[新闻] 维多利亚三宣布,游戏机制介绍

楼主: tchaikov1812 (柴犬夫斯基)   2021-05-22 10:36:03
睽违十一年,策略游戏里面拥有最完善经济社会模拟系统的系列,终于出了续作。
预告
https://www.youtube.com/watch?v=siZXs4d5Gqg&t=1s
Steam页面
https://store.steampowered.com/app/529340/Victoria_3/
目前已知的情报
原文
https://www.reddit.com/r/victoria3/comments/nhzt1w/victoria_3_everything_we_know_so_far/
翻译来自NGA
https://bbs.nga.cn/read.php?tid=26858475
KEY: This is a simulation. It's not a map painter. Military conquest is not
the main focus. Victoria 3 is more about diplomatic maneuvering, shaping your
society and laws, building and industrializing your economy, and "tending the
garden" of your nation.
划重点:Vic3的核心是历史模拟,而不是地图涂色器,军事征服不是重点,本作更着重外
交,内政,经济发展,以及运营国家 种田
1836 - 1936.
4 ticks per day, so the number of ticks per campaign is similar to EU4.
每天4个tick,每局游戏总长度跟EU4差不多
The map is divided into States and Provinces. There are about 730 States at
game start, which are the smallest unit you will interact with for purposes
of politics and economics.
地图还是分成州(state)和省,总共有730个州,每个州是可以操纵政治经济的最小单位
It's possible to split existing states, such as when you demand a Treaty Port
in a war or Diplomatic Play. This creates a new State that is only one
Province in size. Even at game start there are some cases of having more than
one State, gameplay-wise, within a single "State Area."
州可以被分开了,比如通过外交或者战争创建一个只有一个省的州。 有时候有很多个州
组成“大区”(?没太懂)
Provinces are subdivisions that you usually only interact with for
maneuvering armies and when colonizing (which is done one Province at a time
as you add more Provinces to your Colonial State), and there are roughly the
same number of individual Provinces as in HoI4. (According to Google, that's
around 13,000 - roughly 18 Provinces per State on average.)
省是单位移动和殖民的最小单位(把省加入你的殖民州),总共有大约跟钢4差不多数量的
省(大约13000个,每个州18个)
Visually, urbanization will spread across individual Provinces within a State.
城市增长的视觉效果会出现在多个省上
The pre-alpha map we saw looks better than HoI4 but worse than CK3/Imperator.
They did say specifically that it isn't done yet. You can definitely zoom in
further than HoI4, so I'd say the map overall feels bigger than the HoI4 map.
Zoomed all the way out it looks very similar to the Vicky 2 paper map. Zoomed
in you can see realistic clouds and stuff drifting over the landscape.
Railroads are visible.
我们目前看到的地图精细度比钢4强,但是比不上CK3或者IR,不过他们强调还在开发中,
视野可以放大到比钢4近很多,整体上感觉也比钢4大。视角缩小会有类似V2的纸质地图效
果,还能看到云在地图上飘,铁路也可以看见
Well over 100 playable countries, but not all countries are playable. Most of
Africa, parts of inner South America, and a few surviving native tribes in
North America (including the Lakota, Dakota, and Cree) were not playable.
These are "Decentralized Countries." Post-launch, they want to make them
playable eventually. But they want to do them right because the gameplay
experience should be significantly different. All the Decentralized Countries
have names and governments. There are no "uncolonized" provinces, but you can
colonize on top of a Decentralized Country without declaring war.
100多个可玩国家,某些非洲,南美国家,或者北美原住民部落没法玩,因为他们不属于
“集权国家”,有计划发售后可玩,但是P社想把他们做出与众不同的游戏体验,国家名
字和政府是存在的而且你不能殖民他们的省份,但是你可以不用宣战殖民他们整个国家
Full POPs like Victoria 2. Over a billion people are modeled individually,
which will roughly double by game end, including Dependents. These represent
non-working children and homemakers. Your laws, i.e. Child Labor laws,
determine how much economic output your Dependents create and if they collect
wages. So like, kids will still be counted as Dependents, but your wages from
Dependents might go up (along with mortality rate.)
重点来了:跟维多利亚2一样完整的POP系统,10亿多人口,都独特的被模拟,在游戏结束
的时候人口大约会翻倍。非独立人口(儿童,主妇等)也包括在内,某些法律,比如是否允
许童工,会受此影响,如果允许会增加你的产出和收入(并且死亡率也会增加),尽管他们
依然算成非独立人口
Example POP types I saw (not exhaustive): Capitalists, Laborers, Machinists,
Farmers, Shopkeepers, Engineers, Aristocrats, Clergymen, Officers,
Bureaucrats, Academics, Servicemen, Clerks
目前看到的POP种类:资本家,劳工,技工,农民,店主,工程师,贵族,教士,军官,
官员,学者,士兵,职员
Standard of Living is mostly based on a POP's Wealth, which is determined by
your sources of revenue minus your expenses. This can be a salary from your
job, stipends and wages from dependents in countries where women and children
can work (or if they're receiving welfare payments), and dividends from
buildings you own. Increasing wages, lowering taxes, and increasing the
supply of goods (thus lowering the prices and therefore the lifestyle
expenses) will all generally raise Standard of Living. Standard of Living
affects POP Loyalty and Population Growth.
POP的生活水准根据其财富决定,等于收入减去支出,收入来源于工作,津贴,工作的妇
女儿童的工资(或者福利计画),所有建筑的分红。提升工资,降低赋税,提升商品的供给
(从而降低商品的价格和生活成本),可以大幅提高POP的生活水准,进而影响他们的忠诚
度和人口增长速度
Your GDP measures how much you produce and affects your Great Power ranking,
but it doesn't necessarily reflect how much money you, as a player, have to
spend. The Ottomans, for example, start with a very inefficient tax system,
so they have a small state budget compared to their GDP.
GDP等于所有产出的产品量,影响列强排名,但是不一定直接反映你的国库里钱的数量。
比如奥斯曼在一开始的时候有很高的GDP,但是因为低效的税收系统导致国家财政非常紧
Capitalists work completely differently from Vicky 2. Capitalism isn't "Let
The AI Do It Mode." Instead, Capitalists (and sometimes Aristocrats depending
on your laws) invest profits from buildings they own into a new resource pool
separate from state funds called the Investment Pool, which you can only
spend on certain things based on your laws and economic system. So you are
still personally directing the expansion of industry in a capitalist economy,
with some restrictions.
资本家跟V2机制完全不同,并不是像V2那样的“自动操纵模式",资本家(有时候包括贵族
),会把他们来自的建筑的利润投资到一个叫做”投资池“的东西,跟国库不是一个东西
。根据你的法律和经济体制,你只能把这些钱花在某些特地的东西上面,所以你在资本主
义制度下面还是可以手动操作建厂,不过有些限制
Every nation has a primary culture and state religion, with varying levels of
acceptance for other religions and cultures based on your laws. Non-accepted
POPs are paid lower wages (so have a lower Standard of Living) and are more
likely to radicalize.
每个国家有一个主体文化和国教,根据法律的不同对其他文化和宗教接受程度不同,不被
接受的POP工资更低,生活水准更低,更容易极端化
In places like the US, discrimination is on a racial basis. This is based on
your country's laws and can be changed. There are no culture groups, but
cultures have traits like Heritage traits and Linguistic traits, and your
laws will look at how alike or different those are to your main culture. So
someone from England will be less discriminated against in American society.
