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新世代大戰(zhàn)略游戲Grey Eminence開(kāi)發(fā)日志 #18:貿(mào)易——第一部分

2023-03-05 23:00 作者:機(jī)槍豌豆射手159  | 我要投稿

大家好,歡迎來(lái)到Grey Eminence的第18期開(kāi)發(fā)日志!

Hello and welcome to the 18th development diary of Grey Eminence!

今天,我們將了解游戲中最受期待的機(jī)制之一——貿(mào)易。 貿(mào)易是Grey Eminence經(jīng)濟(jì)模擬皇冠上的明珠——貿(mào)易使得一個(gè)由不同人口和商品組成的靜態(tài)世界轉(zhuǎn)變?yōu)橐粋€(gè)巨大的、相互關(guān)聯(lián)的網(wǎng)絡(luò),像一個(gè)活的有機(jī)體一樣盛衰興亡。

In today's edition, we'll be taking a look at one of the most anticipated mechanics in the game,trade. It is the crown jewel of Grey Eminence's economic simulation - a process that transforms an otherwise static world of disparate populations and goods into a massive, interconnected network that ebbs and flows like a living organism.

發(fā)布時(shí)間:2023年3月4日17:37,原標(biāo)題:Dev Diary #18: Trade Pt. 1

副翻譯者:Trihex

Trihex為這篇文檔的漢化提供了關(guān)鍵的具體指導(dǎo)

市場(chǎng)

Markets

貿(mào)易系統(tǒng)的基本單位是市場(chǎng)——默認(rèn)情況下,市場(chǎng)由一個(gè)國(guó)家在一個(gè)地理省份中擁有的所有地塊組成。 那些讀過(guò)我們之前的開(kāi)發(fā)日志的人會(huì)注意到,這與我們對(duì)政治省份的定義相同——沒(méi)錯(cuò),在1356年,市場(chǎng)和(政治)省份是完全一致的。

The fundamental unit of the trade system is the?market?- by default, a market is composed of all tiles owned by a country in a single geographic province. Those of you who have read our previous dev diaries will notice that this is the same definition as the one we've used for political provinces - and that's exactly right, in 1356 markets and (political) provinces are one and the same.

每個(gè)市場(chǎng)都有一個(gè)市場(chǎng)首都,市場(chǎng)與外界所有聯(lián)系都發(fā)源于此(稍后會(huì)詳細(xì)介紹),以及一個(gè)存有游戲中每種貿(mào)易商品的倉(cāng)儲(chǔ)——包括當(dāng)?shù)匚瓷a(chǎn)的商品。 每個(gè)市場(chǎng)都會(huì)通過(guò)賣(mài)出或買(mǎi)入貿(mào)易商品到倉(cāng)儲(chǔ)中來(lái)解決其組成地塊的消費(fèi)生產(chǎn)需求,每月一次。 此過(guò)程分兩步進(jìn)行:

Each market has a?market capital?from which all its connections originate (more on that later) and a?stockpile?of every trade good in the game - including of goods that cannot be produced locally. Once per month, each market resolves the?consumption?and?production?requests of its constituent tiles by either drawing from or filling up its stockpile of trade goods. This process happens in two steps:

  1. 人口必要需求和建筑生產(chǎn)需求

  2. 人口非必要需求

Essential consumption & buildings production

Discretionary consumption

所有需求都按比例滿(mǎn)足。例如,如果一個(gè)市場(chǎng)的倉(cāng)儲(chǔ)中有 100 份食物,但其人口和建筑分別需要 200份和300份食物,則每種需求都只有20%得到滿(mǎn)足 (100 / (200+300))。 還是這個(gè)例子,由于倉(cāng)儲(chǔ)中沒(méi)有剩余食物,因此有0%的人口非必要食物需求被滿(mǎn)足。

All requests are fulfilled proportionally. For example, if a single market has 100 food in its stockpile, but its population and buildings request 200 and 300 food respectively, each request will only be fulfilled at 20% (100 / (200+300)). Continuing the example, since there would be no food left in the stockpile, 0% of discretionary food requests would be fulfilled.

