Fw: [新聞] 維多利亞三宣布,遊戲機制介紹

看板 C_Chat
作者 tchaikov1812 (柴犬夫斯基)
時間 2021-05-22 10:36:32
留言 7則留言 (5推 0噓 2→)

作者: tchaikov1812 (柴犬夫斯基) 看板: Steam 標題: [新聞] 維多利亞三宣布,遊戲機制介紹 時間: Sat May 22 10:36:03 2021 睽違十一年,策略遊戲裡面擁有最完善經濟社會模擬系統的系列,終於出了續作。 預告 https://www.youtube.com/watch?v=siZXs4d5Gqg&t=1s
Steam頁面 https://store.steampowered.com/app/529340/Victoria_3/ 目前已知的情報 原文 https://www.reddit.com/r/victoria3/comments/nhzt1w/victoria_3_everything_we_know_so_far/ 翻譯來自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. 劃重點:Vic3的核心是歷史模擬,而不是地圖塗色器,軍事征服不是重點,本作更著重外 交,內政,經濟發展,以及運營國家 種田 1836 - 1936. 4 ticks per day, so the number of ticks per campaign is similar to EU4. 每天4個tick,每局遊戲總長度跟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. 地圖還是分成州(state)和省,總共有730個州,每個州是可以操縱政治經濟的最小單位 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." 州可以被分開了,比如通過外交或者戰爭創建一個只有一個省的州。 有時候有很多個州 組成“大區”(?沒太懂) 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.) 省是單位移動和殖民的最小單位(把省加入你的殖民州),總共有大約跟鋼4差不多數量的 省(大約13000個,每個州18個) Visually, urbanization will spread across individual Provinces within a State. 城市增長的視覺效果會出現在多個省上 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. 我們目前看到的地圖精細度比鋼4強,但是比不上CK3或者IR,不過他們強調還在開發中, 視野可以放大到比鋼4近很多,整體上感覺也比鋼4大。視角縮小會有類似V2的紙質地圖效 果,還能看到雲在地圖上飄,鐵路也可以看見 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多個可玩國家,某些非洲,南美國家,或者北美原住民部落沒法玩,因為他們不屬於 “集權國家”,有計劃發售後可玩,但是P社想把他們做出與眾不同的遊戲體驗,國家名 字和政府是存在的而且你不能殖民他們的省份,但是你可以不用宣戰殖民他們整個國家 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.) 重點來了:跟維多利亞2一樣完整的POP系統,10億多人口,都獨特的被模擬,在遊戲結束 的時候人口大約會翻倍。非獨立人口(兒童,主婦等)也包括在內,某些法律,比如是否允 許童工,會受此影響,如果允許會增加你的產出和收入(並且死亡率也會增加),儘管他們 依然算成非獨立人口 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種類:資本家,勞工,技工,農民,店主,工程師,貴族,教士,軍官, 官員,學者,士兵,職員 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的生活水準根據其財富決定,等於收入減去支出,收入來源於工作,津貼,工作的婦 女兒童的工資(或者福利計畫),所有建築的分紅。提升工資,降低賦稅,提升商品的供給 (從而降低商品的價格和生活成本),可以大幅提高POP的生活水準,進而影響他們的忠誠 度和人口增長速度 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等於所有產出的產品量,影響列強排名,但是不一定直接反映你的國庫裡錢的數量。 比如奧斯曼在一開始的時候有很高的GDP,但是因為低效的稅收系統導致國家財政非常緊 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. 資本家跟V2機制完全不同,並不是像V2那樣的“自動操縱模式",資本家(有時候包括貴族 ),會把他們來自的建築的利潤投資到一個叫做”投資池“的東西,跟國庫不是一個東西 。根據你的法律和經濟體制,你只能把這些錢花在某些特地的東西上面,所以你在資本主 義制度下面還是可以手動操作建廠,不過有些限制 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. 每個國家有一個主體文化和國教,根據法律的不同對其他文化和宗教接受程度不同,不被 接受的POP工資更低,生活水準更低,更容易極端化 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. 有些國家比如像美國,歧視是根據種族決定的,不過種族歧視的法律可以被改變。沒有文 化組這個東西,但是每個文化有一些特徵,比如傳統習俗或者語言,你的法律根據這些特 徵和主體文化的差異來決定,比如一個英國人不會在美國社會裡被很輕微地歧視,其他歐 洲人可能會受到比剛才嚴重一點點歧視,而非裔和亞裔則會受到嚴重歧視 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. 每個州有一定比例的可耕種土地,代表可支援的農業水準。可耕種土地會自動生成農田並 雇傭農民,不需要手動建建築。