
欢迎来到第26期的Tinto Talks!这个星期三继续为大家介绍神秘的「凯撒计划」中有趣信息。
Welcome everyone to the 26th Tinto Talks, the Happy Wednesday where we tell you interesting information about our super top-secret game with the code name of Project Caesar.
在以往的大型策略游戏中,可操作的实体(通常称为国家)总是需要拥有土地,它们的存在完全依赖于土地的占有。你通过占领所有土地来吞并或消灭一个国家。在我们设计这个系统的第一个版本的四年后,现在情况发生了变化,你很快将在《十字军之王3》中看到无土地的可操作角色。
Previously in Grand Strategy Games, playable entities, or countries as we usually refer to them, always required you to own land, and their existence was based upon owning land. You annexed and eliminated a country by taking all their land. Now during the four years since we created the first iterations of this system, things have changed, and you will soon have landless playable characters in Crusader Kings III.
在「凯撒计划」中,我们目前有四类可操作国家。
Anyway, in Project Caesar we currently have four categories of playable countries.

这个工具提示也许能让大家完全明白?
This tooltip may make it 100% clear?
我们讨论过创建一个以海军为基础的国家类型,这其实相对容易实现,但我们还没有找到任何符合这一类别的国家。
We have been talking about making a navy based country type, and it would be fairly easy to do, but we haven't really found any country that fits that category. 定居国家 Settled Countries
这些国家是以拥有地点为基础的。它们的运作方式与大家在大战略游戏中预期的国家运作方式相同,这些国家拥有土地、建造建筑、拥有核心省份、征募军队等等。
These are countries that are based on owning locations. These function the same as you would expect a country to work in a GSG, these countries own land, they build buildings, have cores, raise armies, etc. 基于军队的国家 Army Based Countries
这种类型的国家与基于地点的国家非常相似,只是有一些区别。虽然它们仍然可以做基于地点的国家所做的一切,但它们在比较中有一个明显的优势和一个明显的劣势。
This type of country is very similar to the location based countries with a few differences. While they can still do everything that a location based country does, they also have one strong advantage and a strong disadvantage in comparison.
优势在于,只要他们拥有军队,这个国家就会继续存在,我们用这种机制来模拟。。。(秘密内容)。
The advantage is the fact that as long as they have an army, then the country will still continue to exist, which we use to simulate REDACTED amongst other things.
劣势在于(这取决于你的观点),如果这个国家没有军队,它可能会分裂成多个部分。
The disadvantage, depending on your point of view, is that if the country does not have an army at all, it can shatter into multiple pieces.
许多游戏初期的草原游牧部落都是「基于军队的国家」,这一机制非常适合它们的其他机制。是的,我确实喜欢「基于军队的国家」这个缩写ABC。
Many of the Steppe Hordes at the start of the game are ‘ABC’, which fits nicely into their other mechanics. Yes, I do like the acronym ABC for “Army Based Countries” 治外法权国家 Extraterritorial Counties
这些国家是以它们拥有的建筑为基础的。它们不能直接拥有土地,但可以拥有有土地的附庸。它们的建筑通常与建筑内的人口直接相关,而这些人口也与国家绑定。
These are countries that are based around the buildings they own. They can’t own land directly, but can have subjects that own land. Their buildings often have pops directly linked to the building, and those pops are also tied to the country.
一个风险在于,它们需要与建筑所在的地方保持良好的关系,否则它们可能无法生存。
One risk with them is that they need to keep positive relationships with the places they have buildings in, or they may not be able to survive.

1337年,各种银行、宗教骑士团和汉萨同盟的据点。。
Various banks, holy orders and Hanseatic League holdings in 1337..
我们通过这些系统模拟了许多类型的可操作实体,以下是其中的一些。
There are many types of playable entities that we simulate with these systems, and here are a few of them.. 银行国家 Banking Countries
在游戏开始时,欧洲有一些这样的国家,如佩鲁齐家族和巴尔迪家族,之后还有富格尔家族等。它们在某些城市有总部,并有可能在世界各地建立更多分支机构。
There are a few of these countries in Europe at the start of the Game, with Peruzzi and Bardi, and later on you get Fuggers and more. They have main offices in certain cities and have the possibility to build more branches around the world.
其他国家可以向它们申请贷款,它们还拥有通过外交手段接管任何国家的资产贷款并强制该国家支付利息的能力。它们的资产贷款利率也远低于其他国家,因此它们可以轻松地通过其他国家的债务致富。
Other countries can request loans from them, and they also have the diplomatic ability to take over any estate loan that a country has, and force that country to pay interest to them instead. They also have far lower interest rates on their estate loans, so they can easily become rich from other countries' debts.

