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十字军之王3开发日志#94 | 4/26 冲突系统详解

   日期:2024-09-20       caijiyuan   评论:0    移动:http://dgsw198.xhstdz.com/news/23765.html
核心提示:牧游社 牧有汉化翻译Crusader Kings 3 Dev Diary #94 - Anatomy of a StruggleWokeg, Juniorest Experienced Game DesignerWelco

牧游社 牧有汉化翻译


Crusader Kings 3 Dev Diary #94 - Anatomy of a Struggle

Wokeg, Juniorest Experienced Game Designer


Welcome comrades, to a dev diary I've been champing at the bit to write for months! Today, we're going to be talking about the new struggle feature - what it is, how we've used it, and how it all works.

欢迎同志们,一起来看看我这几个月一直在努力写的开发日志吧!今天,我们将要讨论的是新的冲突系统特性:它是什么、我们怎么运用它,以及它如何运作。


The Basic Pitch

基本概念


A struggle is a long-form conflict (generally not just a war, though they likely include them) covering a particular chunk of the map. They have different phases, each of which have different variant gameplay rules (e.g., "holy wars are disabled", "characters of different religions may marry without", or "Jerusalem can't declare or be declared war on").

一场冲突是发生在地图某处的一次长期斗争(一般来说不仅仅只是战争,但又常常包含战争)。它们有不同的阶段,每个阶段都会有不同的游玩规则(例如“禁止圣战”、“不同信仰的角色可以结婚”、“耶路撒冷不能宣战或不能为了耶路撒冷宣战”)。


Phases progress between each other by way of catalysts, specific gameplay actions ("declare war on an involved character", "two involved characters become soulmates", etc.) that accrue points towards a future phase. When enough points are accrued, the phase changes to the new one.

冲突在每个时期Phases之间进展,取决于影响因素Catalysts——特定的游戏行为(“对参与的角色宣战”、“两个参与冲突的角色成为知音”等等),这些都会积累进展点数,直到进入下一时期。


Struggles can be resolved, permanently affecting their area in some way, through dramatic and difficult ending decisions.

冲突可以解决,你可以选取戏剧性的、困难的终局决议来解决冲突,这将以某种形式永久地影响相应区域。


They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn't be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.

冲突被设定为至少持续数个世纪:一个征服者靠自己在一个庞大废墟上开辟出一个王国并不叫冲突,但如果它的余波影响了几代人,那它就可能是冲突了。


Philosophy

哲学


So why are we introducing this mechanic attached to a flavour pack? Well, simply put, we didn't think we could do the historical realities of Iberia justice without something like this.

所以我们为什么要在一个风味包引进这个机制呢?简单来说,我们只得通过引进这个机制才能尽可能还原伊比利亚的事实。


The changing moods and temperaments of the peninsula over different decades, the way particular activities fluctuated between oddly permissive (by the standards of much of the rest of the world) and intensely strict, the role of notable characters and their policies in shaping the shifting tides of public opinion whether intentionally or not…

在不同的年代里,伊比利亚半岛的情绪或性情不断变化,有时狂乱放纵(按照世界其他大部分国家的标准),有时严守戒律,王公贵族和他们的政策无论有意还是无意都在塑造着不断变化的舆论潮流……


Medieval Iberia is just such a fascinating smorgasbord of mercurial special rules that we had to create a system that would allow us to model them, one that guided roleplay whilst giving it consequences, and provided default end goals for players other than just conquering all of Hispania.

中世纪伊比利亚的统治之道,是一个特殊又多变的大杂烩,我们不创造一个系统很难来模拟它。这个系统在起作用的同时,也在引导着角色扮演的游玩行为,并且为攻占整个伊比利亚外提供了别的目标。


Though Iberia badly needed such a thing, it would have been a waste to create a system tailored for only Iberia. Complex and shifting local circumstances and long-form conflicts that don't always take the form of actively-prosecuted warfare are things seen in many parts of the world, and a setting-agnostic system that catered to the peninsula but could be easily repurposed elsewhere seemed like a very worthwhile project to spend time on.

