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{{Version column}} <div style="float:right;">__TOC__</div> Patch 2.0, aka "Marius", was released on 2021-02-16<ref>Forum: [[forum:1456829|[Dev Team] 2.0 Marius Update Released [checksum 2915]]], 2021-02-16.</ref> with the checksum ''2915''. The patch was released alongside the ''[[Heirs of Alexander]]'' content pack. == Free Features == * UI: Entirely redesigned UI with a new visual style * UI: Added nested tooltip and game-concept support * Inventions: Technology advances now provide 1 Innovation per level * Inventions: Spend innovations in new branching trees to specialize your civilization * Inventions: Numerous augmentations to existing mechanics, government interactions, and unit abilities can be unlocked through the invention tree * Military: Raise Levies from your integrated pops in times of war * Military: Form standing Legions, appoint Legates and Tribunes, and track their accomplishments * Military: New Engineer unit type which aids in river crossings, sieges, and paving roads * Military: Combat Width is now dynamic and based on terrain * Military: 9 new unique 3D unit models for Legions * Military: Military traditions now displayed in tree structure * Military: Military tradition groups now unlockable based on integrated cultures [If enough integrated pops are present, theoretically any military tradition group can be acquired] * Military: New Legacy of Alexander wargoal for successor kingdoms, in which the ownership of conquered territory is flipped immediately [as in civil wars] * Military: Occupying a province’s and forts capital now occupies the entire province, removing need for carpet sieges * Buildings: Ports can now be built in any coastal territory * Buildings: Ports now come in tiers, with higher tiers able to build larger ships * Buildings: Buildings can now be limited to a specific cap * Buildings: Buildings now contribute to civilization level in territories * Buildings: Various buildings are now unlocked by invention trees * Buildings: All buildings rebalanced, including larger effects, rebalanced prices, and AI weighting - see below for detail * Trade: Individual Provinces can now be set to automatically (but slowly) seek goods to import * Character Interactions: Added Support Pretender, boosting the powerbase of a chosen pretender in any foreign monarchy [old succession crisis interaction renamed to Intervene in Crisis] * Character Interactions: Added Espionage, unlocked by invention, allows visibility of foreign manpower and treasury counts [now hidden by default] with events for sabotage and more == Expansion Features == * Great Wonder designer has been added, enabling customized wonders to be constructed * New Great Wonder modifier tiers can be unlocked in invention trees * 18 new Diadochi Mission trees have been added, covering Thrace, the Antigonid Kingdom, Egypt, Macedon, and the Seleukid Empire * 24 Honors and Dishonors can be earned by Legions distinguishing or disgracing themselves with their actions * 13 new Deities have been added - hail Sobek * 29 new Treasures can now be acquired * League City subject type added, acquired through the invention tree system * Alexander’s Panoply and Anthologia Philosophike treasure decisions have been added, allowing you to consolidate the effects of multiple smaller treasures * 3 new music tracks with a focus on war and battle == Gamebalance == === Economy === * Manpower pools now regenerate faster, but only store 12 years-worth of manpower * Freemen and tribesmen now provide increased manpower * Most sources of tax income have been reduced * Population output in all territories is now reduced by 30% * Settlements now have 50% reduced ship building speed and a 15% malus to pop output, from 25% * Tributaries now have their tribute removed from their resources instead of just adding to the overlord * Build Road cost is reduced by Engineer cohorts * Food production now possible without surplus * Added an additional integrated culture for Antigonids, to give them a bit more fighting power * Governors now receive a standard wage of 0.2% of national income in addition to the provincial wage * Governor’s standard wages increased by 100% when their levy is raised * Low Fort Maintenance now reduces fort maintenance by 15% from 25% === Buildings Rework City Details === * Granary: 100 gold, +200 Provincial Food Capacity, +2% Civilization Level * Library: 100 gold, +5% Research Points, +2.5% Conversion Speed, +2% Civilization Level * Marketplace: 100 gold, +2.5% Base Trade Routes, +2.5% Assimilation Speed, +2% Civilization Level * Training Camp: 100 gold, +10% Manpower, +2% Civilization Level * Tax Office: 100 gold, +10% Tax, +2% Civilization Level * Academy: 150 gold, 3 per city, +4% Noble Happiness, +5% Noble Desired Ratio, +0.01% Monthly Civilization Change, +3% Civilization Level * Court of Law: 150 gold, 3 per city, +6% Citizen Happiness, +10% Citizen Desired Ratio, +0.01 Territory Provincial Loyalty, +3% Civilization Level * Forum: 150 gold, 3 per city, +6% Freeman Happiness, +10% Freeman