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維多利亞3開發(fā)日志#23 | 11/11 前線與將軍(第二部分)

2021-11-14 16:59 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Victoria 3 - Dev Diary #23 - Fronts and Generals (Part-2)

lachek, Victoria 3 Lead Designer


篇幅所限,前文請移步第一部分


Both Generals and Admirals can be given Orders which they are obliged to try to carry out. We will go over Admiral Orders next week. The Orders you can give Generals are quite straightforward:

玩家可以對將軍和海軍上將下達他們必須試著執(zhí)行的命令Orders。下周我們將看看海軍上將的命令。玩家能給將軍下達的命令非常簡單:


Stand By:?the General returns home from their current Front, dispersing their troops into their home region's Garrison forces to slow down any enemy incursions
待命:將軍從當(dāng)前前線返回家鄉(xiāng),將部隊分散到本土區(qū)域的守備部隊中,以遲滯任何敵人的入侵。

Advance Front:?the General gathers their troops, moves to the target Front, and tries to advance it by launching attacks at the enemy
推進前線:將軍集結(jié)部隊,移動到目標前線,并試圖通過向敵人發(fā)起攻擊來推進目標前線。

Defend Front:?like Advance Front except the General never advances, instead focusing only on intercepting and repelling enemy forces
防御前線:與推進前線類似,但將軍不會前進,而只專注于攔截和擊退敵軍。


These orders may end up executed in different ways depending on the General's Traits, resulting in different troop compositions and battle conditions during the operations. For example, a Reckless General may provide his Battalions with increased Offense during advances, but fewer of his casualties taken will recover after the battle. Further, his recklessness may lead to making a Risky Maneuver during a battle, which could prove a brilliant or catastrophic move. If you want to play it safer you could assign a Cautious but well-supplied General to a frontline, even though that may be less prestigious.

根據(jù)將軍的特質(zhì),這些命令最終可能會以不同的方式執(zhí)行,從而導(dǎo)致作戰(zhàn)期間出現(xiàn)不同的部隊構(gòu)成和作戰(zhàn)條件。例如,一個魯莽的將軍可能會在推進中讓他的營更多發(fā)起進攻,但在戰(zhàn)斗結(jié)束后,他可回復(fù)的傷亡人數(shù)會減少。此外,他的魯莽可能會導(dǎo)致在戰(zhàn)斗中采取冒險的策略,這可能是一場輝煌或災(zāi)難性的行動。如果玩家想打得更穩(wěn)健,可以指派一名謹慎但補給充足的將軍到前線,盡管那樣做可能不那么有威望。


Generals charged with advancing a Front will favor marching towards and conquering states marked as war goals, but their route there may be more or less circuitous depending on how the war is progressing and possibly other factors such as the local terrain. Other such designated priority targets, which the player could set themselves to alter the flow of battle, is a feature we're looking into adding to represent strategies and events such as General Sherman's march to the sea. This is not currently in the game but is something we think would add an interesting dimension to the strategic gameplay, so something like this is likely to make its way in sooner or later!

負責(zé)推進前線的將軍們,傾向于向被標記為戰(zhàn)爭目標的地區(qū)進軍并征服這些地區(qū),但他們采用的路線可能會或多或少地迂回,這取決于戰(zhàn)爭的進展情況,以及包括當(dāng)?shù)氐匦卧趦?nèi)的其它可能因素。其它類似于指定優(yōu)先目標等能讓玩家可以自行設(shè)置以改變戰(zhàn)斗流向的功能,我們目前還在研究添加,用于表示如“謝爾曼將軍向海洋進軍”這樣的戰(zhàn)略和事件。該功能目前沒有實裝在游戲中,但我們認為這能給戰(zhàn)略游戲增加一個有趣的層面,故而像這樣的內(nèi)容很可能遲早實裝的!


Fronts targeted to Advance or Defend can also be a Front belonging to a co-belligerent, as long as you can reach it by land or sea. For example, if Prussia supports Finland in a war of independence against Russia, they could send one or two Generals to advance their own Front against Russia and another to help defend the Finnish-Russian Front, ensuring Finland can stay in the war for as long as possible while simultaneously striking at Russia's own war support. To do so it needs to send its troops helping Finland across the Baltic, which require naval support we will learn more about next week.

