歐陸風(fēng)云4開發(fā)日志 | 9/28 平衡性改動與AI改進(jìn)

牧游社 牧有漢化翻譯
Europa Universalis IV - Development Diary 28th September 2021
Johan, Studio Manager Paradox Tinto
Hello everyone and welcome to a rather meaty development diary for Europa Universalis IV. This week we'll release 1.31.6, which is a compatibility patch for the launch on Epic Store, where EU4 will be freely available for a short period of time.
大家吼,歡迎來到這篇非?!柏S滿”的歐陸風(fēng)云4日志。這周我們會為在Epic商店發(fā)行而發(fā)布1.31.6版本號兼容補(bǔ)丁。玩家短時間內(nèi)可以在該平臺免費領(lǐng)取EU4。
This patch does not contain any bug fixes, improvements or balance changes, as we had to make sure we had a stable version for this release. Some of our programmers and qa have been working diligently to create this new version for a long while now.
這個補(bǔ)丁不包括任何bug修復(fù)、優(yōu)化或者平衡性改變,因為我們必須確保為本次發(fā)布提供一個穩(wěn)定的版本。一些我們的程序員和QA已經(jīng)為這個新版本勤奮工作了很久。
Meanwhile the core-team have been working on the major 1.32 patch which we aim to have out later this year. While the other development diaries will focus mostly on what content we will add to the immersion pack, today we will talk about a lot of balance changes!
與此同時,核心團(tuán)隊還在為我們計劃在今年晚些時候發(fā)布的關(guān)鍵補(bǔ)丁1.32版本號而奮斗。其它開發(fā)日志主要關(guān)注我們即將在沉浸包中加入的內(nèi)容,而我們今天則要來談?wù)勂胶庑苑矫娴母膭樱?/p>

Concentrate Development
集中發(fā)展度
As we all know, the Concentrate Development feature, while technically working as designed, has a few drawbacks, as it can become very unbalanced and immersion breaking. For 1.32 we have been reworking this.
如我們所知,集中發(fā)展度的特性即便嚴(yán)格按照設(shè)計時想法執(zhí)行,也還是存在一些問題的,因為它會變得非常不平衡并會破壞代入感。我們在1.32版本號中重置了該功能。
Now when you pillage or concentrate a set of provinces, the horde "raze" function is called, but with 20% reduction of the development. This is then converted into monarch points in the source province(s), using the cost it would improve development in each of these provinces.
現(xiàn)在當(dāng)你在一些省份使用劫掠或者集中發(fā)展度功能的時候,會出現(xiàn)游牧部落的“焚掠”作用,但是減少20%的發(fā)展度。然后被劫掠省份失去的發(fā)展度會按照此地提升發(fā)展度的花費來換算為君主點數(shù)。
These "monarch points" are then taken to the capital of your country, with a loss of 20% of points when applicable, as some countries have free concentrate development. What is left is then used to "buy" development in your capital province. Any "monarch points" left over are then lost.
這些“君主點數(shù)”接下來被帶到本國首都,且會在符合條件的情況下?lián)p失20%的點數(shù),因為有一些國家有免費的集中發(fā)展度。隨后剩下的點數(shù)可以用來在你的首都省份“買”發(fā)展度。任何沒有用的“君主點數(shù)”就會消失。
A shout out to the post who inspired this new design!
分享一下啟發(fā)了這個新設(shè)計的帖子!
https://forum.paradoxplaza.com/forum/threads/concentrate-development-is-not-for-a-tall-play-addressing-elephant-in-the-room.1473575/#post-27522944
We also fixed the way you could concentrate development twice, by first owning it, and then from the released vassal. Liberty desire now also increases for the subjects when you concentrate their development.
我們還修復(fù)了你可以兩次集中發(fā)展度的方法。該方法是先擁有省份再從放出的傀儡那里集中發(fā)展度?,F(xiàn)在當(dāng)你從附庸那里集中發(fā)展度的時候,獨立傾向也增加了。