尽管伊比利亚是最需要这个系统的,但如果我们仅仅为伊比利亚定制这个系统的话未免太过浪费了。复杂和多变的当地局势、并不总是诉诸武力的长期矛盾斗争,这样的情况在世界各处时常可见,一个为伊比利亚而创、但也易于移植到别处的随机系统,看起来是一个非常值得投入的项目。


So let's get into how it works!

所以我们来看看它怎么个搞法!


Involvement

参与冲突


Struggles are, first and foremost, local things. Local to large areas (Iberia, for instance, is a decently sized little peninsula), but still local. The most basic thing that defines them, then, is the struggle region - a predefined group of titles that the rules of the struggle apply within.

首先也是最重要的,冲突是本地的事态。尽管冲突可能从当地蔓延至大型地区(例如伊比利亚这样一个大小适中的小半岛),但仍然是本地性质的。因此,定义它们的最基本的东西就是冲突区域——预定义的、适用冲突规则的一组头衔。


For FoI’s struggle, we’ve used the ol’ reliable world_europe_west_iberia region that’s been in the title since launch, but any region or combination of regions can be defined in the appropriate parameter. At the moment, these are static and only take regions, but we're considering other options (e.g., titles, regions selected as part of the starting effect, etc.) for the future.

伊比利亚的命运FoI中的冲突,我们使用了自游戏发布以来就用在头衔里的 world_rurope_west_iberia区域,但是任何区域(或者区域的组合)都可以被定义在合适的参数里。目前,这些都是静态的且只考虑区域,但我们也在考虑在未来加入别的选择(例如:头衔或区域选择作为起始效果的一部分,等等)。



Cultures and faiths are regarded as either involved or not. This defines whether a specific culture or faith is seen as being a part of the "in-group" for the region, even when members of that in-group may occasionally (or frequently) be very hostile to each other. For the Iberian Struggle, for instance, a Castilian and an Andalusian both understand the changing nature of the peninsula instinctively in a way that an Anglo-Saxon would struggle to acclimate to.

文化和信仰被视为要么参与,要么不参与。这定义了特定的文化或信仰是否被视为该区域“内部”的一部分,即使该群体的成员偶尔(或经常)彼此敌对。例如,在伊比利亚的斗争中,卡斯蒂利亚人和安达卢西亚人都本能地理解半岛不断变化的性质,而盎格鲁-撒克逊人则难以适应。


Cultures become involved either on first starting a struggle, manually via script, or automatically when a certain percentage of their total counties are within the struggle region (the number is set per struggle, currently at 80% for the Iberian Struggle).

文化要么在第一次开始冲突时参与进来(通过脚本手动预设),要么当位于冲突区域内的伯爵领达到总数的某个百分比时自动参与进来(该数值每次冲突中都会设定,目前在伊比利亚冲突中为80%)。


Hybrids and divergent cultures automatically become involved if they convert at least one county within the region on creation.

如果融合文化和分支文化在创造时转化了冲突区域内的至少一个伯爵领,它们会自动参与到冲突中。


Neither cultures nor faiths lose their involvement automatically. once they're in, they're in permanently, unless manually removed via script. For Fate of Iberia, this is necessary to keep the ruling class of al-Andalus, predominantly culturally insular families of Arabs or Berbers, involved, but it's generally there to prevent wonky behaviour with struggles incorporating cultures and faiths from beyond their region who don't actually have county within it.

文化和信仰都不会自动退出冲突。一旦它们参与,除非通过脚本手动移除,否则它们都会一直处在冲突中。对于伊比利亚命运Fate of Iberia风味包来说,这是让安达卢西亚苏丹国的统治阶级——主要是狭义的阿拉伯和柏柏尔文化的家族加入进来的必要设定。但它主要还是为了防止在冲突中出现古怪的行为,即与冲突区域无关的文化和信仰参与进冲突,而这些文化和信仰实际上在该区域并没有伯爵领。


A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn't want them to immediately become uninvolved because there are no Norman counties in the British Isles.