Desired Ratio, +2.5% Monthly Food, +3% Civilization Level * Mill: 150 gold, 3 per city, +6% Slave Happiness, +6% Slave Output, +10% Slave Desired Ratio, +3% Civilization Level * Aqueduct: 150 gold, +4 Population Capacity * Earthworks: 150 gold, 1 per city, +25% Fort Defense, -10% Population Output, +1 Hostile Attrition, -3 Combat Width * Theater: 300 gold, 1 per city, +10% Integrated Culture Happiness, +2 Pop Assimilation Speed, +0.05 Provincial Loyalty, +5% Civilization Level * Temple: 300 gold, 1 per city, +10% State Religion Happiness, +2 Pop Conversion Speed, +0.05 Provincial Loyalty, +5% Civilization Level * Foundry: 300 gold, 1 per city, -4 Slaves for Surplus, +10% Population Output, +50% Starting Experience, +5% Civilization Level === Buildings Rework Settlement Details === * Barracks: 200 gold, +20% Manpower, -25% Migration Speed, +8% Freeman Happiness, +15% Freeman Desired Ratio, +5% Civilization Level * Mine: 200 gold, -5 Slaves for Surplus, -25% Migration Speed, +5% Civilization Level * Tribal Settlement: 200 gold, +10% Population Capacity Modifier, -2.5% Citizen Desired Ratio, +30% Tribesman Output, +8% Tribesman Happiness * Slave Estate: 200 gold, -25% Migration Speed, +50% Monthly Food Modifier, +30% Slave Output, +5% Civilization Level * Farming Settlement: 200 gold, -5 Slave for Surplus, -25% Migration Speed, +50% Monthly Food Modifier, +5% Civilization Level * Provincial Legation: 200 gold, +75% Migration Speed, +15% Assimilation Speed === Buildings Rework Shared Details === * Fortress: 150 gold, -5% Manpower, +1 Fort Level, +5% Fort Defensive, +1% Civilization Level * Port: 150 gold, +1 Population Capacity, +15% Ship Recruit Speed, +0.1 Migration Attraction, +0.1 Migration Speed === Population === * Population growth speed and capacity now scale with civilization value, and are increased less by external sources * Tribesmen now consume less food * Population migration speed reduced significantly, with the exception of tribesmen * All settlement buildings now reduce migration speed from their territory by an additional 25% (bringing it to -100%: this will now effectively remove migration unless there are extenuating circumstances such as occupation/famine/unrest) === Technology === * Civic technology now grants 1% population capacity and 1% global food per level * Civic technology no longer grants Commerce Income * Oratory technology now grants 0.5% global civilization value per level, from 2% * Religious technology now grants 2% Omen power per level, from 2.5% === Governments === * Monarchies can choose a primary heir from the pretenders with the Anoint button, with positive and negative event consequences possible * Added rare event for large unstable AI tribes to splinter into subjects and free states * Added Elective Monarchy government type * Improved republic agenda selection logic * Rebalanced ‘Senatorial Chambers’ harsh happiness modifier in tribal reform mission === Religion === * Added Hellenic deities Dioskourai (Greek) and Castores (Roman) * Treasures can now be individually removed from non-pantheon Holy Sites as well === Units === * All cultures or culture groups now have a levy template, indicating which unit types their poptypes will raise. This should result in geographically appropriate levied armies * Levies are now raised from integrated culture pops in governorships * If a governorship is incapable of supporting raised levied units; the associated units will begin taking attrition until they are removed * Levies no longer have a maintenance cost - instead their pops cease producing base resources while raised * Regular unit (legion) maintenance increased significantly * Mercenary maintenance cost reduced to 150% of base * Military experience is acquired when disbanding experienced levies * Levies may not be disbanded during war * Powerbase from loyal veterans reduced significantly * Loyal levied units now grant loyal veterans to their governor when disbanded * Strategic trade goods have no bearing on levy composition, we now assume that cultures bring their horses/elephants with them. * Strategic trade goods are now required to be present in a governorship/region in order to recruit units of the linked type in a legion. === War & Peace === * Woo General interaction now transfers foreign legates * Triumphs may now only be held for generals who have won sufficiently large battles * A provincial Fortress limit has been added which will incur costs when exceeded * All countries with Pirate Heritage now have access to the Slave Raid naval ability * Forced March unit ability is now unlocked in the Martial invention tree * Carpet Siege unit mission added, replacing Fight Rebels, useful in civil and Diadochi wars * Being at Peace once again reduces War Exhaustion (by 0.08pm) to counterbalance new sources of War Exhaustion gain (levies and great conquest wars) === Characters === * Brave trait no longer reduces loyalty === Other === * Happiness for Same Culture modifier significantly increased for top rank nations * Tyranny now reduces character loyalty by 15% less * Colonization now