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船!!!!!!!!

2023-09-12 02:06 作者:機(jī)槍豌豆射手159  | 我要投稿

船!!!!!!!!

Boats!!!!!!!!

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AXIOMS

2022年2月8日

一般地理

General Geography

正如在上一篇關(guān)于奇幻地理的文章中所解釋的,《Axioms Of Dominion》是一款廣泛而詳細(xì)地關(guān)注貿(mào)易、經(jīng)濟(jì)、外交和戰(zhàn)斗方面的海軍玩法的游戲。我已經(jīng)做了很大的努力來(lái)減少 "深海 "在地圖中所占的比例。我的目標(biāo)是:70% 的陸地,15% 的湖泊、可航行的河流、內(nèi)陸海和內(nèi)海,以及 15% 的真正海洋。這將包括大量的海峽和群島,但考慮到這個(gè)世界的地表面積是我們這個(gè)世界的 10 倍,因此至少在某些區(qū)域仍會(huì)有相當(dāng)數(shù)量的海洋。

As explained in the previous post regarding fantasy geography Axioms is a game with an expansive and detailed focus on naval gameplay both in trade, economics, diplomacy, and combat. I have made a significant attempt to reduce “deep ocean” to a very small proportion of the map. I am aiming for 70% landmass, 15% lakes, navigable rivers, land locked and interior seas, and 15% actual ocean. This will include plenty of straits and archipelagoes but given that the world is intended to represent a surface 10x the size of our own world you will still have some significant amount of ocean at least in some areas.

無(wú)論如何:船。到處都有船,人人都有船??紤]到陸地的大小,會(huì)有一些內(nèi)陸國(guó)家??赏ê降暮恿骱拖噙B的湖泊大約是我們這個(gè)世界的5倍。海洋約占我們星球表面積的2%,約占 《Axioms Of Dominion》 地圖面積的7.5%。從根本上說(shuō),所有最有趣的水域都更為常見(jiàn)。

In any case: boats. Boats everywhere and for everyone. Well given the landmass size there will be some number of landlocked polities. Navigable rivers and connected lakes will be roughly 5x as common as they are on our own world. Seas cover roughly 2% of our own planet and will cover roughly 7.5% of an Axioms map. Essentially all the most interesting water features are far more common.

河流

Rivers

河流是大多數(shù)大型早期文明崛起的關(guān)鍵因素。有些河流創(chuàng)造了廣闊肥沃的洪泛平原,而有些河流是通往大陸內(nèi)部的通道,促進(jìn)了貿(mào)易。淡水作為一種純粹的資源,其重要性也令人難以置信。

Rivers were a key aspect of the rise of most large early civilizations. Some rivers created vast fertile floodplains while some merely facilitated trade and access to the interior of continents. Fresh water was also incredibly important purely as a resource.

《Axioms Of Dominion》擁有一個(gè)運(yùn)河機(jī)制,鑒于水在游戲中的性質(zhì),這個(gè)機(jī)制顯得格外重要。還有一種挖掘港口的機(jī)制也發(fā)揮了重要作用,可以疏浚甚至人工拓寬河流。此外,游戲中還有一些強(qiáng)大的奇幻地形改造選項(xiàng),以及在最初的《Esoteric Arcana》系列文章中討論過(guò)的天氣控制。

Axioms possesses a canal mechanic that is extraordinarily relevant given the nature of water in the game. There is also a mechanic for digging out harbors which plays an important role, and also for dredging or even artificially widening rivers. Additionally there are some powerful fantasy terraforming options and the weather control discussed in the originating Esoteric Arcana series post.

因此,對(duì)河流本身的管理是一整套綜合而廣泛的游戲機(jī)制和系統(tǒng)的一部分,而這些機(jī)制和系統(tǒng)又與游戲的其他部分緊密相連。最密切相關(guān)的游戲系統(tǒng)顯然是海軍。褐水海軍在廣闊世界的貿(mào)易、運(yùn)輸和交流以及軍事活動(dòng)中都扮演著重要角色?!禔xioms Of Dominion》 有一個(gè)突襲、海盜和國(guó)家互動(dòng)系統(tǒng),與這些歷史上相關(guān)的活動(dòng)息息相關(guān)。

Management of the rivers themselves is therefore part of an integrated and extensive set of game mechanics and systems that then ties wildly into other parts of the game. The most closely adjacent game system is obviously navies. Brown water navies play a key role in both trade, transport, and communication across the vast world as well as in military endeavors. Axioms has a system of raiding, piracy, and state interaction with such historically relevant activities.