一个简单的例子就是,假如盎格鲁文化和诺曼文化在诺曼征服后发生了冲突,我们很可能希望设定诺曼作为一个参与冲突的文化,而不是希望它们因为在英伦三岛没有诺曼文化伯爵领而立刻退出冲突。


But Characters Tho?

但是人物又如何?


Within the region, characters are defined by their personal involvement: the degree to which they're considered part of the ongoing medley of social and cultural fluctuations that define an active struggle, and so how other characters (and counties) treat them. There are three levels to involvement:

在冲突区域内,人物是由他们的个人参与度定义的:他们在多大程度上被认为是当前冲突的社会和文化变动的一部分,以及别的角色(或伯爵领)如何对待他们。参与度有三个层次:


Involved
参与者

Interloper
干涉者

Uninvolved
未参与者


Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if they’re unlanded, they're physically there.

参与者是那些全心全意参与冲突中独特权力角逐的、被视为该区域内部人士的人物。参与者之间可能存在巨大差异,但通常是那些能欣赏使冲突变得与世界其它地方不同的细节的人物。他们的文化和信仰都必须被标记为参与了冲突,并且,他们要么是首都位于冲突区域,要么就是无地但本人位于冲突区域。


Interlopers are active within a struggle's region but don't quite grasp exactly how or why people from the region act the way they do. They generally don't benefit from variant struggle rules as much as involved characters, but also aren't as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region.

干涉者活跃在冲突区域内,但不太清楚该区域的人是如何或为什么这样做的。他们通常不会像参与者那样受益于各式各样的冲突规则,但也不会受到它们的严重限制。他们的文化、信仰或两者都没有被标记为参与了这场冲突,但他们的首都(或实际位置,如果无地)位于该区域。


Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if they're originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if they're landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves.

未参与者包括局外人和异乡人。哪怕他们生于冲突区域,他们如今所关心的东西与冲突区域也相距甚远。因此,他们对冲突区域的盘根错节和当前状况不甚了解。不管其文化和信仰如何,只要一个人物的领地首都不在冲突区域之内(又或者他是无地角色,且不位于该区域内),他就会被认为没有参与到冲突之中。未参与者如果在冲突区域拥有伯爵领,就会受到惩罚。这就鼓励他们要么放权给封臣,让封臣参与冲突,要么就自己亲自下场。



Phases

时期


Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do?

好啦,现在我们知道的有:一场冲突包括了一个区域,该地区内的人们会被分为几个种类。那么,这些种类以及这个区域到底是干啥的呢?


For that, we need to look to phases.

为此,我们要来看看“时期”。


Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isn't acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters.

时期,反映了一场冲突中特有的、在冲突区域内的某种情绪或性情,是由之前发生的诸多行为所导致的,对于各种行为是否可接受的普遍观点产生的大规模转变。或许某些东西曾被视为禁忌,而后来却转为主流;而本来司空见惯的行为则被某些极端保守派嗤之以鼻。


Though we'll talk about how exactly you transition between phases a bit more in a moment, it's worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the region's "mood" towards.

之后我们会详细介绍各个时期之间如何过渡,但是现在我先请大家注意:每个时期都有至少一个(通常更多)预设好的未来时期。在游玩过程中所采取的行为,会将该区域的“情绪”向未来时期方向转移。


Within the Iberian Struggle, phases are on a loosely even cycle: though there's some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable.

在伊比利亚冲突中,各个时期会处于一个大致上平均的循环中:虽然存在着另辟蹊径和开倒车的可能性,但大多数情况下,这些时期都是周而复始的。这种规律性纯粹是我们在设计时所做的选择,可以通过修改脚本实现更加奇形怪状的运动方式。


Manifesting the Mood

表现情绪


The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters.

每个时期实际产生的效果可以分为3大类——参数、人物修正、伯爵领修正,可以依据不同人物的参与度再来细分。


Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. They're special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions.

这里的参数与信仰的教义参数、文化的传统参数很相似。它们是由脚本所定义的特殊规则(因此完全可以通过mod修改),可以在代码的别处引用,用来解锁独特的内容、免除某种惩罚、或者禁止特定的行为等。


For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures.

