探索、攫取、開發(fā)、擴(kuò)張
探索、攫取、開發(fā)、擴(kuò)張
Exploring, Extracing, Exploiting, Expanding
帝國(guó)主義的快與慢
Imperialism Fast And Slow
AXIOMS
2023年6月16日

簡(jiǎn)介
Introduction
《Axioms Of Dominion》 是一款擁有深入的民事和軍事管理系統(tǒng)的游戲。游戲以細(xì)化和多樣化的方式設(shè)置基礎(chǔ)設(shè)施,而不是按一個(gè)按鈕來獲得幸福度、穩(wěn)定之類的。此外,游戲還包含一個(gè)詳細(xì)的系統(tǒng),用于建立 "資本 "或 "國(guó)家實(shí)力",以參與重大而有趣的國(guó)家行動(dòng)。
Axioms is a game with an in-depth civil and military administration system. Setting up infrastructure in a granular and varied way rather than pushing a button for happiness or stability or w/e. Additionally the game contains a detailed system for building up the “capital” or “state capacity” to engage in major and interesting state actions.
在這篇文章中,我將詳細(xì)介紹這套系統(tǒng)如何實(shí)現(xiàn)多種不同的玩法,包括難以捉摸的 "種田流"玩法。不僅能種田,而且種田很有趣,在機(jī)制上也有同樣多的變化。許多策略游戲都屬于4X類型,而更多的則屬于大戰(zhàn)略類型,更像是3X或2X+1或其他類型。沒有探索和有限的開發(fā),但有大量的擴(kuò)張和征服。《Axioms Of Dominion》不僅提供了一個(gè)不會(huì)像一般4X 游戲那樣結(jié)束的 "探索階段",還大大延長(zhǎng)了 "開發(fā)階段"。
In this post I’m going to detail how this allows for many different playstyles, including the elusive “tall” playstyle. Not only can you do it but it is fun and has just as much going on mechanically. Many stategy games fall under the 4X label and then many more fall under grand strategy, which is more like 3X or 2X+1 or something. No exploring and limited exploiting but lots of expanding and exterminating. Not only does Axioms provide an “exploration phase” that does not end as it does in 4X games but it also greatly extends the “exploiting phase”.
民政管理
Civilian Administration
在絕大多數(shù)策略游戲中,"管理 "玩法都非常有限和抽象。有時(shí),你會(huì)有一些有限的建筑類型,也許還有一些花哨的奇觀。大多數(shù)建筑要么是+5%金幣,要么+2護(hù)盾,或者-2叛亂等等,有限而枯燥。當(dāng)然,《Axioms Of Dominion》中有一些半工藝/半城市的建筑結(jié)構(gòu),具有很多高級(jí)功能,但這是另一篇文章的內(nèi)容了。在《Axioms Of Dominion》中,基礎(chǔ)設(shè)施更多扮演建筑的角色。
In the vast majority of strategy games “administration” style gameplay is incredibly limited and abstracted. Sometimes you have a few limited building types and maybe some fancy wonders. Most buildings are like +5% gold, or +2 shields, or -2 unrest or w/e. Limited and dull. Axioms of course has sort of half crafting/half city building structures with lots of advanced features, but that is a whole other post. Infrastructure serves more of the role of buildings in Axioms.
我已經(jīng)寫過一篇關(guān)于突襲和盜匪以及各種行政結(jié)構(gòu)如何減少這種情況的文章。城鎮(zhèn)守衛(wèi)、信息站、高級(jí)社會(huì)的鏡塔、守衛(wèi)塔、城墻等等。其中有些結(jié)構(gòu)不僅能剿匪,還能處理其它問題。
I’ve already done a post on raiding and banditry and how various administrative structures can reduce that. Town guards, message stations, mirror towers for more advanced societies, guard towers, walls, and so forth. Some of those handle more aspects than just banditry suppression.
此外,還有其他各種基礎(chǔ)設(shè)施,道路就是最明顯的例子。此外,道路在某種程度上與建筑相似,因?yàn)槠淇啥ㄖ菩愿鼜?qiáng)。羅馬式的道路有排水系統(tǒng)、鋪路石等,前期成本高,長(zhǎng)期成本低。道路有多寬?能輕松承受多大的重量?沼澤和洪泛區(qū)的高架路,是否需要人行道?
