Tinto Talks #30 | 9/25 征服&整合
Marsary
编辑于 2024年09月25日 23:37
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今天,我们将讨论征服的机制,以及如何整合你新征服的地点。

在这里,征服主要讨论的是如何通过战争夺取领土。

至于实际的军事行动,推荐先去看看第22、23和24期的「Tinto Talks」。

Today we will talk about how conquest works and how integrating the new locations you have conquered will work. With conquest, we are talking about how you take territory through warfare. For how the actual military campaigns work, I recommend reading Tinto Talks 22, 23 and 24.

宣战理由 Casus Belli

在很多人的道德观中,要发动战争,必然需要一个宣战理由(简称「CB」)。

如果没有CB就发动战争,你将会获得一些侵略性扩张并损失一定的稳定度。虽然对于玩家来说这并不是很理想。

但是相较于《欧陆风云4》中,提升稳定度需要花费珍贵的「纸与笔」(行政点数),现在强宣的成本要低得多。

当然,在本作中也有多种方式可以获得CB。

To start a war many feel that you need a casus belli for it, which we will refer to a CB for the rest of this talk. If you lack a CB and start a war you will gain some aggressive expansion and lose some stability. Now while this may not be something you may always want, it is a more lenient way to recover instead of spending precious paper mana like in EU4. However, there are multiple ways to get a CB in this game.

「凯撒计划」中没有一个能够如魔法般地对任意国家生成CB的「伪造宣称」按钮,也没有宣称系统,但你可以通过几种不同的方式获得CB。

Now, Project Caesar does not have a ‘Fabricate Claim’ button that magically creates a CB on any nation, nor do we have a system of claims, but you have several different options to get a CB.

首先,最传统的方式是通过事件获得CB。这种方式可能不适合每个玩家的游戏风格,因为它过于随机,但是在2001年,对于你父母那一辈的玩家来说,也不是完全不能玩。。。呃,还是算了罢。

First of all, there is the super old school way of getting one from an event. This may not cater to everyone's playing style, as it is way too random, but if it was good enough for your parents back in 2001, it is good enough for.. Eh, n/m.

其次,你可以选择召集议会,请他们给出对附近国家的一个正当的战争理由。这是一个强而有力的方法,但如果你的王权不够高,你可能需要与各个阶级进行谈判以获取支持。而且议会并不能每月召开,毕竟近代民主制度还没有被发明呢。

Secondly, we have the option of calling a Parliament and asking them to come up with a valid reason for war against a nearby country. This is powerful, but unless you have a high Crown Power, you may need to negotiate with your Estates for their backing. And Parliaments can not be called every month either, democracy is not even invented yet.

最后,在符合条件的前提下,我们还是有各种方法可以制造CB。

首先你需要在目标国家建立一个间谍网,类似于《欧陆风云4》中的伪造宣称,但你还需要符合某种条件来创建你需要的CB。

比如,你扮演丹麦,想从瑞典手里夺回斯科讷,因为你有它的核心,你可以创建一个「征服核心」的CB;如果瑞典在你有海上存在的海域使用私掠者,你也可以针对他们创建另一个CB。

根据具体情况,你可以创建50多种不同的CB,包括对纳瓦特尔宗教国家可用的「荣冠战争」,对鞑靼朝贡国可用的「粉碎鞑靼枷锁」,以及「羞辱宿敌」等等。

Finally we have the way of creating a CB, when there is a more or less legitimate way to one. First of all, creating a CB on a country requires you to have a spy network in the target country, similar to how claim fabrication works in EU4, but you also need to have some sort of reason to create the type of CB you want. If you let's say play Denmark and want to take back Skåne from Sweden, as you have cores on it, then you can create a ‘Conquer Core’ CB on them, or if they have used Privateers in sea zones where you have a Maritime Presence, you can create another CB on them. There are 50+ different CB you can create depending on circumstances, including everything from ‘Flower Wars’ for countries of Nahuatl religion, ‘Dissolving the Tatar Yoke’ for the tributaries under that International Organization, or ‘Humiliating Rivals’.

波希米亚的31个盟友和附属,嗯。。

31 allies and subjects for Bohemia, hmmm…

不过你只需要记住。。强宣其实是最有效的CB

Just remember.. No CB is best CB!

战争目标 War Goals

无论你是打算进行小范围的边境调整,还是发动全面战争,你都需要选择一个战争目标。

不同的CB允许你选择不同的战争目标,而你选择不同的战争目标会影响征服的成本。

比如,使用「征服」CB会让占领土地变得更便宜,而使用「羞辱」CB则会提高征服的成本。

Whether you decide that a small border adjustment is needed, or you wish to wage a total war, you need to pick which War Goal you wish to pursue. Different casus belli will allow you to pick different War Goals and the War Goal you pick impacts the cost of conquest as well. A conquer CB will make taking land cheaper, while a ‘humiliation CB will make them more expensive.

