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本帖最后由 SourSoul 于 2012-7-19 17:14 编辑
外交是SOTS2做的相当独特地一部分 各种外交行为都以GDP与RDP为基础 而这些点数主要靠外交空间站来 目前我也还有很多不懂的地方 希望这一章节的翻译能给自己和大家统治银河系带来帮助
这一章内容相当长 从内政讲到外交 先译一部分
还是原文和译文一起贴 有疑问的地方以原文为准
Planets, Systems and Provinces
Empires in Sword of the Stars II are divided into three basic astro-territorial units:
Planets, Systems and Provinces. A Planet is a celestial body orbiting a star and massive
enough to be rounded by its own gravity. For political purposes, even a moon can be
classified as a “Planet” in Sword of the Stars II, if it is large enough to be Colonized or
serve as the anchor point for a significant Station.
A System consists of a star and its orbiting bodies, which may include Planets and their
moons as well as asteroid belts. A single System may have multiple Planets which are
inhabited or developed, and may host a variety of Stations as well.
A Province is a collection of Systems which have been organized into a single
administrative unit. To form a new Province, click the “Province View” button on the
bottom of the strategic map screen. This will light up all of the Systems in your Empire
which are not currently organized into Provinces.
Click on a System in the region where you wish to establish a new Province. The available
Systems lit up will then be limited to those which are within an appropriate distance in
light-years. Only Systems within a limited range can be joined into a Province.
A standard Province at the beginning of a game consists of three Systems, but the
number of Systems and the distance between Systems can be increased by researching
certain Technologies, and Province formation is also enhanced by certain Government
Types. Once you have selected the appropriate number of Systems for your new
Province, establish the Provincial Capitol by clicking on the System and selecting the
Planet which will serve as the administrative hub. Once this is done, you will be able to
name the Province.
The benefits of organizing your Systems into Provinces are many. An organized territory
will see a significant increase in revenues from Trade, because Trade between Provinces
is more lucrative. There are significant decreases in Piracy and corruption as your
officials crack down and establish order. Systems which belong to established Provinces
enjoy a reduced Morale cost associated with taxation, and see a significant increase in
civilian-funded colonization and development.
行星,星系与行省
SOTS2中的帝国有三级的划分——行星,星系与行省。
行星是绕恒星或者其他大质量天体公转的天体。出于政治上的考量,卫星通常也可划分为行星如果她大到可以殖民或者可以用来锚固重要的空间站。
星系包括恒星和其轨道上的天体(行星及其卫星,小行星带),一个星系可能有数个可殖民的行星,也可以容纳数个空间站。
行省是被纳入同一管理单位的星系的集合。要建立一个新的行省,点击战略地图下的行省视图按钮。这将会将目前未为纳入行省的星系高亮显示。点击你想要建立行省的区域中的一个星系,这时仅与其处于某一距离内的星系会被高亮显示。只有在一定间距内的星系才能组成一行省。在游戏开始时,一个标准的行省包括三个星系,但是行省中星系的数量和最大间距都可以被科技改善,同时行省的构成也可以被某些政府类型改善。一旦选择好了行省星系,点击某一星系,选择一行星来建立管理中心——省会。此后还可以命名新建行省。
将行星纳入行省管理的好处有很多:有组织的管理可以带来可观的贸易收入提升,因为行省之间的贸易利润更高。海盗之害与贪腐会大大降低,因为更高效有序的管理。在同一行省的星系,因征税而降低的士气值会更小,而民间的殖民与发展活动会更频繁。
Open VS Closed Systems
Open and Closed Systems refer to the level of free access the various peoples of the galaxy have to the system – basically like an Open and Closed border. Open systems are the current default in the game and refer to certain natural and automatic taking place, much like you
would expect with borders.
Open systems enjoy increases in civilian population growth, even better increases to alien
population growth, and increased revenue from every trade route in operation. Unfortunately they
also provide pirates with slightly more opportunities to attack and opponents better Intel Op
chances – these Intel chances increase with EVERY open system in the empire.