Someone from a different part of Europe will face some more discrimination
than the Englishman but not too much. Someone from Africa or Asia will face a
lot of discrimination.
有些国家比如像美国,歧视是根据种族决定的,不过种族歧视的法律可以被改变。没有文
化组这个东西,但是每个文化有一些特征,比如传统习俗或者语言,你的法律根据这些特
征和主体文化的差异来决定,比如一个英国人不会在美国社会里被很轻微地歧视,其他欧
洲人可能会受到比刚才严重一点点歧视,而非裔和亚裔则会受到严重歧视
Every State has a proportion of Arable Land, which represents how much
agricultural industry it can support. Arable Land you have not directly built
any buildings on will automatically generate Subsistence Farms, which employ
Peasants. Peasants represent the vast majority of the world's population at
game start, and they don't produce very many taxes or sellable goods since
they're just focused on their own survival. So you'll generally want to start
moving them to work in other industries if you want to grow your GDP and your
tax base.
每个州有一定比例的可耕种土地,代表可支援的农业水准。可耕种土地会自动生成农田并
雇佣农民,不需要手动建建筑。开始的时候农民占大多数人口,他们的税收和生产都很少
,所以发展的时候需要让他们去其他行业
Spheres have been replaced with Markets. There are many local markets instead
of a single world market. Expanding your market is going to be a new
playstyle aside from conquest - "painting the map economically". You can
bring other countries into your market diplomatically or through war. Trade
between markets is done by setting up one-way Import and Export trade deals
for specific goods, of which you can only have a limited number at a time per
market, based on a number of factors.
重点:势力范围被市场代替,不再有一个单一的全球 火星 市场,每个区域有一个本地市
场。扩张市场是一个与军事征服不同的玩法 “通过经济给地图涂色”,你可以通过外交
或者战争让其他国家加入你的市场,市场之间的贸易需要手动设定特定物品的进/出口,
并且根据情况有一个可同时进出口物品的上限
An example given was that Mecklenburg starts out in the Prussian market
(modelling the historical Zollverein Customs Union), which may allow them to
build luxury furniture to meet the demands of the wealthy Prussian elite. But
if they leave that market to form their own, their own elites may not have
enough money to afford those luxury goods, and their economy will suffer
unless they can set up trade deals to find buyers abroad or join a different,
larger market.
一个例子:梅克伦堡一开始在普鲁士市场(模拟德意志关税同盟),这使得他们可以卖给普
鲁士上层们豪华家俱,但是如果他们离开了这个市场,他们自己的上层就没有足够的钱来
买奢饰品并且会使得他们经济受损,除非他们能找到买家,或者加入一个更大的不同的市

The number of countries that can be in your market at a time is based on the
market leader's diplomatic Influence, which is one of the main capacity
types. Capacities are different from power/mana in that it's not a pool of
points you build up and spend. It's more like having enough electricity to
run a lot of devices. Influence is also used for things like alliances, etc.
You get Influence primarily from having rivalries, your Power Ranking (Great
Powers get a ton), and a few other things that add percentage modifiers.
市场里国家的数量基于首领国家的外交影响力,外交影响力是一个重要的点数,但是不是
那种可以攒点/花费的,更像”运行这些东西需要的电力“,盟友之类的也需要影响力。
影响力通过宿敌,列强排名,以及一些其他的东西获得
Prices of goods are based on Supply and Demand. It's not event-based with
arbitrary starting prices like EU4. Full market simulation. POPs and
Industries will place Buy orders while Industries will also place Sell orders
for finished goods. There's a screen that lets you see what are currently the
five most under-produced and the five most overproduced goods in your market,
so you can set up trade deals or expand industries to meet demand better.
重点:商品价格根据供需关系决定,不像EU4那样的事件驱动的价格,本作有完整的市场
模拟,人口和工厂会在市场发布买单和卖单进行贸易。有一个接口会显示市场里5种紧缺
和5种过剩的商品,可以根据这个来签署贸易协定或者开发相关工业
The other factor that affects this is Infrastructure. Having insufficient
infrastructure will make it harder to get goods from a given State to your
wider market efficiently.
基础设施会影响市场,如果基建不足,某个州的商品会更难抵达市场
Around 50 trade goods divided into Staples - Consumed by all POPs for daily
needs, Industrial Goods - Consumed by industries to make other finished
goods, Luxury Goods - consumed by POPs with higher Standard of Living, and
Military Goods - Used to create military units including infantry, artillery,
ships, and later tanks and planes.
总有50种商品,分成主食:所有POP都消耗,工业品:工厂消耗进行生产,奢饰品:高生
活水准的POP消耗,军用品:步兵,火炮,轮船,坦克,飞机
Trade Goods (incomplete list, mostly guessing based on icons): Tools, Glass,
Wood, Coal, Luxury Furniture, Porcelain, Silk, Iron, Chemicals, Meat,
Cannons, Ammunition, Fish, Sulfur, Basic Furniture, Clipper Ships, Ironclads,
Luxury Clothing, Paper, Artillery Shells, Fruit, Tea, Tobacco, Baked Goods,
Coffee, Wine, Steel, Standard Clothing, Guns, Grain, Automobiles, Alcohol,
Cotton
商品不完全清单(根据图示):工具,玻璃,木头,煤炭,豪华家俱,瓷器,丝绸,铁,化
学品,肉,大炮,弹药,鱼,硫磺,普通家俱,快速帆船,铁甲舰,奢侈服装,纸,弹药
,水果,茶,烟草,面包,咖啡,葡萄酒,钢铁,普通服装,枪,谷物,汽车,酒精,棉

Production buildings have resource inputs and outputs, Throughput rating, and
pay wages to all employed POPs. If their output can sell for more than their
inputs, they will generate dividends that are paid to the owners and increase
their Wealth. Otherwise, they will need to be subsidized or else they will
fail. Each also has a personal cash reserve, presumably so it can run at a
loss for a bit without subsidies.
生产建筑有资源输入和输出,通过量,给雇佣的pop发工资,如果他们卖出的比输入的多
,就可以给所有者分红并增加他们的财富,否则他们需要被补贴,或者倒闭。每家工厂有
一定量的现金储备,如果短期亏损可以撑一会
Production Methods affect how buildings operate. For instance, a workshop can
be Privately Owned, belong to a Merchant Guild, Publicly Traded, Government
Run, or a Worker Cooperative. This affects what kind of POPs are employed
here, what wages they are paid, and who collects the dividends/profits. i.e.
Privately Owned workshops will employ Capitalists who get most of the wealth
generated with the workers getting only wages, whereas in a Worker
Cooperative, the people doing the work own the workshop and split the Wealth
it generates evenly.
生产模式决定建筑的行为,比如一个工厂可以私人拥有,属于一个行会,公开上市,政府
所有,或者工人合作所有。这会影响雇佣POP的工资,分红收益的人。比如私有工厂会让
资本家获得最大收益,工人只能拿工资,而工人合作社会给雇员平分所有收益
Government Run industries have mandatory subsidies, meaning any losses they
incur will come directly out of your national treasury rather than letting
them go out of business. But you can also pocket any profits.
