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十字軍之王3開(kāi)發(fā)日志#53 | 3/23 北境群雄內(nèi)容簡(jiǎn)述(第一部分)

2021-04-24 16:44 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Crusader Kings 3 Dev Diary #53 - Northern Lords Content Rundown (Part-1)

Wokeg, Juniorest Content Designer


Welcome comrades, to a very odd diary for me to be writing!

同志們好,這篇日志由我來(lái)寫(xiě)可真感覺(jué)有點(diǎn)奇怪!


Today, we're going to be taking a look at what new scripted content we've added for CK3: the Northern Lords, and, since it's been out and playable for a week, I thought it'd be fun to go a little bit into some of the design rationales we had and my personal perspective on some of the feedback so far.

今天,我們來(lái)看一看在CK的北境群雄Northern Lordsd中,我們所新增的腳本編寫(xiě)內(nèi)容。既然新DLC已經(jīng)發(fā)布了一周了,我想稍微講講我們的一些設(shè)計(jì)理念,以及我個(gè)人對(duì)目前一些反饋的看法。



Writing for the Vikings

為維京人而寫(xiě)


Tackling the Norse was always going to be an interesting affair, since, mechanically, they're pretty well covered for many things already, though most especially warfare and raiding.

改動(dòng)諾斯人的內(nèi)容總是一件有趣的事情,畢竟游戲中已經(jīng)有很多內(nèi)容覆蓋到他們了,尤其是關(guān)于戰(zhàn)爭(zhēng)與劫掠的機(jī)制。


Accordingly, this meant that, for this flavour pack, we needed to try and dive more into the daily lives of rural Scandinavians. Other than raiding and reaving across the waterways of the world, what did they get up to? What were their folk beliefs? How did they raise their children? What might you find happening on a lazy summer afternoon at a remote Nordic court?

也就是說(shuō),在這個(gè)風(fēng)味包中,我們需要去多做嘗試,挖掘斯堪的納維亞鄉(xiāng)野日常生活的方方面面。除了劫掠遍全世界以外,他們還會(huì)干些什么?他們民眾信什么?他們?cè)趺窗押⒆羽B(yǎng)大?在某個(gè)慵懶夏日午后的諾斯宮廷中,他們又會(huì)在干些什么?


In short, how could we make tribal North Germanics come alive in ways other than running an efficient kleptocracy?

簡(jiǎn)而言之,除了養(yǎng)出一群腦滿腸肥的貴族以外,我們還有沒(méi)有其它的辦法,能讓北部日耳曼人的部落活靈活現(xiàn)起來(lái)?


Initially, we had intended to keep the focus tightly wrapped to rural Scandinavia, but the more reading and research that was done, the more it became apparent that we were going to have to tackle the Scandinavian colonies and adventurer realms elsewhere. Just as long as we kept everything mostly historically plausible, staying within feasibility as much as we could.

起初,我們打算僅僅把重點(diǎn)圍繞在斯堪的納維亞的農(nóng)村。但是我們讀得越多、研究越多,就越覺(jué)得需要改動(dòng)一下其他地方的斯堪的納維亞殖民地以及冒險(xiǎn)者所建立的王國(guó)。我們既要確保大多數(shù)內(nèi)容的歷史真實(shí)性,也要盡可能保持在可行性的范圍之內(nèi)。


With some exce-*cough*Mann*cough*-ptions.

尊重歷史,某些東西——咳咳*馬恩島*咳咳——除外。



Raid-Trade Events

劫掠/貿(mào)易事件


When leading raiding expeditions, rulers with the longboats innovation may occasionally get events allowing them to stop and trade with the locals. This gives them some loot, and a ceasefire with their target (or their target's liege) if accepted.