開始的時候農民占大多數人口,他們的稅收和生產都很少 ,所以發展的時候需要讓他們去其他行業 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. 重點:勢力範圍被市場代替,不再有一個單一的全球 火星 市場,每個區域有一個本地市 場。擴張市場是一個與軍事征服不同的玩法 “通過經濟給地圖塗色”,你可以通過外交 或者戰爭讓其他國家加入你的市場,市場之間的貿易需要手動設定特定物品的進/出口, 並且根據情況有一個可同時進出口物品的上限 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. 一個例子:梅克倫堡一開始在普魯士市場(模擬德意志關稅同盟),這使得他們可以賣給普 魯士上層們豪華傢俱,但是如果他們離開了這個市場,他們自己的上層就沒有足夠的錢來 買奢飾品並且會使得他們經濟受損,除非他們能找到買家,或者加入一個更大的不同的市 場 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. 市場裡國家的數量基於首領國家的外交影響力,外交影響力是一個重要的點數,但是不是 那種可以攢點/花費的,更像”運行這些東西需要的電力“,盟友之類的也需要影響力。 影響力通過宿敵,列強排名,以及一些其他的東西獲得 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. 重點:商品價格根據供需關係決定,不像EU4那樣的事件驅動的價格,本作有完整的市場 模擬,人口和工廠會在市場發佈買單和賣單進行貿易。有一個介面會顯示市場裡5種緊缺 和5種過剩的商品,可以根據這個來簽署貿易協定或者開發相關工業 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. 基礎設施會影響市場,如果基建不足,某個州的商品會更難抵達市場 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. 總有50種商品,分成主食:所有POP都消耗,工業品:工廠消耗進行生產,奢飾品:高生 活水準的POP消耗,軍用品:步兵,火炮,輪船,坦克,飛機 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 商品不完全清單(根據圖示):工具,玻璃,木頭,煤炭,豪華傢俱,瓷器,絲綢,鐵,化 學品,肉,大炮,彈藥,魚,硫磺,普通傢俱,快速帆船,鐵甲艦,奢侈服裝,紙,彈藥 ,水果,茶,煙草,麵包,咖啡,葡萄酒,鋼鐵,普通服裝,槍,穀物,汽車,酒精,棉 花 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. 生產建築有資源輸入和輸出,通過量,給雇傭的pop發工資,如果他們賣出的比輸入的多 ,就可以給所有者分紅並增加他們的財富,否則他們需要被補貼,或者倒閉。每家工廠有 一定量的現金儲備,如果短期虧損可以撐一會 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. 生產模式決定建築的行為,比如一個工廠可以私人擁有,屬於一個行會,公開上市,政府 所有,或者工人合作所有。這會影響雇傭POP的工資,分紅收益的人。比如私有工廠會讓 資本家獲得最大收益,工人只能拿工資,而工人合作社會給雇員平分所有收益 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. 國營產業會進行強制補貼,這意味著在虧損的時候會自動從國庫扣錢而不是倒閉,但是收 入也歸國庫 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. 你可以使用國家主義並不選用康米的情況下進行計劃經濟,而康米本身更關注于財富和政 治權力的分配,而不是計劃經濟。不是說政府幹的事情越多就越康米(這個梗哭笑) POPs can promote/demote and some types are more likely than others. Engineers and Shopkeepers are more likely to become Capitalists, for instance. POP在相似的類型之間升級或者降級,比如工程師或者店主更可能成為資本家 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. 計劃經濟不允許資本家或者貴族被雇傭(應該指的是擁有場子收利潤),他們必須找工作或 者離開。同時有更少的國際貿易羡慕,但是你可以鼓勵/抑制消費,有更低的消費稅,同 時可以禁運幾乎任何商品,同時必須要補貼所有產業 You need to have a Command Economy to switch Production Method to Government Control. 計劃經濟下才可以把生產模式改成政府控制 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. 自由貿易允許更多的進出口線路,減少貸款利息,但是只能補貼服務業和基礎設施建設, 並且增加資本家對投資池的投入 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. 孤立主義會切斷國際貿易(只能在本地市場/關稅同盟貿易),你可以禁運所有商品,並且 補貼所有建築的,同時資本家和貴族依然會往投資池投資 Traditionalism (used mostly by Unrecognized countries and represents pre-industrial economies): Fewer trade routes, can subsidize only Services and Infrastructure. 傳統主義(主要是未開化國家,代表前工業化經濟),有更少的貿易羡慕,但是只能補貼服 務業和基礎設施建設 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 農業主義,更多出口線路,可以補貼農業,服務業和基礎設施建設,貴族可以投資投資池 ,可以禁運奢侈物品 Different economic systems dictate what you can or cannot spend Investment Pool money on. 