以推進或防御為目標的前線也可以是屬于參戰(zhàn)友國的前線,只要玩家能通過陸路或海路到達該處。例如,如果普魯士支持芬蘭對抗俄羅斯的獨立戰(zhàn)爭,他們可以派一兩名將軍推進自己對俄羅斯的前線,另一名將軍幫助防御芬蘭-俄羅斯前線,確保芬蘭能夠在盡可能長的時間內(nèi)參與戰(zhàn)爭,同時打擊俄羅斯本國的戰(zhàn)爭支持度。要做到這一點,就需要派遣軍隊幫助芬蘭越過波羅的海,這需要海軍的支持,我們將在下周了解更多相關(guān)內(nèi)容。


Generals cannot be given Orders unless they are Mobilizing. In peacetime, all Generals will be demobilized, doing whatever it is 19th Century Generals do in peacetime (probably drink copious amounts of wine, have sordid affairs, and plot against their governments) while their troops are on standby doing occasional drills to keep readiness up. As soon as a Diplomatic Play starts, and for as long as the country is at war after that, players have the option to Mobilize any and all of their Generals, which will increase the consumption of military buildings (guns, ammo, artillery, etc) and start the process of getting that General's troops ready for frontline action. The speed by which troops are readied is dependent on the Infrastructure in their local state, so high-infrastructure states can mobilize many more troops quickly while low-infrastructure, rural states might take much longer to gather and organize a lot of manpower.

將軍們除非處于動員Mobilizing,否則不能被下達命令。在和平時期,所有將軍都將被遣散,做19世紀的將軍在和平時期所做的任何事情(可能會大量飲酒、搞骯臟勾當(dāng)、密謀反對他們的政府),而與此同時他們的軍隊則在待命,偶爾進行演習(xí)以保持準備狀態(tài)。一旦一場外交博弈開始,并且國家在之后處于戰(zhàn)爭狀態(tài),玩家們可以選擇動員他們的任何將軍,這將增加軍事建筑(槍支、彈藥、大炮等)的消耗,并開始讓將軍的部隊為前線行動做好準備。軍隊做好準備的速度取決于當(dāng)?shù)氐幕A(chǔ)設(shè)施,因此基礎(chǔ)設(shè)施等級高的地區(qū)可以快速動員更多的軍隊,而基礎(chǔ)設(shè)施等級低的鄉(xiāng)村地區(qū)可能需要更長的時間來召集和組織好大量人力。


This means when you choose to start mobilizing, and how many Generals and Battalions you choose to mobilize, will matter a lot to your initial success in the war - and as everyone knows, the first few battles could well prove decisive if the other party is taken by surprise. The magnitude of mobilization becomes immediately visible to the other participants in a Diplomatic Play as soon as the decision is taken. Choosing to mobilize big and early in a Diplomatic Play tells the other participants two things: one, you're serious, and two, you're hedging your bets that this won't end peacefully. This in turn can trigger a cascade of mobilizations, and before you know it, a peaceful solution is no longer on the table. Choosing to hold off on mobilization until late means you save precious money and lives until it's needed, but may cost you the war if that's what it comes down to.

這意味你選擇開始動員的時間,以及你選擇動員的將領(lǐng)與營的數(shù)量,將會對戰(zhàn)爭初期的勝利有很大影響——眾所周知,如果出其不意,前幾場戰(zhàn)斗很可能會是決定性的。一旦做出決定,參與外交博弈的其他國家可以立即看見動員的規(guī)模。選擇在外交博弈的早期階段進行大規(guī)模動員向其他國家表明了兩條訊息:其一,你是認真的;其二,你賭這一切不會和平結(jié)束。這反過來可能引發(fā)一連串的動員,并且在你意識到之前,和平解決就不再是一條可行方案了。選擇將動員推遲到很晚意味著你能在需要之前節(jié)省下寶貴的金錢和生命,但最終的代價很可能是失掉整場戰(zhàn)爭。


Mobilized Generals cannot be demobilized until the war is over. Once you've committed your troops to the war, they expect to be in the field and well-supplied until a peace is signed. If getting what you want out of a war takes a long time, your expenses may eventually begin to exceed the value of the potential prize.