例如:在某个时期中,参与冲突的角色可以跨信仰通婚;在另一个时期,干涉者发起圣战的消耗降低,而参与者却被禁止发起圣战;而在上述两个时期里,未参与者可能都无法洗掉参与的文化。



As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules.

与其他类型的参数一样,冲突的参数完全是通过其拼写识别的,所以只需复制粘贴就可以在同一场冲突内或不同的冲突中反复使用。这样,它们就可以起到多种用途。


Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle.

人物修正可以直接在参与者或干涉者身上生效。人物修正主要影响的是参与者,可以让一些行为更加简单、另一些行为更加困难。人物修正也会时不时影响干涉者,让他们可以更容易地歪曲或者打破当地的规则。这些都仅仅是我们当前的设计理念,而且都是可以脚本修改的。因此,这些修正可以根据任何冲突的具体需求进行修改。


Uninvolved characters do not have a character modifier slot - we don't want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia!

未参与者没有人物修正槽位——我们不想让印度人因为没能参与或者干涉到伊比利亚的冲突而吃到负面修正。


Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters.

最后一项是伯爵领修正。根据各个伯爵领的持有者以及他们在冲突中的参与情况,伯爵领修正对冲突区域的每个伯爵领生效;总体上讲,伯爵领修正因参与者所处的时期而效果各有不同,干涉者会受到轻微到适中的Debuff,未参与者则会受到适中甚至严重的Debuff。


Catalysts

影响因素/催化剂


Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase.

要从一个时期过渡到其未来的某个时期,需要影响因素的发生:重要事件、游戏行为、现存机制的后果,它们都可以刺激当前时期向某个将来时期发生转变。


Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. They're set inside a phase's future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought.

影响因素本身可以是任何事件:一场战争打响、某种角色被勾引、某种密谋失败等等。它们是在一个时期的将来时期板块中预设好的。与冲突的其它元素一样,是完全可以通过脚本修改的。基本上整个游戏中的任何效果,只要花点心思就都能做成影响因素。


Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance.

每当影响因素发生,当前的时期获得该影响因素绑定的、向将来时期的进展点数(例如,显要人物之间跨信仰通婚,可能会使多变的时期获得向更加宽容的时期转化的进展点数)。影响因素本身是可以重复的,其给与的点数取决于触发影响因素的难度——好比说,与一个显要人物被处决相比,两个显要人物成为灵魂伴侣就会值更多的点数。


Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though there's a grace period of a month before the actual switch.

点数会简单累加起来,一旦达到了某个将来时期的门槛,这个将来时期就会成为新的当前时期。两个时期相切换时,中间会有一个月的过渡。


On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phase's tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming.

万一,参与到一场冲突的几十几百个角色全部都一点正事不干,还有一种特殊影响因素会起作用:那就是时间的流逝。每一个时期都有一个默认的将来时期,每年都会自动获得一点向该时期进展的点数。这代表着公共舆论走向某个结论的自然趋势。这种趋势可以(而且基本上必然会)被更加激烈的影响因素所覆盖或强化。但是哪怕冲突再平静,变化也总会到来。


Ending Decisions

终局决议


A core part of the identity of struggles is that they're not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle would've ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula.

冲突有一个核心的特征,它不是通过地图填色就能解决的问题——毕竟,要是真有这种好事的话,穆萨·伊本·努赛尔征服整个半岛时,伊比利亚冲突就该在十几年内完结了。


We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesn't matter if you've conquered everyone if that hasn't dealt with the underlying societal causes besetting a struggle locale.

我们希望让玩家通过达成更加困难、也更加有趣的目标来结束冲突,而不是把整个冲突地区全部打下来了事。毕竟,假如你没有解决造成冲突的潜在社会原因,再怎么征服也是治标不治本的。


Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements.

终局决议就是我们的解决方案。终局决议是要求严格的重大决议,其影响会覆盖整个冲突地区,并且其需求常常会相当的复杂。


In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase).

