
欢迎来到新一期 Tinto Talk,快乐的星期三,我们将为您提供有关绝对机密“凯撒计划”的有趣信息。
Welcome to another Tinto Talks, the Happy Wednesday where we give you fun information about the top secret Project Caesar.
今天我们将更多地讨论军队是如何运作的,以及看看战斗是如何进行的。
可以这么说吧,整个的军事单位和战斗系统都基于《欧陆风云》的机制,但我们借鉴了《鹰扬欧陆》的战斗和军队组织,《维多利亚》军团和 POP 相联系的想法,以及《英白拉多:罗马》的后勤和自动化,从而创造出了一个我们认为最完美的系统。
Today we will talk a little bit more about how armies work and take a look at how combat works. I’d say the entire unit and combat system is based on the mechanics of the EU series, but we’ve taken influences on combat and organization of armies from March of the Eagles, ideas of the connection between Regiments and Pops from Victoria, and logistics and automation from Imperator, to create what we believe is the best of all systems.
我现在假设你们都读过了 Tinto Talk #11,我们在那篇 Talk 中讨论了不同类型的军团,例如征召军团、雇佣军团和正规军团,并讨论了人力是如何运作的。如果您还没有阅读过,请在继续阅读之前先看一下 https://www.bilibili.com/read/cv34375203
I am now assuming that you all read Tinto Talks #11, where we talked about different types of regiments like levies, mercenaries and regulars, and discussed how manpower worked. If you have not read it already, go to https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-11-8th-of-may-2024.1675078/ before you continue reading this.
军团可以在任何有征募建筑的地点招募,征召兵可以在任何省会召集,雇佣军可以在任何首都、城市或城镇招募。
正规军在游戏开始时只有百人的规模(根据时代,军团规模可以从100到3200人),但战斗力低下的征召兵从一开始就可以组织成每个军团 1000 人规模,汉人甚至在游戏开始时就可以拥有 1500 人规模的征召军团。
为什么这样设计呢?(指征召军团规模为什么更大)嗯,举个例子,波兰通过征召民兵,可以得到 11,000 人,但 110 个军团实在有点太多了(如果按100人计算),不过你还可以忍受。像德里、马穆鲁克等国家如果拥有 700 个军团就疑似有点太多了;然后就是经典环节,元神!启动!即使在控制力低、统治异文化的情况下,大元一旦征召民兵将出现 1800 多个军团,处理如此多军团对我们正常人类来说还是太哈人了。
Regiments can be recruited in any location you have built the infrastructure to allow recruitment in, Levies can be raised in any province capital, and mercenaries in any capital, city or town. While regular regiments go as low as 100 men at the start of the game, Levies, which fight much much less efficiently, can be organized in up to 1,000 per regiment from the start, with the Chinese even having levy regiments of 1,500 at the start. Why does it work like this? Well, calling up a levy as Poland and get 11,000 men, but 110 regiments is a bit too much, but you can live with it. Delhi, Mamluks and others with 700 regiments are rather too much; and as usual, Yuan breaks everything, where even with low control and wrong culture, calling up a levy, and being forced to handle 1800+ regiments is a bit too much to most of us human beings.

不同时代不同军种的规模与战斗能力
在讨论战斗本身的运作方式之前(战斗:当两支互相敌对的军队出现在同一地点时),有一些事情需要解释。和许多其他游戏一样,您可以随心所欲地控制你的军队,也可以随意移动和重组它们。
Before we go into how combat itself will work, when two armies that are hostile to each other are present in the same location, there are some things that will need to be explained. As in many other games, you have as much control over your armies as you want to, and you can move them around and reorganize them to your heart's content.
然后,由于地图的粒度细化,我们不能再使用天数作为最小的计时单位,而是必须使用小时。每天的计时从 8:00 开始到 19:00 结束,其余的时间则被跳过(这代表了军队需要休息,不能总是处于行进状态)。
现在有些人可能会担心游戏会变得更慢,更卡,嗯。。。当你正在关心一场进行中的战争时,你可能需要以更慢的速度玩,但是最高游玩速度应该和《欧陆风云》或《英白拉多:罗马》一样快。
With the granularity of the map though, we could no longer use days as the smallest tick, but have to resort to hours as the time tick. The day ticks from 8:00 to 19.00 every day, and the remaining hours are skipped over (representing the fact that armies need to rest and are not always on the move). Now some may be worried that the game will be slower and perform worse, well.. When you fight a war and you care about it, you probably play at a slower speed, but at max speed the game should be as fast as EU4 or Imperator.
不过,今天我们有一个东西想稍微提一下,会在以后 Tinto 谈话中详细讨论,即一个强大的目标系统,这个系统将会像游戏的AI本身一样运作。
However, we have something here that we will only tease about today, and will talk about in a future Tinto Talks, ie, a powerful objective system that uses the same AI components as the AI itself uses.