开放式星系VS封闭式星系
开放式和封闭式星系指来自于银河的各个种族是否能进入星系——基本上和开放封闭边境差不多。
开放式星系是目前的默认设置(毛线啊 从来没在自家看见过外星人),是一种自然的状态。
开放式星系在本族人口增长,甚至是异族人口增长方面有加成。也会提高运行中的贸易线路的收益。不幸的是海盗袭击的可能性也会有些微的提高。其他帝国的情报工作的成功率也会有所提高——各个开放星系提供的情报加成是会“累加”的!
Close systems enjoy no alien population immigration, no stimulus building of any kind, the
economy growth is slower and income generation is reduced. However there are some benefits
to a closed system. Police ships are doubly effective, reduced corruption (the better the ratio of
closed system worlds to total worlds in the empire, the less corruption), less chance of rebellion,
and Closed systems can take advantage of Hardened Structure technology, whereas Open
systems cannot.
Clicking on a system gives you the option to open of close them – You’ll see an Open/Closed
label above the system window on the left side of the Starmap screen. Clicking it will change its
status. Going from Opened to Closed will have a -15 morale impact, all civilian built freighters will
leave, civilian built mining stations become doubly costly (if the empire cannot afford this, the
mines close up), and all civilian colonies are abandoned. Going from Closed to Open improves
morale +10 – the system will not produce any new income or production towards new ships for
the next turn, due to the governmental restructuring.
封闭式星系不会有异族移民,没有任何民间殖民与发展活动(stimulus预算可以拉到0了),经济增长更慢,收入增长更低。然而封闭式星系也会提供一定的增益,警用舰的效果是原来的两倍,贪腐减少(封闭星系越多,贪腐越少),更小的反叛几率,封闭式星系可以从结构增强科技获益,而开放式星系这不能。
点击一星系来开放或封闭她,你将在星系地图的左上角看见Open/Closed(开放的/封闭的)标签。点击标签来改变当前状态。从开放到封闭会降低15点士气,私有货船将离开,私有采矿站的维护费用将变为两倍(如果帝国无法支付,采矿将被关闭),民间殖民地将会被遗弃。从封闭到开放会提高10点士气——因为政府重组,该星系知道下一回合才会有收入,产能产出。
Morale, Rebellion and Revolution
In the early days of imperial expansion, every citizen of the Empire worked for the Empire.
Adversity was commonplace and expected, expectations were low, and the Morale of the
people was not a serious issue. As years pass, however, the new Colonies develop and civilian
populations around the Empire grow. The Morale of your imperial and civilian populations is
now extremely important.
In Sword of the Stars II, Morale can be positively and negatively affected by economic
factors like debt, taxation, trade, and surplus; victories and defeats in combat; losses of
worlds, systems, stations and provinces through war or natural disaster; construction of
civilian stations and formation of super-worlds in the Forge and Gem categories, and a variety
of Diplomatic Actions and events.
Morale losses in any System can be reduced by the presence of police and propaganda ships.
Within Provinces and the Empire as a whole, citizens respond positively to the formation of
new Colonies, and they appreciate a cushion of Savings kept in the Empire’s bank account.
Morale can also be improved by giving the civilian population more freedom, by increasing the
population limits on a Planet or by opening a System to civilian-funded Colonization and
Mining. Increasing population limits may slowly erode the resources of a planet however, and
opening Systems to civilian development may also have unforeseen consequences. Revenues
from civilian-funded Colonies are lower than those established by the Empire, and civilians
often suffer from poor risk assessment. They may choose to start a mining venture or a new
Colony in a contested or lightly defended area, and find themselves attacked by raiders or
enemies of your Empire, which can cause not only another drop in Morale, but Diplomatic
problems as well.
