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維多利亞3開發(fā)日志#21 | 10/28 外交博弈

2021-11-01 22:49 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Victoria 3 - Dev Diary #21 - Diplomatic Plays

Wizzington, Game Director Victoria 3


It's Thursday again and you know what that means - another Diplomacy dev diary! Today's dev diary is one I've been looking forward to writing for some time, as it covers Diplomatic Plays, which we consider to be more or less the signature feature for Diplomacy in Victoria 3.

又到了周四,你們都懂的——又一篇關于外交的開發(fā)日志!今天這一篇日志我已經(jīng)憋著想寫很久了,因為它會講到外交博弈Diplomatic Plays,而我們認為這基本上就是維多利亞3中外交系統(tǒng)的招牌特性。


So what are Diplomatic Plays? Well, to answer that question, I'm going to reach all the way back to Dev Diary #0 and one of the four game design pillars, namely Diplomatic Eminence. That pillar reads as follows: War is a continuation of diplomacy, and everything that is achievable by war should also be achievable through diplomacy (even if that diplomacy sometimes comes at the point of a gun).

所以什么是外交博弈呢?要回答這個問題,我得一路追溯到開發(fā)日志#0,以及四個游戲設計支柱之一,也就是外交的重要性。這個支柱表述如下:戰(zhàn)爭是外交的延續(xù),所以一切能通過戰(zhàn)爭達到的目標也可以通過外交來實現(xiàn)(盡管有時候這種外交是通過槍桿子來實現(xiàn))。


Well, diplomacy at the point of a gun is exactly what Diplomatic Plays are, as they allow you to try to achieve any objective normally achievable by war by diplomatically maneuvering to force the other side to give it to you without a fight. To fully explain what I mean by that, we’ll go over the mechanics of Diplomatic Plays in sequence - how they start, how they play out, and finally how they are resolved.

槍桿子里搞外交就是外交博弈了,因為它們允許你以外交運作來強迫另一方,在不打仗的情況下嘗試去達成任何通常情況下由戰(zhàn)爭達成的目標。為了詳細解釋一下我剛才說的內(nèi)容,我們會按順序過一遍外交博弈的流程——怎么開始,怎么展開,以及最后怎么解決。


The way Diplomatic Plays start is the way you would normally start a war in another Paradox Grand Strategy Game - by demanding something from another country, for example that they cede a particular state to you. In fact, unlike other GSGs, Victoria 3 has no ‘declare war’ button to get what you demand - instead you start a Diplomatic Play, and wars are always preceded by Diplomatic Plays.

外交博弈開始的方式就是你通常在其他P社游戲里開戰(zhàn)的方式——向另一個國家要求某些東西,比如讓他們給你割讓某個省份。實際上,不像其它大戰(zhàn)略游戲,維多利亞3沒有“宣戰(zhàn)”按鈕能讓你得到你要求的東西——你得開展外交博弈,而戰(zhàn)爭總是在外交博弈之后。


The fourteen opening moves currently available as Diplomatic Plays, each corresponding with a war goal. As usual, the number in green indicates the number of possible valid targets that exist for that Play.

目前可用作外交博弈的14個初始行動Opening Moves,每一個都對應一個戰(zhàn)爭目標。老規(guī)矩,綠色的數(shù)字代表了該博弈可能的有效目標數(shù)量。


Once a Diplomatic Play is started, there's a number of things that happen immediately. First, the country that is being targeted is of course notified, along with any countries that are considered Potential Participants in the play. Who is considered a potential participant depends on the exact nature of the play, but usually it includes any country with an Interest in the Strategic Region where the Play is taking place as well as countries that have a strong diplomatic reason to get involved (such as allies or the overlord of the defender). At this point it's important to note that only the Initiator (the country starting the play) and Target (the country targeted) are active participants, all others just have the potential to take part.