为了让一次冲突在史实时间线中能够结束,至少有一个时期必须要有明确的终局决议,不过你也可以用万能的控制台来结束就是了。伊比利亚冲突有三种终局决议,每一种决议都分别与一个时期相关联(机制和主题上均相关)。


The Iberian Struggle

伊比利亚冲突


To finish up, let's take a look at the new Iberian Struggle's design (though I'll put an obligatory reminder that this stuff isn’t final and that we generally continue to adjust things as we balance and playtest).

总结一下,咱们来看看伊比利亚冲突中的新设计(不过我有义务提醒各位以下更新并非最终成品,我们仍会在后续平衡与调试)。


The Iberian Struggle's phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsula's leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again.

伊比利亚冲突各时期分别为机遇Opportunity敌意Hostility妥协Compromise调解Conciliation。机遇时期可以转为敌意或调解时期,这取决于半岛上的统治者们是如何相处的。当敌意和调解时期分别完结或让步到妥协时期,之后便会再次过度到机遇时期,开始新一次的循环。


In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility.

先前不同信仰或文化间的关系到达到一个显著的峰值后(敌对或友好),伊比利亚会进入一个不确定的时期——机遇时期。此时的冲突修正和参数会降低宣战花费、减少传教和转变文化的花费,但也会禁止不同信仰间的婚姻,并禁止圣战的宣战借口。迥异的人物间的友好关系会促进冲突转入调解时期,而暴虐的人物会将冲突推入敌意时期。


For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phase's effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence can’t persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise.

在敌意时期,具有侵略性的角色已经把紧张程序提升到即将爆发的狂热状态,即便最轻微的差异也有可能引起强烈的宗教迫害。这一时期的效果会降低宣战花费,并让所有参与者变得残暴,降低经济和科技进度,增加许多人物的敌对阴谋上限。然而暴力不可能永远持续下去,建立沟通桥梁或是单纯的国力耗尽都会最终把最惨烈的敌意时期引入妥协时期。


Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase aren't really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but there's opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial.

敌意时期的对立面是调解时期,在调解时期,实用主义的政治活动可以给双方搭建沟通桥梁,即便双方是大相径庭的两个国度。这一时期的人物们并没有现代意义上的宽容,而是权宜之计,许多严厉的偏见被暂时性地搁置或忽略了。此时宣战花费更高,和约持续时间更长,不过这是一个联合伊比利亚兄弟抵御外敌的机会,而且统治一个多文化、多信仰的国家会变得更轻松,也更有益处。


Periods of interreliance like this don't generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually.

如此相互信任的时期并不会一直持续下去。授予的特权腐坏了,被忽略的偏见重现了,渴望权利的贵族们就会为了短期利益撕毁协议。即使受到最全心全意支持的调解时期也会最终落入妥协时期。


Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isn't permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew.

最后的最后,妥协时期。在这一时期,伊比利亚已经达成了一种平衡,战争不那么可能发生,也变得非常昂贵,但是经济投资和其他形式的非暴力稳定行为变得更容易也更有利,不同信仰间的婚姻也风靡起来。筋疲力尽的实用主义者们主导的妥协时期并不是永久的,总有一天会被愤世嫉俗者主导的机遇时期所取代,新的轮回就此开始。


Naturally we've peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters who’d usually not have access.

当然,我们已经填充了各个时期独有的事件、决议、互动、宣战借口。大部分时期中还为现有的内容增加了不同的解锁标准,调整了诸如宣称王位、成立骑士团等可以使用的情况——最常见的是将它们暂时扩展到通常情况下无法使用它们的人物。


Say you don't want to move on from a phase, though. Maybe you think Hostility's the place for you, or you'd prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, you're in luck, because we've got ending decisions for Hostility, Compromise, and Conciliation.