国营产业会进行强制补贴,这意味着在亏损的时候会自动从国库扣钱而不是倒闭,但是收
入也归国库
You can have a Statist, command economy without being Communist. Communism
itself, while it often goes hand-in-hand with a command economy, is now more
directly related to distribution of wealth and political power. Communism is
not when the government does things. The government doing more things doesn't
make it more communister.
你可以使用国家主义并不选用康米的情况下进行计划经济,而康米本身更关注于财富和政
治权力的分配,而不是计划经济。不是说政府干的事情越多就越康米(这个梗哭笑)
POPs can promote/demote and some types are more likely than others. Engineers
and Shopkeepers are more likely to become Capitalists, for instance.
POP在相似的类型之间升级或者降级,比如工程师或者店主更可能成为资本家
Command Economies do not allow Capitalists or Aristocrats to be employed in
your nation, so they will have to find a new job or leave. They also get
fewer foreign Trade Routes to work with, but can enact Encourage Consumption,
Discourage Consumption, and Consumption Taxes more cheaply. They can embargo
all goods and they can (must) subsidize everything.
计划经济不允许资本家或者贵族被雇佣(应该指的是拥有场子收利润),他们必须找工作或
者离开。同时有更少的国际贸易羡慕,但是你可以鼓励/抑制消费,有更低的消费税,同
时可以禁运几乎任何商品,同时必须要补贴所有产业
You need to have a Command Economy to switch Production Method to Government
Control.
计划经济下才可以把生产模式改成政府控制
Free Trade gives you more import/export routes, reduces loan interest rates,
allows you to subsidize only Service Industries and Infrastructure, and
increases the amount of wealth Capitalists contribute to the Investment Pool.
自由贸易允许更多的进出口线路,减少贷款利息,但是只能补贴服务业和基础设施建设,
并且增加资本家对投资池的投入
Isolation cuts off all foreign trade (so you can only operate within your
Market/Customs Union), you can embargo all goods, you can subsidize all
buildings, and both Capitalists and Aristocrats will contribute to the
Investment Pool.
孤立主义会切断国际贸易(只能在本地市场/关税同盟贸易),你可以禁运所有商品,并且
补贴所有建筑的,同时资本家和贵族依然会往投资池投资
Traditionalism (used mostly by Unrecognized countries and represents
pre-industrial economies): Fewer trade routes, can subsidize only Services
and Infrastructure.
传统主义(主要是未开化国家,代表前工业化经济),有更少的贸易羡慕,但是只能补贴服
务业和基础设施建设
Agrarianism gives you more export routes, lets you subsidize agriculture,
infrastructure, and services, Aristocrats contribute to the Investment Pool,
and you can embargo Luxury Goods
农业主义,更多出口线路,可以补贴农业,服务业和基础设施建设,贵族可以投资投资池
,可以禁运奢侈物品
Different economic systems dictate what you can or cannot spend Investment
Pool money on.
不同的经济体制决定了你是否可以花投资池里的钱
Services are a non-tradeable good, so they cannot leave your home market.
Access to services is based on Infrastructure. So for example, you might have
lots of services being produced in New York, but if you don't build railroads
out to California, the people in California will have very little or no
access to those services (and goods from California won't be able to get to
market efficiently) even though both states are in the US market. Until you
have better infrastructure, you'll have to rely on producing most things
locally.
服务业是不可贸易的商品,他们不会离开你的本土市场,通过基础设施获得服务。比如你
在纽约有很多服务产出,但是因为你没有建通往加州的铁路,加州的POP就享受不到服务(
加州的商品也无法高效地到达市场),尽管他们都在美国市场。直到在有更好的基础设施
之前,地方都要依靠本地产品
Services come from buildings called Urban Centers, which can't be directly
built but are generated automatically based on the Urbanization of your
States. All buildings you build produce a little bit of Urbanization in the
target State, but some provide a lot more than others. If you focus more on
expanding agriculture, you won't have as many Urban Centers. If you build
lots of Factories and government buildings, you will generate much more
Urbanization. The Service sector will employ POPs as well.
服务产出来自于城市中心这种建筑,不能被直接建造,根据州的城市化程度生产。你在每
个州里建的建筑都会增加城市化度,但是有些建筑会增加的更多。如果你注重农业,就不
会有很多城市i中心,如果你建了很多工厂和政府建筑,城市化度就会更高
Classes: Lower, Middle, and Upper strata. Determined by POP type. It mainly
determines their wage level and taxation under uneven tax laws. Standard of
Living goes all the way up to 100, which would be "Jeff Bezos level", but you
generally won't see anything above 50 unless you're trying to break the game.
阶级:底层,中层,上层,由POP类型决定,影响工资水准和税收。生活水准最高是100,
相当于马云的生活水准,但是一般情况下不会超过50
If you have a system like worker-owned factories, you can get to a point
where even the lower strata POPs in your country are richer by the late game
than the capitalists were at the beginning.
如果你有一个工人所有工厂的体制,你可以让底层POP的比游戏开始时候的资本家更富有
Each POP is represented by a 3D character model, looks like the same basic
models from CK3, including regional and class-appropriate dress.
每个POP都有3D模型,类似CK3,根据地区和阶层不同
National leaders have 3D, CK3-style portraits and character traits (up to 3
in the build we saw). Monarchies have heirs who also get a portrait.
国家元首有类似的CK3的3D模型,以及3种角色特征,王室继承人也有头像
POPs can belong to Interest Groups, and these are the main forces that you
must contend with to make changes to your society. Not all POPs of a specific
type belong to the same Interest Group. i.e. Capitalists are likely to join
the Industrialists interest group, but some of them might instead belong to
the Devout.
POP属于某些利益集团,他们是社会变革的主力,不是说同种的POP一定会在同一个利益集
团,比如资本家通常会加入工业化利益集团,但是有些会加入教徒利益集团
There are a handful of "Templates" for interest groups that will be used in
just about every country, but they can have different traits and desires. For
example, Industrialists in Prussia are very pro-Monarchy, whereas in the U.S.
that is very much not the case.
有一定的“模版”利益集团,但是根据不同国家他们的特征和诉求不同,比如普鲁士的工
业家会支持王室,而美国的则完全相反
Example Interest Groups we got to see: Industrialists, Landowners (called
Junkers in Prussia, Landed Gentry in Britain, Plantation Owners in the US,
and Scholar-Officials in Qing), Intelligentsia (called Literati in Qing),
Devout (called Anglican Church in Britain and Confucian Schools in Qing) -
they said this one specifically will change A LOT in ideology depending on
the dominant religion of your country, Armed Forces, Rural Folk, Petite
Bourgeoisie, Trade Unions
目前有以下利益集团:工业家,地主(德国叫容克,英国叫乡绅,美国叫种植园主,大清
叫士大夫),知识份子(大清叫文人),教徒(英国叫圣公会,大清叫儒家)——这个不同的
主流宗教会有很大不同特质,军队,乡下人,小资产阶级,工会
Interest Groups have a set of Ideologies, as well as Traits that can be
active or inactive at any given time.
利益集团用一组意识形态,同时拥有一些处于启动或者未被启动的特质
Interest Groups also have a leader with a portrait and traits.
利益集团领袖会有头像和特质
Ideologies can change over time (such as Trade Unions becoming more
socialist). They will be stable for most of the game, but certain events,
ideas, and leaders can cause them to shift. The leader of the Interest Group
might be a socialist, for instance. They are still tweaking how ideologically
malleable or fixed these groups should be.