在領(lǐng)導(dǎo)劫掠探險(xiǎn)的時(shí)候,擁有“長(zhǎng)船”發(fā)明的統(tǒng)治者有時(shí)會(huì)發(fā)生事件,可以讓他們停止劫掠,與當(dāng)?shù)厝碎_(kāi)展貿(mào)易。如果對(duì)方接受,就可以獲得一些戰(zhàn)利品,同時(shí)與目標(biāo)(或者目標(biāo)的領(lǐng)主)達(dá)成停戰(zhàn)協(xié)議。


劫掠還是貿(mào)易?
正當(dāng)我和部隊(duì)準(zhǔn)備要洗劫西弗里斯蘭這片土地時(shí),我們第一批探子回來(lái)稟報(bào)了。
看來(lái)當(dāng)?shù)氐某擎?zhèn)很富足,但很多地方都嚴(yán)防死守著,我們很可能還沒(méi)攻破那些富得流油的目標(biāo),就被報(bào)復(fù)的軍隊(duì)打得措手不及。
但我們并沒(méi)有一敗涂地:高超劫掠的精髓就在于抓住機(jī)遇,我們或許可以籌劃貿(mào)易,收取貢賦,以換取我們的收兵。
- 或許當(dāng)?shù)氐难艩枙?huì)乖乖聽(tīng)話?
- 與統(tǒng)治此處的國(guó)王停戰(zhàn)將會(huì)彌足珍貴……
- 經(jīng)商確實(shí)可能賺錢(qián)。但是我還是喜歡搶的。
- 哪樣的懦夫不靠掠劫賺錢(qián)?軍隊(duì)一律不得經(jīng)商!


We added this because we were quite keen on showing that, for all that they raided extensively, the Norse were just as often traders as looters. That said, keen-eyed observers will note that much weaker holdings are always raided, with only holdings that are a significant challenge for the raiding army potentially getting the softer option.

我們之所以新增了這個(gè)事件,是因?yàn)橄氡憩F(xiàn)出諾斯人在經(jīng)商方面和劫掠一樣頻繁。觀察敏銳的讀者就能注意到,防御薄弱的地產(chǎn)一定是會(huì)被劫掠的,只有搶起來(lái)有些難度的地產(chǎn)才有可能選擇更輕柔的選項(xiàng)。


The Norse may have traded almost as often as they raided, but either choice was fundamentally motivated by practicality, not ethics.

諾斯人的貿(mào)易和劫掠的頻率或許大致相符,但是無(wú)論他們做出哪種選擇,都是處于功利的考慮,而不是為了良心。


Retrospective
回顧

These were scripted early and intended to be something of a minor feature, just adding a little extra depth and flavour to Norse raiding. I really didn't anticipate how much both QA and the public would enjoy getting more complex raiding options, though, and if I could go back and expand on any one feature, man, this’d be it.
前面這些早期就寫(xiě)好了腳本,準(zhǔn)備作為比較次要的特性來(lái)放出,只是為了給諾斯人的劫掠增加一點(diǎn)點(diǎn)深度和趣味。我真的不知道QA和大家是否會(huì)喜歡這種更加復(fù)雜一點(diǎn)的劫掠選項(xiàng)。不過(guò)如果我能穿越到過(guò)去,選擇一個(gè)特性去擴(kuò)展一下的話,那就是這些內(nèi)容了!



Scandinavian Adventurer System

斯堪的納維亞冒險(xiǎn)者系統(tǒng)


One thing that the Swedish AI really, really loves to do in the base title is collect holiday homes. Ireland, France, Spain, Sardinia, Stoke-on-Trent… if it's vaguely near a coast, Sweden wants a piece of that action. Preferably just a small piece. For the collection.

原版游戲中瑞典的AI有一件事情真的非常、非常喜歡去做:那就是四處收集度假屋。愛(ài)爾蘭、法蘭西、西班牙、薩丁尼亞、特倫河畔斯托克……凡是靠海的地,瑞典人都要插上一腳,打一兩塊地下來(lái)。簡(jiǎn)直就像是在收集一樣。


We wanted to improve on that by giving a more guided experience for Scandinavian expansion during the Viking Age, something aesthetically pleasing that models historical paths of expansion.

我們想要改進(jìn)一下這一點(diǎn),為維京時(shí)代的斯堪的納維亞人擴(kuò)張?jiān)黾右稽c(diǎn)引導(dǎo)。既要讓版圖上看起來(lái)美觀,又要符合歷史上他們擴(kuò)張的道路。


Thus: the Scandinavian Adventurer system.

于是,就有了斯堪的納維亞冒險(xiǎn)者系統(tǒng)。


正在抵御北民之軍的Guer?er雅爾,在北民之軍征服康諾特公爵領(lǐng)的戰(zhàn)爭(zhēng)。


As lords in Scandinavia lose their last holding, they're added to a pile of other such rulers, from which we select someone every X years. Then, looking down a list of major areas of Norse colonial interest (two lists, technically: one for the west, one for the east), we check to see how the Norse are doing. If we find somewhere in the lists where the Norse presence is either gone or else negligible, we grab one of our landless Scandinavian warlords and send them off to conquer anew.