也许你会说,你不想推进各个时期,敌意阶段yyds,或者你只想一直在调解时期纵横捭阖,打破无尽循环。好吧,除非你想要一个永久的机遇时期,那你是幸运的,因为我们给敌意时期、妥协时期、调解时期都设置了结束冲突的终局决议。



Hostility's ending decision is Dominance, reflecting the final ascension of one of Iberia's warring states to a position of not just military dominance, but social and spiritual hegemony.

敌意时期的终局决议是主宰,反映了一个伊比利亚诸侯的最终进化形态,它对其它诸侯形成了不仅是军事上的优势地位,还包括社会与信仰方面的霸权。


This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia.

这会给予你的家族一个难以估量的强大修正,使伊比利亚法理内信仰转变速度显著加快,提升你与同信仰或文化角色的关系(但显著恶化你与其它参与冲突的信仰或文化的人物的关系),能更轻易使用“圣战”或“征服”宣战借口,且宣战花费更低。这需要控制若干重要公国,有一个单一文化、单一信仰的主头衔王国,并且还得是伊比利亚独立统治者中唯一的主要玩家。



Conciliation's ending decision is Détente, making temporary accommodations into more permanent ones.

调解时期的终局决议是关系缓和,让临时的和解形成更为持续的和约。


Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia.

参与的文化会彼此获得巨额文化接受度,伊比利亚内参与文化的人物会获得提升与不同信仰或文化关系的家族修正,而且调解时期的若干重要机制永久生效——例如允许不同信仰通婚并禁用圣战。此外,伊比利亚角色将有可能加入针对来自伊比利亚以外的任何侵略者的防御性战争。


It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory.

这需要一定的声望等级,与所有伊比利亚独立统治者结盟,完全控制一个伊比利亚王国,并且没有控制一定比例的伊比利亚领土。



Compromise's ending decision is Status Quo. Where Dominance is enforcing will and Détente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be.

妥协时期的终局决议是维持现状。不同于主宰实现了其意志,也不同于缓和达成了妥协,维持现状的决议宣告着时代变了,统一半岛的企图只是徒劳,半岛的人们和领国应该各自为战。


Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive.

维持现状的决议会使伊比利亚巴尔干化,将公爵领尽可能转移给有关王国,让伊比利亚的每个王国拥有自己的法理帝国,然而这会永久地摧毁西班牙法理帝国。在先前冲突区域的各统治家族获得一个持续两个世纪的修正,使他们在自己文化遗产的领土上能更高效地战斗。与此同时,所有独立统治者的首都伯爵领在接下来的一世纪变为要塞。伊比利亚内部分宣战借口的宣战花费提升。


The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Détente prove too difficult to work towards. If Iberia can't be subjugated or coerced into cooperation then, in extremis, it can always be destroyed.

维持现状的要求有点拜占庭式的复杂,主要是因为这个决议是作为最后的替代——如果主宰或缓和被证明太难实现的话。如果伊比利亚不能被征服或被迫进行合作,那么在极端情况下,它总是可以被摧毁。


Future Use

未来使用


The Iberian Struggle is our first go at a struggle system, and it's one we're fairly pleased with. That said, we've certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and we're very interested to hear your thoughts now that there's a bit more information available. Needless to say, modders will be able to utilise this mechanic and share their creations from the release of 1.6 onwards.

伊比利亚冲突是我们第一次构建冲突系统,我们对这次的系统相当满意。话虽如此,我们当然注意到在过去一周这一特性很好地引起了大众的想象,并且,如今有了冲突系统的更多信息,我们也更期望听到你们的想法和回应。更不用说,Mod作者马上就能使用这一机制在1.6版本号中分享他们的创作了。


So, are there parts of the system you'd like to see refined and made more flexible? What are the struggles you'd like to see made in future? What's your jankiest idea for hope for how to use the struggle system?

那么,你希望冲突系统的某些部分更加精炼或是需要更高的灵活度吗?未来你期望看到的冲突系统是什么样的呢?你又希望怎样运用冲突系统呢?


As ever, I'll be around in the thread for the next hour or so to answer your queries.

一如既往,我会在大约一小时内回复大家的帖子。



翻译:索 一个幽灵 三里之尘

校对:三等文官猹中堂


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