意识形态会随着时间的推移而改变(比如工会会更社会主义),大部分的时候意识形态是稳
定的,但是某些事件,思想,领袖会使其改变,比如某个集团的领袖是社会主义者。P社
还在对意识形态的可变性进行调整
Prussian Industrialists have Monarchist (very upset if you switch to any
non-Monarchy form of government), Individualist (Disapprove of most
welfare/social security/government healthcare/public schools), Abolitionist
(Don't like slavery), two others that we didn't get to see.
比如普鲁士的工业家是君主主义者(切换到非君主制会激怒他们),个人主义者(反对社会
福利,全民医疗,公共学校),废奴主义者(反对奴隶),其他的两个意识形态我们没看见
If Ideologies are what an IG wants, Traits are what they can do for you.
These traits will become active if the IG is loyal enough to your government.
Kind of like how loyal Institutions provide bonuses in EU4. The one we got to
see for the Industrialists was Job Creators, which increases the contribution
to the Investment Pool by Capitalist POPs by 10% if their loyalty is at least
20.
如果意识形态是某个利益集团的想要的,特质是他们能提供给你的。特质在这个利益集团
忠于政府的时候启动,有点类似EU4的阶层,比如工业家有个特质是就业创造者,效果是
忠诚度高于20的时候,资本家对投资池的投资增加10%
You can invite Interest Groups into your government. The ones that aren't
part of your government will be in Opposition. You can never make everyone
happy so you have to choose which groups to champion.
你可以邀请利益集团加入你的政府,那些不属于政府的集团则属于反对派,你没法让所有
人都满意所以你只能选择几个队友
Clout is how much influence an Interest Group has in your nation. In 1836,
the main factors are Wealth, Status, and Workforce. If you liberalize your
country you can offset this with Votes. When you hold elections, each
Interest Group receives Votes from the enfranchised POPs that support it,
which increases their Clout by a set amount per Vote until the next election.
Various laws can tweak the political weight of Votes vs Wealth, or give more
people Votes, though Wealth will always be a factor. So a truly egalitarian
society will need to level the playing field in terms of wealth inequality in
addition to democratic reforms.
每个利益集团在国家里都有影响力。1836年的时候,影响力的主要来源是财富,身份,和
劳动力。如果你自由化改造了国家,选票会改变影响力。你举行选举的时候,某个利益集
团会获得有选举权的POP支援,并根据票数增加他们的影响力直到下一次选举。不同的法
律或者让更多人投票可以改变选票相比财富的政治分量,但是财富永远是影响力的一个重
要因素。如果想实现一个人人平等的社会,不仅需要进行民主改革,同时还需要解决财富
不平等
Not all POPs belong to an Interest Group at game start. Some of them are
considered Politically Inactive.
开始的时候,不过所有的POP都属于某个利益集团,有一些POP是政治冷漠的
Literacy is back from Vicky 2, with your education spending determining what
percentage of the country has access to education rather than just how fast
it ticks up toward 100%. 100% Literacy will be very hard to achieve. Literate
POPs can take certain jobs that illiterate ones cannot. It will be hard to
get modern factories and government institutions up and running with low
Literacy.
识字率回归,你的教育开销决定了多少人口可以受到教育,而不是他们能多快地达到100%
。 100%的识字率很难达到,识字的POP可以干不识字的POP不能干的工作,低识字率下很
难建立现代工厂和政府机构
Higher Literacy also affects your likelihood to join an Interest Group rather
than being Politically Inactive, which sort of replaces the Consciousness
system from Vicky 2. Uneducated laborers are more likely to stay out of
politics. Likewise, ideas like Egalitarianism and Socialism will spread to
your country faster if the lower classes are educated, which further increase
political participation, expected minimum Standards of Living, and cause more
attraction to groups like the Trade Unions among laborers. If the expected
minimum Standard of Living goes up but the actual Standard of Living for
those POPs does not, they will start to radicalize. So you can give them more
beer and amenities to suppress class consciousness, is basically what it
sounds like.
高识字率会使人口加入利益集团,而不是保持政治冷漠, 代替了V2的觉醒度。未受教育
的劳工一般会不参与政治。平等主义和社会主义在受教育的底层人口传播更快,增加他们
的政治参与度,诉求提高最低生活标准,并且使得工会等利益集团在劳工群体里更受欢迎
。如果他们期望的最低生活标准更高了,但是实际生活标准没有提高,他们会更加极端化
。然后你要干的事情基本上就是给他们提供更多的啤酒和福利来压制觉醒度
You can Suppress or Promote IGs directly using your Authority, which is an
administrative capacity stat. More absolutist forms of government have more
Authority, and so will have more control over the IGs in their nation,
whereas democracies will be less able to combat or uplift the ones they
prefer.
你使用权威度可以压制或者促进某些利益集团,绝对主义政府有更多的权威度,对利益集
团的控制也更强,民主主义则对利益集团的控制更弱
Legitimacy is basically a check against inviting too many Interest Groups
into your government. If you try to form too large of a coalition, your
Legitimacy will tank. You also get Legitimacy from having the Interest Group
your leader belongs to in the government so as Prussia, we had to have the
Armed Forces in the government, because they're the king's faction, or we
would take a hit to Legitimacy. And that in turn makes it harder to ever pass
any laws the military doesn't like. In a Presidential Republic like the US,
you might have a different interest group represented by the head of state
every election cycle, which dictates what you can accomplish during that term.
正统度防止你邀请太多利益集团加入政府,如果你试图组建一个超大的联盟,你的正统度
会雪崩。如果你的国家元首属于某个利益集团在政府里面,正统度也会提高,比如军队在
普鲁士政府可以提高正统度,因为普鲁士国王属于军队利益集团,但是这会使得通过军队
不喜欢的法律更难。美国这种总统制共和国,每个选举周期的都由不同利益集团的领袖来
当国家元首,限制每个任期可以干的事情
An Autocracy requires you to work with fewer Interest Groups to maintain
Legitimacy, whereas a Parliamentary Republic can form larger coalitions. By
the same token, Autocratic governments can commit to a more defined strategy
(at the risk of annoying everyone who is not part of the government), whereas
Republics will have to make more compromises and only be able to pass
policies with very broad, cross-party support (while making more people feel
their voices are being heard).
独裁体制只需要少量利益集团来维持正统度,而议会共和国可以组成很大的执政联盟。独
裁下可以事实更精确的战略(同时可能会惹恼不属于政府的人),但是共和国则需要妥协更
多,只能通过获得大多数群体同意的政策
Trickle Migration (Vicky 2 style) will mostly happen within cultural regions,
to/from colonies, and within your market. i.e. Germanic cultured pops will be
free to move around the Germanic home region, between your metropole and your
colonies, or anywhere in their home country's market. POPs won't just trickle
migrate wherever at all times.
V2式小规模移民大部分情况下只会发生在同文化圈,殖民地,以及市场内。比如德国人口
会在德意志地区,殖民地,或者母国市场内的地区移动。 POP不会随机的到处移民
The exception to this is Migration Waves, which can be caused by poor
economic conditions, political unrest, ethnic discrimination, etc. These will
be major events, rather than a trickle. i.e. famine in Ireland might trigger
a Migration Wave from Ireland to the US. They will try to target countries
that have better standards of living and freer laws than the place they're
leaving, but it's not explicitly tied to New World vs Old World like in Vicky
2. So the US and Brazil won't have any arbitrary advantage in attracting
immigrants, though conditions in those nations might still make them popular
destinations.