士气,反叛与革命
在帝国扩张的初期,每个人都尽心为帝国工作。逆境常年有,西进无所惧,人们的期望也较低,因此士气并不是一个严重的问题。然而,随着时间的流逝,帝国逐渐发展壮大,帝国和民间人口的士气就变得极为重要。
在星剑2中,士气会受到各种因素影响:经济因素的影响,像债务,赋税,贸易和盈余;战事结果;因天灾或人祸失去殖民地,星系,空间站和行省;民用空间站和铸造世界,宝石世界这样的超级世界的建造;各种外交举动与事件。
任何星系内的士气降低都可以被该处的警用舰和宣传舰抑制。在整个帝国内,民众对新殖民地的建立都有积极的反响,他们也为国库充裕而感到安心。给予民众更多自由——挺高星球的人口比例或是开放星系给民间殖民和采矿——可以提高士气。然而提高人口限制会逐渐消耗行星资源,开放星系可能会造成不可预知的后果。民间殖民地带来的收益不如官方的,而私有的东西的风险评估也并不乐观。他们会选择在一个风水宝地或者有些防御的地方殖民或者采矿,当他们被海盗或者敌对帝国攻击后,这可能不仅仅是士气下降问题了,还可能引起外交问题。
The Player can monitor Morale in the Manager screens for any given world, and take steps to
bolster local Morale in some cases. You can see at a glance all the major population groups
on a planet, including your dominant population (your own Faction’s people). The Morale of all
Races who exist on the world and the overall Morale of a Planet can be seen at a glance.
An overview that lists the pluses and minuses to the Morale of various planets will also be
found in the Planet Manager screen. It is important to check on your people from time to
time, to see whether something is consistently troubling them. Otherwise you may not know
there is a problem until the protesters are storming parliament.
When Morale drops to 25% on a certain Planet, things can turn critical, and a Rebellion may
take place, turning that Planet into an Independent. Since different Planets in the same
System often have similar issues, whole Systems may also go Independent at once. If every
System in a single Province goes into Rebellion, it will spark a full-scale Revolution, which is a
far more serious matter than any single Planet or System trying to throw off your rule.
During a Revolution, the entire Empire is thrown into turmoil. Two opposing factions will form,
Loyalists and Rebels. Every Fleet in your Empire will be assigned to one of these two factions,
based on the home world of its Admiral; if the Admiral was born on a Rebel world, the Fleet will
serve the Rebels. The Player will control the Loyalist faction, and the Rebel faction will be AIcontrolled.
The Rebel faction will function in every way as an Independent empire, and will
build its own ships, research technology, and form diplomatic alliances like any other AIcontrolled
empire in the game.
War between the Loyalist and Rebel factions in a Revolution will continue until the last Fleet
of the Rebel is destroyed or surrenders. Only the development of the Ombudsapiens
technology can mitigate the bloodshed of Revolution, by giving the entire Rebel faction a
percentage chance of surrender after each military defeat. A player who has developed the
technology to Occupy, Annex and Eclipse enemy factions may also find it easier to end the
Revolution by demanding the surrender of rebel worlds, provinces, or the rebel empire as a
whole.
玩家可以在管理器界面查看士气值(包括本族士气和异族士气 不想译了这一段)
当一颗行星的士气降到25%以下时,事态可能就要变得严重了,反叛可能就要发生,会导致行星独立。如果一个星系内的行星都有这样的问题,那么一个星系都有可能独立。如果一个行省内的星系都闹反叛,就会在帝国范围内点燃革命的星星之火,这是十分之要命的,远非一个行星,星系的叛乱所能比。
在革命时期,整个帝国都会陷入混乱。两个对立派系会产生:忠诚派和革命党(阳土孽吗)。每一个舰队都会归入其中一个派系——这取决于舰队司令的故乡所在。如果司令的故乡属于革命党那么该舰队就会加入革命军(汗一个 )玩家将会操作忠诚阵营,而革命党将有AI操作。革命军的运转和一个独立的帝国一模一样.