requires 8 pops in a neighboring territory, from 10 * Reworked all modifier durations to be at least 1 year * Reworked costs for event options * Vassal Integration costs (per pop) reduced by approximately 20% * Global monthly state loyalty malus removed from nation rank * Non-dominant primary culture territories now have +2 slaves required per trade good produced == AI == === Diplomacy === * AI now less willing to join defensive leagues far away * AI now has a default willingness to grant military access [as opposed to the previous default unwillingness] * AI significantly better at economic diplomacy: integrating subjects, improving opinion through gifts, and insulting potential war opponents === Economy === * AI now significantly more careful about exceeding budgetary restrictions * AI better at handling integrated cultures, and removing integrated cultures that are no longer economically sound === War === * AI nations with republic or monarchy government types will be far less likely to expand into tribal territory without a pre-existing claim. *Note: this behaviour is not an absolute rule* * Antagonist AI is now appropriately horrifying === Other === * AI will no longer be blocked in their missions by complex tasks * AI will now change missions after 60 years following the same one == Interface == === Mapmodes === * Removed the river Region/Area names to clear up the associated mapmodes === Tooltips === * Game Concepts and tooltips added to explain major mechanics === Unit Models === * Each culture group now has a seperate Levy and Legion model === Other === * Available casus bellis are now displayed in the diplomacy view * Characters can now be searched by textbox across all countries * Cohort information breakdown moved to the Ledger * Sacrifice button localization no longer fails to account for non-pantheonic religions * Loading quotes revised and expanded with more high-quality doom and sass from the past! == Usermodding == === Triggers === * Changed 'country_culture' trigger name to 'primary_culture' === Other === * Added script support for Legions * Added GetCulture('tag') and GetCultureGroup('tag') loc promotes * Added GetLegionDistinction('key') loc promote * country_culture event link now works * Inventions can now have effects on adoption * Military traditions can now have effects on adoption * Sea territories are now assigned to areas * Impassables now have their own terrain type * max_amount can now be defined for any building == Script == === Achievements === * Added 15 new achievements === Decisions === * Added 9 Anatolian formables: Lycia, Caria, Lydia, Cabalis, Milyas, Pamphylia, Lalasia, Isauria, Pisidia * Added decision for tribes to gain extra capital civilization for a price * Tweaked territorial requirements for Reunite Alexander's Empire decision * Added decisions to install Philokles of Sidon and Eunostos of Soloi for Diadochi === Events === * Reworked ‘Antigonid Cause Wavers’ events and the splitting of the Antigonid kingdom * Added regnal name events for Egypt, Seleukids, Pergamon, Bithynia and Mithridatids if ruled by the relevant family - long live Ptolemy XXIIV * Characters can now die during battles, not just after battles * Reworked Mithridates event chain, a new kingdom is now created in Paphlagonia and can annex Pontus diplomatically - player can start as either Kios or Pontus * Added option to boost Antigonos’ health for a price in his opening event * Clarified happiness impact of family adoption event after annexation * Pergamon is now playable via an option in the ‘Antigonid Cause Wavers’ event * ‘Granary Fire’ event now only targets territories with granary buildings, destroying them * Added outcome of ‘True Weather of the Soul’ where Thrace annexes part of Macedon * Added Espionage interaction events for stealing technology and sabotaging legions * Added an event chain for Egypt on the Athenian Tragedies * Increased cooldown of city sacking events to prevent cash farming * Added costly Ptolemaic dynasty event to optionally acquire Blood of the Argeads trait * Researchers with Scholar, Intelligent, Obsessive, and Polymath traits have a chance to generate additional innovations over time. This effect can stack, and will show up when assigning research positions * ‘Scientific Breakthrough’ now correctly describes tech progress as a percentage === Missions === * Added bypass events to the generic infrastructure mission tree === Setup === * Updated map in Greece, Anatolia, and Phoenicia * Added starting trade routes for Antigonids, Macedon, and Egypt to help with their economy, mostly with their own subjects * Added new tags in Anatolia, Black Sea, Adriatic, Paeonia, and Balearics * Split Bithynia and Cappadocia regions with new region of Cappadocia Pontica * Removed Pontic culture from Anatolian group (merged with Cappadocian) and renamed Greco-Pontic to Pontic * Added Pisidian, Milyadian, Oroandian, Cabalian, Lalasian, Cennataean, Morimenian, Cataonian cultures to Anatolian group * Moved Bithynian and added Mariandynian culture to Dacian group * Added Talaiotic culture to