移民潮因为经济差,政局不稳定,种族歧视而发生,这些会是主要事件而不是小规模移民
。比如爱尔兰饥荒会导致爱尔兰到美国的移民潮,这些人口会选择有更好的生活标准和更
自由的法律的国家作为目的地,而不是像V2那样强制跟旧世界/新世界绑定。所以美国和
巴西不会天生更吸引移民,当然他们本身的条件决定了他们是更受欢迎的目的地
Falling Standard of Living can generate Radical pops (replacing Vicky 2's
Militancy system), while rising Standard of Living can convert Radicals to
neutrals, or neutrals to Loyalists. Having more Radicals in a state generates
Turmoil, which can affect the economy and lead to uprisings. Having more
Radicals in an Interest Group will lower that group's Approval score toward
the current government (and Loyalists in an interest group will do the
opposite), which can lead to a civil war or revolution. Cultural
discrimination can also generate Radicals.
生活水准的降低会产生激进化的POP(代替V2的斗争度),而提高生活水准可以是他们变成
中性的,或者忠诚的。激进的POP会使得地区动乱度提升,影响经济并且导致起义。某个
利益集团里有大量的激进人口会使得这个集团在现任政府的认可度降低(忠诚的利益集团
则相反),会导致内战或者革命,文化其实也会造成激进化
Higher wealth POPs have a lower threshold to radicalize because they expect a
higher standard of living. "They can only afford 100 Ming vases instead of
150, and this is absolutely unacceptable."
富有的POP更容易激进化,因为他们对生活标准有更高的期望(笑话不翻了)
Loyalist POPs (and Radicals) can die off, which causes intergenerational
conflict. If you had an era of prosperity that generated a lot of Loyalists,
and then they die, the younger generation with worse economic opportunities
might suddenly be not so happy and change the loyalty and attitude of your
Interest Groups.
忠诚的POP和激进的POP会死去,造成代沟冲突。如果你有一代繁荣昌盛时期的人口是忠诚
的,他们死光了被年轻一代代替了,年轻人因为经济下行而不满,从而会改变对你的利益
集团的态度和忠诚度(我怀疑这在影射什么)
You can fund Police Institutions to reduce the local effects of Radicals.
They don't go away, but they won't be able to cause as much trouble. You can
also bring up the standard of living or change discriminating laws to
deradicalize them. Or you can discriminate even harder and hope they decide
to go live somewhere else.
你可以成立员警部门来减少极端化的地区效果,激进人口不会消失,但是也不会造成问题
。你也可以通过提升生活标准或者消除歧视法律来去激进化,或者可以加码,看看他们会
不会去其他地方生活
Enslaved POPs will be modeled. This is a historical simulation. They don't
want to stray away from the parts of history that are horrific and pretend
they didn't exist. They also don't want to pretend that it was a good idea.
As an example, slavery is not a flat boon for your country, but it is very
profitable for plantation owners, and those Interest Groups will fight
against abolition because it's in their economic interest they want to keep
those unpaid wages for themselves and spend them on luxuries. You as the
player will have to decide how to deal with those groups.
奴隶人口也被模拟了,作为一个历史模拟器,他们不会因为历史的黑暗一面而视而不见,
当然也不会推崇这个。如果奴隶在你的国家不是什么好事,但是会使得种植园主获利丰厚
,某些利益集团因为经济利益会阻止废奴,好把不用发的工资留给自己拿来买奢侈品。玩
家需要决定如何取舍
At the same time, not every nation needs to be on a set trajectory toward
liberalism. If you want to keep Russia an absolutist feudal serf state until
the endgame, you can do that assuming you can deal with any radicals who want
to change it. There is no assumed best path.
同时,不是每个国家都是既定自由主义化的,比如你想一直保持的农奴制俄国,完全可以
这么做,只是你得应付各种试图改变的激进分子
Example needs for higher wealth pops: Free Movement (Transportation or
Automobiles), Luxury Items, Luxury Drinks, Intoxicants, Communication,
Heating - Needs are different from goods, and many of them can be filled by
multiple different types of goods.
富有的POP的一些需求(不完全):行动自由(交通或者汽车),奢侈品,奢侈饮料,麻醉品
,通信,取暖,这些需求可以被不同的商品所满足
Example Laws (Not a complete list, just the ones I saw) -
一部分法律(不完全)
POWER STRUCTURE
权力结构
Governance Principles: Monarchy, Chiefdom, Presidential Republic,
Parliamentary Republic, Council Republic
治理原则:君主制,酋长国,总统制共和国,议会制共和国,理事会共和国
Distribution of Power: Autocracy, Oligarchy, Elder Council, Landed Voting,
Wealth Voting, Census Suffrage, Universal Suffrage, Anarchy
权力分配:专制,寡头,长老议会,土地投票,财富投票,部分普选,普选,无政府
Citizenship: National Supremacy
公民身份:国家至上
Church and State: Freedom of Conscience
教会与国家:思想自由
Bureaucracy: Appointed Bureaucrats
官僚主义:任命的官僚
Conscription: Conscription
征兵:征兵
Internal Security: No Home Affairs
内部安全:没有内务
ECONOMY
经济
Economic System: Mercantilism, Free Trade, Traditionalism, Isolationism,
Agrarianism, Command Economy
经济体系:重商主义,自由贸易,传统主义,孤立主义,农业主义,计划经济
Income Tax: No Income Tax, Payroll Tax (more burden on the poor),
Proportional Tax (everyone pays a flat percentage), Graduated Tax (more
burden on the wealthy)
所得税:无所得税,工资税(对穷人的负担更多),比例税(每个人负担固定的百分比),累
进税(对富人的负担更多)
Poll Tax: No Poll Tax
人头税:无人头税
Colonization: No Colonial Affairs
殖民:没有殖民事务
Policing: Local Police Force
警务:当地员警
Education: Public Schools, Religious Schools, No Schools, Private Schools
教育:公立学校,宗教学校,无学校,私立学校
Health System: No Health System, Charity Hospitals, Private Health Insurance,
Public Health Insurance
卫生系统:无卫生系统,慈善医院,私人健康保险,公共健康保险
HUMAN RIGHTS
人权
Free Speech: Censorship
言论自由:审查制度
Labor Rights: Serfdom Abolished
劳工权利:农奴制被废止
Children's Rights: Child Labor Allowed
儿童权利:允许童工
Rights of Women: Propertied Women, Legal Guardianship
妇女权利:有财产的妇女,法定监护权
Welfare: Poor Laws, Wage Controls, No Social Security, Pensions
福利:法律欠佳,工资控制,无社会保障,养老金
Migration: No Migration Controls
移民:无移民控制
Slavery: Slavery Banned
奴隶制:禁止奴隶制
Passing laws an interest group doesn't like will lower their approval. If
they get upset enough, they can start a civil war. You can only pass laws if
at least one interest group that is part of your government approves of it,
and many of them require specific inventions as a prerequisite (ie: Graduated
Income Tax requires Socialism.) The more Interest Groups that are part of
your government approve of a law, the faster you can implement it.