一旦外交博弈開始,有一些事情會立即發(fā)生。首先,目標國當然會得到通知,博弈中任何被認為是潛在參與者Potential Participants的國家也會得到通知。誰會被認為是潛在參與者取決于博弈的確切性質(zhì),但通常來說這包括了任何博弈進行的戰(zhàn)略區(qū)域內(nèi)有利益存在的國家,以及那些有強烈的外交理由參與其中的國家(比如防御方的盟友或宗主國)。需要特別指出,在這個階段只有發(fā)起國Initiator(發(fā)起外交博弈的國家)和目標國Target(被指定為目標的國家)是有效參與者,其他國家只有參與的可能。


Next, the primary active participants on each side (the Initiator and the Target initially, though this can change if the overlord of either side steps into the play) are given a number of Maneuvers. This is a currency that primarily depends on Rank, with higher Rank countries having more maneuvers, and determines how many actions such as Swaying and adding Demands (more on these below) that said primary participant can take during the course of the play to try and gain the advantage over their enemy.

接下來,每一邊的主要參與者(一開始是發(fā)起國和目標國,不過如果每一邊的宗主國下場的話,就會發(fā)生改變)會有一定數(shù)量的外交籌碼Maneuvers。這是一種主要取決于級別Rank的通貨,更高的級別就會有更多的外交籌碼,也會決定該主要參與者能夠在博弈過程中能夠使用多少行動,例如像游說Swaying增加要求Adding Demands這樣的行動(下面會有更多說明),從而嘗試獲取對敵人的優(yōu)勢。


There are three distinct phases over which a Diplomatic Play plays, based on the level of Escalation, which is a value that increases each day after the play is started. The first of these is Opening Moves, during which participating countries take stock of the situation, set their initial stances (more on that below) and the Target has time to set their Main Demand (the Main Demand of the Initiator has already been set, as it depends on what type of Play was started). During the Opening Moves phase, it isn't possible for other countries to fully commit to one side or another, with the sole exception of overlords of the primary participants. It also isn't possible for either side to back down.

外交博弈的博弈過程中會有三個獨特的階段,取決于事態(tài)升級Escalation的級別,該數(shù)值在博弈開始后每天都會增加。最開始的階段是初始行動,在此期間參與各國會評估情況,設定他們的初始立場(下面會有更多說明),目標國則有時間設定他們的主要要求Main Demand(發(fā)起國的主要要求已經(jīng)設定好了,取決于他們發(fā)起了什么博弈)。在初始行動階段,其他國家無法完全倒向某一邊,除非該國家是主要參與者的宗主國。雙方也不能在此時讓步。


Cape Colony's bid for independence and open British markets turned out to be a step too far. Britain demands nothing less than total annexation of the colonial upstarts, whose only hope now is either suffering partial annexation for its insolence, or having to get in real close with France and hope for the best.

開普敦殖民地對于取得獨立和開放英國市場的要求有點太過分了。英國一開始就直接要求對殖民地的全面吞并,現(xiàn)在殖民地唯一的希望就是,要么為自己的傲慢付出代價,吞下部分被吞并的苦果,要么和法國建立密切接觸,指望能有好事發(fā)生。


Once Escalation reaches a certain point, the Opening Moves phase ends and the Diplomatic Maneuvering phase starts. If by this point the Target has not set their Main Demand, they are automatically given one (usually War Reparations). This is the 'main' phase of the Diplomatic Play, which occupies the majority of the escalation scale and during which most of the 'action' takes place.

一旦事態(tài)升級到了一定程度,初始行動階段就會結(jié)束,而外交運作Diplomatic Maneuvering階段就會開始。如果在此之前目標國還未設定他們的主要要求,就會自動給他們一個(一般是戰(zhàn)爭賠款)。這就是外交博弈的“主要”階段,它會占據(jù)事態(tài)升級計量表的大部分,在此期間大多數(shù)“行動”也會發(fā)生。


During this phase, potential participants can now set any stance towards each side, from full support without requiring anything in return (something most AIs won't be keen to do as they're not big on having their troops die for charity, at least not in an offensive war), to leaning towards a particular side (which will signal to that side that they're likely willing to be swayed), to simply being on the fence with no particular preference for either side. It's also possible for countries that have not committed to one side or the other to simply Declare Neutrality and exit the play altogether, though this might have diplomatic consequences depending on the circumstances.