已經(jīng)動員的將領(lǐng)不能再被解除動員,直到戰(zhàn)爭結(jié)束。一旦你將軍隊投入到戰(zhàn)爭中,他們就會期望在戰(zhàn)場上得到充分的補給,直到簽署和平條約。如果取得你想要的東西的戰(zhàn)爭時間過長,你的花費最終會比潛在的戰(zhàn)利品價值更大。


In-progress artistic mockup of an Army overview, listing all your Generals with shortcut actions. In this case only General Long-Name has been mobilized (activated), preparing his men to go to the front at the expense of increased goods consumption and attrition.

正在制作的軍隊概覽的美工草稿,列出了你所有的將軍和快捷行動。在這種情況下只有“名字很長將軍”已經(jīng)被動員(激活),準備讓他的軍隊以增加貨物消耗和減員的代價上前線。


Your land army is composed of Battalions, which are groups of 1000 Workforce with Servicemen or Officer Professions. Like all other Pops these work in Buildings, in this case either Barracks or Conscription Centers. The difference between these are that Barracks are constructed manually and house the country's standing army, which are considered permanent troops, while Conscription Centers are activated as-needed during a Diplomatic Play or War and recruit civilians into temporary military service. In addition Barracks have a wider selection of Production Methods to choose from, particularly high-tech late-game Production Methods. How your army is divided between professional and conscripted soldiers depends on your Army Model Law, which we will cover in more detail in a few weeks.

你的陸軍由營Battalions組成,營由1000名軍人或者軍官的勞動力組成。就像其他在建筑中工作的Pops一樣,這種情況下勞動力要么是來源于軍營Barracks,要么是來源于征募中心Conscription Centers。兩種建筑的不同之處在于軍營是人為修建,住著國家的常備軍,常備軍被視為永久軍隊,而征募中心在外交博弈或者戰(zhàn)爭中根據(jù)需要啟用,來招募平民臨時服兵役。另外軍營有更多的生產(chǎn)方式可以選擇,尤其是游戲后期高科技的生產(chǎn)方式。你的軍隊如何在職業(yè)軍人和應(yīng)征士兵之間進行劃分,取決于你的軍隊模范法Army Model Law,我們將在幾周內(nèi)詳細介紹。


The Production Methods in these two buildings work like other Production Methods do: they employ Pops of certain Professions, and consume goods to provide a set of effects. In this case they employ Servicemen and Officers in proportions depending on your organization style, consume a number of military goods, and in return provide Battalions with different combat statistics such as Offense (indicating how useful they are during an advance) and Defense (indicating how useful they are when defending against an advance).

在這兩種建筑中的生產(chǎn)方式和其他生產(chǎn)方式類似:他們雇傭特定職業(yè)的人口,并且消耗商品來提供一系列效果。在此處他們根據(jù)你的組織形式按比例雇傭軍人和軍官,消耗一定數(shù)量的軍需用品,并為各營提供不同的戰(zhàn)斗數(shù)據(jù),如進攻(表明他們在推進時中的作用)和防御(表明他們在防御敵方推進時的作用)。


Since military buildings work according to the same logic as other buildings, such as factories and plantations, all core mechanics such as Market Access, Goods Shortages, Qualifications, etcetera apply to them in exactly the same way. If one of your Barracks' Battalions are supported by Armored Divisions but you cannot supply it with enough Tanks, recruitment will slow down to painful levels and both Offense and Defense will suffer. If you don't have enough qualifying Officers the number of Battalions the building can actually create will be throttled. Just because you have researched a new type of artillery piece or a more efficient way of organizing your army doesn't mean you'll be ready to modernize straight away, and if your local infrastructure suffers the acquisition cost for the requisite goods could reach astronomical levels.

因為軍事建筑和其他建筑,如工廠和種植園,都按照相同的邏輯運行,所有的核心機制如市場接入度、貨物短缺、資格等等都以相同的方式適用。如果你的一個軍營的營由裝甲部隊支撐,但你卻不能為他們提供足夠的坦克,征兵速度會降到令人痛苦的程度,并且進攻和防御都會受到影響。如果你沒有足夠多有資格的軍官,建筑能夠?qū)嶋H建立的營將會被限制。僅僅因為你研究出一種新型火炮或者一種更有效率的組織形式,并不意味著你能夠準備好立即將軍隊現(xiàn)代化,如果當(dāng)?shù)氐幕A(chǔ)設(shè)施建設(shè)受損,采購這些設(shè)備的成本可能達到天文數(shù)字。


Upgrades to Production Methods in military buildings take considerable time to take effect. While any goods consumption changes happen immediately, improvements to combat effectiveness takes some time to realize. Keeping military spending low during peacetime by reverting your military to pre-Napoleonic warfare doctrines might be pleasant for your treasury but less great for both your war readiness and Prestige, the latter which is directly impacted both by how large and how advanced your army is.

