安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








edit: Alphabetical list of 5X structures for v5.0 (excludes some vanilla structures):
structure_advance_data_center
structure_advanced_artifacts_research_facility
structure_advanced_cavern_mining_network
structure_advanced_extra_housing
structure_advanced_fighter_garrison
structure_advanced_forestation_catalyzer
structure_advanced_forestation_catalyzer_ucp
structure_advanced_fungus_harvester
structure_advanced_gem_and_gold_harvester
structure_advanced_ground_batteries
structure_advanced_military_outpost
structure_advanced_mineral_harvester
structure_advanced_missile_base
structure_advanced_seagrass_harvester
structure_advanced_secret_governmental_facilities
structure_advanced_tourism_infrastructure
structure_advanced_wildlife_reserves
structure_alien_management_center
structure_animal_control_administration
structure_armor_barracks
structure_artemis_system_net
structure_artifacts_research_facility
structure_asteroid_laboratory
structure_asteroid_mine
structure_astro_university
structure_atmospheric_renewer
structure_autolab
structure_automated_factory
structure_battlestation
structure_biospheres
structure_biospheres
structure_capitol
structure_cavern_mining_network
structure_cloning_center
structure_colony_base
structure_coral_development_laboratory
structure_core_waste_dump
structure_crust_prospecting_mod
structure_deep_core_mine
structure_deep_sea_cooling
structure_deep_sea_laboratory
structure_dimensional_energy_harvester
structure_espionage_training_facility
structure_extra_housing
structure_fighter_garrison
structure_forestation_catalyzer_ucp
structure_fungal_farms
structure_fungus_harvester
structure_galactic_command_center
structure_galactic_currency_exchange
structure_galactic_cybernet_node_mod
structure_galactic_security_network
structure_galactic_trade_network
structure_gem_and_gold_harvester
structure_geosynchronic_wharf
structure_global_dna_scanner
structure_government_building
structure_gravity_generators
structure_ground_batteries
structure_high_altitude_farms
structure_holo_simulator
structure_hunting_grounds
structure_infernal_forge
structure_interplanetary_administration
structure_interplanetary_security_transmitter
structure_marine_barracks
structure_military_outpost
structure_mineral_harvester
structure_mini_dimensional_energy_harvester
structure_missile_base
structure_moon_laboratory
structure_mountainside_shipyard_farms
structure_neutron_collider
structure_orbital_shipyard
structure_orion_infrastructure
structure_planetary_barrier_shield
structure_planetary_flux_shield
structure_planetary_radiation_shield
structure_planetary_stock_exchange
structure_planetary_supercomputer
structure_pleasure_dome_mod
structure_pollution_processor_5x
structure_recyclotron
structure_research_laboratory
structure_robominers
structure_scientific_victory_1
structure_scientific_victory_2
structure_scientific_victory_3
structure_seagrass_harvester
structure_secret_governmental_facilities
structure_soil_enrichment
structure_solar_kiln
structure_space_academy
structure_space_elevator
structure_space_port
structure_spy_center
structure_star_base
structure_star_fortress
structure_subterranean_farms
structure_superscalar_gas_harvester
structure_surveilliance_system
structure_swamp_housing
structure_tourism_infrastructure
structure_toxics_processor
structure_trade_goods_factory
structure_tropical_housing
structure_volcanic_forge
structure_weather_controller
structure_wildlife_reserves
Edit: Ok, that should be all of them. Hopefully I have the correct versions for the Sakkra and Bulrathi buildings since there were a couple in there.
I changed their roles quite considerably so I renamed them and made my own tooltips (by editing AutoBuildQueue.csv) as follows:
New Colony => 'All-Purpose Colony'
Generalized development for colonies with low strategic importance which balances %food %production and %research without building unnecessary defenses.
Production Centre => 'Hostile Production'
For rich but hostile planets where the colony can focus on %production without regard for pollution.
Research Centre => 'Research World'
Focus the colony's efforts on increasing %research output rather than industrial or ecological development.
Growth Centre => 'Population Centre'
Focus the colony's efforts on increasing %production and %population to maximize its economic and ecological development.
One of my aims is to avoid building unneccessary defenses on backwater planets, so everything aside from marine barracks and starbase/battlestation/star-fortress becomes a manual choice when using these.
Where a planet is going to become a major centre in my empire (e.g. large, rich, special), I use the new 'Growth' colony focus until it's fully built up and terraformed and only then get into building ships or shift into researching. 'Population Centre' is designed to complement that.
Rich but hostile biomes can go on 'Hostile Production' and won't automatically terraform until I decide it's time to switch them over. Anything that's not a specialized 'Research World' will just be an 'All-Purpose Colony'.
Note that they will also all default to Export before Trade Goods. Interplanetary Administration won't autobuild (nor will any other system unique or empire unique structures) so once I manually choose a planet to be the system capitol, the others can keep autobuilding and will export whenever they are idle.
I haven't done much testing, so I don't know how successful these really are but I'm interested to see what people think and how our approaches differ.
---
@Yonglebang Steam forums don't keep the spacing present in the yaml files when you post it like that. Using the formatting
(code)
(pasted text here)
(/code)
with square brackets instead of parentheses will make it display correctly so it can be copy/pasted, e.g.