延遲非必要消費(fèi)允許我們確保(有足夠錢(qián)的)人口在短缺變得極其普遍以至于影響到生產(chǎn)之前不會(huì)挨餓或缺乏燃料。此外,這也使生產(chǎn)對(duì)非必要消費(fèi)的突然激增更有彈性??梢苑乐怪T如軍隊(duì)帶著戰(zhàn)利品回國(guó)導(dǎo)致人口奢侈消費(fèi)激增而使當(dāng)?shù)禺a(chǎn)業(yè)失去投入品,供應(yīng)鏈斷裂之類(lèi)的事情。

By delaying discretionary consumption, we ensure that a population (with enough money) won't starve or be left without fuel until shortages become so widespread that they affect production as well. Additionally, this also makes production more resilient to sudden spikes in discretionary spending, preventing for example an army returning home with loot from starving its local industry of inputs and breaking supply chains due to their newfound lavishness.

市場(chǎng)UI乍一看可能令人生畏,但為你提供了可能想了解的有關(guān)特定市場(chǎng)動(dòng)態(tài)的所有信息——當(dāng)你把光標(biāo)懸停在大多數(shù)數(shù)字上時(shí)還有額外的細(xì)分提示。 選擇此界面中的任何商品行會(huì)使相關(guān)市場(chǎng)信息(例如商品價(jià)格、庫(kù)存規(guī)模)僅顯示所選貿(mào)易商品的數(shù)據(jù),從而可以輕松直觀地瀏覽本地和全球經(jīng)濟(jì)現(xiàn)狀。 我們已經(jīng)對(duì)此UI進(jìn)行了大量修改,并且將來(lái)可能會(huì)繼續(xù)對(duì)其進(jìn)行迭代,所以設(shè)計(jì)不是最終的。

The market UI might look intimidating at first glance, but it gives you all the information you might need to know about what's going on in a given market - with additional breakdowns on-hover of most numbers. Selecting any particular row in this UI causes the relevant market overlays (e.g. goods price, stockpile size) to display data only for the selected trade good, making it easy to visually navigate through the local and global economy. We've made numerous revisions to this UI and will likely continue iterating upon it in the future, so the design isn't final.

物流

Logistics

當(dāng)然,市場(chǎng)存在的理由不僅僅是為了匹配當(dāng)?shù)氐墓┬?,而是通過(guò)從相連的其他市場(chǎng)進(jìn)口出口商品來(lái)解決當(dāng)?shù)氐墓┬枋Ш?,以獲取利潤(rùn)。 這就是物流的用武之地:雖然我們假設(shè)單個(gè)市場(chǎng)中的所有地塊都可以作為一個(gè)單一經(jīng)濟(jì)單位(至少一個(gè)月內(nèi))發(fā)揮作用,但不同的市場(chǎng)需要連接才能相互貿(mào)易。

Of course, the raison d'etre of markets isn't merely to match supply and demand locally, but rather to resolve local imbalances by?importing?or?exporting?goods from other markets they have a connection with in order to turn a profit. This is where?logistics?comes in: while we assume that all tiles within a single market can function as a single economic unit (at least on the order of a single month), different markets require a connection in order to trade with each other.

最基本的連接類(lèi)型——也是我們今天要介紹的唯一一種——是陸路貿(mào)易。 這種連接是在市場(chǎng)與其所有相鄰市場(chǎng)之間自動(dòng)建立的。 每個(gè)這樣的連接都遵循每個(gè)市場(chǎng)首都之間的最快路徑——值得注意的是,最快路徑考慮了地形、氣候和基礎(chǔ)設(shè)施,因此不一定是地理上的最短路徑。

The most basic type of connection - and the only one we'll cover today - is?overland trade. This connection is automatically established between a market and all its neighbors. For each such connection, the fastest path between each market capital is used - notably, the path accounts for terrain, climate and infrastructure, so it might not be the geographically-shortest one.

