維多利亞3開發(fā)日志#16 | 9/23 地區(qū)

牧游社 牧有漢化翻譯
Victoria 3 - Dev Diary #16 – States
Wizzington, Game Director Victoria 3
It's Thursday again and that means it's time for another Victoria 3 dev diary! Today's dev diary is going to be a little bit different in that it will mostly be about collecting and further explaining the various mechanics that tie into States. There might not be a whole lot of new information here for people who have been closely following the development, but we feel it's important to put all this information in the same place and clarify a few points.
又一個禮拜四,另一篇維多利亞3開發(fā)日志的時間到了!今天的日志會有點不同,大多是收集整理以及進一步解釋和地區(qū)States緊密相關的各種機制。對于一直緊追開發(fā)日志的人來說,這不會有太多的新信息,但是我們感覺把所有這些信息在同一個地方展示并進行一些澄清很重要。
So then, onto the topic of States. States, as we have previously touched on, are the main political-geographical unit of Victoria 3, where pops live and buildings are built. Before we proceed it will be useful to understand the difference between States and State Regions. A State is always controlled by a single country and its borders are dynamic (can change over the course of the game, including being created and destroyed), while State Regions can contain 1 or several States and have static borders (unchanging throughout the game). If a single country owns all provinces within a State Region, there is no practical difference between these concepts. But if more than one country owns provinces within a single State Region, they will each control individual States within it.
所以,來到地區(qū)的話題。地區(qū),就想我們之前提到的那樣,是維多利亞3最主要的政治和地理單位,Pop生活在這里,建筑也建造在這里。在我們繼續(xù)之前,理解地區(qū)States和地域State Regions的分別很有幫助。一個地區(qū)永遠由單獨一個國家控制,邊界也是動態(tài)的(會在游戲進程中改變,也會被創(chuàng)造或者消滅)。另一方面,地域可以包括一個或者多個地區(qū),邊界也是靜態(tài)的(不會在游戲中變化)。如果一個國家擁有地域里的所有省份,實際上這兩個概念就沒有區(qū)別。但如果多個國家擁有同一個地域里的不同省份,每一個國家都會在這個地域里控制一個地區(qū)。
For example, the State Region of Rhineland is a predetermined set of provinces on the border of France that in 1836 contains two States: Prussian Rhineland (actually just called Rhineland because it contains more than half the land in the region) and Bavarian Rhineland (called Bavarian Rhineland to distinguish it from the Prussian parts), a concept that we call a Split State. Over the course of the game, which exact provinces make up the State Region of Rhineland will never change, but the States might. If France was to conquer the Prussian Rhineland, there would of course no longer be a Prussian Rhineland but a French Rhineland, and if Prussia were to conquer the Bavarian Rhineland, the entire State Region would be unified into a single Prussian State.
舉例來說,萊茵蘭地域是在法國邊上的預先設定好的一些省份集合,在1836年的時候包含兩個地區(qū):普魯士屬萊茵蘭(事實上直接叫做萊茵蘭,因為包含了區(qū)域半數(shù)以上的土地)和巴伐利亞屬萊茵蘭(如此稱呼以與普魯士的部分相區(qū)別)。這是被我們稱為分割地區(qū)的概念。在一局游戲中,具體是哪些省份組成萊茵蘭地域永遠不會變,但是地區(qū)有可能會改變。如果法國征服普魯士屬萊茵蘭,那當然就不會再有什么普屬萊茵蘭,只會有法屬萊茵蘭。而如果普魯士征服了巴伐利亞屬萊茵蘭,整個地域都會被統(tǒng)一為一個單獨的普魯士地區(qū)。