忠诚派和革命军之间的战斗会以最后一个叛军舰队被消灭或者投降为止。只有监察员(Ombudsapiens)科技的发展可以防止减少革命中的流血牺牲,这一科技能使整个革命军在每次军事失利后有一定几率投降。发展出占领,附庸,侵蚀科技也更容易通过要求叛军投降来尽早结束革命
Political Spectrum Graph and Government Type
In Sword of the Stars II, there are nine basic Government Types. These are not labels which
are pasted on an empire without regard to the player's behavior: instead, Government Type is
calculated by weighing the player's actions over time. Where a government chooses to
commit its resources and time says a great deal about the values of its leadership and of the
people who consent to be ruled. For the most part, a player's actions in the game will
represent not only the whims of a few elites, but the will of the people and the way of life
which they believe is in their best interests.
Government Type in Sword of the Stars II represents a player's position on a Political
Spectrum graph:
星剑2中有九种基本的政体类型。她们并不是一个脱离玩家行为的标签——政体类型是由玩家各种行为的结果。政府将资源和时间花在什么地方很大程度上反映了领导层和其领导下的民众的价值观。大多数情况下玩家的行为不仅仅代表少数精英还有普通民众们的想法,和人民说信仰的生活之道。
在星剑2中政府类型由政治坐标图来表示。
The X-axis of the graph in SotS 2 represents a continuum of Morale <-->Money. Investment of
cash and resources in the comfort and well-being of your civilians typically moves your player
position to the left. The state's investment of resources in Trade and profit-seeking ventures
will move the player position to the right.
The Y-axis of the graph represents a continuum of Growth <--> Production, which doubles at
times as a continuum of Liberty <--> Control. For the majority of sentient beings, "personal
freedom" translates as growth and expansion which is not aggressively controlled by the
state, and Player actions (or lack thereof) will move the government downward along this
axis. Downward movement is also typical of societies which prefer peaceful or diplomatic
solutions over violent ones, value tolerance, and have an egalitarian ethos toward sentients
of other races.
Assertion of military control over territory, the state's direct investment and control of
production and the state's investment in force as a solution to problems foreign and
domestic all tend to move your player position upward along this axis.
By viewing Government Type as a reflection of movement along these axes, it is easier to see
why certain Government Types are able to find common ground with governments which are
not identical to themselves. Both Plutocracy and Mercantilism are Government Types which
favor trade and profit-seeking ventures, for example. Anarchist and Liberationist
governments both place a great deal of emphasis on tolerance and personal freedom.
Cooperative and Socialist governments both concern themselves primarily with the wellbeing
of the common people, etc..
X轴为士气—资金轴,在改善民生方面投资会向左偏移,而在贸易等追求利润的地方投资会向右偏移
Y轴为增长—生产轴,也是自由—管控轴......................,对于大部分人来说,“人身自由”可以说就是个人的成长与发展不被政府粗暴地干预。玩家的各种行为(或者缺少某些行为)将使政府向下偏移。向下移动也是偏向于和平或是外交手段解决问题,注重宽容,平等看待其他种族的社会的典型,
靠军事力量来控制地区,帝国对生产的控制与投资,用武力来解决外交问题,都会让你的政府向上偏移。
从政治坐标轴上可以轻易看出某些政府之间有相同之处确有不尽相同。富豪统治与重商主义都看重商业利益,无政府主义和自由主义都看重宽容与人身自由。合作社和社会主义都看重大众的利益
关于政体类型的具体内容置顶里面有 就不在鳌述了
外交
Diplomacy is the interaction of sovereign governments. In Sword of the Stars II, the player’s
Faction may have Diplomatic interaction with other Factions, and also with Independents.
A Faction is a star-faring civilization which may control multiple star systems and an
extended territorial empire. For Diplomatic purposes, a Faction is dominated technologically
and militarily by a single Race, although other Races may also be citizens of the empire.
An Independent is a smaller autonomous state which occupies a single system. Like a
Faction, an Independent system or world will be dominated by a single Race.
Diplomatic relations with another power are defined by two basic measures: Diplomatic
Mood and Diplomatic Status.