通过某个利益集团不喜欢的法律会降低他们的认可度。如果他们足够生气,就会发动内战
。你只能通过至少一个组成政府的利益集团支持的法律,很多法律都需要特定的发明作为
前提条件(例如,累进税需要社会主义。更多的利益集团批准某项法律,就可以更快地实
施该法律。
Institutions are like the organs of your government. Some Institutions are
unlocked by specific laws. They have five levels each, with increasing
bonuses but also increasing Bureaucracy cost. Bureaucracy is the third
capacity, along with Authority and Influence, that is generated by building
government buildings in your states and having Bureaucrat and Clerk pops
working in them (which also requires literacy). Going over your Bureaucratic
capacity will give you a tax penalty due to governmental inefficiency, but
there's also a hard cap on the number of Institution levels you can have,
which can be raised over time.
政府机构就像你政府的器官。某些机构通过特定法律解锁。每个机构都有五个级别,每级
增加提供的加成同时也增加官僚成本。官僚能力是与权威度和影响力以外的第三种属性,
由建造政府建筑并让官僚和文员在他们那里工作而产生的(这也需要识字率)。由于政府效
率低下,超过官僚能力会给导致税收惩罚,可以拥有的政府机构级别数也有一个硬上限,
随着时间的推移会增加。
Example Institutions- These modifiers can change based on your laws
下面是几个政府机构的例子,加成根据法律有所不同
Conscription Office: +2% Conscription Rate and increases the number of
Battalions you can mobilize per level (with Conscription)
征兵办公室:+ 2%征兵率,每个级别增加可以调动的动员兵营数
Education: +15% Education access per level (with Public education), +2%
Wealth-based Education Access (this scales with Wealth so it works out to
much higher than 2% at very high Wealth levels) and +20% Intelligentsia
Political Strength (with Private Schools), +10% education Access, +20%
religious Conversion rate, +20% Devout Political Strength per level (with
Religious Schools)
教育:每级 +15%接受教育机会(接受公共教育),+2% 的基于财富的教育机会(与财富成比
例,因此富裕阶层远高于2%)和 +20%的知识份子政治力量(针对私立学校),+ 10%的受教
育机会,+ 20%宗教转化率,+ 20%虔诚的政治力量(针对宗教学校)
Law Enforcement: +10 Landowners Political Strength and -20% State Penalties
from Turmoil per level (with Local Policing), -5% Radicals from Standard of
Living decreases and -15% State penalties from Turmoil with ???
执法部门:每级 +10地主政治实力和-20%的州动乱处罚(与地方员警),-5%来自生活水准
降低的激进度,以及-15%州动乱度(与???)
Colonial Affairs: +20% Colony Growth per level
殖民事务局:每级殖民地增长+ 20%
Social Security: +10% Industrialists political strength and +2 Minimum Wealth
per level
社会保障:+10% 工业家的政治力量 ,+2 每阶层的最低财富
Workplace Safety Offices: -2% Mortality of Laborers, Machinists, and
Engineers employed in Mines and -20% to Dangerous Working Conditions per level
安全生产办公室:矿山雇用的劳工,机械师和工程师的死亡率 -2%,每级 -20% 危险工作
条件
National Security Agency - No modifiers shown
国家安全局: 效果未知
Institutions only apply their benefits to Incorporated parts of your country.
You can also have Unincorporated areas. The Bureaucratic cost per investment
level is based on the total population in all of your Incorporated states, so
the more people benefitting from services will result in needing more
bureaucrats to maintain.
政府机构的加成只能对有直属地区生效。你还可以拥有非直属区(应该是指不能直接操作
的州)。官僚机构的升级成本是基于所有直属州的总人口,更多的人从服务中受益将导致
需要更多的官僚进行维护。
Institutions also have a financial cost since you're paying the wages of the
Bureaucrat POPs out of the state treasury. There will always be some
bureaucrats, even if you're not funding a bunch of government institutions,
just from enacting your laws in Incorporated states.
政府机构需要成本,因为你从国库里给官僚POP付工资。有时候即使没有很多政府机构,
你依然需要些官僚会在直属地区颁布法律
States like the Qing will begin with massive, sprawling bureaucracies that
have a significant impact on their playstyle. They have a huge population in
their Incorporated States day one, which is a colossal bureaucratic sink
before you even start adding Institutions on top. You probably can't bring
100% education access to everyone in China because it would take
an absurd amount of bureaucratic investment, while smaller nations will have
a much easier time doing this.
像大清这类的国家有着错综复杂的官僚机构,对其玩法有着极大的影响。一开始就在直属
州有很多的人口,这个庞大的官僚在你加任何新的机构之前就已经是个无底洞了。在中国
你很可能没发达到100%识字率因为这会要在官僚上的花无法承受的钱,而小国家则更容易
达到这一点
It's a valid playstyle to run a "lean state" with very few bureaucrats and
very few or no public services, freeing people up to do other jobs and
relying on the Investment Pool instead of state revenue to expand
infrastructure and industry. Minting can allow some countries to replace
taxation.
一种玩法是“精简国家”,建立很少的政府机构和很少的公共服务,让人们自由的工作,
依靠投资池而不是国家收入来扩建基础设施和工业,在一些国家可以通过铸币来代替税收
Diplomatic actions are your standard Paradox stuff. New ones include Trade
Agreements, Invite to Customs Union (making them part of your Market),
Violate Sovereignty, Start Bankrolling - I didn't get to ask what those last
two do but Bankroll is probably just monthly subsidies.
外交跟其他P社游戏很像,新的东西包括贸易协定,要求加入关税同盟(加入你的市场),
侵犯主权,要求资金 - 后面俩不确定是干啥的,要求资金应该是每月付款
Diplomatic Plays: Basically an evolution of the crisis system from Vicky 2.
This is now the default way you try to get things from other countries who do
not want to give them to you! I described it as almost like "Diplomatic
Combat."
外交手段:基本上是Vicky 2危机系统的进化。这是现在你试图从其他不情愿的国家/地区
获取东西的默认方式! 我形容它几乎像“外交大战”。
外交Types of plays:
玩法
Conquer State, Liberate Subject, Make Puppet, Open Market, Take Treaty Port,
Transfer Subject, Annex Subject, Cut Down to Size, Declare Independence, Ban
Slavery, Make Territory, Make Vassal, Return State, Take Colony, Unify Region
(in the example we saw it was called "Unify Germany").
征服国家,解放附庸,使其傀儡,开放市场,抢夺通商口岸,转让附庸,吞并附庸,缩小
规模,宣布独立,禁止奴隶制,制造领土,制造附庸,归还州,夺取殖民地,统一地区(
比如,“统一德国”)。
You put your starting demands on the table. Enemy puts their starting demands
on the table. It then enters a maneuvering phase where either side can add
wargoals, other countries can become involved (mostly if they actually want
something from either side - rivals will be very likely to join just to stop
you from getting what you want.)
你把起始要求放在谈判桌上。敌人把他们的起始要求摆在桌子上。然后,谈判进入机动阶
段,任何一方都可以加入战争目标,其他国家也可以参与进来(通常是他们也希望从任何
一方获得某些东西,那么竞争对手也可能会加入进来阻止你想要的东西。)
Ultimately you can back down (the side that didn't blink gets their original
wargoal, but not any extra wargoals that were added later by themselves or
other nations that became involved), or let the timer expire and go to war
(everyone who placed a demand on the table gets called in and all demands on
both sides are up for grabs).
