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######################### VERSION 2.2.0 ###########################
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# 디자이너의 주석 #
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안녕하세요!
스텔라리스가 다시한번더 대담한 변화를 맞았습니다! 2.2에서는 여러분의 행성을 개발하는 것과 더불어 깊은 게임내 경제에 초점을 맞췄습니다. 이는 행성을 경영하는 걸 더 재미있고 몰입할수 있게 하기 위함입니다.
타일은 끝났고, 지구들과 건물 그리고 직업들로 바뀌었습니다. 이제 도시 구역, 농업 구역, 광업 구역, 그리고 발전소 구역과 더불어 여러 특성화된 역할을 맡은 여러 건물들을 지을수 있습니다. 지구들과 건물들은 직업을 제공하며, 직업을 가진 팝들은 자원을 만들어 냅
행성이 더 많은 팝을 가질수록 건물 슬롯을 해금합니다. 건물들은 이전과 비슷하게 작동하지만, 대신 직업이 직접적으로 자원을 뽑아냅니다.
2.2는 또한 새로운 무역로 시스템을 들여왔습니다. 무역가치(우주와 그리고 행성에서 생성된)을 행성기지에서 업그레이드 하여 수집하는 것을 원하실 것입니다. 또한 여러분은 모성계로 무역가치를 끌여들여야 합니다. 무역 수도에 도달하게 되면 무역가치는 사용할수 있는 자원으로 변경됩니다.
저희들은 여러분이 업데이트된 튜토리얼을 해보시는걸 추천드립니다!
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# 메가코프 확팩 내용
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# 메가코프
* 메가코프 제국 형태를 추가하였으며, 특별한 윤리관을 갖추고 다른 제국행성에 지사를 설립하여 경제 강국이 될수 있습니다.
# 행성도시
* 새로운 퍽이 해금됩니다: 아르콜로지 프로젝트는 여러분의 행성을 도시구획으로 가득찬 도시 행성으로 바꿔줄 디시즌을 해금해 줄것입니다
# 제노-호환 (Xeno-Compatibility)
* 새로운 퍽인 제노 호환(Xeno-Compatibility)이 추가되어 다른 종끼리 번식할수 있습니다.
# 은하적 거래(Universal Transactions)
* 새로운 승천 퍽인 은하적 거래는 메가코프 제국이 지사와 더불어 무역 협정을 맺는 것을 쉽게 해줄 것입니다.
# 대상(Caravaneers)
* 대상, 즉 이 유목민족들은 여러 자원들을 교환하는 특유의 거래를 할수 있으며, 그들의 모행성계에서 게임을 즐기실수도 있습니다.
# 새로운 거대건축물
* 새로운 거대 건축물인 거대 물질 추출기, 거대 예술품 설치, 은하 의회, 그리고 전략 조정 센터가 추가되었으며, 탐험하면서 부서진 건축물도 찾으실수 있습니다.
# 노예 시장
* 새로이 추가된 노예 시장에서 여러분의 노예 팝을 사거나 팔수 있습니다 (은하 시장이 열려야지만 가능합니다)
# 새 목소리와 음악
* 3가지 새 조언가들과 16분 길이의 음악이 추가됩니다 (당근 사운드트랙 DLC에 포함됩니다)
# 새로운 캐논 제국
* 메가코프 메커니즘을 사용하는 미리 스크립트된 제국과 더불어 기존 Chinorr를 메가코프 제국으로 변경했습니다
# 도전과제
* 새로이 10개의 새로운 도전과제가 추가됩니다.
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# 새로운 유토피아 확팩 내용
###################
# 하이브 월드
* 새로운 승펀퍽인 하이브 월드가 추가됩니다. 머신 월드와 비슷하지만, 하이브 월드는 하이브 드론만 살수 있으며, 하이브 월드로 행성을 바꿀수 있습니다. 하이브 월드는 자원 생산에 보너스를 가지며, 자원 지구들이 지원할수 있는 광상의 제한을 받지 않습니다.