Misc Balance Changes
雜項平衡改變
The catholic curia powers are gaining some improvements in 1.32 as well, with all getting another bonus and here are some examples.
天主教的教廷力量在1.32版本號也得到了一些提升,所有能力都獲得了額外加成。這里是一些例子:
Bless Ruler - Now also gives +10% Land Morale
為統(tǒng)治者賜福 – 現(xiàn)在另外獲得10%陸軍士氣。
Indulgence for Sin - Now gives +10% Improve Relations
贖罪券 – 現(xiàn)在獲得10%改善關(guān)系。
Send Papal Legate- Also adds 10% cheaper annexation costs.
派遣教廷使節(jié) – 額外減少10%的吞并花費。
We made some tweaks to curry favors, so that it now relies far more on relative military power, so it's harder to gain for a smaller, weaker nation.
我們對獲取人情做了點調(diào)整,因此該功能現(xiàn)在對相對軍事力量更看重了,所以小國弱國更難獲得人情了。
When it comes to natives, we added a new reform to slow down the path to becoming a duchy for settled tribes, as well as adding feudalism as a requirement.
在土著方面,我們加入了新的改革,讓土著達(dá)到可以成為定居部落的公國等級的過程更慢了。擁有封建主義思潮也成為了其中的要求。
We also added in cooldowns for migration into non-owned lands, made costs for adding tribal land that scales with owned provinces and development. There are also penalties for migration into winter territory. Also added a relation penalty that increases each month that a tribe is inside tribal land of another country.
我們還延長了向無主之地遷徙的冷卻期,并根據(jù)擁有省份和發(fā)展度衡量添加部落土地的花費。遷徙至入冬的領(lǐng)土也會有懲罰。我們另外為遷入他國部落土地的部落增設(shè)了每個月增加的關(guān)系懲罰。
And of course we are rebalancing, i.e. nerfing, the native development growth for 1.32, as it is completely unrealistic and does not work with the rest of the game.
當(dāng)然我們也在1.32版本號平(xue)衡(ruo)了土著的發(fā)展度增長,因為這完全不現(xiàn)實而且與游戲其他內(nèi)容不搭配。
We also changed when the AI released vassals for being over the governing capacity to be a much higher threshold, and also giving lucky nations a nice little boost to their governing capacity.
我們還提高了AI在超過行政容量時放出附庸的門檻,幸運國也得到了一點不錯的行政容量加成。
Now I hand over the keys to @Gnivom who will talk about some changes to Institutions and the AI for 1.32
我現(xiàn)在把話筒交給講解1.32版本號中思潮與AI改動的@Gnivom。

Institution Changes
思潮改動
We've decided to change how Institutions affect tech cost.
我們打算改變思潮影響科技花費的方式。
1. So what was the problem?
1、所以問題是什么?
We all know how Institutions work:
我們都知道思潮是怎么運作的:

文藝復(fù)興!
旅行者提到了在遙遠(yuǎn)的土地上正在重生的古代思想,我們很難嚴(yán)肅對待這些傳聞,但是,根據(jù)報告,所謂的「文藝復(fù)興」思想家們的確發(fā)掘出了一些巨大的秘密。
- 這改變了一切……
沒有完全接納文藝復(fù)興思潮的國家將會每年獲得1%的科技花費懲罰,至多50%。
Hard to take seriously indeed
的確很難把這個當(dāng)真。
Countries outside of Europe, and especially in the Americas and sub-Saharan Africa, have to pay more for a technology the longer they wait. This means they’re in a hectic struggle against time, as those who fall behind their neighbors will struggle to catch up.
歐洲之外的國家,尤其是美洲國家和撒哈拉以南非洲的國家,等得越久就要在科技上花費越多。這意味著它們要忙于與時間賽跑,而那些落伍于鄰國的國家要艱難地追趕。
2. The New System
2、新系統(tǒng)
From 1.32, every technology has a fixed set of required institutions. If you haven’t yet embraced one or more required institutions, that technology costs you 50% more for each.
自1.32版本號起,每項科技都存在固定的所需思潮。若你未接納一項及以上的所需思潮,每項未接納思潮將額外增加科技花費50%。
This updated Technology View should hopefully be self explanatory:
更新后的科技界面有望解釋該項變動。

當(dāng)前的思潮、鄰國加成、領(lǐng)先于時代對該項科技花費的懲罰或加成。未接納文藝復(fù)興:+50%
領(lǐng)先于時代:+10%(+1年)
These are some nice properties of the new system over the old:
相較于舊系統(tǒng),新系統(tǒng)有以下優(yōu)勢:
Institutions now cause a rubber-band effect on tech instead of a snowball effect
思潮現(xiàn)在對科技產(chǎn)生的是皮筋效應(yīng),而不是雪球效應(yīng)。(突然暴斃,而不是慢性死亡)。
Some movement in Florence doesn’t magically affect the Aztecs (until it actually spreads there)
佛羅倫薩的運動不會神奇地影響阿茲特克人(直到真的傳播到了那里)。
An institution spawning is now a good thing
思潮的生成現(xiàn)在是件好事。
Asian nations will find themselves getting hit by a +50% tech cost from Renaissance earlier than they would in 1.31, but as they get further behind, their tech cost will stabilize even if they don't develop for institutions.
亞洲國家會發(fā)現(xiàn)自己比1.31版本號更早受到文藝復(fù)興+50%科技成本的沖擊,但隨著他們越來越落后,即使他們不發(fā)展思潮,他們的科技成本也會穩(wěn)定下來。
European nations won't be affected as much, but those on the forefront of technology will notice the increased tech cost, making institutions more relevant in this region than previously.
歐洲國家受到的影響較小,但處于科技前沿的國家會注意到增長的科技成本,使得思潮對該地區(qū)比以前更有作用。
When changing the code for this, it turned out we based a lot of seemingly unrelated things on countries' "tech cost from institutions", most of which were simply translated from the pre-Rights of Man "technology group" system. For example, joining a Trade League requires having at most +200% tech cost from institutions. Who would have known? You’ll find a lot of these addressed in 1.32's changelog.
當(dāng)為此修改代碼時,我們發(fā)現(xiàn)很多看起來無關(guān)的東西是基于“思潮導(dǎo)致的科技成本”,其中絕大部分都是由“人權(quán)”DLC之前的“科技組”系統(tǒng)中簡單移植來的。例如,加入貿(mào)易聯(lián)盟要求最多有+200%“思潮導(dǎo)致的科技成本”。誰會想到呢?你們會在1.32版本號的改動日志中看到很多這樣的東西。