But you’ve also got all sorts of other infrastructure. Roads are the most obvious example. In addition roads are somewhat like buildings in that they are more customizable. Roman style roads with drainage, paving stones, and other high upfront vs low over time costs. How wide are they? How much weight can they support easily? Raised roads for swamps and floodplains, sidewalks or not?
你還可以建造燈塔、臨時(shí)或永久的精致堡壘、運(yùn)河和灌溉系統(tǒng)、橋梁等建筑?;旧希芏鄸|西由于其復(fù)雜性和成本,通常由國(guó)家或至少是城邦建造,而不是私人使用。
You can also build structures like lighthouses, fancy forts which are temporary or permanent, canals and irrigation, bridges of course. Basically lots of things that are more often built by states or at least city states rather than private use due to their complexity and cost.
從某種意義上說,這類基礎(chǔ)設(shè)施仍然涉及修正,但它們更有針對(duì)性,更 "貼近現(xiàn)實(shí)",而且種類繁多。《Axioms Of Dominion》以更細(xì)致的方式處理不穩(wěn)定因素,如叛亂、土匪、走私、逃稅等。實(shí)際上,在大部分時(shí)間里,你都會(huì)遇到某種程度的持續(xù)違法行為。即使是羅馬人那種實(shí)力幾乎無與倫比,民眾也更加忠誠(chéng)和積極的國(guó)家,也不得不面對(duì)山賊和森林伏擊之類的問題。
In some sense this kind of infrastructure still involves modifiers but they are more targeted, “closer to the metal”, and varied. Axioms deals with instability in a much more nuanced way as far as revolts, bandits, smuggling, tax evasion and so forth. You’ll actually deal with having some level of consistent lawbreaking most of the time. Even the Romans, with their almost unrivaled state capacity and much more loyal and involved populace, had to deal with hill raiders and forest ambushes and such.
軍事管理
Military Administration
《Axioms Of Dominion》允許對(duì)軍事管理和基礎(chǔ)設(shè)施進(jìn)行更廣泛、更詳細(xì)的描述。根據(jù)歷史,有多種方法可以處理招募和征兵、管理補(bǔ)給和后勤、處理裝備和動(dòng)物資本等等。
Axioms allows for a much broader and more detailed representation of military administration and infrastucture as well. There are a variety of ways, informed by history, to handle recruitment and levies, to manage supplies and logistics, to handle equipment and animal capital, and so forth.
裝備和補(bǔ)給的獲取、對(duì)士氣的影響以及將領(lǐng)和普通士兵之間的差異,都會(huì)影響作戰(zhàn)部隊(duì)的戰(zhàn)斗力。游戲中的人物個(gè)性復(fù)雜,許多軍官會(huì)像歷史上一樣,在飲食、娛樂、使用仆人等方面更放縱。
The effectiveness of your combat troops is modified by their access to equipment and supplies and the impact that has on morale, as well as the difference between generals and the common soldier. Characters have complex personalities and many officers will, as they did in history, engage in more excess as far as food consumption, entertainment, access to servants, and so forth.
這一點(diǎn)的重要性會(huì)隨著政體的不同而不同,因?yàn)槲幕臉?gòu)成要素在《Axioms Of Dominion》中并不是一個(gè)單一的標(biāo)簽。羅馬式的社會(huì)不僅有公民反奢侈法,而且他們的士兵也會(huì)認(rèn)為上層階級(jí)的極端奢侈更令人反感,而波斯或埃及式的社會(huì)則可能對(duì)此持中立態(tài)度,或士兵目睹其領(lǐng)導(dǎo)人在戰(zhàn)場(chǎng)上的奢華時(shí)提高士氣。
The importance of this will very by polity as the building blocks of culture, which is not a single label in Axioms, dictate. More Roman style societies will not only have civilian sumptuary laws but their soldiers will regard extreme excess among upper classed as more offensive, whereas a more Persian or Egyptian society might be neutral or have improved morale as they witness the the opulence of their leaders on campaign.
