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[原创] wiki翻译——Trade

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发表于 2012-7-17 02:16:16 | 显示全部楼层 |阅读模式
本帖最后由 SourSoul 于 2012-8-14 01:02 编辑

http://sots2.rorschach.net/Trade
Summary

To begin trading, a player needs to research the FTL Economics technology. Once this technology is acquired, a new view option will appear on the main strategic turn screen. In this view you will be able to see the trading capabilities of your systems. In order to participate in trade, a system needs:
1) a Civilian Station with at least a Dock Module (docks are symbolized by empty triangles)
2) at least one Freighter (filled triangle)
3) at least one produced trade good (a filled circle)
4) at least one other system within trade range to trade with
5) the trade-construction slider for the system increased to a nonzero trade value
Any system within range can import and civilian stations are only required for export. Systems will automatically trade to the most profitable colony in range though currently there is no within system trade.
The amount of trade goods the player can produce and import depends on the amount of population in the system, with both imperials and civilians counting towards the total. When exporting, one trade good is produced per 200 million population when the trade slider is set to max.
A system gets one import ring per colonized planet plus one per 200 million population on each of those planets, again with both imperials and civilians counting towards the total. However population is counted per planet so having 100 million on 2 different planets will not give you an extra import ring.
Each trade good (filed circle) needs a dock (open triangle) and a freighter (filed out inner triangle) in order to be exported. There also needs to be one or more systems within the trade range in order to export anything, and those systems needs to have enough import circles for all your trade goods otherwise some won’t be exported even if you have the necessary docks and freighters. Unlike the old trade view we can’t easily see if some of the trade goods are not exported because of lack of import circles.
The colour of some of the trade icons provide more information:
1)Exports out of a province have darker green dots.
2)Red circles with red dots in them either indicate that your system doesn’t have any other systems within range to export to. Or that it can export more than the other system(s) within range can import, which is often the case with your home system.

1,综述
    要开始贸易,你需要研究FTL Economics技术。研究完成后,Trade视图便会可用。在这一视图中你可以检查星系的贸易能力。为了能使一个星系能够进行贸易,该星系需要:
1)一个民用空间站,且至少有一个码头模组(码头在贸易视图中用三角表示)
2)至少一个货船
3)至少一个商品(实心圆表示)
4)在贸易范围内至少有一个星系
5)trade—construction滑块没有完全滑到左边
任何一个星系都能进口货物,而民用空间站是用来出口的。星系会自动地与最适合的殖民地进行贸易,现在并没有星系内贸易。
所能进口和出口的商品的总量取决于星系人口(包括帝国人口与平民人口)。出口时,如果trade滑块打到了最大,则没2亿人便有一个商品。
每个殖民地与该殖民地上每2亿人都能提供一个单位的进口商品。也就是说如果在两个行星上各有1一人,人口数量并不能产生商品。
每个商品goods(实心圆)需一个码头(空心三角)和一艘货船(实心三角)来出口。同时,贸易范围内也要有其他的星系,而这些星系需要有足够的import圆。否则即使有足够的货船也无从递送。
贸易图标的颜色能提供额外的信息:
1)出口到外省的或商品有绿点
2)有红点的红圈可以表示在贸易圈内没有可以出口的星系,也可以表示,贸易圈内的出口量大于进口量
Freighters
The player will need at least 1 light freighter for each dock at the civilian station. Fewer freighters will leave docks empty, while additional freighters will sit idle. Freighters can only export from the system they are built in and there is no way to see if you have more freighters than docks (except that if you have more freighters than docks, new docks will be filled as soon as they are built).
Trade income is based on the trade good moving about and not the ship transporting the good. Normal freighters take 1 good at a time, mega freighters take 2. More goods moved for less dock space provides a more efficient economy. Eventually, if allowed, civilians will begin to build their own freighters, as long as the player has designed, prototyped and built at least one. Civilian build freighters do not cost the player maintenance, but civilian freighters will abandon a system if not supported with trade goods or if morale falls too low.
Providing more trade stimulus via the slider slider in the empire management screen will encourage civilians to build their own freighters more readily.