外交是主权国家之间的互动。在星剑2中,玩家的实力可以与其他派系进行外交,也可以同独立势力进行外交。一方派系是一个横跨数个星系的文明。从外交方面考虑,一方派系在技术和军事上有某一种族统治,虽然其他种族也可以成为该国公民;而独立势力是一个较小的拥有一个星系的自治国家。如同一个派系,一个独立势力由某一种族统治。
外交关系有两个基本参数来衡量:外交态度和外交状态。
外交态度
Diplomatic Mood is an informal measure of the general attitude that another government
holds toward your government and your people. The current state of another government’s
Mood will be visible as a position on a colored bar graph with seven basic increments, as
follows:
Hatred
This government has excellent reason to regard your government and its people as actively
evil, and hostile to their best interests. War is nearly inevitable.
Hostility
This government has significant grievances against your government and people. War is a
distinct possibility.
Distrust
This government has at least some minor grievances against your government and people.
Diplomatic Actions may not be well-received.
Indifference
This government has no grievances against your government and people, but no reason to
favour you either.
Trust
This government has legitimate reasons to favour you and your people. Diplomatic Actions
will be more likely to succeed.
Friendship
This government has significant bonds of fellowship with you and your people. They may look
favourably on Peace Treaties and Alliances.
Love
This government has very strong bonds and excellent reasons to favour you and your people.
They will gladly serve as your Allies.
外交态度是一个非正式的参数。其他政府的当前态度用彩色条形图上的七个不同位置表示(存疑,应该是指头像下的那个图,手头上没合适的存档 大家帮忙看一看),具体如下
憎恨
这个政府有充分的理由来确定你的政府和人民乃大奸大恶之徒和首要敌人。战争无法避免。
敌意
这个政府对你相当不满,战争可能发生。
不信任
这一政府对你有些不满,外交提议不太会被接受。
中立
这一政府对你不冷不热。
信任
这一政府有充足的理由来喜爱你的政府和人民。外交行为更容易成功。
友好
这一政府和你有强烈的羁绊,他会很乐意接受和平和结盟的提议。
蜜月
这一政府与你有牢不可破的羁绊,就像盟友一样。
外交状态
Neutrality
The default Diplomatic State which exists between two powers which have never
encountered each other before. If these two powers encounter one another in deep space,
either Fleet-to-Fleet or Fleet-to-System, they can choose to take hostile action or hold fire.
War
A state of conflict between two powers. The majority of Government Types will suffer Morale
losses if their Fleets attack other Factions or Independents without a formal Declaration of
War, unless their own ships or systems have been previously attacked.
Cease-Fire
A Diplomatic State established by Treaty. Under a Cease-Fire agreement, enemy Fleets will
not be fired upon if they are encountered in neutral territory, or in territory controlled by a
non-allied player. Enemy fleets WILL be fired upon if they enter systems controlled by the
player or allies.
Non-Aggression
A Diplomatic State established by Treaty. Under a Non-Aggression Pact, enemy Fleets will not
be fired upon in neutral territory, and they may enter territory controlled by the player and
allies without being automatically attacked as well. Governments which have signed a Non-
Aggression Pact may also choose to exchange gifts and information.
Peace
A Diplomatic State established by Treaty. Under a Peace Treaty, Fleets will not fire upon one another unless they are forced to do so, and the majority of Government Types will suffer serious Morale consequences if their own Fleets are ordered to violate such a treaty. Governments which have signed a Peace Treaty may engage in inter-galactic Trade as well as exchanging gifts and information.
Alliance
A Diplomatic State established by Treaty. Allied governments share all Sensor and Survey data automatically, and receive instantaneous feedback of Events taking place in Allied territory. Allies may engage in Trade, exchange gifts, and request every type of assistance from one another, including military intervention and scientific consultation in Research.