當(dāng)斯堪的納維亞的領(lǐng)主失去最后一塊地產(chǎn)的時(shí)候,他們就會(huì)進(jìn)入一個(gè)統(tǒng)治者池里。我們每X年會(huì)在池子里抽一個(gè)人,然后檢視諾斯人有興趣建立殖民地的主要區(qū)域的列表(一共有兩個(gè)列表:西邊一個(gè)、東邊一個(gè)),看看諾斯人的總體形勢(shì)如何。如果我們?cè)诹斜碇邪l(fā)現(xiàn)有地方,諾斯人完全或幾乎消失了,或者消失了,我們就會(huì)研究決定抓出一個(gè)無(wú)地的斯堪的納維亞領(lǐng)主,讓他去把那個(gè)地方給征服了。


The intent here was to make something that meant you couldn't simply push the Norse out of a certain area and assume they'd stay out, whilst not ending up with tiny Norwegian, Swedish, and Danish exclaves scattered across the world. Instead, we get lots of minor/moderate Scandinavian adventurers, raiding and attacking opportunistically in their areas of interest, and generally harrying people as small bandit lordships till the Viking Age passes and things begin to calm down.

這里的目的就是,讓諾斯人不能從某個(gè)地區(qū)被輕易地趕走而回不去,同時(shí)也不讓挪威人、瑞典人、丹麥人的飛地飛得全世界到處都是。因此,我們選出大量的中小規(guī)模的斯堪的納維亞冒險(xiǎn)者,投機(jī)地劫掠和進(jìn)攻有興趣的地區(qū),像小土匪頭子一樣反復(fù)騷擾,直到維京時(shí)代結(jié)束才會(huì)平息下來(lái)。


Fun fact: the Apocalyptic Scandinavian Adventurers game rule setting was initially just for testing purposes. I left it in for a bit of fun, but QA kept coming back after playtesting and telling us how it wasn't truly apocalyptic enough, and how they expected more, and worse, etc., etc. So uhhh, that's how we got to have several perfectly sane settings and one that leads to mass border-gore and terrifying Viking emigres marauding across Europe.

說(shuō)個(gè)笑話:斯堪的納維亞冒險(xiǎn)者的末日Apocalyptic難度最初只是為了測(cè)試用的。我把它保留下來(lái)只是為了好玩,但是QA的測(cè)試員跟我們說(shuō),試玩以后感覺(jué)真的還不夠末日,難度還可以更高更難等等。所以除了一些正常向的設(shè)定之外,最后一項(xiàng)設(shè)定就是會(huì)讓版圖變得亂七八糟,而可怕的維京流民會(huì)在歐洲各處燒殺搶掠。


The Scandinavian Adventurers system also includes various other minor mixed mechanics; there's the attached decision for rulers to go native (though they'll still count as vikings for the purposes of the system, at least till they die), special exceptions to ensure famous vikings get booted up the list if they lose their last county unexpectedly (looking at you, Haesteinn, you terrifying old man), and an auto-grabber that checks for Rollo & Ubbe after a certain period and, if they’re not tied down, throws them out in the world to go a-conquering.

斯堪的納維亞冒險(xiǎn)者系統(tǒng)還包括了各種其他小機(jī)制:有一項(xiàng)決議可以讓統(tǒng)治者轉(zhuǎn)為本地文化(但是在系統(tǒng)里他們還是算作維京人,至少直到他們?nèi)ナ罏橹梗?。還有一些特殊的例外設(shè)定,讓著名的維京人在不小心失去最后一塊伯爵領(lǐng)之后,可以進(jìn)入列表之中(說(shuō)的就是你,南特的哈爾斯坦因),還有一個(gè)自動(dòng)檢查機(jī)制,會(huì)在某時(shí)期之后去尋找羅洛和烏貝,如果他們沒(méi)地的話就丟到世界里去開(kāi)始征服。


Last but not least, the weighting system for selecting adventurers also prioritises player relations, meaning that, if you’re playing within Scandinavia and throw a rival out of their lands entirely, you may not have quite seen the last of 'em...

