Tinto Talks #29 | 9/18 繁荣、荒废、发展度
Marsary
2024年09月18日 22:17
收录于文集
共37篇

欢迎大家来到本周的 Tinto Talks,又是一个愉快的星期三,今天继续为大家介绍代号「凯撒计划」的超级机密游戏的运作方式。

Welcome everyone to another Tinto Talks, the Happy Wednesday where we inform you about how things will work in our super secret game with the codename Project Caesar.

在今天的 Tinto Talks 中,我们将讨论几个不同且不完全相关的重要话题,这些内容将在未来的 Tinto Talks 中被频繁提及。

In today's Tinto Talks we will delve into a few different and not entirely related topics, but they are important for what we need to talk about as they will be referenced a fair bit in future Tinto Talks.

繁荣度与荒废度(Prosperity & Devastation

在「凯撒计划」中,这是一种对应于特定地点的单一数值,范围从 -100% 到 +100%,其中正值代表繁荣,负值代表荒废。

In Project Caesar this is a single value in a location ranging from -100% to +100%, where positive is prosperity and negative is devastation.

繁荣度代表一个地点的富庶和资源丰富程度。

一个繁荣的地点会随着时间的推移而提升其发展度。

繁荣度会缓慢上升,除非一些负面因素使其下降。

如果繁荣度变为负数,就变成了荒废度。

Prosperity represents how prosperous and resourceful a location is. A prosperous location increases development over time. Prosperity will slowly rise, unless different negative circumstances reduce it. If it goes negative it will cause devastation.

玩家无法直接提升繁荣度,但维持国家和平会让繁荣度逐渐上升。

There is no direct way for the player to increase prosperity, but having a peaceful country will have it increase slowly over time.

「集市」是一项不错的特权。

‘Market Fairs’ is a nice privilege to give.

荒废度则代表一个地点被破坏的程度。

它意味着被烧毁的农田和废弃的村庄,荒废度的主要来源是封锁和占领。

Devastation represents how ravaged a location is. It includes burnt-down farms and abandoned villages, and the biggest sources of devastation are blockades and occupation.

荒废度会对一个地点产生巨大的长期影响,逐渐减少该地区的粮食和原材料产量,甚至降低当地人口。

It has a rather huge impact on a location over time, reducing how much food and raw materials it produces and the population over time.

如果某个省份的任何地点出现高荒废度,文艺复兴时代的一个进步将解锁一项内阁行动,允许玩家专注于消除该省份的荒废度,直到其完全恢复。

If you have high devastation in any location in a province, the Age of Renaissance has an advance that enables a cabinet action, where you can focus on recovering devastation in a province, until it has recovered fully.

理想情况下,玩家不会希望自己的领土上发生任何战争或冲突。

Ideally, you do not want any sort of war or conflict happening on your own lands.

看起来不是好事,所以让我们尽快结束这场战争吧。。。

Not ideal, let's end this war asap…

发展度Development)

发展度是我们之前许多GSG游戏中都有的一个概念,它在不同情况下有不同的用途。

但在「凯撒计划」中,发展度代表了对当地土地的开垦程度,以及居住在那里的居民对其的利用程度。

发展度越高,地点能容纳的人口就越多,资源开发的潜力也就越大。

One concept that has been in many of our previous GSGs is development. It has been used for various things, but in Project Caesar development represents how cultivated the land is, and how much it is used by the pops living there. The higher the development, the more people can live there, and the more it can be exploited.

正如之前的 Tinto Talks 所提到的,玩家只能间接影响发展度,但可以让内阁在整个省份内改善发展度。

As mentioned in earlier Tinto Talks, this is a value that the player mostly only has indirect control over, but you can have your cabinet working on improving development in an entire province at once.

发展度有助于提高某个地点的整体质量,但所有这些数值仍在不断平衡中。

Development helps a fair bit in improving the quality of a location, but all of these values here are still constantly being balanced.

树林可能在别的领域会有优势。。。

The Woods probably has some other advantage…

道路(Roads)

在我们过去的许多游戏中都出现过道路系统,「凯撒计划」也不例外。这个游戏中的道路系统是我们迄今为止最深入的系统之一。

道路是两个陆地地点之间的连接,它将邻近度损耗从40降低到20。

大多数定居国家一开始都具备修建碎石路的能力,但在之后的时代中有三项进步会引入新类型的道路,这些道路将进一步减少距离,并提高军队的移动速度。

We have had roads in many of our former games, and this game will also have roads. In Project Caesar this includes one of the most in-depth systems of roads we have ever made. A road is basically a connection between two land locations that reduces the proximity calculations from 40 down to 20. Most settled nations start with the capacity to build gravel roads, but there are three advances in later ages that will introduce new types of roads that can be built. Those roads will reduce proximity further, and increase movement speed for armies.