中立
两股势力间在相遇前的默认状态。如果两股势力互相遭遇了,无论是舰队与舰队还是舰队与星系,双方可以选择战还是和。
战争
两股势力处于冲突的状态。如果不宣而战(对其他势力或是独立势力),大部分政府类型会遭受到士气惩罚,除非先收到攻击。
停火
一个经由条约达成的状态。在停火协议下,敌对舰队在中立地带,或者非己方盟友的地盘不会受到攻击。但是敌方舰队进入玩家或者玩家盟友的星系,就会受到攻击。
互不侵犯
一个经由条约达成的状态。在在互不侵犯条约下,敌方舰队在中立地带不会受到攻击,而且可以进出玩家和其盟友控制的地盘而不被攻击。签署这一条约的政府可以互相交换礼物盒信息。
和平
一个经由条约达成的状态。在和平状态下,除非被命令,舰队不会攻击对方。如果舰队接到命令违反和平条约,大部分政府类型都会找到严重的士气惩罚。签署这一条约的政府不仅可以互相交换礼物和信息还可以进行系际贸易。
联盟
一个经由条约达成的状态。结盟的政府会自动共享传感器和勘察信息,和接收盟友帝国发生的事件的即时报告。盟友间可以贸易,交换礼物,寻求帮助(包括军事干预,科研咨询等)。
外交行为,不得不说星剑2的外交真的是很独特
A variety of Diplomatic Actions are available to the player. Every Diplomatic Action has a cost
in Diplomatic Points, and some Diplomatic Actions also have a cost or a benefit in Morale,
which is the measure of the support your government enjoys from your own citizens.
Diplomatic Actions fall into the following categories: Declaration, Request, Demand, Treaty,
Lobby, and Spin.
Declaration
A Declaration of War is a formal announcement of impending military action against another
government and its people. The majority of Government Types will suffer significant Morale
losses if their Fleets commit acts of war without a formal Declaration, unless they have been
previously attacked.
Request
A Request is a petition to a foreign government to receive Resources, Information,
Technology, Military Assistance, and Permission to enter a System, build a Gate, settle a
world, or establish an Enclave. Requests can only be passed between governments who have
agreed to a Non-Aggression Pact, Peace Treaty or Alliance.
Demand
A Demand is a petition to a foreign government to receive Resources, Information,
Technology, Slaves, Territory or Surrender. Demands pass only between powers in a State of
Neutrality, War, or Cease-Fire.
Treaty
A Treaty is an agreement between two or more powers. Of all Diplomatic Actions, Treaties
are the most plentiful and varied. In general, three types of Treaty can be proposed to any
foreign government: Armistice, Trade, and Limitation.
Armistice – An Armistice Treaty suggests a change of Diplomatic State between two
powers. An Armistice can change the Diplomatic State between two powers to Neutrality,
Cease-Fire, Non-Aggression, Peace or Alliance from any previous state, including War.
Trade – A Trade Treaty sets the terms of economic exchange between two foreign
governments. Large-scale foreign Trade can only exist between governments who have
agreed to a Peace Treaty.
Limitation – A Limitation Treaty sets a limit on certain player actions. Limitations can
be set to Fleets (number of Cruiser Equivalents), Ship Class (number of Dreadnaughts or
Leviathans), Weapons (arming of ships with Bio-weapons, Siege Drivers etc.), Research (AI,
Bio-weapons, Psionics, etc.), Overharvesting, Terraformation, Settlement (number of
Colonies), Development (number of Forge or Gem worlds), Naval Bases (number of Star Bases
and Sector Bases), Gate Stations, and Conquest of Independents.
Any given Treaty, in addition to proposing its central goal, will also have two other
characteristics: Duration and Consequences.
Duration – The Duration of a Treaty is the number of terms that the agreement will be
in effect before it is null and avoid. The Duration of a Treaty can be as short as a single turn,
or Indefinite until re-negotiated through a later Diplomatic Action.
Consequences – The Consequences of a Treaty are the proposed penalties if any
signatory government violates the terms of the Treaty. Consequences of violation can
include: Fines, Cessation of Trade for a pre-agreed number of turns, Downgrade of Diplomatic
Status, Sanctions, Loss of Diplomatic Points, and War.