基礎(chǔ)設(shè)施是你與物流系統(tǒng)互動(dòng)的主要方式之一——修建道路可以讓你引導(dǎo)貿(mào)易流動(dòng)的路徑(你肯定希望貿(mào)易路線遠(yuǎn)離敵人)。 此外,基礎(chǔ)設(shè)施大大降低了運(yùn)輸貨物的運(yùn)輸成本,從而使貿(mào)易更加高效并增加利潤(rùn)。 我們的設(shè)計(jì)不同于其他大戰(zhàn)略游戲,因?yàn)槲覀儾粫?huì)人為地限制可以通過(guò)相連基礎(chǔ)設(shè)施流動(dòng)的貿(mào)易量——相反,我們依靠利潤(rùn)公式來(lái)平衡每個(gè)月在一個(gè)基礎(chǔ)設(shè)施連接中移動(dòng)多少商品。 例如,由玩家扮演的俄羅斯可能會(huì)在鐵路發(fā)明之前的幾個(gè)世紀(jì)嘗試開(kāi)發(fā)其東部邊境,但除非有極高的利潤(rùn)率,用馬匹跨越歐亞大陸運(yùn)送大量商品是無(wú)利可圖的。

Infrastructure?is one of the main ways you can interact with the logistics system - building up roads allows you to direct the path through which trade will flow (which you'll definitely want to keep out of enemy hands). Additionally, infrastructure greatly reduces the?transport costs?for moving goods, which makes trade more efficient and more profitable. Our design departs from other grand strategy games, since we do?not?artificially limit the volume of trade that can flow through a connection due to its infrastructure - instead, we rely on the profit formula to balance what amount of goods are profitable to move in a single month. For example, a player-led Russia might try to build up its eastern frontiers centuries before the invention of railroads, but such an endeavor would require exceptional profit margins to make carting tons of goods across Eurasia by horse profitable.

說(shuō)到鐵路,就不能不提及鐵路的獨(dú)特機(jī)制,也就是改變市場(chǎng)的結(jié)構(gòu):任何通過(guò)鐵路連接的相鄰省份都會(huì)自動(dòng)成為一個(gè)單一市場(chǎng)的一部分。 因此,一旦你解鎖并開(kāi)始建造鐵路,你就可以創(chuàng)建任意規(guī)模的陸路市場(chǎng),大大簡(jiǎn)化國(guó)內(nèi)物流。 回到我們之前關(guān)于俄羅斯的例子,即使道路從莫斯科延伸到符拉迪沃斯托克,商品從一個(gè)城市流向另一個(gè)城市也需要幾個(gè)月的時(shí)間,因?yàn)樗鼈冎g有多個(gè)省份(陸路貿(mào)易系統(tǒng)的每次迭代只能移動(dòng)商品到相鄰市場(chǎng))。 鐵路不僅可以顯著降低運(yùn)輸成本,還可以使連接的所有省份成為單一市場(chǎng)的一部分,從而使貨物可以在一個(gè)月內(nèi)從符拉迪沃斯托克運(yùn)往莫斯科。

Speaking of?railroads, they provide a unique mechanic that changes the way markets are structured: any of your neighboring provinces connected by railroad automatically become part of?a single unified market. Thus, once you unlock railroads and start building them, you can create arbitrarily-large overland markets, greatly simplifying your internal logistics. Going back to our previous example with Russia, even with roads stretching from Moscow to Vladivostok, goods would take as many months to flow from one city to the other as there are provinces between them (since each iteration of the overland trade system moves goods only between neighboring markets). A railroad connection would not only reduce transport costs significantly, but would also make all constituent provinces part of the same market, allowing goods to move from Vladivostok to Moscow in a single month.

定價(jià)

Pricing

如果沒(méi)有現(xiàn)實(shí)的商品定價(jià)模型來(lái)驅(qū)動(dòng),基于物流的貿(mào)易體系將是不完整的——畢竟,價(jià)格決定利潤(rùn),利潤(rùn)推動(dòng)商品流動(dòng)。 我們不會(huì)詳細(xì)討論定價(jià)公式和其中的影響因素(這可能是也可能不是另一篇貿(mào)易相關(guān)的開(kāi)發(fā)日志的主題),但現(xiàn)在我們可以確認(rèn)商品價(jià)格在市場(chǎng)中主要(但不完全?。┯晒┬铔Q定。 我們知道這是常識(shí),但我們覺(jué)得值得寫(xiě)下來(lái)。

A logistics-based trade system would be incomplete without realistic?goods pricing?to drive it - after all, it is price that determines profit, and it is profit that spurs the movement of goods. We won't get into the minutiae of the pricing formula and the actors that are involved in it (that may or may not be the subject of another trade-related dev diary), but for now we can confirm that the price of goods in each market is determined primarily (but not exclusively!) by their supply and demand. Not a shocker, we know, but we felt it's worth putting that in writing.