領(lǐng)導(dǎo)者在戰(zhàn)場(chǎng)上的行為會(huì)影響部隊(duì)的忠誠(chéng)度。對(duì)國(guó)家的忠誠(chéng)和對(duì)個(gè)人的忠誠(chéng)可能會(huì)發(fā)生沖突。如果皇帝等高層統(tǒng)治者與中下層民眾的交流較少,那么他們可能需要更多操心受歡迎的下屬,至少在事情進(jìn)展不順利的時(shí)候是這樣。角色的行為將受到其 "意識(shí) "整體的約束。
The actions of a leader in the field will have an impact on the loyalty of the troops. Loyalty to the state and personal loyalty might clash. A top level ruler like an emperor might need to worry more about popular subordinates if they have less interaction with the middle and lower classes, at least as soon as things are going poorly. Characters will be bound by the totality of their “Consciousness” in their behavior.
當(dāng)然,統(tǒng)治者管理同僚和表面順從的巨頭的能力也非常重要。也許你不能拒絕一個(gè)特別敵對(duì)或只是被寵壞的貴族或宗室提出的索取軍銜或職位的要求。有些下屬即使不是故意要顛覆你的政權(quán),他們的行為也會(huì)間接傷害到你。
Of course the ability of a ruler to manage their peers and the magnates ostensibly below them will be very relevant. Perhaps you *can’t* reject the demands of a particularly hostile or merely spoiled aristocrat or patrician to have a military title or office. Some subordinates can harm you indirectly by their behavior even if they are not intentionally trying to destabilize your regime.
軍事基礎(chǔ)設(shè)施的功能與民用設(shè)施類似。港口、干船塢、道路、糧倉(cāng)和補(bǔ)給站,地面上的人力資本,包括信使、偵察兵、間諜等等。船只、牲畜運(yùn)輸工具,當(dāng)然還有手推車和馬車。如果不能對(duì)軍隊(duì)進(jìn)行裝備、機(jī)動(dòng)和補(bǔ)給,組建一支龐大的軍隊(duì)就沒有什么意義。在古代世界,國(guó)家的物質(zhì)資本與政治資本同樣重要。
Military infrastructure functions in a similar way to the civilian kind. Harbors, drydocks, roads, granaries, and supply depots, human capital on the ground both as messengers and scouts, spies, and so forth. Boats and animal transports and of course carts and wagons. Raising a large army means little if you can’t equip, maneuver, and supply it. Material state capital was just as crucial in the ancient world as political capital.
資本的恢復(fù)
Resevoir Of Capital
我之前提到過,《Axioms Of Dominion》中政治資本是強(qiáng)國(guó)的重點(diǎn)。這一點(diǎn)絕對(duì)至關(guān)重要。在許多內(nèi)部事務(wù)中,政治資本已經(jīng)夠用了,有時(shí)在外交上也是如此。但對(duì)于民事和軍事管理來說,你還需要物質(zhì)資本,或許我們可以稱之為國(guó)家實(shí)力。除非你建立了異常強(qiáng)大的基礎(chǔ),否則你一般都需要為任何民事或軍事行動(dòng)籌集物質(zhì)資本。
I’ve mentioned before the important of political capital in being a power in Axioms. That is absolutely crucial. In many domestic cases it can be enough, and sometimes in dplomacy as well. But for civil and military administration you also need material capital, or perhaps we might call it state capacity. Unless you build an unusually powerful foundation you’ll generally need to raise material capital for any civilian or military venture.
隨著你控制的土地越來越多,你現(xiàn)有的國(guó)家實(shí)力將被用于維護(hù)。許多游戲,尤其是 "地圖涂色 "游戲,會(huì)允許你反復(fù)使用相同的部隊(duì)和物質(zhì)資本。只要你 "贏得 "了一場(chǎng)沖突,你的軍隊(duì)就可以自由地參與另一場(chǎng)沖突,不需要任何休整。而《Axioms Of Dominion》則不會(huì)。
As you bring more and more land under your control your existing state capacity will become absorbed by maintenance. Many games, especially “map painters”, will allow you to use the same troops and material capital over and over. As soon as you “win” a conflict your army is free to engage in another with little pause. Not in Axioms.