Political control of the State Region of Rajputana is split between numerous Indian Princes, none of which control enough of the region for their part to be considered Rajputana proper.拉杰普納塔地域的政治治理被許多印度王公所分割,他們當中沒有一個控制了這一區(qū)域足夠多的土地,沒有一個地區(qū)可以被直接稱作拉杰普納塔。
In addition to political ownership, there are a number of conditions that can apply to a State that affects the local population and economy. First of all, there is something called Incorporation Status, representing a State's political status within the country that owns it. The different Incorporation States are as follows:
除了政治所有權,還有其他適用于地區(qū)數(shù)個的狀態(tài),影響當?shù)氐娜丝诤徒?jīng)濟。首先,有一個叫做整合狀態(tài)Incorporation Status的概念,代表地區(qū)在其國家中的政治地位。有這些不同的整合狀態(tài):
Incorporated State:?A state that is a fully integrated political unit in the country. This state incurs full bureaucracy costs, pays all forms of taxes required by the government, and gets the benefit of all national Institutions.
已整合地區(qū):完全融入國家政治單元的地區(qū)。這一地區(qū)消耗完整官僚力,支付所有被政府要求的稅種,得到國家機構的所有增益。
Unincorporated State:?A state that is owned but only very lightly administered by the country, such as frontier states. Unincorporated states do not incur any bureaucracy costs but only pay certain taxes (such as Consumption Taxes), get no benefits from national Institutions and have reduced Infrastructure.
未整合地區(qū):雖由國家擁有,但僅進行輕度行政管理的地區(qū),例如邊境地區(qū)。未整合地區(qū)不會花費官僚力,但是也只支付特定類型的稅(比如消費稅),不會從國家國家機構獲取得到增益,基礎設施有減成。
Colonial State:?A state that is considered to be an overseas colony. Works similarly to an Unincorporated State, but also gets increased immigration at the expense of even lower Infrastructure.
殖民地區(qū):海外殖民地地區(qū)。和未整合地區(qū)類似,但移民的數(shù)量更多,消耗的基礎設施更少。
It is possible to Incorporate any Unincorporated/Colonial State as long as you have the Bureaucracy that would be needed to properly administer it, but this can be a rocky process - while the increased costs kick in immediately, the benefits (taxes, institutions and so on) are only gradually phased in over time. The time it takes depends on how easy it is for your country to integrate the local population - it would be a lot more difficult for Britain to incorporate an Indian state than it would be for them to incorporate the Falklands, for example.
只要你有足以管理的官僚力,將未整合/殖民地區(qū)進行整合是可能的,但可能是個艱難的過程:消耗的成本會立刻增加,但收益(稅收、機構等)只會隨著時間的推移階段性上升。消耗的時間則取決于你的國家同化當?shù)厝丝诘碾y度——舉例來說,英國整合印度地區(qū)要比整合??颂m群島困難得多。
Other conditions that can apply to a State include (not an exhaustive list):
其他適用于地區(qū)的狀態(tài)包括(不是詳細列表):
Capital State:?The political capital of a country. All Pops living in the Capital State have increased political power.
首都地區(qū):一國的政治首都。居住在首都省份的Pops享有額外的政治力量。
Market Capital:?The economic capital of a country. Has increased Infrastructure and Migration Attraction.
市場中心:一國的經(jīng)濟首都。擁有額外的基礎設施和移民吸引力。
Turmoil:?A State that has too many political radicals (as a percentage of population) will experience Turmoil. A State with Turmoil suffers penalties in the form of increased Tax Waste and reduced Migration Attraction. These penalties can be reduced by investing into the Police institution.
動亂:若地區(qū)的政治激進派過多(以人口百分比計算)則會進入動亂狀態(tài)。動亂的地區(qū)將遭受額外的稅收流失和移民吸引力下降的懲罰。該懲罰可借由提高警察機構的維護費來降低。

Pennsylvania is an Incorporated State, contributing both taxes and a star on the flag to the United States of America.賓夕法尼亞是一個已整合地區(qū),不光為聯(lián)邦貢獻稅收,還是美國國旗上的一顆星。
States can also inherit certain conditions from their State Regions, including:
地區(qū)同樣可以從所屬的地域繼承狀態(tài),包括:
State Traits:?As explained in the Infrastructure dev diary, these represent a wide variety of geographical features that have an impact on the economy, infrastructure and/or population of the entire State Region.
地區(qū)特質:正如在基礎設施那篇日志里所解釋的,這一項可以代表各種各樣能影響經(jīng)濟,基建或者整個地域人口的地理特征。
Claims:?A State Region can be claimed by a country that does not currently own it but are broadly considered to have a legitimate reason to think that maybe they should. We'll come back to this when talking about diplomacy and war.
宣稱:一個地區(qū)可以被當前不占有它、但擁有被廣泛承認的合法宣稱權的國家宣稱。我們會在之后談到外交和戰(zhàn)爭的時候再回來細說。
Homelands:?Every Culture has one or more State Regions that most people in that Culture consider to be their natural homeland. This does not consider the views of anyone else outside that Culture (ie, the Swedes don't get any say in which State Regions the Russians consider to be their homelands and vice versa), and has certain effects that we will go over in later dev diaries.
文化本土:每種文化都有該文化的絕大部分人民共同認為自古以來便是他們文化本土的一個或多個地域。這份認同不受該文化以外的任何因素影響(也就是說瑞典人對俄羅斯人把哪個地域當成文化本土無從置喙,反之亦然),并且有一些特定的效果,我們在之后的開發(fā)日志里會重溫這個話題。