可能听起来像是需要很多微操作,但我们比《维多利亚2》中的铁路或《英白拉多》中的道路系统提供了更简单的建造或升级方式。

Now this may sound like it could be a lot of micromanagement if we had used the ways railroads were built in Victoria 2, or how roads were built in Imperator, but we have a few easier ways to build or upgrade road networks.

例如,我们选择了卡尔马,打算修建一条通往伊德勒的道路,该地在游戏开始时位于挪威。

只要对方国家对你有正面的态度,你始终可以修建一条通往对方领土的道路,形成互通的道路网络以促进贸易。

Here we have Kalmar selected and we are looking at building a road to Idre, which technically is in Norway at the start of the game. You can always build a road INTO the location of any country that has a positive opinion of you, so road networks can and will be connected for trade.

  • 绿色地点是当前从卡尔马修建道路可以通到的地点(当然前提是你负担得起)。The green locations are locations you can afford to build a road from Kalmar to at the moment.

  • 条纹地点表示已有道路网络的地点。 Striped locations are locations with a road network.

  • 白色轮廓地点是计划的卡尔马与伊德勒之间的道路路径。The white-outlined locations are the proposed path for the road between Kalmar and Idre.

道路建设是发展控制玩法中重要且有趣的部分。

Road building is one of the most important and fun parts of the control-growing gameplay loop.

海盗与私掠者(Piracy & Privateers)

这里需要说明的是,私掠者是由特定国家资助的海盗。

解锁资助私掠者的能力有几种方式。

首先,每个国家在专制主义时代都有一个进步,名为“私掠许可证”,可以降低私掠者的成本,并使其更为强大。

在地理大发现时代,一些国家可以通过独特的进步解锁这一能力,而如果在文艺复兴时代选择了外交重点,则有机会更早地招募私掠者。

To clarify here, a privateer is a pirate sponsored by a specific country. The ability to sponsor privateers has several different ways to unlock. First of all, every nation has access to an advance in the Age of Absolutism called Letter of Marque that reduces the cost for privateers while also making them sturdier. There are also unique advances in the Age of Discovery for some countries that allow them to hire privateers, while if you pick the Diplomatic Focus in the Age of Renaissance you have the possibility to recruit privateers that early.

资助私掠者可以在一个区域内进行,每个私掠者消耗约250名水手,并且每月消耗10名水手。

如果一个区域内有海盗或私掠者,根据他们的实力,能够减少所有非友好国家在该区域的海上存在。

这会损害双方关系,并可能给对方提供开战理由

Sponsoring a Privateer can be done in an area, and cost about 250 sailors per privateer, and 10 sailors each month they are active. A pirate/privateer in an area, depending on its current strength, can reduce the maritime presence of all non-friendly countries in all sea zones in that area. This hurts relations and will give them a way to get a casus belli on you though.

那么,如何对付私掠者呢?只要在海域中拥有一支舰队,便能逐步削弱海盗的势力。

桨帆船在猎杀海盗方面略优于重型舰船,但轻型舰船是对付海盗的最佳选择,一艘轻型舰船的效率大约是重型舰船的十倍。

So how do you fight privateers? Well, you have a fleet of ships in any location in that sea area, and they will actively reduce the capacity of those pirates. Galleys are a bit better than heavy ships at hunting pirates, but light ships are by far the best at dealing with pirates, where a single light ship is about ten times as effective as a heavy ship at the start of the game.

你的私掠者需要水手,否则他们就会消失。。

You need sailors for your privateers, or they disappear..

16世纪下半叶,某些地图区域的海盗活动会增加。

海盗还可能从拥有海盗巢穴的地点出现。

海盗巢穴是农民在控制力较低的沿海地点建造的建筑。

There is a situation in the later half of the 16th century where piracy will start to grow in certain areas of the map. Pirates also have a chance to spawn from locations with pirate covens. These are buildings that peasants will build in coastal locations where control is very low.

赋予市民这种特权可以让你的私掠者更具成本效益。。。

This privilege when granted to the Burghers will help your privateers be more cost effective…

敬请期待,下一期我们将重点介绍征服、整合和开战理由。

Stay tuned, as next week we will focus on Conquest, Integration and Casus Belli’s.