不同的經濟體制決定了你是否可以花投資池裡的錢 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. 服務業是不可貿易的商品,他們不會離開你的本土市場,通過基礎設施獲得服務。比如你 在紐約有很多服務產出,但是因為你沒有建通往加州的鐵路,加州的POP就享受不到服務( 加州的商品也無法高效地到達市場),儘管他們都在美國市場。直到在有更好的基礎設施 之前,地方都要依靠本地產品 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. 服務產出來自於城市中心這種建築,不能被直接建造,根據州的城市化程度生產。你在每 個州裡建的建築都會增加城市化度,但是有些建築會增加的更多。如果你注重農業,就不 會有很多城市i中心,如果你建了很多工廠和政府建築,城市化度就會更高 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. 階級:底層,中層,上層,由POP類型決定,影響工資水準和稅收。生活水準最高是100, 相當於馬雲的生活水準,但是一般情況下不會超過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. 如果你有一個工人所有工廠的體制,你可以讓底層POP的比遊戲開始時候的資本家更富有 Each POP is represented by a 3D character model, looks like the same basic models from CK3, including regional and class-appropriate dress. 每個POP都有3D模型,類似CK3,根據地區和階層不同 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. 國家元首有類似的CK3的3D模型,以及3種角色特徵,王室繼承人也有頭像 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屬於某些利益集團,他們是社會變革的主力,不是說同種的POP一定會在同一個利益集 團,比如資本家通常會加入工業化利益集團,但是有些會加入教徒利益集團 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”利益集團,但是根據不同國家他們的特徵和訴求不同,比如普魯士的工 業家會支持王室,而美國的則完全相反 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 目前有以下利益集團:工業家,地主(德國叫容克,英國叫鄉紳,美國叫種植園主,大清 叫士大夫),知識份子(大清叫文人),教徒(英國叫聖公會,大清叫儒家)——這個不同的 主流宗教會有很大不同特質,軍隊,鄉下人,小資產階級,工會 Interest Groups have a set of Ideologies, as well as Traits that can be active or inactive at any given time. 利益集團用一組意識形態,同時擁有一些處於啟動或者未被啟動的特質 Interest Groups also have a leader with a portrait and traits. 利益集團領袖會有頭像和特質 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. 意識形態會隨著時間的推移而改變(比如工會會更社會主義),大部分的時候意識形態是穩 定的,但是某些事件,思想,領袖會使其改變,比如某個集團的領袖是社會主義者。P社 還在對意識形態的可變性進行調整 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. 比如普魯士的工業家是君主主義者(切換到非君主制會激怒他們),個人主義者(反對社會 福利,全民醫療,公共學校),廢奴主義者(反對奴隸),其他的兩個意識形態我們沒看見 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. 如果意識形態是某個利益集團的想要的,特質是他們能提供給你的。特質在這個利益集團 忠於政府的時候啟動,有點類似EU4的階層,比如工業家有個特質是就業創造者,效果是 忠誠度高於20的時候,資本家對投資池的投資增加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. 你可以邀請利益集團加入你的政府,那些不屬於政府的集團則屬於反對派,你沒法讓所有 人都滿意所以你只能選擇幾個隊友 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. 每個利益集團在國家裡都有影響力。1836年的時候,影響力的主要來源是財富,身份,和 勞動力。如果你自由化改造了國家,選票會改變影響力。你舉行選舉的時候,某個利益集 團會獲得有選舉權的POP支援,並根據票數增加他們的影響力直到下一次選舉。不同的法 律或者讓更多人投票可以改變選票相比財富的政治分量,但是財富永遠是影響力的一個重 要因素。如果想實現一個人人平等的社會,不僅需要進行民主改革,同時還需要解決財富 不平等 Not all POPs belong to an Interest Group at game start. Some of them are considered Politically Inactive. 開始的時候,不過所有的POP都屬於某個利益集團,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. 識字率回歸,你的教育開銷決定了多少人口可以受到教育,而不是他們能多快地達到100% 。 100%的識字率很難達到,識字的POP可以幹不識字的POP不能幹的工作,低識字率下很 難建立現代工廠和政府機構 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. 