控制或爭(zhēng)奪河流可以實(shí)現(xiàn)掠奪、擾亂貿(mào)易、快速低成本地調(diào)動(dòng)軍隊(duì),以及限制對(duì)關(guān)鍵經(jīng)濟(jì)資源的獲取。在魔法和/或科技水平較高的情況下,你甚至可以采取讓河流改道或干涸等行動(dòng)。根據(jù)我的開(kāi)發(fā)速度,也可能會(huì)有故意的洪水泛濫機(jī)制。

River control or at least contestation allows for looting, disrupting trade, moving armies quickly and cost effectively, and in limiting access to a key economic resource. At an high level of magical and/or technical you can even engage is actions like diverting or drying up rivers. Depending on my speed in development there might also be intentional flooding mechanics.

湖泊、大型湖泊和內(nèi)陸海

Lakes, Large Lakes, And Landlocked Seas

河流與湖泊等其他水域有一些共同點(diǎn),比如可以捕魚(yú),支持褐水或內(nèi)陸海軍,也可以是重要的水源。河流還有可能用于發(fā)電?!禔xioms Of Dominion》并非為工業(yè)經(jīng)濟(jì)而設(shè)計(jì),但你可以使用早期的工業(yè)技術(shù),包括水力發(fā)電。

Rivers share some elements with other water features such as lakes. They can be used for fishing, they can support brown water or inland navies, and they can be a crucial water source. There is also potential for use in mechanical energy generation. Axioms is not designed for industrial economies but you can access earlier industrial technologies including water power.

漁業(yè)和灌溉是食物和其他水產(chǎn)資源的重要來(lái)源。盡管大型湖泊對(duì)運(yùn)輸或貿(mào)易等方面的影響有限,但特別大的封閉水體仍具備河流的某些功能,尤其是在種植一般作物和生產(chǎn)有用的食物這方面。

Fishing and irrigation are an important source of food and other aquatic resources. Even though a large lake has a limited impact on things like transport or trade, although particularly large enclosed bodies of water can still fulfill some of the duties of a river, it is very useful for growing crops in general and producing useful food sources.

內(nèi)陸海因其面積較大,所帶來(lái)的好處與大型通航河流更為相似。各種通航水域都有別于陸地省份。雖然可以巡航,但不能真正擁有。

Landlocked seas provide benefits more similar to those of large navigable rivers because of their size. Navigable water features of all kinds are distinct from land provinces. They can’t be owned although they can be patrolled.

海洋

Seas And Oceans

海洋不能用于飲用或灌溉,但可以減少與遠(yuǎn)方貿(mào)易的障礙。擁有強(qiáng)大而有效的海軍的國(guó)家當(dāng)然可以在其部署強(qiáng)大海軍的地方要求通航費(fèi),但可行的區(qū)域有限,你可以隨時(shí)嘗試避開(kāi)。這些區(qū)域也為那些位于較小陸地上的國(guó)家提供了寶貴的防御選擇。地圖生成的一個(gè)關(guān)鍵方面是跨小海峽的有趣大型島嶼以及其他此類(lèi)具有地理價(jià)值的特征。

Seas and oceans can’t be used for drinking or irrigation but they provide for trade with distant lands with fewer obstacles. Powers with strong and effective navies can of course demand tolls where they have a strong naval presence but the viable areas are limited and you can always attempt to dodge them. These areas also provide a valuable defensive option for those on smaller landmasses. A key aspect of map generation is large islands in interesting spots across small channels and other such geographically valuable features.

特別是在大國(guó)尚未組建或缺乏大規(guī)模海軍的情況下,海洋對(duì)于貿(mào)易和旅行非常有用。在很多地方,即使是超級(jí)大國(guó)也很難找到小型艦隊(duì)或護(hù)航船隊(duì),尤其是單個(gè)船只。

Especially in the case where large powers haven’t formed or lacked massive navies the seas and the ocean are useful for trade and travel. There will be a decent amount of places where even a superpower would have trouble locating small fleets or convoys and especially individual boats or ships.