在軍營中升級生產(chǎn)方式需要相當(dāng)長的時間生效。雖然任何貨物消耗會立即發(fā)生改變,但戰(zhàn)斗力提升需要一段時間來實現(xiàn)。在和平時期保持低的軍事開支,將你的軍隊恢復(fù)到拿破侖時代以前的戰(zhàn)爭理論,這對你的財政來說可能是令人愉快的,但對你的戰(zhàn)爭準備和威望來說卻不是那么好,后者直接受到你的軍隊規(guī)模和先進程度的影響。


In-progress artistic mockup of a Battalion/Garrison-focused list. Illustrations are selected for a collection of similar Battalions based on dominant Battalion culture (defined by the Pops in the military building) and tech level (defined by the Production Methods in use in?the military building). Collections can be expanded to display the full list. From there the player can click through from a given Battalion to the military building supporting it.

正在制作的營/駐軍列表的美工草稿,插圖的生成基于按主要文化(由軍事建筑中的Pops決定)和科技水平(由軍事建筑中的生產(chǎn)方式?jīng)Q定)集合的相似的營。集合可以展開顯示完整列表。玩家可以點擊一個特定的營查看支持這個營的軍事建筑。


All this leads us to Battles. Advancing Generals will eventually gather enough troops to launch an attack into one of the enemy-controlled provinces along the Front, which will be intercepted by defending troops and possibly an enemy General. In short, a battle then takes place over some number of days until one force has taken enough casualties and morale damage to retreat. We will go over in more detail how battles play out in a future diary, but suffice to say for now that a bunch of Battalions go in along with a number of different combat-related stats and conditions, some of them related to the General and their troops, others due to conditions like province terrain and chance. If the advancing side wins, they capture a number of provinces depending on how large their win was, what sort of technology they use, how dispersed or concentrated the enemy forces are across the region, and so on. If the defending side wins, they repel the advancers and will likely be able to launch their counter-attack at a nice advantage.

所有這些都歸結(jié)到我們的戰(zhàn)斗中去。推進的將軍們最終會集結(jié)足夠的部隊,向戰(zhàn)線沿線上敵方控制的省份之一發(fā)動進攻,這將被防守部隊和可能的敵方將軍攔截。簡而言之,一場戰(zhàn)斗將在若干天內(nèi)發(fā)生,直到一支部隊遭受足夠的傷亡和士氣損失而撤退。我們將在未來的日志中更詳細地介紹戰(zhàn)斗是如何進行的,但現(xiàn)在只需要說,一堆營部隊進入戰(zhàn)斗,帶有一些不同的、與戰(zhàn)斗相關(guān)的狀況和條件,其中一些狀態(tài)和條件與將軍及其部隊有關(guān),其他則是與省份內(nèi)的地形和機會等狀況有關(guān)。如果推進的一方獲勝,他們會奪取一定數(shù)量的省份,這取決于他們的勝利規(guī)模有多大、他們使用什么樣的科技、敵人的部隊在整個地區(qū)的分散或集中程度如何,等等。如果防守方獲勝,他們就會擊退推進方,并有可能取得良好優(yōu)勢來發(fā)起反擊。


An item of note here is that just because one General might command 100 Battalions while the other side's General might only command 20 does not mean every battle outcome on this Front is predetermined. A single Front can cover a large stretch of land and just because a General with 100 Battalions is "on a Front" does not mean they travel with 100,000 individuals in their encampment; those Battalions are considered to be spread out, simultaneously planning their next advance while intercepting enemy advances, and as such the force size each side in the battle can bring to bear may vary. Furthermore, Battalions under the command of other friendly Generals on the same Front may be temporarily borrowed for a certain battle, and even Battalions without mobilized Generals (considered part of the region's Garrison) can be used to defend against incursions. However, Battalions not under the direct command of the General in charge of the battle do not gain the benefit of his Traits.