最后,選擇冒險(xiǎn)者的權(quán)重系統(tǒng)還會(huì)優(yōu)先考慮玩家的關(guān)系,也就是說(shuō),如果你在游玩斯堪的納維亞角色,把某個(gè)宿敵從他們的地盤(pán)上趕跑了,他們還有東山再起的機(jī)會(huì)……


Retrospective
回顧

If I could pick any one thing to change about this? The name. Having two separate, but related, adventurer systems was not the smartest idea. Not so bad from a player's perspective, as all the adventurers just blend together, but having to specify which type of adventurer you mean when designing is just a little annoying

如果我能再做一點(diǎn)修改的話?那就是名字了。我們現(xiàn)在有兩個(gè)不同的、卻彼此相關(guān)的冒險(xiǎn)者系統(tǒng),這個(gè)就真的有點(diǎn)蠢。雖然從玩家的角度上來(lái)看,反正都是冒險(xiǎn)者嗎,也無(wú)所謂啦。但是在我們?cè)O(shè)計(jì)的時(shí)候還是得要區(qū)分出具體是哪一種冒險(xiǎn)者,那還是挺麻煩的了。

It could also do with a little more variety in attack date, and perhaps feed notifications for visibility. Maybe someday.
另外,這個(gè)系統(tǒng)能還可以在攻擊日期上作出更多變化,進(jìn)行更多的信息反饋等等?;蛟S下次一定吧。



Yearly Events

年度事件


The Northern Lords includes a little over 40 mixed yearly events, reflecting a broad cocktail of Scandinavian living: rural mythologising, child-rearing, the impact of raids and slave-taking, and aspects of performative Norse honour like nithings and shieldmaidens. We’ve got holmgangs and hofs, whales and warriors, conversions and curses, all trying to approach different core and esoteric aspects of Nordic life.

北境群雄Northern Lords包含了四十多個(gè)年度事件,廣泛地反映了斯堪的納維亞人生活的細(xì)枝末節(jié):鄉(xiāng)野神話、養(yǎng)育兒童、搶劫財(cái)物和奴隸,還有獸頭棒、盾女這樣表演性質(zhì)的諾斯榮譽(yù)。我們還有荒島決斗、異教神殿、鯨魚(yú)與勇士、皈依和詛咒——所有這一切都是為了更加接近諾斯生活的不同內(nèi)核與小眾方面。


生死攸關(guān)
我的兩位勇士,安德列斯和哈拉尼,之間的爭(zhēng)執(zhí)最近急劇升溫了。他們似乎開(kāi)始無(wú)端互相侮辱,而安德列斯把哈拉尼說(shuō)成山羊和喝酒用的角,侮辱性極強(qiáng)。
現(xiàn)在,兩位冠軍公開(kāi)互相提出了荒島決斗。決斗本身肯定很戲劇性,但是他們既然是宣誓為我家族效忠,需要我點(diǎn)頭允許這場(chǎng)決斗。
- 圖樣圖森破!我禁止決斗!
- 好啊,我賭安德列斯贏。
- 無(wú)論怎么樣我都押哈拉尼。
- 他們想打就打吧。


Part of the reason for focusing on small-scale rural living was to try and promote a feeling of being a down-to-earth lordling at the edge of the world, dealing with concerns both petty and practical. Sure, you need to go out raiding and bring back loot for your capital, but you’ve also got to deal with tensions between your elite warrior class and the freeholder farmers that work the land whilst you're gone, or the monsters that the smallfolk tell themselves stalk the forests at night...

之所以專注于小規(guī)模鄉(xiāng)村生活,部分原因是試圖在世界邊緣之地營(yíng)造出接地氣的貴族感覺(jué):既要解決瑣碎問(wèn)題,又要處理實(shí)際問(wèn)題。你白天要外出掠奪金錢(qián),晚上還要應(yīng)對(duì)某精英戰(zhàn)士和某自耕農(nóng)之間的矛盾,又或者是某個(gè)小民說(shuō)夜晚森林里有跟蹤他的怪物……


在世界深處:肆虐的死亡
我們向前走去時(shí),樹(shù)林里輕輕地竊竊私語(yǔ),給予我那一小群仆從緊緊的、陰暗的擁抱。我覺(jué)得這只是風(fēng),但有人說(shuō)巨魔獨(dú)自一人時(shí)會(huì)像風(fēng)一樣唱歌……
在這個(gè)空地附近發(fā)生了幾起失蹤事件,很可能成為了野獸的營(yíng)地。至少,當(dāng)?shù)厝耸沁@么說(shuō)的。
寂靜被打破了——巨人般狂暴的駝鹿突然沖向了現(xiàn)場(chǎng),有常人兩倍身高,鼻孔充滿了泡沫和憤怒。不是巨魔,而是我們的獵物!
- 去死吧,怪物!
- 弱點(diǎn)在脖子!準(zhǔn)備長(zhǎng)矛和弓箭!
- 我軍敗了我軍敗了快跑啊——!