Mod制作

Moddability

到目前為止,我們已確保基礎(chǔ)游戲中的每個(gè)系統(tǒng)都內(nèi)置系統(tǒng)級(jí)可修改性,貿(mào)易系統(tǒng)也不例外。 作為游戲中互連最緊密的系統(tǒng)之一,編輯貿(mào)易過(guò)程與其他游戲系統(tǒng)的連接方式必須非常嚴(yán)謹(jǐn)細(xì)致,但也是可行的。 當(dāng)然,內(nèi)容層面的更改,例如添加新商品或調(diào)整與貿(mào)易相關(guān)的變量(比如運(yùn)輸成本),都可以在世界編輯器中完成。

Thus far, we've ensured to create each system included in the base game with system-level moddability built-in and trade is no exception. As one of the most interconnected systems in the game, editing how the processes connect to other game systems will require precision, but is doable. And, of course, content-level changes like adding new goods or adjusting trade-related variables like transport costs can be done inside the world editor.

然而,展望未來(lái),不幸的是,我們將不得不降低Gray Eminence的系統(tǒng)級(jí)可修改性。 添加此類(lèi)功能會(huì)使開(kāi)發(fā)時(shí)間至少增加2倍——雖然我們?yōu)樽罱腁lpha游戲預(yù)告片的反響感到自豪,并且非常感謝你們的持續(xù)支持,但如果不減少我們花在可修改性上的開(kāi)發(fā)時(shí)間,我們就不能以目前的資源保持可接受的開(kāi)發(fā)速度。也就是說(shuō),這并不意味著其它系統(tǒng)將是完全硬編碼的——你總是可以禁用我們已經(jīng)開(kāi)發(fā)的東西,并使用通常的修改范式來(lái)自己實(shí)現(xiàn)一些東西。顯然,這比修改在開(kāi)發(fā)時(shí)就考慮到可修改性的現(xiàn)有系統(tǒng)更加困難,但仍然不是不可能的。

However, going forward, we'll unfortunately have to reduce the system-level moddability with which we're building Grey Eminence's systems. Adding such features increases the development time by at least a factor of 2 - and while we're proud of the reception our recent alpha gameplay trailer received and are immensely grateful for your continued support, we won't be able to maintain an acceptable development pace with our current resources without reducing the dev time we spend on moddability. That said, this doesn't mean systems will be fully hardcoded going forward - you can always disable what we've built and implement something yourselves using our usual modding paradigm. Obviously, it'll be more difficult than modding existing systems that were built with moddability in mind, but it's still a possibility.

感謝你的閱讀! 請(qǐng)放心,我們正在努力以盡快準(zhǔn)備好封閉Alpha測(cè)試。 雖然現(xiàn)在給出具體日期還為時(shí)過(guò)早(畢竟我們的資源總是在不斷變化),但我們希望測(cè)試在不遠(yuǎn)的將來(lái)啟動(dòng)。 與此同時(shí),你可以期待4月1日的下一篇開(kāi)發(fā)日志(不是愚人節(jié)玩笑,日期確實(shí)就是這么排列的),并且你應(yīng)該加入我們的Discord和Subreddit,并在YouTube、Facebook和Twitter上關(guān)注我們。

Thank you for reading! Rest assured, we're working hard to get the closed alpha ready as soon as possible. While it's still too early to give any specific date (since, after all, our resources are always in flux), we're hopeful that it won't be too far into the future. In the meantime, you can look forward to the next dev diary on April 1 (no bamboozle, that's just how the dates lined up) and you should make sure to join our?Discord?and?Subreddit, and to follow us on?YouTube,?Facebook, and?Twitter.

請(qǐng)關(guān)注我,我將持續(xù)發(fā)布Gray Eminence的各種消息。

有錢(qián)的有志者可在https://www.patreon.com/nestinars資助制作組。

官方Discord服務(wù)器:https://discord.gg/greyeminence

官方reddit版塊:https://www.reddit.com/r/greyeminence/

對(duì)此游戲有興趣者可以加QQ群:785256043或299380139。??

新世代大戰(zhàn)略游戲Grey Eminence開(kāi)發(fā)日志 #18:貿(mào)易——第一部分的評(píng)論 (共 條)

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