你也可以退缩(获胜的那侧获得最初的目标,但是自己或者其他国家后来添加的不会有),
或让时间限制到了发动战争(所有提出要求的人会参展,双方的所有要求都可以争夺)。
It's possible to Sway nations during the maneuver phase, offering them spoils
of war to join your side. This isn't just useful for securing their alliance
if it does go to war. Tipping the balance of power more and more in your
favor also makes it more likely that the other side will Back Down.
在机动阶段,可以通过提供战利品来说服摇摆国家加入你,这不仅可以在战争中获得同盟
,还可以改变力量平衡让对方退缩
The more demands you add to your side of the table, the more POTENTIAL threat
you will generate and the more likely it is that other nations will pledge
their support to your enemy. Particularly if you are a Great Power, other
Great Powers will try to head off any massive wars of conquest before they
even start by pledging their support to the target and trying to get you to
Back Down, to maintain the balance of power. So it's generally safer to eat
your neighbors one bite at a time unless you think you can take on everyone
at once.
你的要求越多,你的潜在威胁就越大,其他国家可能会支持你的敌人。尤其你是列强的话
,其他列强会甚至在宣布站队之前停止其他大型战争来试图让你退缩并且保证力量平衡。
所以一点点的侵略你的邻居比一次全吞了是更安全的方法
Allies will generally side with you or stay out of your way. Countries with
friendly relations or who don't see you as a threat are also generally
unlikely to get involved, so maintaining a strong diplomatic position with
other Great Powers will enable faster conquests with less meddling.
盟友通常会支持你或者避开。具有友好关系或不将你视为威胁的国家通常也不太可能卷入
其中,因此与其他大国保持牢固的外交立场可以加快征服速度已经受到更少的干预
At any point during this process, before war is declared, you can Mobilize
your armies to have a head start, which might cause your opponent to back
down. If you wait until the war has already started to mobilize, you will be
on the back foot compared to countries that mobilized before the timer ran
out.
在此过程中的任何时候,你都可以在宣战之前抢先一步动员军队,这可能会导致对手退缩
。如果等到战争已经开始再动员,时间用尽之前动员的国家相比就有劣势
They don't want this system to make every single conquest into a World War
and it's being balanced accordingly. It's always a possibility though if you
as a player try to overreach too much.
他们不希望这个机制使每一次征服都打入一次世界大战,所以还在平衡。但是,玩家可以
让事情过火
They don't want to say One Tag World Conquest is impossible because the
players will always find a way, but they described it as "implausible."
当球长不是完全不可能因为玩家总是能整出花来,但是这会是“不合情理”的
There is no Status Quo in a Diplomatic Play. Either you go to war, or one
side Backs Down and the other gets their initial wargoal. (But ONLY the
initial wargoal.) So you can't use it risk-free to test the waters.
外交里没有保持现状。要么打仗,要么一方让步然后另一方得到他们起始要求(但是只有
起始要求)所以你不能用它来试水
No more "uncivilized" nations. Instead there are "Unrecognized" nations,
which basically means they weren't seen as equals by the Great Powers at the
time. They do NOT get any arbitrary debuffs to technology or combat just for
having the "unrecognized" flag. They play by the same rules as everyone else
for the most part.
不再有“未开化”的国家。取而代之的是一些“未被承认”的国家,这基本上意味着它们
在当时的大国眼中并不平等。他们不会因为是“未被认可”所以有debuff。他们在很大程
度上遵循与其他人相同的规则。
They will start out technologically behind in many cases, based on historical
circumstances, and the social and economic conditions they have to deal with
will generally make it harder to become an advanced, industrialized,
technologically competitive nation. But that's all tied to the laws, POPs,
Interest Groups, resources, and starting infrastructure, not their
Unrecognized status.
在许多情况下,根据历史情况,他们在技术上会落后,他们面对的社会和经济条件会使他
们更难成为一个先进的、工业化的、具有技术竞争力的国家。但这一切都与法律、POP、
利益集团、资源和基础设施有关,而不是与它们未被承认的地位有关。
The one direct, mechanical difference is that it's cheaper and generates less
threat for Recognized nations to take land from Unrecognized nations.
一个直接的机制不同是,从未被承认的国家手中夺取土地的威胁更小也更便宜。
You can go from Unrecognized to Recognized, for example by beating up a Great
Power. The Russo-Japanese War was given as an example of an Unrecognized
nation becoming Recognized.
你可以从不被承认到被承认,例如通过打败一个列强。日俄战争是一个未被承认的国家被
承认的例子。
Colonization works in two different ways: Colonization against Decentralized
Countries can be done like in EU4, where you can theoretically do it without
open conflict. You establish a Colonial Institution back home and employ POPs
as Colonists who will slowly build up the colony in the target province.
During this time, you will generate a Tension score with the Decentralized
Country you are colonizing on top of, which can result in open warfare. The
natives will annex your colony if they win.
殖民有两种机制:对未集权国家的殖民像EU4,理论上可以不导致公开冲突。你建立了一
个殖民机构,并雇佣pop作为殖民者,他们将在目标省份慢慢建立殖民地。在这段时间里
,你与那个国家会产生一个紧张值,可能会导致战争,如果他们赢了,土著就会吞并你的
殖民地
Machine Guns no longer magically make you able to colonize new areas like in
Vicky 2. They just help against uprisings if you do have to fight. Medical
advances like Malaria Medication will have a major impact on where you can
colonize, though.
机关枪不再神奇地使你能够像V2那样在新的地区殖民。它们只会帮助你抵抗起义。不过,
疟疾药物治疗等医学进步将对你的殖民地产生重大影响。
Colonization against Unrecognized nations, it's more like declaring a regular
war. You can make them your colonial subject, or you can demand a Treaty
Port, which will create a new State under your control and give you access to
their market.
对未被承认的国家进行殖民,更像是宣战。你可以让他们成为你的殖民地,或者你可以要
求一个通商口岸,这将创造一个新的在你的控制下的州,使你进入他们的市场。
Outright annexing overseas territory by either method will create a Colonial
State, which is not the same as an Unincorporated State. They are affected by
colonial policies, have special migration rules, and distinct mechanics.
以任何一种方式彻底吞并海外领土都将建立一个殖民州,与非直属州不同,他们受到殖民
地员警的影响,有着特殊的移民规则和区域机制
War/combat is unfinished. They're not ready to talk about it yet.
战斗还没有做完,他们没说
Prestige is still a thing and affects your Great Power ranking. Cut Down to
Size wargoal will take a bite out of your prestige.
威望仍然是一个东西,并影响列强排名。削减到一定规模的战争目标会削弱你的威望。
GDP affects your Great Power ranking directly, even if you as the state are
not benefitting from that production through taxation. What matters is
production, not government revenue. Factories, especially late game, will
cause GDP to skyrocket, so you will need to industrialize to remain
competitive as a Great Power.
GDP直接影响你的列强排名,即使你作为一个国家没有从税收中受益。这里有用的是生产
,而不是政府收入。尤其是游戏后期工厂将导致国内生产总值飞涨,所以你需要工业化来
保持作为一个列强的竞争力。
Each Power Rank has its own intended play experience.
每个力量等级都有自己的游戏体验。
Minor Powers: Ideal for playing tall. Local concerns. Min-maxing your
economy, encouraging immigration, building exactly the society you want,
"tending your garden," becoming regionally powerful/influential.