Into this, we added a mix of historically-inspired events (like an explorer fresh from the depths of the Atlantic), relatable life events (I know I can empathise with struggling to stay awake at a meeting that's running too long), and some experimental events (like the nithing pole whodunnit).

為此,我們添加了一些由史詩(shī)啟發(fā)的事件(例如由大西洋深處而來(lái)的探險(xiǎn)家)、生活中可以感同身受的事件(開(kāi)長(zhǎng)會(huì)的時(shí)候累到睡著的感覺(jué)我太理解了),以及一些實(shí)驗(yàn)性事件(例如“ 獸頭棒殺人事件”)。


受詛咒者
因吉瑪沉默不語(yǔ),看著我我在他住宿對(duì)面的馬皮圖騰周?chē)獠?,在各個(gè)角度進(jìn)行了檢查。 他說(shuō)的沒(méi)錯(cuò),這絕對(duì)是獸頭棒,威脅著他的生命的強(qiáng)大詛咒。
刻在其柄上的符文形狀較差,浸滿學(xué)子,顯然是一個(gè)業(yè)余巫師的標(biāo)志。詛咒上的文字講的是自恃甚高或令人恐懼的想象,結(jié)尾講述了以因吉瑪?shù)亩蜻\(yùn)。
我們沒(méi)有目擊者,除了獸頭棒也沒(méi)有任何證據(jù)。
- 肯定是格里馬!
- 也許是……因格菲?
- 皮歐姆多,有可能。
- 因吉瑪,你看不出來(lái)這是你自己心里有鬼嗎?



Jomsvikings

約姆斯維京人


As an unreformed holy order that's uniquely much easier to found than usual (and which happens automagically even if no characters gets around to such), the Jomsvikings offer some interesting benefits to both their founder (including an event army) and to Norse pagans as a whole.

約姆斯維京人是一個(gè)未改革宗教的騎士團(tuán),比一般騎士團(tuán)更容易創(chuàng)建(即使沒(méi)有人物觸發(fā),它也會(huì)神奇地自動(dòng)創(chuàng)建),會(huì)為創(chuàng)始人以及全體諾斯原始宗教提供有趣的增益(包括火星軍)。


To balance that, we wanted the Jomsvikings to be, basically, bastards.

為了平衡,我們想讓約姆斯維京人,基本上,是一群混蛋。


上古眾神之怒
災(zāi)難! 約姆斯維京人的大團(tuán)長(zhǎng)果姆德?tīng)枌?duì)迪特馬爾申進(jìn)行了閃電般的襲擊,威脅要燒掉一半的鄉(xiāng)鎮(zhèn)!
原教旨主義的阿薩神族信仰者還大言不慚地認(rèn)為,基督教對(duì)他們的生活方式構(gòu)成威脅。他們不僅掠奪錢(qián)財(cái),還屠殺神父,焚燒教堂,并以他們的假神之名大喊著血腥謀殺。
沒(méi)有時(shí)間來(lái)召集軍隊(duì)了!我可以動(dòng)用已有的任何力量進(jìn)行打擊,或者可以忍到它們離開(kāi)。
- 所有人,武裝起來(lái)!
- 也許班·多瑪戈可以簡(jiǎn)單地給我們派個(gè)新的牧師?
- 這只不過(guò)是個(gè)本地問(wèn)題罷了?


They're religious fundamentalists and they're unhappy that no one is quite as serious as them about the old ways: everyone's either in a rush to reform, which is heresy, or a rush to convert away, which is apostasy.

他們是原教旨主義者,不滿于沒(méi)有人像他們對(duì)舊傳統(tǒng)那樣認(rèn)真:其他人要么是在急于改革(這是異端),要么是在急于皈依(這是叛教)。


They take it on themselves to roam the Baltic and other areas, rewarding the pious and stealing from literally everyone else, and will continue making a nuisance of themselves against all comers until Jomsberg itself is burnt to the ground.