高識字率會使人口加入利益集團,而不是保持政治冷漠, 代替了V2的覺醒度。未受教育 的勞工一般會不參與政治。平等主義和社會主義在受教育的底層人口傳播更快,增加他們 的政治參與度,訴求提高最低生活標準,並且使得工會等利益集團在勞工群體裡更受歡迎 。如果他們期望的最低生活標準更高了,但是實際生活標準沒有提高,他們會更加極端化 。然後你要幹的事情基本上就是給他們提供更多的啤酒和福利來壓制覺醒度 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. 你使用權威度可以壓制或者促進某些利益集團,絕對主義政府有更多的權威度,對利益集 團的控制也更強,民主主義則對利益集團的控制更弱 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. 正統度防止你邀請太多利益集團加入政府,如果你試圖組建一個超大的聯盟,你的正統度 會雪崩。如果你的國家元首屬於某個利益集團在政府裡面,正統度也會提高,比如軍隊在 普魯士政府可以提高正統度,因為普魯士國王屬於軍隊利益集團,但是這會使得通過軍隊 不喜歡的法律更難。美國這種總統制共和國,每個選舉週期的都由不同利益集團的領袖來 當國家元首,限制每個任期可以幹的事情 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). 獨裁體制只需要少量利益集團來維持正統度,而議會共和國可以組成很大的執政聯盟。獨 裁下可以事實更精確的戰略(同時可能會惹惱不屬於政府的人),但是共和國則需要妥協更 多,只能通過獲得大多數群體同意的政策 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式小規模移民大部分情況下只會發生在同文化圈,殖民地,以及市場內。比如德國人口 會在德意志地區,殖民地,或者母國市場內的地區移動。 POP不會隨機的到處移民 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. 移民潮因為經濟差,政局不穩定,種族歧視而發生,這些會是主要事件而不是小規模移民 。比如愛爾蘭饑荒會導致愛爾蘭到美國的移民潮,這些人口會選擇有更好的生活標準和更 自由的法律的國家作為目的地,而不是像V2那樣強制跟舊世界/新世界綁定。所以美國和 巴西不會天生更吸引移民,當然他們本身的條件決定了他們是更受歡迎的目的地 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. 生活水準的降低會產生激進化的POP(代替V2的鬥爭度),而提高生活水準可以是他們變成 中性的,或者忠誠的。激進的POP會使得地區動亂度提升,影響經濟並且導致起義。某個 利益集團裡有大量的激進人口會使得這個集團在現任政府的認可度降低(忠誠的利益集團 則相反),會導致內戰或者革命,文化其實也會造成激進化 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更容易激進化,因為他們對生活標準有更高的期望(笑話不翻了) 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. 忠誠的POP和激進的POP會死去,造成代溝衝突。如果你有一代繁榮昌盛時期的人口是忠誠 的,他們死光了被年輕一代代替了,年輕人因為經濟下行而不滿,從而會改變對你的利益 集團的態度和忠誠度(我懷疑這在影射什麼) 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. 你可以成立員警部門來減少極端化的地區效果,激進人口不會消失,但是也不會造成問題 。你也可以通過提升生活標準或者消除歧視法律來去激進化,或者可以加碼,看看他們會 不會去其他地方生活 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. 奴隸人口也被模擬了,作為一個歷史模擬器,他們不會因為歷史的黑暗一面而視而不見, 當然也不會推崇這個。如果奴隸在你的國家不是什麼好事,但是會使得種植園主獲利豐厚 ,某些利益集團因為經濟利益會阻止廢奴,好把不用發的工資留給自己拿來買奢侈品。玩 家需要決定如何取捨 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. 同時,不是每個國家都是既定自由主義化的,比如你想一直保持的農奴制俄國,完全可以 這麼做,只是你得應付各種試圖改變的激進分子 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):行動自由(交通或者汽車),奢侈品,奢侈飲料,麻醉品 ,通信,取暖,這些需求可以被不同的商品所滿足 Example Laws (Not a complete list, just the ones I saw) - 一部分法律(不完全) POWER STRUCTURE 權力結構 Governance Principles: Monarchy, Chiefdom, Presidential Republic, Parliamentary Republic, Council Republic 治理原則:君主制,酋長國,總統制共和國,議會制共和國,理事會共和國 Distribution of Power: Autocracy, Oligarchy, Elder Council, Landed Voting, Wealth Voting, Census Suffrage, Universal Suffrage, Anarchy 權力分配:專制,寡頭,長老議會,土地投票,財富投票,部分普選,普選,無政府 Citizenship: National Supremacy 公民身份:國家至上 Church and State: Freedom of Conscience 教會與國家:思想自由 Bureaucracy: Appointed Bureaucrats 官僚主義:任命的官僚 Conscription: Conscription 徵兵:徵兵 Internal Security: No Home Affairs 內部安全:沒有內務 ECONOMY 經濟 Economic System: Mercantilism, Free