在這個階段,潛在參與者可以對任意一邊設定任何立場,從不要求任何回報的全面支持(大部分AI不會很想這么做,因為他們不想讓他們的部隊白白流血犧牲,至少不是在進攻戰(zhàn)爭中),到傾向于特定一邊(這會告訴那一邊,他們很可能愿意被游說),或者只是持觀望態(tài)度,對兩邊都沒有特定偏好。還沒有倒向某一邊的國家也可以直接宣布中立Declare Neutrality,完全退出博弈,不過根據(jù)具體情況,這可能會帶來外交后果。


With only a fraction of the military strength of Great Qing, Kokand's future independence looks highly questionable. But this Play still has the potential to become pretty complex if Kokand can convince the Sikh and Russian empires to support their case against Qing. Perhaps gaining another subject is not worth the risk of a protracted war that might well cost upwards of half a million lives.

浩罕的軍事力量只有大清的零頭,國家未來的獨立恐怕不保。但是如果浩罕能夠說服錫克帝國和俄羅斯帝國支持他們對抗大清的行動,這次博弈依然有可能變得非常復雜?;蛟S為了得到又一個附屬國而冒著打一場可能會有50萬人犧牲的冗長戰(zhàn)爭的風險并不值得。


The Diplomatic Maneuvering phase is also when the primary participants are expected to use up their available Maneuvers on adding Demands and Swaying potential participants to their side. It is also possible to spend your Maneuvers during the Opening Moves phase on adding Demands for yourself, burning through most of them early might leave you at a significant disadvantage late.

外交運作階段也是主要參與者們應用完他們的外交籌碼來增加要求和游說潛在參與者加入到自己這邊的時候。把你的外交籌碼全部花在初始行動階段來為你自己增加更多要求也是可行的,不過早早花完所有籌碼可能會讓你之后處于顯著不利地位。


Demands are essentially Wargoals (and will turn into such if the Play escalates into war, but more on that later) and includes a wide variety of requests-under-duress such as ceding land, giving up claims or becoming a subject. Only the primary participants can add Demands, but in addition to demanding things on their own behalf they can also demand things on behalf of other countries backing them, if said country agrees that the Demand is something they want.

要求實際上就是戰(zhàn)爭目標(如果博弈升級為戰(zhàn)爭,就會真的變成戰(zhàn)爭目標,不過等下再說),包括了各種各樣的脅迫性要求,比如割讓土地、放棄宣稱或成為附屬國。只有主要參與者可以增加要求,但在為他們自己要求東西以外,他們也可以代表其他國家提出要求,只要當事國同意這是他們想要的東西。


While this may make it sound like it's a good idea to spend your maneuvers piling on as many Demands for yourself as possible, there's a couple reasons not to. First, adding certain aggressive Demands (such as demanding land) always results in a Diplomatic Incident, which will immediately give you Infamy and may degrade relations with countries you need to support you in the Play. Second, being seen as greedy and unreasonable in your Demands will in itself make it harder to get countries to back you up, and may in fact make it so undecided participants side against you just to put a stop to your mad dreams of conquest. It's worth noting though, that the Infamy from any Demands or Wargoals that end up not being pressed (for any reason) is partially or fully refunded, though their negative impact on relations remain.

把你存下的外交籌碼盡可能多地花在自己的要求上,這雖然聽起來像是一個好主意,但有幾個原因讓玩家不去這樣做。首先,增加某些侵略性的要求(例如要求土地)總會導致外交摩擦Diplomatic Incident,這會立即給予玩家惡名,并可能惡化與那些玩家在博弈中需要爭取支持自己的國家的關系。其次,若你的要求本身是被視為貪婪和不合理的,會讓你更難取得他國的支持,而且實際上可能會讓搖擺不定的參與者只是出于阻止你瘋狂的征服夢想,便站在你的對立面。但值得注意的是,任何最終沒有被確定(出于任何原因)的要求或戰(zhàn)爭目標的惡名都會部分或全部退還,盡管它們對關系的負面影響仍然存在。


Swaying, on the other hand, is the main way in which the primary participants get undecided participants over to their side, by making them a promise. This promise may be in the form of owing them an Obligation (more on this in a later dev diary) or promising them a Wargoal if the Play escalates into war. There's a few more such types of promises planned for release (promising to become their Protectorate or giving them a piece of land or a subject of yours, for example) but these are not yet implemented. If the country agrees, they will be set as backing the Swaying side in the Diplomatic Play, and will fight on their side if war breaks out, just as if they voluntarily set their stance to backing that side.