他們自食其力地在波羅的海和其他地區(qū)漫游,獎(jiǎng)勵(lì)虔誠(chéng)的人,打劫其他所有人,并將繼續(xù)騷擾所有來(lái)訪者,直到約姆斯堡自身被夷為平地。


諸神的恥辱
“比約爾!”大團(tuán)長(zhǎng)果姆德?tīng)枦_進(jìn)我的王座間,半裸著。
“你的罪孽和公然的恥辱是對(duì)阿薩神族的羞辱,約姆斯維京人不會(huì)再忍受了! 沒(méi)有借口。不要?;ㄕ?,我們來(lái)決斗,就在此時(shí)此地!"
我的守衛(wèi)們有些困惑,手中握緊武器,準(zhǔn)備好瞬間對(duì)闖入者采取行動(dòng)。
無(wú)論我做什么,我的行動(dòng)無(wú)疑會(huì)被傳遍世界。
- 我會(huì)帶著微笑送你去瓦爾哈拉!
- 你一個(gè)人過(guò)來(lái)真是太傻了。衛(wèi)兵!
- 你不就是個(gè)自命不凡的海盜嘛?快滾快滾。


Shieldmaidens

盾女


Returning in triumph from CK2, for CK3, we knew we wanted to have shieldmaidens be somewhat fewer in number (CK2 tended to inflate them) but also be more impactful as a result. Thus, CK3's shieldmaidens can save you from various types of assassination, grow deadlier the more battles they’re in via the acquisition of special modifiers, and are more likely to turn up in general events than their CK2 counterparts.

盾女從CK2中凱旋回歸!在CK3中,我們想讓盾女的人數(shù)更少一些(CK2里數(shù)量膨脹),但結(jié)果也能更強(qiáng)。 因此,CK3的盾女可以保護(hù)你免于各種類型的暗殺,通過(guò)參與戰(zhàn)斗得到特殊修正變得更致命,也更容易觸發(fā)CK2里的通用事件。


盾女獲得經(jīng)驗(yàn)
看阿洛夫訓(xùn)練總是一種體驗(yàn)。她的戰(zhàn)斗是如此的兇猛,如此的狂暴,以至于很容易忘記她只是在模擬戰(zhàn)斗。
殘破的裝備和傷痕累累的士兵遍布場(chǎng)地。行動(dòng)中短暫的休息讓她虛弱的對(duì)戰(zhàn)伙伴們發(fā)出了一陣陣如釋重負(fù)的呻吟聲。
但是,就像這樣,休息結(jié)束了,阿洛夫又回來(lái)了。
- 看她指揮盾墻!
- 看她揮舞巨劍!
- 她總是能找到一個(gè)缺口!


This is balanced by the modifier progression event's cooldown being set per host, not per shieldmaiden. If you do acquire lots of shieldmaidens, they'll level markedly slower than one or two truly legendary ones, allowing the player to choose between widespread shieldmaidenry and a few names that echo through the ages.

事件進(jìn)度的冷卻時(shí)間是根據(jù)她們的領(lǐng)主而不是盾女自身設(shè)定的,以此實(shí)現(xiàn)平衡。如果你有了很多盾女,她們的等級(jí)就會(huì)明顯低于一兩個(gè)真正的傳奇人。玩家可以在廣泛使用盾女,和只選擇少數(shù)名留青史的盾女之間作出選擇。


Needless to say, we're also quite happy to be bringing gender-neutral shieldmaidenry to CK for the first time with the alternate version, the shieldswain, accessible for female-dominated Norse pagans.

與此同時(shí),我們也很高興能在CK中把盾女做成性別中立的人物。如果諾斯原始宗教是女性主導(dǎo)的,就會(huì)以盾士Shieldswain取而代之。


未來(lái)的盾士
”女士,我來(lái)到您面前,是請(qǐng)您給我一個(gè)證明自己的機(jī)會(huì)“,我父親比約恩說(shuō)。我在我的寶座上挪動(dòng)了一下,很感興趣,而我們周?chē)耐⒊紕t緊張地聽(tīng)著。
“盡管我能與你任何勇士媲美,但我無(wú)法在你的盾墻中占據(jù)一席之地,也不能指揮你的軍隊(duì)。我要和伊蓮娜決斗,來(lái)顯示我的實(shí)力!“
- 很好,你可以和伊蓮娜決斗。
- 伊蓮娜?哦不,你要和我決斗!
- 光是這個(gè)要求就足夠勇敢了。
- 盾士?可笑!