客观地讲,给出一个目标会更好吗?
Is it objectively better to give an objective?
军队
一支军队是由若干个军团所组成的(这些军团都是单一实体)。这些军队可以由一个人物所领导。如果没有将领特质,他们可能会在经历过一场大战后获得一个。
An army is a group of regiments that are organized as a single entity. These can be led by a character who may or may not have traits for being a general. If they don’t have a trait they may get one after a large battle.
人物的能力对军事方面有很大影响,每个属性至少有三个不同的好处。
The abilities of the character have a lot of impact on the military aspects, and each attribute has at least three different benefits.

有指挥官总比没有好。
It is always better to have a commander than not..
军团本身可以部署到军队的四个部分的其中一个。它们可以位于中军、左翼、右翼或预备队。虽然您可以详细地微操您的军队,但也有一些方法可以自动平衡您的军队。
我们通常将这四个部分之一称为“阵区”。
The regiments themselves can be deployed to one of four parts of an army. They could be in the center, they could be on the left flank, they could be on the right flank, or they could be in the reserves. While you can micromanage your army in detail, there are also ways to autobalance your armies. We often refer to one of these four parts as a section as a common word.

非常临时的 UI,但这些是波兰的封建征召兵。。
Very WiP UI, but these are the feudal levies of Poland..
战斗如何运作?
这里与《欧陆风云4》有很多相似之处,但我们只有一个主要的阶段,但掷骰子会像那个游戏一样频繁地重新进行。
So how does combat work? There are a lot of similarities here with EU4, but we only have 1 type of main phase, but the dice roll is rerolled as frequently as that game.
战斗以炮击阶段开始,任何可以进行炮击的单位(基本上只有火炮单位)都能向敌军开火。
火炮能对敌方阵区的单位造成伤害,因此您的左翼将向敌人的右翼开火等。如果敌方阵区没有单位,它可以攻击任何不是预备队的阵区。
The battle starts with a bombard phase, where any unit that can bombard, which is basically only artillery units, will be able to fire on the opposing army. The Artillery will be able to damage units in the opposing “section”, so your left flank fires on the enemies right flank etc. If there are no units in the opposing section, it can fire at any sector that is not the reserves.
在主要阶段,战斗是这样的。
In the main phase combat works like this.
每个阵区都试图让尽可能多的单位参与战斗,具体数量取决于他们的“最大正面宽度”所允许的数值。大多数情况下,每个军团的正面宽度值都相同。
他们会攻击他们对面的阵区,直到那里没有剩下的单位,然后他们会攻击最近的阵区的敌人。
Each section tries to get as many units to engage as their maximum frontage allows. Most of the time, every regiment has the same frontage value. They will attack their opposing section until there are no possible units left there, and then they will hit enemies in the closest section.
只有参与战斗的军团才会在当前的战斗回合中进行战斗。首先,一个军团会尝试攻击对面的敌方阵区中另一个参与战斗的军团。如果敌军对面阵区没有军团,他们可以攻击任何其他阵区。
其中具有良好侧翼能力的单位可以造成额外伤害。如果敌方没有同类型单位参与战斗,他们将打击该阵区所有军团的士气。
Only engaged regiments will fight in the current round of combat. And a regiment will try to fight another engaged regiment in the opposing section first. If there is none in an opposite Section, they can attack any other Sections, where a unit with a good flanking ability can do extra damage. If there is no opposing unit engaged, they will damage the morale of all regiments in that section.
那么一个军团如何加入战斗呢?好吧,在每个计时单位,他们都会掷一次骰子,并与他们的主动性进行比较,如果成功,他们就变成了正在战斗的部队。战斗每进行一个小时,这个成功的几率就会增加。