Trade, Traditionalism, Isolationism, Agrarianism, Command Economy 經濟體系:重商主義,自由貿易,傳統主義,孤立主義,農業主義,計劃經濟 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) 所得稅:無所得稅,工資稅(對窮人的負擔更多),比例稅(每個人負擔固定的百分比),累 進稅(對富人的負擔更多) Poll Tax: No Poll Tax 人頭稅:無人頭稅 Colonization: No Colonial Affairs 殖民:沒有殖民事務 Policing: Local Police Force 警務:當地員警 Education: Public Schools, Religious Schools, No Schools, Private Schools 教育:公立學校,宗教學校,無學校,私立學校 Health System: No Health System, Charity Hospitals, Private Health Insurance, Public Health Insurance 衛生系統:無衛生系統,慈善醫院,私人健康保險,公共健康保險 HUMAN RIGHTS 人權 Free Speech: Censorship 言論自由:審查制度 Labor Rights: Serfdom Abolished 勞工權利:農奴制被廢止 Children's Rights: Child Labor Allowed 兒童權利:允許童工 Rights of Women: Propertied Women, Legal Guardianship 婦女權利:有財產的婦女,法定監護權 Welfare: Poor Laws, Wage Controls, No Social Security, Pensions 福利:法律欠佳,工資控制,無社會保障,養老金 Migration: No Migration Controls 移民:無移民控制 Slavery: Slavery Banned 奴隸制:禁止奴隸制 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. 通過某個利益集團不喜歡的法律會降低他們的認可度。如果他們足夠生氣,就會發動內戰 。你只能通過至少一個組成政府的利益集團支持的法律,很多法律都需要特定的發明作為 前提條件(例如,累進稅需要社會主義。更多的利益集團批准某項法律,就可以更快地實 施該法律。 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. 政府機構就像你政府的器官。某些機構通過特定法律解鎖。每個機構都有五個級別,每級 增加提供的加成同時也增加官僚成本。官僚能力是與權威度和影響力以外的第三種屬性, 由建造政府建築並讓官僚和文員在他們那裡工作而產生的(這也需要識字率)。由於政府效 率低下,超過官僚能力會給導致稅收懲罰,可以擁有的政府機構級別數也有一個硬上限, 隨著時間的推移會增加。 Example Institutions- These modifiers can change based on your laws 下面是幾個政府機構的例子,加成根據法律有所不同 Conscription Office: +2% Conscription Rate and increases the number of Battalions you can mobilize per level (with Conscription) 徵兵辦公室:+ 2%徵兵率,每個級別增加可以調動的動員兵營數 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:每級 +15%接受教育機會(接受公共教育),+2% 的基於財富的教育機會(與財富成比 例,因此富裕階層遠高於2%)和 +20%的知識份子政治力量(針對私立學校),+ 10%的受教 育機會,+ 20%宗教轉化率,+ 20%虔誠的政治力量(針對宗教學校) 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 ??? 執法部門:每級 +10地主政治實力和-20%的州動亂處罰(與地方員警),-5%來自生活水準 降低的激進度,以及-15%州動亂度(與???) Colonial Affairs: +20% Colony Growth per level 殖民事務局:每級殖民地增長+ 20% Social Security: +10% Industrialists political strength and +2 Minimum Wealth per level 社會保障:+10% 工業家的政治力量 ,+2 每階層的最低財富 Workplace Safety Offices: -2% Mortality of Laborers, Machinists, and Engineers employed in Mines and -20% to Dangerous Working Conditions per level 安全生產辦公室:礦山雇用的勞工,機械師和工程師的死亡率 -2%,每級 -20% 危險工作 條件 National Security Agency - No modifiers shown 國家安全局: 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. 政府機構的加成只能對有直屬地區生效。你還可以擁有非直屬區(應該是指不能直接操作 的州)。官僚機構的升級成本是基於所有直屬州的總人口,更多的人從服務中受益將導致 需要更多的官僚進行維護。 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. 政府機構需要成本,因為你從國庫裡給官僚POP付工資。有時候即使沒有很多政府機構, 你依然需要些官僚會在直屬地區頒佈法律 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. 像大清這類的國家有著錯綜複雜的官僚機構,對其玩法有著極大的影響。