AI Improvements
AI提升
Every version of EU4 has had its own AI issues, and it's no secret that it has been getting worse for a while. For 1.32 some of the most debilitating issues have been fixed, and hopefully without causing too many new ones.
每個版本的EU4都有過自己的AI問題,而且眾所周知這個問題最近正越變越糟。1.32版本號解決了一些最令人窒息的問題,同時我們希望不會導(dǎo)致太多的新問題。
EU4's AI is the product of years of incremental development, by a large number of developers. Most of the code is written after EU4's release, but a few lines date back as far as the late 90's. Writing AI is hard, so many of the systems are complex. And given the number of different developers, they don't all work in harmony. Essentially, for any given choice the AI has to make in army, navy or budgeting; it often has a dozen or so voices in its head telling it what to do. It's supposed to take all of them into account, but often the loudest voice drowns out all the rest.
EU4的AI是大量開發(fā)者經(jīng)過多年開發(fā)堆積形成的。大部分代碼是EU4發(fā)售后完成的,但是一些可以追溯到90年代。編寫AI很難,有那么多復(fù)雜的系統(tǒng)。同時考慮到開發(fā)者的人數(shù),他們的工作并不總是很和諧。通常情況下,AI在進(jìn)行陸軍、海軍或預(yù)算決策時,會有一堆聲音告訴他們要怎么做。按理來說應(yīng)該考慮所有聲音,但往往吼得最大聲的那個會壓過其他聲音。

評估權(quán)重分?jǐn)?shù):-131244.0權(quán)重分?jǐn)?shù)檢查項目:
基礎(chǔ):+110000
地形:-0.000
超過補(bǔ)給限制:+20000.000
敵方邊境:
基礎(chǔ):-3000
距離:+1756.020
“殺光他們”:-260000
權(quán)重分?jǐn)?shù)檢查項目返回值:-131243.969
(yes, lower numbers are better)
(是的,數(shù)字小點會更好)
Here, the Ottoman army has made good progress on the Mamluk fort of Tabuk. But a voice intended for a completely different situation screams one order of magnitude louder than all other voices, that it should kill the rebels in Qahirah.
上圖中,奧斯曼軍隊在馬穆魯克的塔布克要塞攻勢喜人。但是一個比其他聲音大得多的尖叫想要你掉頭去做其他事,去消滅開羅的叛軍。
Issues like this hinder the systems that *are* made for the given situation from doing their job. A lot of what has been done for 1.32's AI is to find and fix cases where systems interfere with each other.
這種問題阻礙了那些為給定情況設(shè)計的系統(tǒng)發(fā)揮作用。1.32版本號中AI解決的很多問題都是為了修復(fù)系統(tǒng)間的干擾問題。

Major Fixes
主要修正
1. Army
1、陸軍
This is really the result of a bunch of small fixes, but essentially the AI will generally be more competent at achieving stuff with its armies, although individual moves can still be erratic. They will also keep a more significant army in peacetime
這其實是一堆小修正的合集,但最終AI用陸軍達(dá)成目標(biāo)的能力將更強(qiáng),雖然個別操作仍將左右橫跳。另外他們會在和平時期保持更多的陸軍。
2. Naval Invasions
2、海軍入侵
The AI can now decently perform naval invasions again, without too much shenanigans. This has a huge impact on the European AIs’ colonization efforts.
AI又可以繼續(xù)執(zhí)行像樣的海軍入侵,不太那么胡鬧了。這對歐洲AI的殖民行為有巨大影響。

An almost fully colonized New World from one of our observer runs
在一局觀察者模式運行中,新世界幾乎被完全殖民了。
3. Economy
3、經(jīng)濟(jì)
Lots of small fixes mean the AI's economy should now be more solid. Budgeting has been improved and the choice of buildings to construct puts more emphasis on expected financial return.
一堆小修正,AI的經(jīng)濟(jì)更穩(wěn)定了。預(yù)算管理得到改進(jìn),AI的建筑選擇更強(qiáng)調(diào)經(jīng)濟(jì)回報。
A special shoutout to @Tempscire, whose reverse engineering of AI army behavior is somehow easier to understand than the code itself. We implemented his suggestion for terrain evaluation as-is, and changed how combat width is considered, albeit not as he suggested for technical reasons. Unfortunately he has many other good suggestions that will not be implemented at this point.
特別鳴謝@Tempscire,他對AI軍隊行為的逆向工程不知為何比代碼本身更容易理解(屎山石錘了)。我們按原樣實施了他關(guān)于地形評估的建議,并改變了戰(zhàn)斗寬度的權(quán)衡方式,盡管由于技術(shù)原因沒有按照他的建議。不幸的是,雖然他還有許多其他的好建議,但現(xiàn)在還不能實施。
翻譯:Strategemata 毛里求斯大酋長
校對:113322qwe1 三等文官猹中堂
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