓋,但这类行星还算
不难开发。
III 沙漠 -10 1 5 0 1 7 地表没水,所以这类行星在殖民及开发的难
度更高。
III 极地 -10 1 0 1 5 7 被雪覆蓋的极寒之地,要在这类行星上开拓
需要付出一些努力。
IV 熔岩 -15 0 4 1 0 5 地壳运动强烈且炎热,要在这类行星上殖民
就需要先进的科技。
IV 贫瘠 -15 0 1 4 0 5 无论是水或大气都很缺乏,要在这类行星上
开拓非常困难。
V 小行 -20 0 4 4 4 12 基本上就是在一片虚空中的一条岩石带,要
星带 在小行星带上殖民需要非常先进的科学。
V 甲烷 -20 0 10 1 1 12 巨大的气态巨星,是最难居住及开发的行星
类型。
V 氢气 -20 0 1 10 1 12 同上
V 氦气 -20 0 1 1 10 12 同上
===============================
耶耶表格排完了
请大家务必批评指正我的翻译,感谢!
作者: SeanLiao99   2014-09-04 11:07:00
减肥好不好跟方法健不健康有关
作者: sarraya (~ No Game No Life ~)   2014-09-04 12:04:00

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