一開始就在直屬 州有很多的人口,這個龐大的官僚在你加任何新的機構之前就已經是個無底洞了。在中國 你很可能沒發達到100%識字率因為這會要在官僚上的花無法承受的錢,而小國家則更容易 達到這一點 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. 一種玩法是“精簡國家”,建立很少的政府機構和很少的公共服務,讓人們自由的工作, 依靠投資池而不是國家收入來擴建基礎設施和工業,在一些國家可以通過鑄幣來代替稅收 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社遊戲很像,新的東西包括貿易協定,要求加入關稅同盟(加入你的市場), 侵犯主權,要求資金 - 後面倆不確定是幹啥的,要求資金應該是每月付款 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危機系統的進化。這是現在你試圖從其他不情願的國家/地區 獲取東西的預設方式! 我形容它幾乎像“外交大戰”。 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"). 征服國家,解放附庸,使其傀儡,開放市場,搶奪通商口岸,轉讓附庸,吞併附庸,縮小 規模,宣佈獨立,禁止奴隸制,製造領土,製造附庸,歸還州,奪取殖民地,統一地區( 比如,“統一德國”)。 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.) 你把起始要求放在談判桌上。敵人把他們的起始要求擺在桌子上。然後,談判進入機動階 段,任何一方都可以加入戰爭目標,其他國家也可以參與進來(通常是他們也希望從任何 一方獲得某些東西,那麼競爭對手也可能會加入進來阻止你想要的東西。) 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). 你也可以退縮(獲勝的那側獲得最初的目標,但是自己或者其他國家後來添加的不會有), 或讓時間限制到了發動戰爭(所有提出要求的人會參展,雙方的所有要求都可以爭奪)。 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. 在機動階段,可以通過提供戰利品來說服搖擺國家加入你,這不僅可以在戰爭中獲得同盟 ,還可以改變力量平衡讓對方退縮 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,你的潛在威脅就越大,其他國家可能會支持你的敵人。尤其你是列強的話 ,其他列強會甚至在宣佈站隊之前停止其他大型戰爭來試圖讓你退縮並且保證力量平衡。 所以一點點的侵略你的鄰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. 盟友通常會支持你或者避開。具有友好關係或不將你視為威脅的國家通常也不太可能捲入 其中,因此與其他大國保持牢固的外交立場可以加快征服速度已經受到更少的干預 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. 在此過程中的任何時候,你都可以在宣戰之前搶先一步動員軍隊,這可能會導致對手退縮 。如果等到戰爭已經開始再動員,時間用盡之前動員的國家相比就有劣勢 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. 他們不希望這個機制使每一次征服都打入一次世界大戰,所以還在平衡。但是,玩家可以 讓事情過火 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." 當球長不是完全不可能因為玩家總是能整出花來,但是這會是“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. 外交裡沒有保持現狀。要麼打仗,要麼一方讓步然後另一方得到他們起始要求(但是只有 起始要求)所以你不能用它來試水 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“未開化”的國家。取而代之的是一些“未被承認”的國家,這基本上意味著它們 在當時的大國眼中並不平等。他們不會因為是“未被認可”所以有debuff。他們在很大程 度上遵循與其他人相同的規則。 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. 在許多情況下,根據歷史情況,他們在技術上會落後,他們面對的社會和經濟條件會使他 們更難成為一個先進的、工業化的、具有技術競爭力的國家。但這一切都與法律、POP、 利益集團、資源和基礎設施有關,而不是與它們未被承認的地位有關。 The one direct, mechanical difference is that it's cheaper and generates less threat for Recognized nations to take land from Unrecognized nations. 一個直接的機制不同是,從未被承認的國家手中奪取土地的威脅更小也更便宜。 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. 你可以從不被承認到被承認,例如通過打敗一個列強。日俄戰爭是一個未被承認的國家被 承認的例子。 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. 殖民有兩種機制:對未集權國家的殖民像EU4,理論上可以不導致公開衝突。你建立了一 個殖民機構,並雇傭pop作為殖民者,他們將在目標省份慢慢建立殖民地。在這段時間裡 ,你與那個國家會產生一個緊張值,可能會導致戰爭,如果他們贏了,土著就會吞併你的 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. 機關槍不再神奇地使你能夠像V2那樣在新的地區殖民。它們只會幫助你抵抗起義。不過, 瘧疾藥物治療等醫學進步將對你的殖民地產生重大影響。 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. 對未被承認的國家進行殖民,更像是宣戰。