另一方面,給予承諾來進行游說,是主要參與者讓搖擺不定的參與者倒向他們的主要方式。 這種承諾的形式可能是欠他們一項義務Obligation(在之后的開發(fā)日志中有更多內(nèi)容),或者向他們承諾一個戰(zhàn)爭目標——如果博弈升級為戰(zhàn)爭的話。還有更多一些此類承諾(例如承諾成為他國的保護國或給予他國一塊自己的土地或附屬國)是我們計劃在游戲發(fā)布時可用的,但這些尚未實裝。如果該國同意,他們將在外交博弈中被設為支持游說方,如果戰(zhàn)爭爆發(fā),他們將為己方而戰(zhàn),就好像他們自愿定下了支持那一方的立場一樣。


Offering Prussia the Austrian states of West Galicia, Moravia, or Bohemia would be most appreciated, as they are populous border states. States which do not already border Prussian land are less attractive to them as they would be much harder to manage.

給予普魯士以西加利西亞、摩拉維亞或波西米亞等奧地利地區(qū)將是最受青睞的,因為它們是人口眾多的邊境地區(qū)。尚未與普魯士領土接壤的地區(qū)對它們的吸引力則較小,因為這些地方更難管理。


However, if you think the Play is over just because France threw their weight behind the Initiator and there isn't anyone strong enough to oppose them, you'd be wrong! It's possible for countries that have promised to back a side to betray that promise and go back to being undecided, or even switch sides entirely, perhaps because the other side made an even juicier offer. Doing this of course makes them lose out on anything that was promised to them and negatively impacts on relations with the betrayed side, but otherwise there is no limit to how many times a single country can switch sides in a Diplomatic Play (the AI will be rather reluctant to offer something to a country that has already forsaken them once unless they desperately need their support, though).

然而,如果你認為這場博弈僅僅因為法國支持發(fā)起國,就沒有足夠強大的國家來反對他們,那你就錯了!承諾支持一方的國家有可能背棄這一承諾,回到搖擺不定的狀態(tài),甚至可能因為另一方提出了更加誘人的提議便完全改變立場。這樣做當然會讓他們失去任何原本被承諾給他們的東西,并與被背叛方的關系產(chǎn)生負面影響,但在這之外,一個國家在外交博弈中可轉(zhuǎn)換立場的次數(shù)是沒有限制的(AI除非迫切需要他國的支持,否則將不愿意向已經(jīng)背棄過他們一次的國家給出承諾)。


This also means that trying to 'play it smart' by burning through your maneuvers immediately to sway all the countries you think you need early in the Play can backfire, as the other side is then free to try and 'bid over' on your supporters while you're unable to do anything. Furthermore, it can also make it risky to not be upfront about your own territorial demands - doing the swaying first and then saying 'oh, and by the way, I want London’ might result in your side of the Play looking very empty all of a sudden as your former supporters scramble to distance themselves from you. Swaying and adding Demands during Diplomatic Maneuvering will also both pause Escalation for some time when carried out, to make it possible for the other side to react even if those actions are taken right at the end of the phase.

這也意味著,如果你在博弈初期就立即花費自己的外交籌碼來游說所有自己認為需要的國家,以此來“耍聰明”,可能會適得其反,因為另一方可以在你無能為力的情況下隨意嘗試“出價”爭取你的支持者。此外,不直截地提出自己的領土要求也是具有風險的,先進行游說然后說“哦,順便說一下,我想要倫敦”可能會導致博弈中的你方一下子看起來十分人少勢寡,因為你以前的支持者會爭先恐后地與你保持距離。 在外交運作階段游說和添加要求也會在執(zhí)行時暫停事態(tài)升級進度一段時間,以使對方能夠做出反應,即使這些行動是在該階段結(jié)束時采取的。


Bolivia will remember this.

玻利維亞會記住這個的。


The final phase of the Diplomatic Play is Countdown to War, which is exactly what it says on the tin. During Countdown to War, both sides are locked down and it's no longer possible for countries to declare or abandon support for either side, nor is it possible to add new Demands or do any Swaying. In fact, the only thing that is possible during this phase is Backing Down, and this is usually the phase when you will see one of the sides give in (though it is also possible to back down during Diplomatic Maneuvering).