2,货船
货船的数量要与平民空间站的码头数量匹配,一个码头可以停泊一艘货船。船少了,则码头空闲;船多了也没用。。
后面一句话看不懂 不译
贸易收入取决于商品,普通货船一次可以运以单位商品而巨型货船一次运2单位商品。更少的码头来运送更多的商品显然更为经济。如果被允许的话,私人会建造自己的货船,如果玩家已经建造过原型舰。私人货船不会花费维护费,但如果不被支持贸易或者士气值很低。
在帝国管理界面上提供更多的贸易刺激来鼓励私人建造货船。
Faction Specific Trade Info
Morrigi have a racial bonus that increases trade range which helps to make them great traders, especially since they can now export to planets over provincial borders most of the time and such get 30,000 credit for almost all their trade goods.
Hivers can use their gate network for trading so they may be even better traders than Morrigi, although they need to place a Gate in systems of other races in order to trade with them.
Zuul get internal trade routes only (no trade with other races). They do not appear to need to research FTL economics to get access to this. Their 'Civilian Stations' are called 'Breeding Stations' but function largely in the same way that Civilian stations do. A construction voice over when completing a breeding station indicates that they trade 'Wives, slaves, and thoughts of course'.

3,种族特性
   Morrigi鸟族擅长贸易,尤其是省间贸易,一单位商品可得30000利润。
   Hiver虫族,由于传送门的存在,虫族的贸易能力比鸟族还强
   Zuul狼族只进行国内贸易,他们不用研究FTL economics就可以贸易。他们的民用空间站叫做“Breeding station”,Breeding station建造完成时的语音体现了他们的贸易理念:女人,奴隶,还有思想。
Trade Techs
A Trade Module will increase revenue for a Civilian Station as a whole, and increase the Tax Base and Morale of the host system. The Trade Enclaves research allows the player to colonize worlds in another Empire for purposes of Trade.

4,贸易技术
   贸易模组提高贸易利润,计税基数和士气。贸易飞地(Enclave)让你可以在其他帝国的以贸易的名义殖民。
————————————————————————————————————————————————————————
Trading within the player's Empire

For each trade good that is exported within the player's empire, the player receives either 20,000 trade units/credits, if they are exported to a system in the same province, or 30,000 trade units/credits, if they are exported to a system that is outside the province of the exporting system. This is the income before any modifications such as station modules. The provincial trade rate is used if the export has to cross a provincial boundary to trade with another system, even if the importing system does not belong to any province. [1] Note however that the piracy rate for trade in systems outside a province is much higher than normal. [2]
The trade units/credits the player receives will be increased by 1% for each Habitat Module in the exporting province. It is not currently known if habitats affect how much a player receives for imported goods, though the current thought is that they do not.


国内贸易

对于从玩家帝国出口的每一份商品,如果出口到省内,利润为20000 刀每单位(严重怀疑原文的trade units/credit为笔误);如果出口到省外,利润为30000刀每单位。上述利润为修正(空间站模块等)前的值。即使进口星系并不属于任何行省,只要商品的流通时出省了利润就会按省际贸易算。但请注意,海盗光顾未编入行省的星系的概率要高得多。出口行省的每一个居住模块都会为利润带来1%的加成。而居住模块对进口的影响上不清楚,目前认为是没有影响的。

—————————————————————————————————————————————————————————
Trading with other Factions

For each trade good that is exported to another Faction, the player's empire generates 50,000 trade units/credits. It's unknown if the player gains anything if other Factions export goods to the player's systems.
Note: There could be a differences between how many credits each race obtains per trade good, but this has not yet been tested.

国际贸易

对于出口到其他帝国的每一份商品,玩家可获得50000刀每单位的利润。而从其他帝国进口商品的好处目前还属未知。
注意:种族因素可能会对此利润造成影响,但是目前并未进行相关测试。

——————————————————————————————————————————————————————————

海盗袭击的概率受如下因素的影响:
Modifier                Chance
Base Odds         5%
Police Cutter(per ship)         -1%
Naval Base         -1%
No Naval Base         +2%
Zuul faction
within 10 LY         +2%
修正项                概率
基础值                  5%
警用舰(每艘) -1%
海军基地                  -1%
没有海军基地         +2%
十光年内有狼族 +2%
   A System in a province is also supposed to have a lower piracy rate than a system not in any province. The Convoy Systems tech is also supposed to reduce Piracy by 30%, though at the cost of 5% of trade route profits, the technology also improves the chance that any escorts have a higher chance of spawning near the freighters under attack, improving the chance of successfully repelling the pirates without the loss of the freighters involved.
For each pirate ship and freighter that is destroyed (or captured in the case of freighters), the responsible player receives a bounty:

被编入行省的星系会比一般星系更不易受到海盗抢劫。护航系统(Convey System 位于C3树 前置科技为Commerce Raiding)科技也可以以5%的商路利润的代价下降低30%的海盗抢劫概率,这项科技也可以提高护航舰们在战斗开始时直接出现在遭到攻击的货船附近的概率(这个会无视战前的部署  没这个科技也有一定的概率) ,更有可能击退海盗,保住货船。
对于每艘被摧毁的海盗船和货船(或者捕获,对于货船的话),相应的责任人会得到一定的赏金:(不太懂)
海盗船:10000
货船(被摧毁):25000
货船(被捕获):50000

评分

参与人数 2声望 +1 UCC +60 好评 +1 收起 理由
davidhawk + 1 + 30 优秀作品!
TLX099 + 30 + 1 加分!

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发表于 2012-7-17 10:31:08 | 显示全部楼层
我主要是好奇,我一共有3个星系,三个民用站,9艘货船,大于9单位的货物出口能力,但是始终只有首都制造的三单位货物被出口,其他星系的货物始终不能出口,没有星系接受,尤其是首都,极其庞大的进口潜力,却无法让他进口。郁闷

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首都毕竟是首都  发表于 2012-7-17 10:47
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发表于 2012-7-17 10:33:46 | 显示全部楼层
我去逛了很多的国外论坛,都值讲了如可建立贸易开始贸易,却没有讲细节如何扩大贸易,首都那么多人口,那么多进口潜力,要是能填满,那就赚大发了~
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 楼主| 发表于 2012-7-17 10:54:24 | 显示全部楼层
陈哈哈 发表于 2012-7-17 10:33
我去逛了很多的国外论坛,都值讲了如可建立贸易开始贸易,却没有讲细节如何扩大贸易,首都那么多人口,那么 ...

等那个贸易圈里面的殖民地都发展起来了首度就会有不少进口了    贸易是相当赚钱的
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发表于 2012-7-17 18:01:55 | 显示全部楼层
每个殖民地有必要都建立一个海军站吗?

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没必要 足够数量的警察就可以防治海盗  发表于 2012-7-17 18:32
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发表于 2012-7-17 21:12:20 | 显示全部楼层
说到游戏,没有汉化是真的不太好玩啊,要不是有一代的基础,2还真是玩不起来。。
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 楼主| 发表于 2012-7-17 22:02:19 | 显示全部楼层
TLX099 发表于 2012-7-17 21:12
说到游戏,没有汉化是真的不太好玩啊,要不是有一代的基础,2还真是玩不起来。。 ...

我还是没什么压力的
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发表于 2012-7-17 22:24:19 | 显示全部楼层
货船这一段的第一句话,东乡兄弟你还应该补充一下。

货船的数量要与平民空间站的码头数量匹配,一个码头可以停泊一艘货船。船少了,则码头空闲;船多了也没用。

评分

参与人数 1UCC +1 好评 +1 收起 理由
SourSoul + 1 + 1 谢谢提醒 想不到好的翻译我就会把意思表达.

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发表于 2012-7-17 22:56:39 | 显示全部楼层
顺便把货船第一段后一部分大致意思给翻译一下,不精确,见谅。

货船只起到(为建造它们的星系的)货物出口运输的作用,如果你的货船数量造的比码头多在游戏里边是没法看到的。

~!感觉贸易这部分或许会改进~!
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 楼主| 发表于 2012-7-17 22:58:54 | 显示全部楼层
bzaku 发表于 2012-7-17 22:56
顺便把货船第一段后一部分大致意思给翻译一下,不精确,见谅。

货船只起到(为建造它们的星系的)货物出口 ...

觉得后半段有点不知所云  前半段不是什么重要信息就没有译
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