每一個(gè)重要的經(jīng)濟(jì)或政治強(qiáng)國(guó)都會(huì)有非常強(qiáng)烈的動(dòng)機(jī)來(lái)奪取進(jìn)入大型水域的通道,這種動(dòng)機(jī)甚至比真實(shí)歷史中更強(qiáng)烈。

Every significant economic or political power will have very strong incentives, even stronger than in our own history, to obtain access to large waterways.

軍事行動(dòng)

Military Maneuvers

占據(jù)同一 "區(qū)域 "海域的海軍部隊(duì)即使是敵對(duì)的,也不會(huì)自動(dòng)卷入戰(zhàn)斗。開(kāi)放水域的每個(gè)分區(qū)都有某種規(guī)模/能力變量。這樣,您就缺少了現(xiàn)有戰(zhàn)略游戲中常見(jiàn)的完美信息,從而限制了海軍互動(dòng)的多樣性。您必須先確定敵方艦隊(duì)的位置,然后才能與之交戰(zhàn)。如果沒(méi)有大量的投資,就很難跟蹤外國(guó)艦隊(duì),尤其是較小的艦隊(duì)或試圖躲避偵查的艦隊(duì)。這種機(jī)制在可通航的河流和其他一些較小的水域中得到了很大的改善,但在某些特殊情況下仍然適用。

Naval forces occupying the same “area” of the ocean do not automatically become involved in combat even if they are hostile. Each division of open water has a sort of size/capacity variable. In this way you lack the perfect information common in extant strategy games that limits the diversity of naval interaction. You must locate an enemy fleet before you can engage it. Without significant investment it will be hard to keep track of foreign fleets, especially smaller ones or ones attempting to evade detection. this mechanic is heavily ameliorated in navigable rivers and some other smaller water features although it can still apply in some special cases.

艦船有各種槽位,就像漂浮在水面上的建筑物,可以安裝各種功能。與典型的太空戰(zhàn)略游戲相比,這款游戲沒(méi)有 "船舶設(shè)計(jì)器"。模塊的選擇相當(dāng)有限,一般來(lái)說(shuō),你只能批量生產(chǎn)幾種設(shè)計(jì)好的船。不過(guò),你可以為某些任務(wù)設(shè)計(jì)飛船,具有特殊效果的資源就會(huì)發(fā)揮作用。比如非常輕或非常堅(jiān)固的木材、抗損壞的木材等等。

Ships have a variety of slots, almost like floating buildings, which can be filled with various capabilities. There isn’t a “ship designer” comparable to a typical space strategy game. The options for “modules” are quite limited and generally you’ll be mass producing ships of a few designs. However you can design ships for certain tasks and the resources with features/impacts/effects/aspects or w/e you like to call it are in play. Wood that is very light or strong, that is resistant to damage, etc.

海戰(zhàn)和陸戰(zhàn)一樣不是交互式的。戰(zhàn)斗是通過(guò)定位、互動(dòng)和能力發(fā)生的,但由于規(guī)模和事件的數(shù)量,不可能向玩家展示每一個(gè)事件。不過(guò)您會(huì)收到一份相對(duì)詳細(xì)的報(bào)告,您可以閱讀摘要或深入查看。

Naval combat like land combat is not interactive. Battles happen with positioning and interactions and abilities but due to the scale and thus the number of events it isn’t possible to show each one to the player. You will receive a relatively detailed report which you can read the summary of or review in depth however.

可以設(shè)計(jì)專(zhuān)門(mén)的船只來(lái)執(zhí)行封鎖任務(wù)或避免引起注意,或運(yùn)送部隊(duì)、進(jìn)行騷擾性突襲,以及使用大型戰(zhàn)艦用于海上交戰(zhàn),這些決定都會(huì)產(chǎn)生一些高層次的戰(zhàn)略影響。此外,與陸地部隊(duì)一樣,海軍部隊(duì)也可以執(zhí)行各種任務(wù)。突襲、巡邏、護(hù)航、運(yùn)輸、貿(mào)易等等。

There is some high level strategical impact from decisions with specialized ships to run blockades or avoid notice or to transport troops or to be used in harassing raids vs ships of the line meant for large naval engagements. There are also, as there are for land units, a variety of missions/goals that can be assigned to naval units. Raids, patrols, escorting, transport, trade, and so forth.

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