I noticed that my queues are all very different from the ones from Yonglebang. I'm not sure how useful shared queues are going to be as they largely define your style of play. Next to that, if you're like me and need many queues to define your style of play, then you'll need to explain in the description, what is the idea of using a certain queue. That will lead to long descriptions which is mostly not a good thing.
I believe it will be hard to find auto queues from someone who plays exactly the same as you do.
Ah, thanks. Just saw this and fixed it now.
I agree. I put them here more for discussion/inspiration. Discussing the queues, the number you have, and the rationales behind them can give some insight into how people play, which is good food for thought.
I'd be surprised if anyone would look at another person's queues and go "yep, exactly what I want" and copy-paste it unchanged. However, if someone is thinking about doing it themselves, it could be helpful to see examples of how others approach it, or to have a scaffold to work off if they see ideas they like.
It's interesting that you have so many queues Roland. One of my goals when I was thinking up mine was to try to figure out the least number of queues I'd be happy with. In fact, I might retire the 'Population Centre' since I find that if a colony does have such strategic importance, I manage it manually anyway.
If you would for curiosity's sake, can you give an overview of why you have so many and what they're for? You needn't go into detail on each one, but I'm curous about your general playstyle and philosophy that led you down that path of having so many very situation-specific queues.
Agreed.
I'd also like to minimise the number of queues. It becomes detrimental to the whole idea of automation if you're looking through a long list of queueing options, searching for the specific one you'd want to use. And of course, a scroll bar in the queueing list also takes time to navigate. So, ideally I'd have one single queue for everything or something like you did with four queues. However, thinking about how I play, I couldn't make it work.
To give you an idea:
I try to optimise the productivity of a planet first. As I'm going to build the production buildings anyway, the queue will be completed sooner when the production buildings are all at the start of the queue and help construct the rest of the building queue faster.
However, you will also colonise barren, toxic and volcanic planets and those planets can't develop themselves without some food generation first. So the queues of those planets should look different. They'll start with a few food buildings to sustain the population and only then the production increasing buildings will be created.
Most planets need as many anti-pollution buildings as possible. But some planets have a very high pollution tollerance and therefore should not build these buildings until after the terraforming phase. So I have queues without pollution buildings.
Terraforming is very expensive, especially when multiple levels of terraforming is necessary. When you first develop terraforming, the productivity of my planets is not on the level to efficiently terraform barren planets to gaia planets. Late game, that can be done fairly efficiently. So I need early game queues without terraforming and I'll do one or two levels of terraforming manually and no more. But late game queues will contain terraforming and will thus be fully terraformed as one instance of terraforming in the queue will be executed multiple times untill it's not possible to terraform further.
Some planets, I know I will develop as system planets. So I have some queues with system-unique buildings in them and other versions without these buildings.
And then the end of the building queue: Some buildings, I don't want everywhere. For instance, the buildings that give bonuses to ship building or the weather controller and subterranean farms. These cost resources to build and hefty upkeep and I'm not going to use them everywhere. So I've created version with these buildings and without and with the one and not the other, etc.
If you create all combinations of choices above, then the number of queues really explodes. So I scrapped lots of combinations to limit the number of queues. For instance, a planet that does not need pollution buildings is also a bad food producer and will build basic food buildings before production buildings. But it for instance doesn't need a weather controller to become a population producing center. So that combination of buildings is not present in any of my queues. But lots of combinations are viable and will occur in my games, so I've created these versions. I've created a split in many of the queues (production buildings queue & build the rest) to allow some manual choices in terraforming.
At present, I'm satisfied and it seems workable, allthough I'm still testing.
I found that "When to terraform?" is certainly a tricky question since the cost/benefit is so variable depending on the planet size, level of development, pollution, and where your empire is tech-wise. I'm experimenting with that a bit now so I've changed up my lists somewhat from what's posted here.
When it comes to the number of queues, it's a real challenge trying to balance absolute colony optimization against convenience of use of the functionality. When I first thought about it, I realised that if it were really optimal, I'd need almost as many queues as there are possible combinations of size/richness/biome. However, I think the real benefit of Autobuild is in controlling what you don't build. I found it helpful to think of it from the negative perspective.
Where build order is crucial and sensitive, I'll manage the colony manually anyway. That means Autobuild will only apply to colonies that I don't need to pay super close attention to. Those are the ones that are already somewhat developed. Generally, you want most buildings on most colonies, but there are some you don't want to waste build-time and upkeep on. Those are the ones you can look at and go "xyz kind of planet doesn't need that" and strike it off the list. I basically came up with mine by thinking of all the things I didn't want to build and then making lists that restrict x or y building on whatever colony type. System (and empire) unique buildings I definitely want to handle manually too. For a big system capital, default still works pretty well though, just building everything possible.
However, I do find that for some of those expensive-upkeep buildings, even if it's not necessarily worth building on some colonies, if it's low enough priority, then by the time it's built, the cost is pretty negligible anyway so I'm not too fused about those. They don't justify a whole new queue for me.
If you use autobuild mainly to control what you don't build on your otherwise sufficiently developed colonies, then, it's easier to keep the number of lists down.