######################
# 2.2 ‘르 귄’ 무료 추가 사항들
######################
* Added Simplified Chinese localization
* Removed planet/habitat tile system, replaced with districts, jobs
* Pops and Pop Jobs now belong to a social class (Pop Category) that
determines their luxury needs. Social classes are ranked, and Pops that
belong to a higher social class will refuse to take jobs belonging to a
lower class until they demote over time
* Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
* Added planetary housing, usage of which depends on pop's social strata
(rulers and specialists = a lot, slaves and menial labourers = a
little)
* More dynamic pop growth system: populations can grow and decline based
on their rights, living standards, immigration/emigration
* Added crime. Crime is generated by overcrowding and poor living
conditions, and negatively affects planet stability. It can also
generate events
* Added new and reworked planetary decisions and empire edicts
* Added new resource types (alloys, consumer goods, etc) which tie in to
the economic simulation in many ways, diversifying the domestic
activity of empires considerably
* Added the Internal Market, where resources can be converted into other resources at a cost
* Added the Galactic Market, in which all game resources can be bought
and sold in open exchange between empires, with prices fluctuating based
on supply and demand. This is formed when enough Empires are in contact
with each other, replacing the Internal Market. Genocidal empires do
not get access to the Galactic Market
* Added trade routes, where you can collect trade value from upgraded
starbases and send it back to your trade capital to convert to wealth
for your empire. Reworked piracy system to link in to this, and added a
patrol order so your fleets can actively suppress piracy
* Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
* Added empire development based on owned systems, districts, and
colonies. It is a soft cap that, when exceeded, applies scaling
penalties to leader cost, edict cost, research speed, etc. This replaces
the old system of static penalties based only on systems owned, and
more accurately reflects the size and complexity of your empire.
Development cap can be increased with techs and ascension perks
* Introduced a new concept called Empire Cohesion. Empire Cohesion is
increased by each owned system, and decreased by each external hyperlane
connection and cut-off (non-owned) system inside your borders. If
cohesion loss goes above cohesion gain, you will suffer penalties in the
form of increased empire size and the corresponding costs it brings
* Added 9 new basic Mandates relating to your empire's internal economy
* Tweaked army display and ground combat screens, with improved army icons
* Reworked planetary bombardment to produce devastation, which damages
housing, amenities, trade value, and pop growth. High devastation will
ruin buildings and kill pops
* Reworked sectors to be automatically generated, removing the
"mini-economies" and having them directly contribute to your empire
stockpiles
* Reworked factions to always give an amount of influence based on their
faction approval, rather than having a hard cutoff below which they
would contribute nothing
* Reworked the Tradition Trees to synchronize with all the new systems
* Added Shared Burden civic for all your luxury space communism needs,
with a new prescripted empire using it, the Kilik Cooperative
* Replaced authoritarian Caste System with Stratified Economy living
standards: does not use slavery but has a similar effect (happy rulers,
downtrodden masses). Authoritarians can still use species-wide slavery.
Slaver guilds civic is now required to enslave own species
* Added alert messages for completing a Megastructure's intermediate upgrade steps
* Added a conclusion to the Strong Magnetic Field events
* Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
* Added new single star custom system options
* Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
* Since the Chinorr have become a Megacorporation, replaced them in
non-Megacorp games with a new prescripted empire, the Glebsig Foundation
* Added technology Resort Worlds that unlocks the ability to designate a
colony as a Resort World. This colony will be unable to have districts
and most buildings built on it, but will increase amenities and
immigration pull across the empire.
* Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
* Added a tech for slaver empires to designate a world as a
Thrall-World. Thrall-Worlds cannot support city districts or
manufacturing/research buildings, but get vastly increased growth rate
and access to special buildings and jobs for slaves
* Updated tutorial to explain the new systems
* Added the multiplayer observer mode from the 2.1.4 beta to the default game version
* Added new civic: Byzantine Bureaucracy, that reduces housing/amenities
usage and allows for the construction of Bureaucratic Complex building
that adds administrator jobs
* Deploy Hunter-Killer Drones decision can now be toggled on and off
* Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
* Research Agreements are now diplomatic actions, rather than being part of trade deals
* End game victory conditions reworked into a score system, tallying up
your total empire accomplishment based on size, population, military,
tech, federations, and many other measures
* Added some new Colony events.
* Civilian ships are now constructed at starbase rather than planets
* Added pop section view to colony ship construction in starbases
* Colony ships can now be built populated with any species which you have a migration treaty with
* Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
* Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
* Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.
* Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
* The homeworld of the First League is now an Ecumenopolis
* Notifications dealing with the player’s own empire are now marked with
a golden yellow rim to distinguish them from those affecting only other
empires
* Added 6 new corporate-themed empire flags
###################
# 밸런스
###################
* Improved distribution of space creatures and unique systems
* Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
* Subterranean civilization famine event now uses food rather than energy
* Increased the delay between the Prethoryn Vanguard and the main swarm arriving
* You no longer get influence when another empire finishes first contact project before you do
* Teachings of Warriors event now only gives energy as reward for selling to a private collector
* Removed neighbor restrictions on rivals and most CBs
* No longer possible to pick Imperial Prerogative as first ascension perk
* Federation members now automatically have a commercial agreement with
each other, but have to pay 15% of their energy credit income in
federation taxes
* Federations are now always led by the most powerful member empire
rather than having a rotating presidency (25% more power than leader is
required to replace an existing president)
* Added a decision to curtail planetary growth through voluntary
measures, available to empires that don't allow other forms of growth
control. It reduces growth by 75% at the expense of increased pop upkeep
* Reworked relative empire power to be based on fleet power, economic
power and tech power (in order of descending importance). Economic power
is calculated as the amount of resources produced by the empire each
month, multiplied by the base value of said resources, while tech power
is calculated by the total cost of researched techs
* Added two new technologies for machine empires that improve pop assembly speed
* Nivlac pops now generally spawn in groups of 15
* Nivlac species trait effect on habitability and pop growth has been significantly reduced
* Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
* Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
* Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
* Drastically reduced the research cost for Entropic Recursion and
Doctrine: Strange Loop, and removed their associated buildings
* Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
* Habitats now have a monthly alloy upkeep on their capital building
* Strong/Weak traits now have a small effect on worker output
* Culture shock is now a planet modifier rather than a pop modifier
* Assimilation now faster, and planetary culture shock will be removed
if there is only hive/cyborg/machine pops on the planet, because free
will is a painful illusion
* Xenophobes now get +10%/+20% pop growth instead of claim cost
reduction (to balance for not having as much growth from migration, etc)
* Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
* Ascension perk Galactic Contender also grants bonus damage vs the gate builders
* Yurt, Vultaum, and Irassian Home systems now have some additional resources
* Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
* Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
* Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
* Several existing civics have been adjusted to affect the new jobs
system: Merchant Guilds, Police State, Agrarian Idyll, Aristocratic
Elite, Citizen Service, Exalted Priesthood and Technocracy
*Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
* Reduced cost of robo-modding a species
* Reduced the cost of bio-modding a species
* Databanks Uplinks tradition now increases research station output instead of unlocking assist research
* Assist Research is now available from the start of the game
* Ending a resource deal with a merchant enclave early now gives -5 opinion
* Distinguished Admiralty civic effect on admiral level cap reduced from
2 to 1. In addition, the effect on naval capacity has been replaced
with ship fire rate
###################
# UI
###################
* Split the policies and edicts view into their own views
* You can now start the game with the "-console" argument and it will dump all console commands to the info.log file
* Added various info about target planets in the Resettlement dropdown list
* Colonization screens only show the list of species and will generate a ship from the closest shipyard
* Species are sorted in habitability order on the colonize "select species" window
* Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food
* The expansion planner now shows Rare Deposits
* Added navigation sidebar and moved all topbar menu items to it
* Reworked planet battle view to show frontline, reserved and disengaged armies separately
* Standardized colors for displaying cost and time
###################
# AI
###################
* AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
* Adapted AI to new economy system
* Improved early game economy AI
* AI will now revoke claims it has on empires it wants to maintain a long-term alliance with
###################
# 모딩
###################
* Added scriptable leader classes, old classes are now attributes for the new ones
* Added on_crossing_border on-action
* You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
* Added "on_fleet_combat_joined_attacker" and
"on_fleet_combat_joined_defender" on_action. Both are fired when fleet
enter combat, scopes etc in the file "00_on_actions.txt"
* Added country_trade_fee modifier
* Replaced free_pop_slots trigger with free_housing trigger
* Updated the "if" trigger to work in the same way as the "if" effect:
if { limit = {...} } else_if { limit = {...} } else { ... }
* Added define for default trade change
* Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
* Added last_building_changed / last_district changed triggers
* Added on_system_lost and on_system_gained on-actions
* Create Species can now accept an event_target for the species class
create_species = { class =
event_target:caravaneer_fleet2_country.species }
* Most modifiers in the game now take custom_tooltip to print a custom desc
* Added perc_communications_with_playable trigger
* Added "country_immigration_pull_add," "country_immigration_pull_mult,"
"country_emigration_push_add" and "country_emigration_pull_mult"
modifiers. They work like the planet modifiers of the same name, but at
country level
* Added triggers "has_rival = <Target>" and "has_overlord=<Target>"
* Added is_half_species trigger
* Added create_half_species effect
* Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
* Added GetRulerName to localization script in Leader scope
* The "has_colonization_control" trigger now works like other species
rights trigger: has_colonization_control = { value = no country
=root }
* Added a "can_colonize_with_species" game rule
* It is now possible to directly script a civic as changing the empire's
homeworld class, and this will be reflected properly in empire designer
* The number of district types shown in the expansion planner is now
fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS )
However, the gui files must also be changed to have that number of
district buttons/icons
* Added set_market_leader effect
* Anomalies with a null_spawn_chance set that are set to only happen
once for the country/game will now be blocked from being rolled again if
they fail to pass the null spawn chance check, meaning that some
anomalies can be made properly rare and not occur in every game
* Added the "diplomacy_economy" database where you can defines upkeep
and production of resources for various types of diplomatic relations.