要塞和軍隊(duì)一樣,需要從你的具體人口中招募實(shí)際的軍事單位。 "單位"與《文明》非常類似,當(dāng)然也會(huì)有死亡、受傷和退役。不同的是,在《文明》中,組建一支部隊(duì)只需花費(fèi)少量金幣,而且軍隊(duì)永久不滅。
Garrisons will require, as do armies, actual military units recruited from your concrete population. Civil “units” follow many of the same rules. And of course you’ll have casualties as well as injuries and retirements. Unlike Civ games where a raised unit costs a small amount of gold and is permanent and undying.
當(dāng)然,要塞和文官在《Axioms Of Dominion》中也會(huì)參與真實(shí)的活動(dòng)。狩獵強(qiáng)盜、清除現(xiàn)實(shí)生活中的掠食者以及幻想中的怪物,這取決于你的世界生成設(shè)置。
Garrisons and civilian officials of course actually engage in real activities in Axioms. Hunting bandits, clearing out real life predators and also fantasy monsters depending on your world generation settings.
特別是在 "官員 "是角色而不僅僅是小規(guī)模人口類別的情況下,你會(huì)有實(shí)際的角色互動(dòng),生成稅收估算,然后向負(fù)責(zé)特定人口的角色征稅。
Especially in cases where “officials” are Characters and not just small Population detachments you’ll have actual character interactions. Generating estimated production for taxes and then engaging to collect them from the Character in charge of a particular population.
衛(wèi)兵、偵察兵和間諜,通常包括真實(shí)的角色,將收集有關(guān)人口、地方軍事力量、危險(xiǎn)動(dòng)物和活動(dòng)角色的信息。根據(jù)領(lǐng)導(dǎo)者的 "意識(shí)"和他們對(duì)上司的感覺,他們往往會(huì)積極保留自己的財(cái)富,從而限制稅收。
Guards and scouts and spies, often including actual Characters, will be gathering information on Populations, local military forces, dangerous animals, and Characters moving about. Leaders, depending on their “Consciousness” and their feelings about their superiors, will often actively be holding back on their wealth and thus limiting taxation.
游戲中還會(huì)出現(xiàn)一些單方面的活動(dòng),如勘測(cè)土地以收集新信息、修復(fù)基礎(chǔ)設(shè)施、應(yīng)對(duì)天氣和其他自然事件,有時(shí)也包括一些不那么自然的事件。畢竟,《Axioms Of Dominion》是一款擁有龐大魔法系統(tǒng)的奇幻游戲。
There may also be one sided activities like surveying your land to gather new info, repairing infrastructure, dealing with weather and other natural, and sometimes not so natural, events. Axioms is a fantasy game with an expansive magic system after all.
你不僅要產(chǎn)生發(fā)動(dòng)戰(zhàn)爭(zhēng)的國(guó)家實(shí)力,還要了解和管理你的新領(lǐng)土。
Not only must you generate the state capacity to wage a war but also to learn about and manage your new territory.
名義控制和具體控制
Nominal Control And Concrete Control
在《Axioms Of Dominion》中,有幾種截然不同的方法可以擴(kuò)大你對(duì)土地和人民的控制。除了《EU4》之外,很少有戰(zhàn)略游戲能真正處理不同程度的 "控制"。作為一款奇幻世界模擬游戲,《Axioms Of Dominion》擁有詳細(xì)的角色和人口系統(tǒng),這就為玩家提供了多種獨(dú)特的玩法和策略。
In Axioms there are several quite distinct ways to expand your control over the land and the people. Few strategy games, aside from EU4 in a limited way, really deal with differing levels of “control”. Axioms as a fantasy world sim with a detailed character and population system oftens a variety of unique playstyles and strategies.
你可以像波斯或青銅時(shí)代的統(tǒng)治者那樣進(jìn)行統(tǒng)治,在這種模式下,你可以從現(xiàn)有的精英中獲得更多的支持,有時(shí)甚至是軍事支持。你可以像希臘城邦一樣建立一系列防御聯(lián)盟。你可以通過更多的社會(huì)和政治投資,將當(dāng)?shù)鼐⑴c你的中心文化相融合,實(shí)現(xiàn)完全的羅馬式統(tǒng)治。你也可以完全取代現(xiàn)有的精英。
You can rule in the style of a Persian or Bronze age ruler where you mostly exact tribtue and sometimes military support from existing elites. You can have a series of defensive alliances like the Greek city states. You can go full Roman with much more social and political investment and by blending local elites with your hub culture. You can entirely replace existing elites as well.