Lobby
A Lobby Action is an effort to change the Mood of a foreign power toward any other
government, including your own.
Spin
A Spin is an attempt to avert the standard Diplomatic and Morale penalties of certain player
actions. When a Treaty is broken, when shots are fired without Declaration of War, a Spin can
make the prevent the Mood of a foreign government or the Morale of your own people from
taking a radical plunge.
玩家可进行丰富的外交行为。每一个外交行为都会花费一定的外交点数(DP)。而一些外交行为会带来士气的增减。因为士气代表人民对政府的支持度。外交行为分为以下几类:
申明
宣战是将对其他政府发动军事行动的正式声明。如果不宣而战,大部分政府类型会遭受到士气惩罚,除非先收到攻击
请求
请求是请其他政府的给予资源,信息,技术,军事支援和进入星系,建立传送门,殖民或者建立飞地的许可。请求发生在互不侵犯,和平,联盟状态下的政府间。
索求
索求是要求其他政府的给予资源,信息,技术,奴隶,地区或投降。请求发生在中立,停火,战争状态下的政府间。
条约
条约是两个或更多的势力间达成的协议。在所有外交行为中,条约是最丰富多样的。总的来说,有三种类型:休战(实际上比这个意义要丰富),贸易,限制
休战
休战是改变两个政府间外交状态的提议,可以将外交状态改为中立,停火,互不侵犯,和平,联盟。
贸易
贸易条约带来两个国家间的经济交流。而大规模的国际贸易需要两个政府签署和平条约。
限制
限制条约会对某一行为进行限制,可以对舰队规模(巡洋舰当量值),舰船级别(无畏级和海妖级的数量),武器(生物武器,围城炮等),研究(AI,生物武器,灵能等),过度开发,地形转换,殖民(殖民地数量),发展(铸造,宝石世界的数量),海军基地(星系基地和星区基地的数量),传送门和对独立势力的征服。
除限制对象外,还有两个参数:期限和后果。
期限
顾名思义
后果
后果是某一签约国违反条约所受的惩罚。违反条约的后果有:罚款,取消贸易权,外交状态降级,制裁,失去外交点数,战争。
游说
游说可改变其他政府对于任意其他政府的态度,包括你自己。
打太极
打太极是试图避免某些行为的标准外交和士气惩罚。当一个条约被破坏,不宣而战,打太极可以防止他国政府的态度转变和本国民众的士气惩罚。
外交点数
In order to take Diplomatic Actions, the Player must have Diplomatic Points. These points
represent an abstract measure of the power and influence that your government and people
have accumulated within a larger community of neighboring governments.
There are two kinds of Diplomatic Points: generic and specific. Generic Diplomatic Points are
a general measure of your empire’s size and its investment in Diplomatic activity. Specific
Diplomatic Points are a measure of your investment in close and mutually beneficial relations
with a specific Faction.
Generic all-purpose Diplomatic Points are generated every turn by every Province that the
Player holds. The more Provinces the player controls, the more D.P. the empire will generate
per turn. Diplomatic Stations are an additional source of generic Diplomatic Points. For every
Diplomatic Station built, the player will earn a set number of additional Diplomatic Points per
turn. The number of D.P. will scale with the level of the Station: a Star Chamber generates
more points per turn than a Customs Station.
Specific Diplomatic Points are generated by Habitat Modules which provide comfortable
quarters for visiting aliens. An Alien Habitat Module dedicated to the comfort of alien visitors
can be added to any Civilian or Science Station and generate a small number of Diplomatic
Points per turn for Factions and Independents of the appropriate Race. The number of
specific Diplomatic Points generated per turn is increased if an Alien Habitat is added to a
Diplomatic Station. Large Alien Habitat Modules will generate a larger number of specific
Diplomatic Points when they are built, and again will generate more points when added to a
Diplomatic Station.