Guano was a central pillar of the Peruvian economy in the mid-19th century, and a war was even fought over control of the Chincha Islands between Spain and Peru (the icon for this particular State Trait is a placeholder)在19世紀中期,鳥糞石曾經(jīng)是秘魯經(jīng)濟的中流砥柱,西班牙與秘魯之間甚至因為欽查群島的控制權爆發(fā)過戰(zhàn)爭(這一獨特地區(qū)特質的圖標目前僅為占位符)。
As mentioned all the way back in the dev diary about Buildings, States are limited in which Resource Industry Building Types they can support and how large these can get. For example, the degree of Iron deposits in a state limits how many levels of Iron Mine you can build there. These resource limits are actually a property of State Regions, which is dynamically allocated to the States in the region based on how large of a share the State holds.
如同之前的開發(fā)日志中提到建筑一樣,地區(qū)在資源工業(yè)的建筑類型及其可支持規(guī)模方面存在限制。比如說地區(qū)的鐵資源貯藏決定了鐵礦建筑的等級上限。這些資源貯藏實際上是所屬地域的屬性,根據(jù)該地域中各地區(qū)的資源占比,動態(tài)地分配給各地區(qū)。
It's worth noting that this proportion isn't just based on the raw number of provinces owned. As an example, potential for Fisheries are distributed according to the amount of coastline a State has in the State Region, while Arable Land land can be heavily weighted by the amount of Prime Land is in each State. While not applicable everywhere, Prime Land is something we use in states where there is a clear division between fertile and non-fertile land - control of the Nile should matter a lot more to a State in Upper Egypt's Arable Land than control of the surrounding desert, for example.
值得注意的是,這一占比并不是簡單的該地區(qū)占有省份數(shù)量的比例。比方說,漁場的開發(fā)潛力是根據(jù)該地區(qū)的海岸線在該地域中的占比劃分的,而可耕土地Arable Land則很大程度上由每個地區(qū)的良田Prime Land數(shù)量占比來衡量。雖然不是一概如此,但良田是我們用來劃分地區(qū)中肥沃和貧瘠土地的準繩——比如說,控制尼羅河對上埃及某個地區(qū)的可耕土地的影響就比控制周圍的沙漠的影響要大得多。
It's also possible for a State Region to contain Discoverable Resources. These are resources such as Oil, Gold or Rubber that are either not known about or not considered exploitable at the start of the game, but may be discovered and exploited at a later point. Certain technologies will affect both which resources can be discovered and the actual chance of said resource being discovered. All of this functions in a weighted random fashion, so while the chance of there being a Klondike gold rush at some point during the game is high, it probably won't happen exactly at the same date it did historically.
地域中也可能蘊藏著可堪探的資源。像是石油、黃金或是橡膠這樣的資源在游戲開始的時候可能是未知或是被認為不能開采的,但隨著游戲進行到后期就可以被發(fā)現(xiàn)或是開采。特定的科技能夠影響哪些資源能被發(fā)現(xiàn)以及這些資源被發(fā)現(xiàn)的實際概率。所有這些都由一種帶權重的隨機方式來決定,所以克朗代克淘金熱在游戲中出現(xiàn)的概率很高,但很可能不會和真實歷史上的時間完全一樣。

There may or may not be gold in them hills!大山里有沒有金子可說不好??!
Alright then, that's all for today! Next week we’ll be continuing on the topic of Politics as I explain how Migration works.
好了,以上就是今天的全部內容!下周我們會繼續(xù)政治的話題,來解釋移民Migration機制是怎么運作的。
翻譯:Yakuky 摸魚怪
校對:三等文官猹中堂
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