外交博弈的最后階段是戰(zhàn)爭倒計時Countdown to War,顧名思義就是字面意思。 在戰(zhàn)爭倒計時期間,雙方都會被鎖定,各國不能再宣布或放棄對任何一方的支持,也無法添加新的要求或進行任何游說。事實上,在這個階段唯一可做的事情就是退讓,這通常是你會看到有一方退讓的階段(盡管在外交運作期間也有可能退讓)。


Backing Down is, quite simply, one side deciding that the odds aren't looking in their favor and deciding to concede the Main Demand of the other side to cut their losses. It's important to note that only the Main Demand is ever conceded in this way, so any additional Demands that are either added or promised to supporters of the winning side are simply lost (with accrued Infamy fully refunded), along with of course all the Demands on the losing side. This means that there is actually in some cases a reason to want the Play to escalate into war (and hence, to not stack the odds in such a way that the other side sees no path to victory), as it is the only way in which you can simultaneously press multiple Demands/Wargoals, assuming you're willing (or at least think you're willing) to bear the heavy cost of the war. It's possible to back down all the way up until the Escalation meter hits 100, at which point the Diplomatic Play is over and War breaks out.

退讓很簡單,就是一方認為局面對他們不利,并決定同意另一方的主要要求來減少損失。重點是要注意,只有主要求能被以這種方式被同意,因此任何添加的或承諾給獲勝方支持者的額外要求都會喪失(累積的惡名全額退還),當然失敗的一方的所有要求也會喪失。這意味著在某些情況下,實際上有理由希望博弈升級為戰(zhàn)爭(因此,不要以讓對方看不到獲勝希望的方式去堆積優(yōu)勢),因為這是唯一讓你可以同時給出多個要求/戰(zhàn)爭目標的方法,假使你愿意(或至少認為你愿意)承擔戰(zhàn)爭的沉重代價的話。直到事態(tài)升級進度條達到100前都是可以退讓的,否則外交博弈結(jié)束,戰(zhàn)爭爆發(fā)。


Once all the cards are on the table you have to carefully weigh if this is really something you're able to win, and what cost you're willing to pay for the opportunity to try. Perhaps it's better to cut your losses, gain a Truce, let the other side accrue some Infamy, score a Claim on the lost territory (if the Play was about land), and start making a plan to recover what you lost - and then some.

一旦所有的牌都擺在桌面上,你必須小心權衡這是否真的是你能夠贏下的,以及你愿意為嘗試這個機會付出多少代價。也許更好的選擇是減少損失、達成休戰(zhàn)協(xié)定,讓對方積累一些惡名,取得對失去領土的宣稱權(如果博弈是關于領土的),然后開始制定計劃來收回你失去的東西,然后行動。


Whew, that was a lot of text, and I'm sure I've still missed some detail or another. As those of you who are familiar with Victoria 2 has noticed, Diplomatic Plays draws a lot of inspiration from the Crisis feature in Victoria 2: Heart of Darkness, a feature I've personally worked on and always thought was one of the most interesting things we've done in any expansion for a Paradox GSG. But with that said, our dev diaries on Diplomacy are drawing to a close (for now, we'll certainly return to the subject later) as next week we're going to talk about something you've been (rightfully) curious about since the announcement… War!

嗨,這期文本量很大,而且我敢肯定我仍然遺漏了一些細節(jié)。你們中熟悉維多利亞2的人已經(jīng)注意到,外交博弈從維多利亞2:黑暗之心危機Crisis特性中汲取了很多靈感,這是我個人工作開發(fā)過的功能,并且這一直被認為是我們已完成的P社大戰(zhàn)略游戲擴展包中最有趣的內(nèi)容之一。但話說到這,我們關于外交的開發(fā)日志就要結(jié)束了(暫時的,我們之后肯定會回到這個主題的),因為下周我們將談論一些大家自游戲發(fā)布后一直(理所當然地)好奇的內(nèi)容……戰(zhàn)爭!



翻譯:AntiAccess 黑夜龍人

校對:三等文官猹中堂


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維多利亞3開發(fā)日志#21 | 10/28 外交博弈的評論 (共 條)

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