The Diplomatic Points both generic and specific that your empire generates each turn will
accumulate until they are spent or lost
要进行外交行为,玩家需要外交点数。这些点数是你对其他帝国的影响力和威望的大概衡量,有两种外交点数:通用外交点数(GDP)和特殊外交点数(RDP)
GDP是一个对你帝国的版图和在外交活动方面投入的总的衡量。RDP是对你在打理与某一势力关系上的投入的衡量。
每个行省每回合都会产生GDP。行省越多,每回合获得的DP越多。外交空间站每回合都会提供额外的DP,而产生的DP会随着空间站等级的提高而提高。
RDP由为来访者提供舒适的居住环境的栖息地模块产生。这一模块可以被被安装到民用和科研空间站上,每回合都会对相应的种族的势力产生少量外交点数。而安装到外交空间站的话,则会产生更多的点数。大型的栖息地模块可以产生大量的点数,同样的,安装到外交空间站上会进一步提高。
每回合产生的外交点数会一直积累知道使用或者失去
花费外交点数
The player spends Diplomatic Points in order to exert political power on a galactic scale.
Every time a Diplomatic Action is attempted, Diplomatic Points must be spent. Declarations
of War, Demands, Requests, Lobbying, Spin and Treaties all require some expenditure of D.P..
The number of D.P. required to exert power through Diplomatic channels will depend on
multiple factors: the Government Type of the two powers involved, the dominant Race of the
two powers involved, and the Technologies that can affect Diplomatic negotiations.
When it is time to spend Diplomatic Points, keep in mind that D.P. which are specific to the
dominant Race of a certain government are worth more than generic Diplomatic Points. As a
general rule, Race-specific D.P. can be spent at a ratio of 1 to 1. Generic Diplomatic Points can
only be spent at a ratio of 2 to 1.
Example: I wish to propose an Arms Limitation Treaty with the Morrigi Confederation, a
Diplomatic Action costing 50 points.
Generic Diplomatic Points stored: 40
Specific Diplomatic Points for Morrigi: 30
My specific Diplomatic Points for the Confederation will spend at 1 to 1, because the
dominant Race of the Confederation is Morrigi:
50 D.P. – 30 Morrigi Points = 20 D.P. remaining.
My generic Diplomatic Points can only be spent at a ratio of 2 to 1.
40 generic D.P. / 2 = 20 D.P..
In short, it will cost me 40 generic D.P. and 30 specific D.P. to bring the Morrigi Confederation
to the table to discuss my proposed Arms Limitation Treaty.
要在银河系范围了施展政治力量是要花费DP的,没做出外交行为,DP都会被花费。宣战,索求,请求,游说,打太极和提议都需要支出DP。
玩弄外交手腕所需的DP受多个因素影响:双方的政府类型,双方的种族,能影响到谈判的技术。当使用DP时请注意:RDP比GDP要宝贵的多,总的来说,RDP的消耗比例是1:1,而GDP的消耗比例是2:1(也就是两点当1点用)。
实例: 我要与Morrigi邦联(鸟族)签署武器限制条约,这一外交行为消耗50点,我的GDP有40,对鸟族的RDP有30点。因为该邦联的统治种族是鸟族,我的RDP将以1:1来消耗:50-30=20。我的GDP将以2:1进行消耗 40/2=20. 刚好凑够50点。结果是这一提议要耗费我40点GDP和30点RDP
可以看出某些擅长贸易的种族不管在科研上有优势,而在点数消耗比例上也可能有优势。
失去外交点数
Specific Diplomatic Points can only be lost when Alien Habitat Modules attached to
Diplomatic Stations are destroyed. Alien Habitat Modules attached to other types of Stations
can be destroyed without loss of specific Diplomatic Points.
General Diplomatic Points can only be lost as a pre-agreed consequence of Treaty violation.
RDP只会因为外交空间站上相应的栖息地模块被毁坏而损失,而其他空间站上的被毁坏这不会造成损失。
GDP只会因为预先协商的违反条约的后果而损失。
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