小国:适合种田。关注本地。最大化你的经济,鼓励移民,建设你想要的社会,“种田“
,成为地区列强
Major Power: Might have some colonies. Mass political movements outside your
control might try to change the shape of your country (this is less of a
concern for minor powers). Becoming a Great Power is a realistic goal.
中型国家:可能有一些殖民地。在你控制之外的大规模政治运动可能会试图改变你国家的
形态(这对小国来说不太重要)。成为列强是一个现实的目标。
Great Powers: Global influence. Maintaining and disrupting the worldwide
balance of power. Getting involved in smaller nations' affairs in lots of
ways beyond just conquest. Proxy conflicts. Gunboat diplomacy. Being #1. They
get more tools to change industry top-down, from a macro level, with a single
click. You shouldn't be really concerned with economic micromanagement, but
still have a lot of control over your economy in broader ways.
列强:全球影响力。维持和破坏世界力量平衡。在许多方面参与小国的事务,而不仅仅是
征服。代理冲突。炮舰外交。成为第一,从宏观层面上可以一键获得更多工具,从上到下
改变产业。你不应该微操经济,但仍然可以从更广泛的角度控制你的经济。
Three different Tech Trees: Production, Military, and Society. More like a
traditional, branching 4X tech tree, not like the tech columns in Vicky 2. No
split between techs and inventions. Seems like no more RNG for inventions
other than that Tech Spread has some RNG involved.
三种不同的科技树:生产、军事和社会。更像是一个传统的,有分支的4X科技树,而不是
像V2中的科技条。科技和发明之间没有分裂。似乎发明不是随机的了,除了技术传播有一
些RNG。
About 10 "tiers" of tech. Earlier ones might only have three techs in them
but later ones have up to 11.
科技树大约有10层,早期科技可能只有3个解锁,但是后面最多可以到11个
Production Tech represents the major civilian inventions of the era that
directly affect industry. Dynamite, Railways, Cotton Gin, Telegraph.
生产科技代表了那个时代直接影响工业的主要民用发明。炸药,铁路,轧棉机,电报。
Military Tech is pretty self-explanatory. Hardware as well as doctrines.
Ironclads, Machine Guns, Modern Nursing, Defense in Depth. Tanks and Planes
are at the very bottom. Having something researched doesn't automatically
implement it, so for example, just researching Defense in Depth won't give
you its benefits until you decide to enact it.
军事科技有装备和理论。铁甲舰,机枪,现代护理,纵深防御。坦克和飞机在最下面。研
究某些东西并不能自动实现它,例如,在你决定实施它之前,仅仅深入研究防御并不能给
你带来增益
Society Tech is stuff like Romanticism, Urban Planning, Central Banking,
Dialectics. Anarchism and Socialism are two separate ideologies now that
function differently. Antibiotics, Malaria Prevention, and other civilian
stuff unrelated to direct production of goods is also in this tree.
社会科技是浪漫主义,城市规划,中央银行,辩证法。现在,无政府主义和社会主义是两
种不同的意识形态,它们的作用不同。抗生素、疟疾预防和其他与直接生产商品无关的民
用物品也在这里面。
Innovations (including social movements like Socialism) can spread into your
country even if you choose not to research them, which can be combated by
things like censorship at the cost of slowing down your Innovation rate and
upsetting the Intelligentsia.
创新度(包括像社会主义这样的社会运动)可以传播到你的国家,即使你不去研究它们,你
可以通过审查等措施来打击,代价是降低你的创新度并让知识份子感到不安。
Almost every tech has advantages and disadvantages. i.e. automation increases
overall throughput and reduces costs, but also reduces the number of
available jobs in that industry, so you have to figure out what to do with
all the newly unemployed.
几乎每种技术都有优缺点。比如, 自动化增加了总的生产力,降低了成本,但也减少了
该行业的可用工作岗位数量,因此你必须弄清楚如何处理所有新失业的人。
Technology Spread is based on your Literacy rate. Higher literacy and a free
press will cause techs that are spreading to you from outside to spread
faster. This is separate from Innovation Points, which you invest directly
into a single tech you are trying to research at a given moment.
技术传播是基于你的识字率。更高的文化水准和新闻自由会使从外部传播给你的技术传播
得更快。这与创新点是分开的,创新点是你在某一时刻直接用来研究一项技术。
Innovation Points you can spend directly come from building universities and
employing Academics. Literacy rate affects how many of those points you can
directly invest into research each week. So if you have a well-funded
academic elite but low general literacy, you might not be able to spend all
of your Innovation Points. These "overflow" Innovation Points beyond your
direct investment cap will increase Tech Spread instead. So there's a balance
between increasing Literacy, which speeds the adoption of outside ideas, and
building academic infrastructure, which gives you more direct control over
research. (This is a complicated system and we got to see it for like 30
seconds but I'm pretty sure I was able to get the general idea. I'm sure
Martin can find me and yell at me if I'm wrong.)
你可以直接花费的创新点来自建设大学和聘请学者。识字率会影响你每周可以直接投入到
研究中的点数。因此,如果你有一个资金充足的学术精英
作者: ab4daa (nooooooooooooooooooo)   2021-05-22 10:48:00
二代就不会玩了
作者: xerathchien (布伦希尔德我婆)   2021-05-22 10:50:00
我还不先7
作者: DrizztMon   2021-05-22 10:51:00
太狠了太狠了
作者: staco (staco)   2021-05-22 10:54:00
玩过二代还不见得完全看得懂这篇的变动
作者: wow8228 (wow8228)   2021-05-22 10:55:00
这款绝对会被睿智的老p社玩家用显微镜检视
作者: DogEggz (DogEggz)   2021-05-22 12:08:00
推翻译
作者: kabkglomr (砚砚砚)   2021-05-22 13:29:00
太长了懒得看完,不太懂跟CK的差别?CK3我很喜欢
作者: r85270607 (DooMguy)   2021-05-22 13:33:00
欧陆管工业 CK管继承 小胡子管总体战维多利亚2我记得是管贸易
作者: Dannyx   2021-05-22 13:45:00
政治 人口 势力范围殖民地
作者: luismars (ㄚ卜)   2021-05-22 14:36:00
乳滑清单+1(?)
作者: YYOO (回游鱼のキャパシティ)   2021-05-22 15:26:00
应该会有中文 不然很复杂
作者: saberr33 (creeps)   2021-05-22 18:37:00
反正做好当付费测试员的心态
作者: EXIONG (E雄)   2021-05-22 19:55:00
文字介绍有中文 机会蛮大的 我最喜欢的系列
作者: lnonai (lnonai)   2021-05-22 20:14:00
我要疯狂QE
作者: DrizztMon   2021-05-22 21:42:00
狂移民超有趣的
作者: kimula01 (Dior_Homme)   2021-05-22 22:53:00
希望不要太hardcore
作者: eva05s (◎)   2021-05-22 23:43:00
好耶!我就爱种田
作者: a1e (我上了贼船了囧)   2021-05-23 03:51:00
这个经济数字爆炸多,没出中文版我绝对不敢玩
作者: kangta0819 (崭新)   2021-05-23 08:08:00
我好兴奋啊
作者: bndan (seed)   2021-05-23 14:44:00
这游戏希望有中文 目前EU和CK还算玩的起来 就差这类了..XD

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