如果你的战争目标是一个省份,你需要完全占领该省才能实现目标。而「海军优势」战争目标则要求你封锁敌军海域并击败他们的海军。

A War Goal for a province requires you to occupy that entire province, while a Naval Superiority War Goal will give you a bonus score for blockading the enemy, and defeating their navy if possible.

如果你的战争目标达成,那么战争分数将每月增加,直到最大值25。

而在这款游戏中,战斗的总得分最高可以达到50分,而占领和封锁则没有上限,理论上可以超过100分。

If your War Goal is fulfilled then the warscore from it ticks up to a maximum of 25, and the total impact from battles in this game can be worth up to 50, while occupations and blockades have no cap and can reach over 100 warscore if possible.

因此,在「凯撒计划」中,并非每场战争都是全面战争,和我们之前的某些游戏不同。

In Project Caesar, therefore, not every war is necessarily a total war like some previous games we have made.

如果战争目标没有实现,只有当胜利方控制了所有失败方的领土,而失败方不再控制任何城镇或城市时,才能获得100%的战争得分。

If the War Goal is not fulfilled, it is only possible to get 100% War Score if the winning side controls all of the losing side's locations, and the losing side controls no towns or cities.

因此,只要你实现了战争目标,赢得了一些重要战斗并占领了部分土地,你就能够强迫对方签订合理的和平条约。

This means that if you have your wargoal taken care of, winning some important battles and occupying some land, you will be able to force a reasonable peace on someone.

要么给我自由,要么就…吞并我吧?

Give me liberty or ehh.. annexation?

整合 Integration

签订和平协议并获得新领土后,你该如何处理这些新加入的土地呢?

So what do you do then, when you have signed a peace and got some new land to your country?

首先,「凯撒计划」引入了一个新的整合系统,不再是二元化的「是否为核心领土」。

在游戏中,领土有四种整合状态。

首先是新征服的地点,这些地区拥有高「分离主义」,控制力较低,居民不太可能皈依或同化。这是你征服的非核心领土的状态。

当地区被整合后,分离主义会下降到原来的五分之一,控制力的上限也更高。

当地区成为核心后,控制的最小值更高,你的主流和可接受的文化会得到更多增长,而少数族群则变得停滞。

我们还有「殖民化」状态,这是你殖民之后地点的状态,但它还不是核心领土。殖民地的控制力上限较低。

First of all, it is not as simple as a location being a core or not, as Project Caesar introduces a new system of integration for locations. There are four states of integration in this game, first of all the conquered locations, which have a high separatism, lower control, and make pops unlikely to convert or assimilate. This is the state of any location you conquer that is not a core of yours. When a location becomes integrated, separatism drops to one fifth of the previous levels, and control has a higher maximum. When a location becomes a core, the minimum control is higher, and your primary and accepted cultures grow more, while minorities become stagnant. We also have the colonized status, which is after you have colonized a location, and it is not yet a core. A colonized location has lower maximum control.

那么,什么是「分离主义」呢?它是指与主流文化不同的人群的满意度下降,这很可能让这些地区在相当长一段时间内生产力变得非常低。

What is separatism then? Well, it is the reduction of satisfaction for pops that are not of the primary culture. This is very likely to make the locations very unproductive for quite some time.

如果一个地区被整合或者是殖民地,并且至少有50%的居民属于国家的主流或可接受文化,该地区就会自动成为核心。

A location becomes a core automatically if it's integrated OR colonial, and at least 50% of the pops are of the primary or accepted cultures of that country.

让治下的地点成为你的核心是非常有用的。。

It is beneficial to get your locations to become your cores…

在「凯撒计划」中,你无法使用「纸与笔」魔法点数立即整合,而是需要使用内阁成员来整合地区。在游戏开始时,内阁成员可以一次整合整个省份,但到了「专制主义时代」,你可以获得一个进阶功能,允许你一次性整合一整个区域。

How do you integrate a location then? Well, this is the challenge in Project Caesar, as you do not have any magic paper mana to spend on it, but instead you need to use one of the members of your cabinet to integrate it. At the start of the game, a cabinet member can integrate an entire province at once, but in the Age of Absolutism you have an advance that will let you integrate an entire area at once.

整合省份并不是一朝一夕就能完成的事情,而是会受到多个因素影响,如该地区的状态和人口等。通常情况下,整合一个省份可能需要25到50年不等。

This integration is not instant, but depends on many factors, like the status and the population living in the locations affected, but on average integrating a province may take between 25 and 50 years.

然后,你知道这些因素都是什么吗?

And what are all of these factors then

请继续关注下期的「Tinto Talks」,届时我们将讨论和平条约的细节,以及游戏中有哪些不同的条约类型。

Stay tuned, as in next week's Tinto Talks, we will talk about how peace treaties themselves work, and which ones we have.