Decisions

決議


1. Secure the High Kingdom of the North Sea

1、鞏固北海至高王國(guó)


What needs to be said for forming an empire in the North Sea? In its day, this was tried numerous times, and though each successive polity tended to be incredibly powerful, they never outlasted the short lives of their rulers.

建立北海帝國(guó)還有什么好說(shuō)的呢?在當(dāng)時(shí),建立這樣一個(gè)帝國(guó)曾被無(wú)數(shù)個(gè)人嘗試過(guò),盡管每一次的政權(quán)都看似擁有無(wú)與倫比的力量,但他們從來(lái)沒(méi)有比統(tǒng)治者的短暫壽命維持得更久。


By living long enough to complete the process of formally tying the kingdoms together within a single lifetime, you can do what Canute the Great could not, and make the binding permanent.

只要活得足夠長(zhǎng),你就能在一代人的時(shí)間里聯(lián)合所有的王國(guó),完成克努特大帝未竟之偉業(yè),建立牢不可破的聯(lián)盟。


Our portrayal of the High Kingdom is thus very much alternate history, but it’s still somewhat plausible alternate history, and thus we tried to keep the requirements and outcomes somewhat feasible whilst still letting them vary according to exactly who is taking the decision.

我們對(duì)至高王國(guó)的描寫(xiě)相當(dāng)程度上是魔幻歷史,但即便魔幻也是有合理的依據(jù)的。因此我們?cè)噲D使要求和結(jié)果在一定程度上可行,同時(shí)又讓它們根據(jù)不同的決策者而有所改變。



Unreformed tribals get an easy conversion to feudalism and a modifier that not only helps them live long enough to use it, it makes it so that you lose minimal power transitioning out of tribal.

建立北海帝國(guó)的同時(shí),未改革的部落就能很輕易地轉(zhuǎn)為封建制度,還會(huì)得到一個(gè)修正——不但可以幫助他們活得足夠長(zhǎng)有機(jī)會(huì)用到,而且能盡量減少你在脫離部落制度時(shí)損失的力量。


Reformed pagans get a modifier that makes it markedly easier to convert other reformed faiths, letting them propagate their faith around the realm with impunity.

已改革的原始宗教也能得到一個(gè)修正,能讓他們更容易地轉(zhuǎn)化到其他已改革宗教,讓他們能在無(wú)懲罰的情況下將宗教傳遍全國(guó)。


Everyone else gets a strong hook on every powerful vassal with a positive opinion of them which is, understandably, both profitable and stabilising.

其他人能得到針對(duì)所有強(qiáng)力封臣的牽制和好感修正,既有利可圖,又便于維穩(wěn)。


Needless to say, no matter which path you go, you get a cool nickname.

不用說(shuō),不管走哪條路,你都會(huì)得到一個(gè)超酷的綽號(hào)。


2. Found the Capital of the Rus'

2、建立羅斯的首都


In the 9th century, the rise of the Rus' is just beginning, and though a glorious future is certainly on the way, exactly what future is up for grabs.

羅斯人的崛起在公元9世紀(jì)才剛剛開(kāi)始,雖然一個(gè)光輝的未來(lái)已在長(zhǎng)路的另一邊等候,但這個(gè)“未來(lái)”究竟會(huì)是什么樣的還有待商榷。


We wanted to put the player in the driving seat for this by letting them choose where the heart of the Rus' truly lays, setting the de jure capital for Russia by their actions in much the same way Helgi the Seer would do after Rurik's death.

我們想通過(guò)讓玩家自己決定羅斯首都位置的方式來(lái)把他們放到主導(dǎo)歷史進(jìn)程的寶座上。各位,像先知奧列格Helgi the Seer在留里克離世后所做的那樣決定俄羅斯的首都吧。


In addition to setting Russia's de jure capital, this decision also gives a hefty development boost and a marked long-term increase to local taxes and levies, making it a decision that you can form a strong core realm around.