你可以讓他們成為你的殖民地,或者你可以要 求一個通商口岸,這將創造一個新的在你的控制下的州,使你進入他們的市場。 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. 以任何一種方式徹底吞併海外領土都將建立一個殖民州,與非直屬州不同,他們受到殖民 地員警的影響,有著特殊的移民規則和區域機制 War/combat is unfinished. They're not ready to talk about it yet. 戰鬥還沒有做完,他們沒說 Prestige is still a thing and affects your Great Power ranking. Cut Down to Size wargoal will take a bite out of your prestige. 威望仍然是一個東西,並影響列強排名。削減到一定規模的戰爭目標會削弱你的威望。 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直接影響你的列強排名,即使你作為一個國家沒有從稅收中受益。這裡有用的是生產 ,而不是政府收入。尤其是遊戲後期工廠將導致國內生產總值飛漲,所以你需要工業化來 保持作為一個列強的競爭力。 Each Power Rank has its own intended play experience. 每個力量等級都有自己的遊戲體驗。 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. 小國:適合種田。關注本地。最大化你的經濟,鼓勵移民,建設你想要的社會,“種田“ ,成為地區列強 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. 中型國家:可能有一些殖民地。在你控制之外的大規模政治運動可能會試圖改變你國家的 形態(這對小國來說不太重要)。成為列強是一個現實的目標。 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. 列強:全球影響力。維持和破壞世界力量平衡。在許多方面參與小國的事務,而不僅僅是 征服。代理衝突。炮艦外交。成為第一,從宏觀層面上可以一鍵獲得更多工具,從上到下 改變產業。你不應該微操經濟,但仍然可以從更廣泛的角度控制你的經濟。 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. 三種不同的科技樹:生產、軍事和社會。更像是一個傳統的,有分支的4X科技樹,而不是 像V2中的科技條。科技和發明之間沒有分裂。似乎發明不是隨機的了,除了技術傳播有一 些RNG。 About 10 "tiers" of tech. Earlier ones might only have three techs in them but later ones have up to 11. 科技樹大約有10層,早期科技可能只有3個解鎖,但是後面最多可以到11個 Production Tech represents the major civilian inventions of the era that directly affect industry. Dynamite, Railways, Cotton Gin, Telegraph. 生產科技代表了那個時代直接影響工業的主要民用發明。炸藥,鐵路,軋棉機,電報。 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. 軍事科技有裝備和理論。鐵甲艦,機槍,現代護理,縱深防禦。坦克和飛機在最下面。研 究某些東西並不能自動實現它,例如,在你決定實施它之前,僅僅深入研究防禦並不能給 你帶來增益 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. 社會科技是浪漫主義,城市規劃,中央銀行,辯證法。現在,無政府主義和社會主義是兩 種不同的意識形態,它們的作用不同。抗生素、瘧疾預防和其他與直接生產商品無關的民 用物品也在這裡面。 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. 創新度(包括像社會主義這樣的社會運動)可以傳播到你的國家,即使你不去研究它們,你 可以通過審查等措施來打擊,代價是降低你的創新度並讓知識份子感到不安。 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. 幾乎每種技術都有優缺點。比如, 自動化增加了總的生產力,降低了成本,但也減少了 該行業的可用工作崗位數量,因此你必須弄清楚如何處理所有新失業的人。 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. 技術傳播是基於你的識字率。更高的文化水準和新聞自由會使從外部傳播給你的技術傳播 得更快。這與創新點是分開的,創新點是你在某一時刻直接用來研究一項技術。 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.) 你可以直接花費的創新點來自建設大學和聘請學者。識字率會影響你每週可以直接投入到 研究中的點數。因此,如果你有一個資金充足的學術精英,但大眾識字率較低,你可能無 法花掉所有的創新點。這些超出直接投資上限的“溢出”創新點反而會加快技術傳播。因 此,在提高識字率和建立學術基礎設施之間有一個平衡,前者可以加快採納外來思想,後 者可以讓你更直接地控制研究(這是一個複雜的系統,只看了大概30s但是IGN記者覺得自 己理解對了) Ideas like Socialism, Anarchism, Egalitarianism, will increase the minimum Expected Standard of Living for ALL POPs once present in your nation, so you will need to provide them with more stuff to keep them happy. This might also increase attraction for Interest Groups that want broader suffrage or to abolish slavery, for example. 