這里需要注意的是,一個將軍可能指揮了100個營,而另一方的將軍可能只指揮了20個營,但這并不意味著這條戰(zhàn)線上的每場戰(zhàn)斗結(jié)果都是預(yù)先確定的。一條戰(zhàn)線可以覆蓋一大片土地,一個擁有100個營的將軍“在一條戰(zhàn)線上”并不意味著他們的營地里有10萬人;這些營被認為是分散開的,同時地計劃他們的下一步行動,并攔截敵人的推進。因此,戰(zhàn)斗中的每一方所能帶來的力量大小可能存在各種差異。此外,同一戰(zhàn)線的其他友軍將軍所指揮的營可以暫時借用來進行某場戰(zhàn)斗,甚至沒有動員的將軍的營(被認為是該地區(qū)駐軍的一部分)也可以用來抵御入侵。然而,不處于負責(zé)戰(zhàn)斗的將軍直接指揮下的營,將不會獲得將軍特質(zhì)的增益。


This variable sizing of battles, particularly when combined with mobilization costs, counteracts the otherwise dominant strategy of "doomstacking" and make wars feel more like a tug-of-war than a race. Each side can choose to either try to gain marginal advantage over the other on the cheap, or spare no expense to increase their chances for an expedient victory, with any position on this spectrum being a valid option in different situations.

戰(zhàn)斗規(guī)模的可變性,特別是當(dāng)與動員花費相結(jié)合時,抵消了原本占主導(dǎo)地位一方的“All-in/終局堆疊”策略,使戰(zhàn)爭感覺更像是一場拉鋸戰(zhàn),而不是一場競賽。每一方都可以選擇,要么在低成本的情況下獲得針對敵方的邊際優(yōu)勢,要么不惜一切代價來增加他們速勝的機會,在不同的情況下,這個光譜上的任何位置都是有效的選擇。


We'll get deeper into some of the combat statistics that go into resolving a battle in a few weeks when we explore military buildings in more detail, and we will talk more about how Battles play out and look on the map in a diary a little further down the line. We're anxious to show them to you, but need to give these visuals a little more attention first!

幾周后,當(dāng)我們更詳細地探討軍事建筑時,我們將更深入地了解結(jié)算戰(zhàn)斗相關(guān)的一些戰(zhàn)斗數(shù)據(jù),我們將在后續(xù)的日志中更多地討論戰(zhàn)斗是如何進行的,以及在地圖上是如何展現(xiàn)的。我們很急切地想向大家展示這些內(nèi)容,但首先還是需要對這些可視層面的內(nèi)容給予更多的關(guān)注!


That's land warfare in a nutshell. In the two upcoming dev diaries we will go over the major role that navies play in this system as well as the economic and human costs of war, which are closely interrelated. For now I want to close by saying that we appreciate your patience in waiting for details on warfare mechanics! The reasons for why we've chosen to diverge so far from the classic GSG military formula would be hard to grasp until you've seen how the different economic, political, and diplomatic systems function.

這就是陸戰(zhàn)的概況。在接下來的兩篇開發(fā)日志中,我們將討論海軍在這個系統(tǒng)中發(fā)揮的主要作用,以及戰(zhàn)爭的經(jīng)濟和人力成本,這些都是密切相互關(guān)聯(lián)的。最后我想說的是,我們感謝你耐心等待戰(zhàn)爭機制的細節(jié)!畢竟我們?yōu)楹我x擇與經(jīng)典大戰(zhàn)略游戲不同的軍事系統(tǒng),這個原因在你看到不同的經(jīng)濟、政治和外交系統(tǒng)是如何運作的之前是很難理解的。


Next week we will talk more about warfare mechanics as we get into how your navy plays into all this. Until then!

下周我們將討論更多關(guān)于戰(zhàn)爭機制的話題,聊聊你的海軍如何在這些方面發(fā)揮作用。到時候再見!



翻譯:萊恩希德公爵 AntiAccess 黑夜龍人 口袋姚怪 鏗爾舍瑟

校對:三等文官猹中堂


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維多利亞3開發(fā)日志#23 | 11/11 前線與將軍(第二部分)的評論 (共 條)

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