有些社會(huì)甚至?xí)M(jìn)行大清洗,將年長(zhǎng)女性和成年男性趕盡殺絕,將土地交給新的定居者,讓兒童和育齡婦女服服從新統(tǒng)治。所有這些選擇都有不同的成本和收益,回本時(shí)間也不同。
Some societies may even engage in cleansing whereby older women and adult males are wiped out and the land is given over to new settlers with children and younger child bearing age women subordinated to the new controlling power. All of these choices have different costs and benefits and different horizons for recouping costs.
有些人基于其意識(shí)形態(tài)和傳統(tǒng),對(duì)精英的更迭會(huì)有或多或少的抵觸情緒。因此,從具體情況出發(fā),你可能必須采用不止一種主要戰(zhàn)略,或者只是在短期內(nèi)掠奪較少的經(jīng)濟(jì)價(jià)值。在某些地區(qū),外來控制會(huì)引發(fā)大量起義和動(dòng)亂;而在另一些地區(qū),只要稅收和征兵工作保持在相同水平,民眾和地位較低的角色就不會(huì)在意誰是他們的統(tǒng)治者。
Some populations will be more or less resistant to changing elites based on their ideology and traditions. So you might have to employ more than one major strategy depending on the circumstances, or simply gain less economic value in the short term. In some regions there will be lots of revolts and unrest over foreign control and in others the Populations and lower status Characters will care little about who holds their yoke as long as the taxes and drafts function at a similar level.
此外,由于基礎(chǔ)設(shè)施機(jī)制的潛力,除了外交或行政/軍事控制之外,玩家還可以選擇 "種田"。無論是玩家還是不同的NPC角色,都可以根據(jù)自己的 "意識(shí) "更專注于擴(kuò)大或縮小建設(shè)規(guī)模。如果你現(xiàn)有的人口非常忠誠(chéng),那么風(fēng)險(xiǎn)較小的策略可能是對(duì)現(xiàn)有領(lǐng)土進(jìn)行再投資。
Additionally due to the potential of the infrastructure mechanics there is a choice about playing wide or tall even beyond going for diplomatic or administrative/military control. Both the player and the different NPC characters may focus more on building up or building out depending on their “Consciousness”. If your existing Populations are extremely loyal a less risky strategy might be to reinvest in your existing territory.
你可以采取完全控制戰(zhàn)略,而不是名義(外交)控制戰(zhàn)略,在這種情況下,你可以擴(kuò)張,走得更遠(yuǎn);或者專注于種田,在征服上花費(fèi)更少的資本。需要注意的是,在許多情況下,軍事戰(zhàn)略在前工業(yè)化背景下更 "有效",但你也必須考慮到其風(fēng)險(xiǎn)也更大。在考慮資本投資回報(bào)率時(shí),即使考慮到風(fēng)險(xiǎn),軍事戰(zhàn)略通常也會(huì)更勝一籌,但 NPC 當(dāng)然必須遵循其 "意識(shí) ",而玩家也可能更愿意扮演一個(gè)聚焦國(guó)內(nèi)的角色。
You could engage in a complete control strategy, rather than a nominal(diplomatic) control strategy and go wide in that context or you could go even taller and spend less of your capital on conquest. Note that in many cases a military strategy is more “efficient” in a pre-industrial context but you also have to consider that it is also riskier. It would generally be superior even accounting for risk when you consider rate of return on your capital investment but NPCs of course must follow the dictates of their “Consciousness” and a player may also prefer to roleplay an inward focus.
當(dāng)然,在某些情況下,《Axioms Of Dominion》作為一款奇幻游戲會(huì)有不同的結(jié)果,與純粹歷史背景下的現(xiàn)實(shí)情況不同。 稀有的資源和某些魔法可以通過不同的方式產(chǎn)生“暫時(shí)的工業(yè)革命”。 這包括去年獨(dú)特游戲風(fēng)格設(shè)計(jì)帖子中提到的“密集法力水晶”類型資源。 你可以努力直到有限的供應(yīng)耗盡,在這種情況下,除非你為損失做好了計(jì)劃,否則你將陷入困境。
There are of course situations where Axioms being a fantasy game would change the calculations vs what would be realistic in a purely historical setting. There are rare resources and certain magical options that can produce a “temporary industrial revolution” through different means. This includes the previously noted “dense mana crystal” type resources from the Unique Playstyles design post from last year. You can go hard until the limited supply depletes in which case you’ll be in a pickle unless you planned well for the loss.