像社會主義、無政府主義、平均主義這樣的思想,一旦在你們國家出現,就會提高所有 POP最低預期生活水準,所以你們需要為他們提供更多的東西來讓他們高興。這也可能增 加對希望獲得更廣泛選舉權或廢除奴隸制的利益集團的吸引力。 Having Anarchism as your organizing principle produces no Authority, so you will have a very reduced ability to make changes to your country directly once you have switched over to it. 把無政府主義不會產生任何權威度,所以一旦轉成無政府,你能直接改變的能力就會大大 降低。 Anarchists can implement a Council Republic government, which gives more Political Strength to Farmers and Machinists and opens up the Worker Cooperative production method, in which workers own their factories and collect dividends from them. This is distinct from USSR-style communism, in which the state controls the industries and (theoretically...) passes the proceeds on to the workers from the top down in the form of subsidies and social programs. 無政府主義者可以實行理事會共和國政府,給予農民和機械師更多的政治力量,並開放工 人合作生產方式,工人擁有自己的工廠並從中收取紅利。這與蘇聯式的共產主義不同,蘇 聯式的共產主義是國家控制工業,並(理論上……)以補貼和社會項目的形式自上而下地將 收益轉嫁給工人。 If a revolution happens, you can side with the rebels. So you can be super duper capitalist on purpose, make life hell for all the workers, then switch sides when the socialists rise up. Neighboring conservative countries will be likely to step in and try to stop a socialist revolution. 如果發生革命,你可以站在叛軍一邊。所以你可以故意當個超級資本家,把所有工人的生 活變成地獄,然後當社會主義者起義的時候,你就改變立場。周邊的保守國家可能會介入 ,試圖阻止一場社會主義革命。(草) They want it to be playable without a lot of prior experience. It's a very complex game but it should be much more approachable than Vicky 2. 他們希望玩家可以在不需要很多經驗的情況下上手,雖然是個複雜的遊戲但是應該比V2更 好上手 Rather than a game where you learn how to play "correctly" by following a guide, the goal is for it to be the kind of game where you do what comes naturally and are able to easily understand why your actions led to certain consequences. 遊戲的目的不是讓你學會“正確”地玩法,而是讓你自然而然地去做一些事情,並且能夠 很容易地理解為什麼你的行為會導致某些後果。 Historical events (Taiping Rebellion, US Civil War) can happen, but only if the correct conditions exist. If the US player plays the interest group game really well and manages to abolish slavery peacefully in the 1850s, there won't be a hardcoded Civil War event chain that fires. 歷史事件(太平天國起義、美國內戰)是可以發生的,但前提是條件正確。如果美國玩家能 很好地玩弄利益集團,並設法在19世紀50年代和平地廢除奴隸制,那麼就不會有一個硬編 碼的內戰事件鏈觸發 對於二代有興趣的,可以看這邊介紹: https://zhuanlan.zhihu.com/p/19657014 -- 當你對東羅馬的歷史學習越來越深入 https://imgur.com/AXtUMSy.jpg
--
※ 批踢踢實業坊(ptt.cc)
※ 文章網址: https://www.ptt.cc/bbs/C_Chat/M.1621650993.A.147.html

M4Tank: 請問拿下曹州能不能發大財 05/22 10:40

ya01234: 終於,原本要在c洽發文的,沒接觸過的一定要來玩玩看這款 05/22 10:40

a2334436: 刁民模擬器 05/22 10:42

gundam01: 大媽2的時候一直在研究改裡面的經濟參數XD 05/22 10:57

mp2267: 可以歧視 讃 05/22 11:18

aterui: 這篇文的內容剛好可以解答楊威利串 05/22 11:19

leon4287: 感覺初版的重點會是英國跟大清? 05/22 11:21

您可能感興趣