这会让你希望你的每个军队的阵区都有一些单位能够快速加入战斗,以便让你的主力部队有足够的时间投入战斗。当然,这可能并不总是能做到,尤其是在游戏初期,你的可选单位还比较少的情况下。
So how does a regiment engage then? Well, at each tick, they roll a dice and check against their initiative, and if they succeed, then they become engaged. This chance increases for every hour of combat. This will make you want to have every section of your army to have units that can engage quickly, to allow your heavy hitters to get enough time to engage. Now this may not always be an option, especially in the earlier game when your selection of units is rather low.
每个军团,即使是预备队的军团,在战斗的每个小时都会有一个士气降低的惩罚。
Every regiment, even those in the reserves, have a ticking penalty to morale every hour of the battle.
士气降得太低的军团将会崩溃并离开它们所在的阵区,直到战斗结束,它们将被归入溃败单位的阵区。
A regiment that gets too low morale, will break and leave their section until the end of the combat, and will be in the broken units section.
如果某个阵区没有足够的军团来填补正面宽度,那么预备役中的单位将有机会支援该阵区。但是,每个小时里,尝试进行支援的单位数量会受到限制,使其仅能刚好填补正面宽度。因此,拥有庞大的主力部队没有任何优势。
If there are not enough regiments in a section to cover the frontage, there will be a chance for units in the reserve to reinforce that section. However, only enough units for the possible frontage of the battle attempts to reinforce each hour. So having huge doomstacks has no advantage.
溃败单位的阵区是那些在当前战斗中被击溃的军团。即使它们所在的军队仍在交战,这些溃败的单位也不会再参加这场战斗。
The broken units section are the regiments that have been routed in the current battle. They will no longer participate in this battle at all, even if their regiments are still a part of an army that is engaged.
战斗会在以下情况之下结束:战斗中的一方三个前线阵区中都没有军团;或者军队因士气不足或手动撤退命令而撤退。
A battle is over when one side has no regiments in their three front sections or the army retreats due to no morale or a manual order to retreat.

还算不错的军队,但我不确定它能否打败11,000名波兰民兵。
Pretty decent army, but not sure it will win against 11,000 polish levies.
对于军事单位来说,有一些重要的新属性需要考虑:
There are some important new attributes to think about for units.
战斗速度: 这决定了单位从预备队阵区向上移动以填补另一个阵区中的空缺的速度。Combat Speed: This is how quickly units can move up from the reserves section to fill holes in another section.
正面宽度: 每个阵区只能容纳一定数量的单位。地形和植被会减少这个数量,一些单位可能需要更多或更少的正面宽度。在游戏开始时,一个常规的 100 人规模的军团使用与拿破仑时代的 3600 人相同的正面宽度。这是为了使数字感觉更符合历史,同时仍然获得良好的游戏性。Frontage: There is a limited amount of regiments that fight from each section. Topology and Vegetation can reduce this, and some units may require more or less frontage. At the start of the game, a regular 100 men sized regiment uses the same frontage as a full 3,600 men in the Napoleonic era. This is done to scale the numbers to feel properly historical while still getting good gameplay.
主动性: 这决定了单位在战斗开始后立即参与战斗的速度。轻型单位具有更高的主动性。Initiative: How quickly a unit can engage as soon as combat starts. Lighter units have higher initiative.
请继续关注,因为下周,我们将讨论后勤和围城,这是赢得战争最重要的两个方面!
Stay tuned, because next week we’ll talk about Logistics and Sieges, the most important part of winning wars!