这是一项仅对银行国家开放的进步。
This is an advance only available for banking countries. 贸易公司 Trade Companies
在宗教改革时代,你可以在海外建立贸易公司,这将是一个有助于主国开展贸易的良好附庸。我们将在以后的 Tinto Talks 中详细讨论这些内容。
During the Age of the Reformation you can set up Trade Companies in overseas places, which will be a good subject to get trade going to benefit their overlord. We will go into more detail about these in a later Tinto Talks. 汉萨同盟 Hanseatic League
这是一个基于建筑的国家,拥有一些作为普通土地拥有国家的附庸。这是一个从游戏开始就可以操作的国家,如果你想专注于纯粹的贸易游戏,这将非常有趣。
This is represented by a building based country which has a few subjects that are normal land owning countries. This is a playable country from the start, and one that is really fun if you want to focus on a purely trading game.

也许贸易垄断的阶级特权对我们并不那么有利。。
Maybe the trade monopolies estate privilege is less than good for us..
我们也有宗教骑士团作为基于建筑的国家类型,虽然我现在不能详细介绍,但在游戏开始时,日本的大名们使用了基于建筑的国家机制。
We also have Holy Orders, as a building based type of country, and while I can’t go into details about it at this point, at the start of the game, the Daimyos of Japan are using the building based country mechanic.. 人群社会 Society of Pops
这是游戏中最具挑战性的国家类型之一,因为大多数机制对它们不可用。它们不拥有土地,而是完全基于与它们相关的人口。由于它们不拥有土地,因此不能与基本资源获取设施互动,也不能建造大多数建筑。它们几乎所有的开始阶段都没有税收、制定法律或建设城市的进步。
This is one of the most challenging types of countries in the game, as most of the mechanics are not available to them. They own no land, but instead are entirely based upon the pops associated with them. As they own no land, they do not interact with RGO’s nor can build most buildings. Almost all of them start without advances for taxation, codifying laws or constructing cities.
世界上有许多不同的人群社会,其中较大的人群生活在更有组织和先进的国家的边缘。在新世界中,既有定居的国家,也有人群社会。
A lot of the world has different societies of pops, where larger groups of people live but are on the fringe of more organized and advanced states. In the New World there are a mixture of settled countries and society of pops.
这种类型的国家可以随着时间的推移将他们的人口从一个省份迁移到另一个省份,也可以通过与另一个社会的战争强迫人口效忠于他们。
These types of countries can migrate their pops from one province to another over time, and they can also force the allegiance of pops to change to them through warfare with another society.
不同人群社会之间甚至与定居国家之间的边界非常流动,它们可以与这些国家共存于同一地点。
The borders between different societies and even settled countries are extremely fluid, and they can be in the same location as either of them.
它们可以直接从人口中征募部队,并且它们的军队可以在任何地方靠土地为生,从任何类型的土地中获取少量食物。它们的军队总是可以强制任何与其文化和宗教相同的人口效忠于他们的社会。
They can raise levies directly from their pops, and their armies can live off the land anywhere, gathering some small amount of food from any type of land. Their armies can always force any pop of their culture and religion to swear allegiance to their society.
其中一种防止被殖民的方法是强迫殖民者坐到谈判桌前,迫使他们取消殖民地特许。
Amongst the ways they can stop being colonized is forcing colonizers to the peace table, forcing them to cancel their colonial charters.
在战争中,定居国家可以强迫人群社会放弃它们拥有的人口,如果它们不再「拥有」任何人口,这个社会将不再作为一个国家存在。
A settled country can in a war force a Society of Pops to abandon pops that they own, and if they no longer “own” any pops, that society will no longer be an existing country.
人群社会可以在获得某些进步后尝试定居,之后它们将接管其治下所有的有人口并且主导文化和宗教与它们一致的地点,随后成为一个定居国家。
A society of pops can attempt to settle if they achieve certain advances, after which they will take control over all locations where they have pops and are the dominant culture and religion, and then become a Settled Country.
不过,目前的游戏体验尚未达到我们期望的水平,除非在测试版前得到改善,否则它们在发行时很可能仅作为AI存在。
Currently though, the gameplay experience is not where we want it, and unless that is improved by beta, they are very likely to be AI only at release.

这里,克温人已经定居。。。
Here the Kven People have settled…
需要澄清的是,人群社会和基于军队的国家都有通过特定机制成为定居国家的方法,此外,除了特殊事件,没有其他正常方式可以改变国家类型。
And to clarify, Society of Peoples and Army Based Countries have ways to become Settled Countries through mechanics, but there are no other normal ways of changing Country Types, except through special events.
敬请期待,下周我们将详细介绍你可以在自己国家外建造的建筑。
Stay tuned, as next week we go into detail about buildings you can build outside your own country.