* Added remove_deposit effect
* Added is_deposit_type trigger
* Add define for resource base, min and max price on the market
* Add defines for constants in price change equation
* Buildings can now have a custom tooltip effect
###################
# 버그 수정
###################
* Fixed incorrect starbase Missile Battery description
* Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
* Fixed Contact Report: Primitives event sometimes fetching the wrong text key
* Fixed incorrect pluralization for Gene Warrior armies
* Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
* Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
* Fixed a bunch of old sound files that had bad loops or other cruddiness
* Fixed literally unplayable localization bugs
* Removed references to a nonexistent special project in an event chain
* Fixed an edge case where paying off Marauders would cost you nothing
* Fixed "The Xvan Labs" special project spawning in too-distant systems
* Preventing Ketling planets subject to ongoing invasion, orbital
bombardment and/or starbase construction from progressing to spacefaring
Ketlings
* Fix crash at start when the outliner settings contain double entries
* Fixed Leviathans first contact report not firing in some cases
* Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
* Fixed bug where upon re-election a ruler would not get a proper new mandate
* Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
* Fixed an issue where Primitives would accumulate too many Ethics over time
* Removed arrow from peace messages since they were misleading
* Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
* Pacifists are now blocked from Aggressive First Contact protocols, as
charming as it was that they had a loophole in their ethical structure
that permitted unlimited violence until polite first greetings had been
exchanged
* Leviathan Death Notification message should now function
* Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
* Fixed the multiplayer "show players" mapmode being saved and reloaded in single player mode, resulting in all-grey maps
* Fixed tutorial making observer mode outline visible in single player
* Master Builders Ascension Perk no longer applies twice to Habitats
* Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
* Fixed a crash when deleting an empire led to having a corrupted empire design selected
* Create vassal button now checks properly if a vassal can actually be created
* Fixed multiple contact from same empire
* Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
* Fixed the "blue solution" sometimes not granting a trait
* The red/green/blue event now adds a custom free trait so as not to mess with trait points.
* There will now always be a minimum of one L-Gate system when playing
with the Distant Stars Story Pack, regardless of galaxy size
* Fixed peace deal localization
* Fixed some loc references in post-war messages from Fallen Empires
* Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
* Fixed the Grateful Refugee pop modifier potentially stacking (modifier
is now instead refreshed if the pop becomes a refugee again)
* Contact Report: Leviathans (story.8) should now fire for all
leviathans (will now display a special desc for mechanical leviathans)
* Fixed an issue with terraforming in the Atomic Clock event
* Numerous other bugfixes and performance improvements
패치노트에서 언급되었듯이 새로운 10개의 도전과제가 등장합니다:
또한 우리의 모딩커뮤니티에게 여기 최신 모딩 변화 에 관한 개발다이어리가 있습니다.
우린 이걸 위해 열심히 일했습니다. 이는 스텔라리스를 극적으로 바꿀것입니다. 부디 12월 6일날 2.2와 메가코프를 잘 즐겨주시길 바랍니다!
첫댓글 중국어 번역이 추가되네요??
대륙의 비공을 의식한것인가...
비잔틴 관료정 무엇ㅋㅋㅋ
ㅇㅋ정신주의+독재정+비잔틴 관료정으로 우주 비잔틴 제국 간다!
'저희들은 여러분이 업데이트된 튜토리얼을 해보시는걸 추천드립니다!'
스텔라리스 개발진이 역설사에서 유일하게 일을 하는 개발진이라는게 증명된 예시
다른 겜들은 튜토리얼 업뎃을 안해서 튜토리얼이 진행이 안되거나 구버전 내용만 가르침
진짜 저 문구는 개발일지에서 처음 보네요. 정신나간 스웨덴놈들, 일을 좀 하란 말이야!
이 문구 하나만으로도 구매 의욕이 생기네요...
제노-호환이라니... 이종교배라니... 카페분들이 경악할 이야기네요 ^^
그러니 기본 설정을 쓸모 없음으로 해두면 그런 꼴을 볼 일이 없다는 것입니다, 여러분!
개소리 집어쳐!
기업국가라니!!
자유의지는 해로운 것이라뇨 ㅋㅋㅋ
삼성공화국의 꿈이 실현된다니....갓겜
다른 종족이랑...교배...?