Occidental group * Added Paeonian culture to Illyrian group * Added several major rivers * Added many missing historical characters === Other === * Boni and Traditionalist parties will no longer disapprove of attacking the same religion or culture, instead balking at truce-breaking * Updated some laws and tooltips to better accommodate monotheism/Judaism * Royal Marriage Character Interaction can now be used on children above the age of 12, with the marriage events firing once both parties are 16 * Assassinate character interaction renamed to Assassinate Rival, and can now be used on the target directly, as long as they are a rival of the ruler * Tutor character interaction can now be used on a child directly, and for any close relative of the ruler or the ruler themselves == Bugfixes == === Code === * Addressed stability issues on Mac and Linux * Best possible province capital will now be picked when annexing a province * Fixed on_becoming_adult on_action not firing * Threaten War and Demand Military Access actions now work as advertized * Fixed some missing line-breaks and names in tooltips listing modifiers * Fixed Dismiss button not working for Researchers * Fixed stability cost of integrating a culture remaining even if that culture no longer existed * Fixed changing resolution on Linux making the game unplayable until restarted * Fixed battles against barbarians not accepting reinforcements * Fixed Mac crash after a few years of gameplay * Fixed ‘Occupation’ war exhaustion modifier appearing on declaring war * Fixed glowing borders sometimes not disappearing === Script === * Fixed the Optimates party disliking that you gave holdings to family heads * Fixed the Olympic games events sometimes not firing * Fixed infants arguing their corner in senatorial war councils and being used as scapegoats in trials * Fixed limit to number of Bloodline traits inherited by eligible children * Fixed wrong territory being targeted in the Athenian ‘Hekatomnid Legacy’ mission task * Fixed wrong claims given on formation of Assyria * Fixed Naval Parity Roman mission task requiring only 1 more ship than Carthage instead of 20 * Fixed ‘Mutiny!’ event being able to target mercenary generals * Fixed Rome being able to make Ancona a feudatory despite differing culture groups * Fixed broken goto button in Unfriendly Neighbors event * Fixed wrong characters referenced in ‘Wild Oats’ events and ‘Scandalous Dominus’ events * Fixed ruler appearing on both sides of the 'Unconventional Politics' event * Fixed a missing portrait in the event 'Bountiful Harvest' * Fixed rulers receiving loyalty modifiers in some events * Fixed several cases where settlements were referred to as cities * Fixed Clan Chiefs complaining in the ‘The Neglected’ event * Fixed mercenary characters appearing in ‘Veteran’s Due’ and ‘Scholar of the Divine’ events * Fixed cases where local instead of global happiness modifiers were used * Fixed cases where the wrong party’s approval would be changed * Fixed negative tribal subject opinion modifier after reforming to a monarchy/republic * Fixed many typos and text overflow issues * Fixed some character loyalty modifiers not being cleared when moving country * Added some extra checks to reduce the chance of mercenaries being chosen in events where they could be given loyalty (as Mercenaries are always at 100 loyalty) * Fixed cooldown of the ‘Gratitude’ tributary subject event * Fixed ‘Word from Syracuse’ Roman mission event not starting a war * Fixed Epirote Macedon not being eligible for Antipater’s Dream achievement * Fixed multiple families of almost the same name in Anatolian countries * Fixed ‘Massaesylian Menace’ mission task for Carthage being impossible if they are already removed from the map * Fixed Governors and Generals demanding Offices in the ‘Political Ambitions’ event * Fixed some cases where numbers in tooltips had too many decimal places * Fixed ‘Suppression of the Massyli’ event firing for Carthage when already at war with Massylia * Fixed issues with ‘no other diplomatic tasks ongoing’ checks in Epirote mission tasks * Fixed disloyal subjects joining scripted wars which they otherwise would not * Fixed inconsistent place names in mission tasks * Fixed characters taking loyal veterans with them when moving countries * Fixed Clan Chiefs taking the Demanding an Office scheme * Fixed ‘Adriatic Opportunities’ Roman mission task making feudatories of another culture group === Setup === * Fixed missing section of the Euphrates * Fixed some lakes and shores not being on the painted map * Fixed bad Latin and Greek in some territory names * Fixed references to yet unborn Roman emperors in some territory names * Fixed Antigonos’ half brother’s mother being the wrong character * Fixed Salluvian culture being called Alluvian * Removed impassable in Egypt’s Eastern Desert which would not be colored * Added territory in India to avoid uncolorable impassables * Fixed Trapezous starting at tech 0 instead of 2 == 参考资料 == <references /> [[Category:补丁]] [[en:Patch_2.0]]
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