地理與國(guó)家
Geography And The State
《Axioms Of Dominion》 非常重視地理環(huán)境對(duì)國(guó)家實(shí)力的歷史影響。河流和良田對(duì)游戲有很大影響。此外,"落差線 "(至少就紡織業(yè)而言)是美國(guó)北部工業(yè)區(qū)和南部農(nóng)業(yè)區(qū)的形成原因,它影響了采礦或工廠等各種用途的水力獲取。 運(yùn)輸和工業(yè)用水是《Axioms Of Dominion》的一個(gè)非常詳細(xì)的方面。 海岸線、木材和天然港口在《Axioms Of Dominion》中也很強(qiáng)大,主要在工業(yè)/經(jīng)濟(jì)方面。
Axioms places a strong value on the historical impact of geography on state capacity. Rivers and good farmland have a strong impact on the game. In addition the “fall line”, which is what created an industrial north and agrarian south in the USA, at least as far as textiles were concerned, impacts access to water power for various purposes like mining or mills. Water for transport and industry is a heavily detailed aspect of Axioms. Coastline, timber access, and natural harbors are also powerful in Axioms. These are mostly industrial/economic concerns however.
《Axioms Of Dominion》表現(xiàn)了國(guó)家面對(duì)丘陵、高原和森林時(shí)的有限力量。在真實(shí)歷史和奇幻文學(xué)中,山地民族都以其獨(dú)立的性格而聞名,這通常表現(xiàn)為其堅(jiān)韌的品格,但歷史上丘陵地區(qū)很難統(tǒng)治,對(duì)于以畜牧業(yè)為基礎(chǔ)的社會(huì)來說很便利。 由于同樣的原因,以牲畜為衣食并易于流動(dòng)的人口相當(dāng)難以控制。
Axioms represents the limited power of the state in the face of hills and plateaus as well as forests. Hill peoples are famous both historically and in fantasy literature for their independent nature. This is often represented by their tough nature but historically hilly land was very hard to rule over and additionally was convenient for livestock based societies. Populations that were fed and clothed by livestock and had easy access to transport for the same reason were quite difficult to control.
實(shí)際上,羅馬人認(rèn)為幾乎所有的山地牧民都有可能成為盜匪。對(duì)于定居社會(huì)來說,山丘通常并不是超級(jí)寶貴的土地,由于地形的原因,山丘提供了安全保障,但由于土著居民的不安定性,這一點(diǎn)被嚴(yán)重削弱。此外,大多數(shù)大帝國(guó)的軍隊(duì)都更適合在平坦的地形上進(jìn)行固定戰(zhàn)斗。 在意大利山區(qū),羅馬一直被牛/牲畜盜竊者所困擾。 奧古斯都甚至有一個(gè)特殊的下屬負(fù)責(zé)鎮(zhèn)壓內(nèi)戰(zhàn)帶來的土匪猖獗,而牧羊人是問題的很大一部分原因,畢竟牲畜本身是可移動(dòng)的。
The Romans actually considered nearly all hill sheperds to be a banditry risk. Hills were often not super valuable land for settled societies and they provided safety due to terrain concerns but that was heavily modified by the unsettled nature of their indigenous populations. Plus most large empires had armies suited more to set piece battles on flat terrain. Rome had a persistent problem with cattle/livestock rustlers in the hillier parts of Italy. Augustus even had a special subordinate in charge of crushing the endemic banditry brought on by the civil war and sheperds were a large percentage of the problem causes. After all the loot itself is mobile.
森林也給沿海/沿河的大帝國(guó)帶來了困難。條頓堡森林成為羅馬最大的災(zāi)難之一是有原因的。森林當(dāng)然比丘陵地帶更容易管理,因?yàn)槟憧梢月撤淠?,而且防御工事的建筑材料近在咫尺,?shù)量眾多。沼澤是另一個(gè)危險(xiǎn)區(qū)域。
Forests also presented difficulties to the large coastal/river based empires. Teutoberg forest was one of Rome’s greatest calamities for a reason. Forests are of course easier to police than hill country since you can slowly cut down the trees and the building materials for fortifications are close to hand and numerous. Swamps were another risky area.