在決定俄羅斯的首都之外,這一決策還可以為該地區(qū)提供高額的發(fā)展度增益及明顯的長(zhǎng)期稅收和征召兵加成,這樣你就可以在其周?chē)ㄔO(shè)起一圈欣欣向榮的核心地區(qū)。


Retrospective
回顧

… That said, we could probably make the instant development-gain into a growth-over-time instead. Development gain is a really great, tangible reward, and the actual effect should stay at roughly the same level, but it certainly does produce some weird parallels with other major development hubs if you rush it in the 9th century.
……話雖如此,我們有可能令原本即時(shí)的發(fā)展度獲得變成隨時(shí)間增長(zhǎng)的增益。增加發(fā)展度是一個(gè)非常不錯(cuò)且明顯的獎(jiǎng)勵(lì),而且其實(shí)際效果跟增益加成的效果差不多;但是在九世紀(jì)一股腦地轟入直接的發(fā)展度加成會(huì)使目標(biāo)地區(qū)變得跟世界其他地方的發(fā)達(dá)中心差不多,這就比較不好了。


3. Elevate the Kingdom of Mann & the Isles

3、升格馬恩島及群島王國(guó)


Oh boi, have I seen some mixed opinions on this'un! Elevating Mann gives you so many bonuses scattered all over the place, most of them extremely good, and it's easily one of the more powerful decisions in the title (which, given it has to catch the Isle of Mann up as a major world player, it sorta has to be). Your whole dynasty gets to raid for a hundred years despite it making you feudal (something we otherwise heavily restrict), you get a large pirate army with many free Men-at-Arms, you get lots of renown, and the Isle of Mann is made into an absolute powerhouse of a county.

兄弟姐妹們,是否有人對(duì)這個(gè)主意看法不一?升格馬恩島的決議會(huì)給你分散在各地的許多加成,而它們中的絕大部分都非常棒;這個(gè)決議可以說(shuō)是在頭銜決議中最強(qiáng)而有力的之一(可以讓馬恩島變成一個(gè)世界主要國(guó)家,真的可以)。整個(gè)王朝可以劫掠100年之久,盡管這會(huì)讓你變得封建(在別的方面受到了嚴(yán)格限制),你將得到一只龐大的海盜軍隊(duì)及許多免費(fèi)的兵士;你會(huì)獲得大量聲望,而馬恩島會(huì)成為整個(gè)領(lǐng)地最毋庸置疑的動(dòng)力源。


偷搶之城
本地首府通過(guò)鮮血、恐懼和辛勞贏得了這個(gè)名號(hào)。辛勞是當(dāng)?shù)厝说漠a(chǎn)物,但鮮血和恐懼則定期從外部帶來(lái)。


Remember when I said at the start of the diary that we generally wanted to stay historically plausible? Well, that's very true, and everywhere else we've tried to stick quite hard to, at the least, a valid interpretation of historical evidence.

還記得我在日志的開(kāi)頭講過(guò)我們想要大致上尊重歷史嗎?對(duì),這是很真實(shí)的,在別的地方我們已經(jīng)很努力地尊重歷史,或者至少在有根據(jù)地解釋歷史證據(jù)。


Elevating Mann is the one major exception we allowed (and a big shout out to everyone who's already found the other, more-hidden major exception and are readying their corrective posts right now, but shhhhhh, let people find it by themselves). It's dumb, it's fun, it's for bringing out your inner pirate-monarch and stealing the wealth of the world away.

但升格馬恩島是一個(gè)被我們?cè)试S的例外(順便告訴那些找到了其他例外的玩家們,更多隱藏的非歷史內(nèi)容正等待著他們的糾正目光,不過(guò)找到了不要聲張,讓其他玩家們自己探索)。這從歷史的角度來(lái)說(shuō)很蠢,但是很有趣,我們將喚醒你心中的海盜君王,并將全世界的財(cái)富搜刮一空!


兵士:海盜戰(zhàn)幫(可以繼承)


Retrospective
回顧

… It probably could use a gold-looted requirement, though.
……不過(guò),它本可以設(shè)定一個(gè)掠劫金錢(qián)的前置條件。


?

篇幅所限,請(qǐng)移步下篇。



翻譯:一個(gè)幽靈 Yakuky 一只走地雞 Strategemata Parapinakes

校對(duì):阿爾法一世 三等文官猹中堂


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十字軍之王3開(kāi)發(fā)日志#53 | 3/23 北境群雄內(nèi)容簡(jiǎn)述(第一部分)的評(píng)論 (共 條)

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