至于海洋,大國(guó)必須決定在巖石島嶼上維持一個(gè)防御前哨是否比直接對(duì)付海盜便宜。除非你是羅馬,控制著 "你的海洋",否則對(duì)岸的崎嶇海岸也會(huì)給你帶來麻煩。
As far as the sea large states had to decide whether maintaining a defensible outpost on rocky islands was cheaper than dealing with some piracy. And unless you were Rome and controlled “your sea”, then rugged coasts across the water were also a problem for you.
從好的方面看,河流和山脈經(jīng)常是很好的天然邊界。當(dāng)然,它們限制了自己的擴(kuò)張,但也防止了敵人的輕易入侵。中國(guó)是最富裕、人口最多的帝國(guó)之一,但保護(hù)他們免受入侵的山脈也成為他們擴(kuò)張的天然屏障,他們不太關(guān)心將力量投射到山脈之外。
On the plus side rivers and mountain ranges often provided nice natural borders. Sure they restricted your own expansion but they also prevented easy ingress by your enemies. China was one of the most wealthy and populous empires but the same mountains that protected them from invasion also provided natural barriers to their expansion and they rarely considered it worthwhile to project power beyond them.
結(jié)論
Conclusion
《Axioms Of Dominion》采用了大量真實(shí)、符合歷史的玩法選項(xiàng),為玩家提供了一種完全獨(dú)特、豐富多彩的游戲體驗(yàn)。玩家在考慮擴(kuò)張時(shí)需要做出大量權(quán)衡,而在考慮長(zhǎng)期與短期時(shí),這些決定就不那么明顯了。
Axioms engages with a lot of realistic and historical gameplay options to provide a totally unique and varied experience. Players will need to make lots of trade offs whenever they consider their expansion and these decisions will be much less obvious when you consider the long vs short term.
如果你要付出沒有準(zhǔn)備好的持續(xù)成本,那么現(xiàn)在將規(guī)模擴(kuò)大一倍是否值得?你是應(yīng)該無休止地、雜亂無章地?cái)U(kuò)張,還是有計(jì)劃、有控制地突擊擴(kuò)張?當(dāng)然,獨(dú)特的外交和地理因素也會(huì)對(duì)任何選擇產(chǎn)生影響。
Is it worth it to double your size now if you’ll then pay an ongoing cost you were not really prepared for? Should you expand ceaselessly and haphazardly or in planned and controlled bursts? And of course unique diplomatic and geographical considerations will impact any given choice.
聚焦內(nèi)部的選擇則更加多樣和有意義。一般來說,快速擴(kuò)張會(huì)使注意力系統(tǒng)缺乏穩(wěn)定性。而為了利用諸侯、盟友、朋友和下屬的注意力而進(jìn)行授權(quán),也需要考慮風(fēng)險(xiǎn)和回報(bào)。一個(gè)強(qiáng)大而出色的總督或公爵可以從外敵手中奪取寶貴的土地,但除非你保持良好的關(guān)系,否則他們也會(huì)反過來增強(qiáng)自己的實(shí)力。
Your options for an inward focus are much more varied and meaningful. Generally fast expansion will necessitate a lack of stabilization due to the Attention system. And delegating in order to utilize the Attention of vassals, allies, friends, and subordinates has risks and rewards to consider as well. A powerful and brilliant governor or duke make secure valuable lands from outside enemies but they’ll empower themselves in turn unless you keep up your relationship.
《Axioms Of Dominion》的一個(gè)重要方面是,由于有了注意力系統(tǒng),更強(qiáng)大的角色自然會(huì)通過授權(quán)來避免微觀管理。當(dāng)然,隨著控制范圍的擴(kuò)大,過度微觀管理是不可能的,但理想情況下,當(dāng)您轉(zhuǎn)向新的活動(dòng)和焦點(diǎn)時(shí),它會(huì)讓人感到真實(shí)。
One key aspect of Axioms is that thanks to the Attention Point system a more powerful characters naturally avoids micromanagement through delegation. Excessive micromanagement is of course impossible as your area of control grows but it ideally feels realistic as you shift to new activities and focuses.