維多利亞3特別開(kāi)發(fā)日志 | 12/17 問(wèn)答匯總

牧游社 牧有漢化翻譯
Q&A Roundup
commissar roach, Private
Earlier this month we held an exclusive Q&A session on the Official Victoria Discord for our newsletter subscribers. We have now gathered some of our top questions and answers in this article, for your reading pleasure! Enjoy.
本月早些時(shí)候,我們?cè)诰S多利亞的官方Discord服務(wù)器中舉辦了一個(gè)針對(duì)我們的郵件訂閱者的獨(dú)家問(wèn)答活動(dòng)?,F(xiàn)在我們收集了一些大家最關(guān)心的問(wèn)題和答案放到文章里,希望大家看得開(kāi)心!好好享受吧。

Winged: Will some cultures have areas they specialise in? For example Nepali could be better soldiers while Norwegians could be better fishermen
問(wèn):某些文化是否會(huì)有自己擅長(zhǎng)的領(lǐng)域?比如尼泊爾人當(dāng)兵就比別人猛,挪威人打魚(yú)就比別人強(qiáng)?
Michael "Ofaloaf" Kundak-Cowall: The main problem I have with that is the unfortunate implications of saying people are just innately better at one thing or another- a Norwegian who moves to central Iowa isn't going to be a terribly good fisherman, and a Nepali who has never experienced war in his or her lifetime isn't going to have much experience at combat.
答:我覺(jué)得這個(gè)東西的主要問(wèn)題在于,它不恰當(dāng)?shù)匕凳救藗兩鷣?lái)就擅長(zhǎng)某一件事——搬到愛(ài)荷華州中部的挪威人成不了好漁夫,一生中從未經(jīng)歷過(guò)戰(zhàn)火的尼泊爾人也不會(huì)有豐富的戰(zhàn)斗經(jīng)驗(yàn)。
General_WCJ: what is the most common degree held by team members working on v3, history, game development, game design, computer science or something else
問(wèn):維多利亞3開(kāi)發(fā)人員的學(xué)位中最常見(jiàn)的是哪個(gè)?歷史、游戲開(kāi)發(fā)、游戲設(shè)計(jì)、計(jì)算機(jī)科學(xué),還是別的什么?
Paul Depre: If I had to guess its most likely some form of computer science and or game development for those who were able to go to school for such. We also have quite a few individuals who have the non-standard degrees in various forms of sciences, history, language, and me - the token economist. Never done a survey among the studio though, might be an interesting thing to do. The results will not be in a pie chart, that I can assure you.
答:如果非要讓我來(lái)猜的話,對(duì)于那些科班出身的開(kāi)發(fā)人員來(lái)說(shuō),估計(jì)是計(jì)算機(jī)科學(xué)或者游戲開(kāi)發(fā)之類的吧。我們也有不少人拿的是各種各樣的非標(biāo)準(zhǔn)學(xué)位,涵蓋了自然科學(xué)、歷史、語(yǔ)言等方面,我則是個(gè)通證經(jīng)濟(jì)學(xué)家(譯注:和區(qū)塊鏈技術(shù)緊密相關(guān)的一種經(jīng)濟(jì)學(xué)理論)。我們從來(lái)沒(méi)在工作室內(nèi)部搞過(guò)調(diào)查,或許試一試會(huì)很有趣。我向你保證,結(jié)果不會(huì)用餅狀圖表示。
SenatorSnowBear: Will we see models of trains move around the railways on the map? Will they go 'choo choo' if we zoom in close enough? The latter question is very important to me.
問(wèn):我們能不能在地圖上看到火車(chē)的模型在鐵軌上跑來(lái)跑去?如果我們拉得很近,它們能不能發(fā)出“嗚嗚”的聲音?后一個(gè)問(wèn)題對(duì)我來(lái)說(shuō)非常重要。
Michael "Ofaloaf" Kundak-Cowall: The trains do indeed travel around on the map and go choo choo! In fact, the trains even go chugga chugga.
答:火車(chē)當(dāng)然會(huì)在地圖上跑來(lái)跑去,也會(huì)發(fā)出“嗚嗚”的聲音。實(shí)際上,火車(chē)還會(huì)發(fā)出“哐且哐且”的聲音呢。
Gimokes: How does the government form affect how laws pass?
Does an Absolute Monarchy like Prussia have a easier way to pass unpopular laws by many interest groups than a Constitutional Monarchy like Great Britain?
問(wèn):政府形式會(huì)怎樣影響法律通過(guò)的過(guò)程?比起像大不列顛那樣的立憲君主制,像普魯士那樣的絕對(duì)君主制如果要通過(guò)許多利益集團(tuán)不喜歡的法律,是不是更加容易?
Daniel Tolman: More authoritarian laws will help you pass laws faster; so an autocratic monarchy that suppresses opposition interest groups can pass laws quickly and with less resistance than a Democracy with a strong opposition. Of course, that has its own downsides.
答:更多的威權(quán)主義法律能幫助你更快地通過(guò)法律,所以比起一個(gè)有著強(qiáng)大反對(duì)派的民主政權(quán),一個(gè)鎮(zhèn)壓反對(duì)派利益集團(tuán)的專制君主制能夠更快的通過(guò)法律,遭遇的抵抗也會(huì)較少。當(dāng)然了,它也是有自己的缺點(diǎn)的。
Dr. Njitram: Are there any mechanics youre not fully fleshing out, awaiting feedback from the larger player base/QA?
問(wèn):有沒(méi)有什么機(jī)制是你們還沒(méi)打磨完,等著更大的玩家群體或者問(wèn)答活動(dòng)的反饋的?
Paul Depre: There are plenty of things not solid - all to various levels. That's part of the reason we do dev diaries and feedback sessions, hold UR tests, and let QA tinker on the regular. Some more structural mechanics are locked in, but we are always looking to and reacting to your feedback. If we do not act upon it right away its usually because doing such is risk based on the timeline and then we look for when we can address it in the future. In future dev diaries you may in fact see such changes detailed.
答:沒(méi)定下來(lái)的東西還有不少——具體程度也各異。這也是我們做開(kāi)發(fā)日志和反饋活動(dòng),搞UR測(cè)試,再讓問(wèn)答活動(dòng)修補(bǔ)一般事項(xiàng)的一部分原因。一些比較結(jié)構(gòu)性的機(jī)制已經(jīng)敲定了,但是我們也會(huì)一直處理和回應(yīng)你們的反饋。如果我們沒(méi)能立刻做出行動(dòng),那通常是因?yàn)檫@么做會(huì)有影響我們?cè)跁r(shí)間線上的進(jìn)度的風(fēng)險(xiǎn),于是我們就會(huì)找一個(gè)未來(lái)處理這個(gè)問(wèn)題的時(shí)機(jī)。在未來(lái)的開(kāi)發(fā)日志中,你或許就能看到這些改動(dòng)的詳細(xì)介紹。
Kings: Can democracies influence what interest groups are in their governments?
問(wèn):民主政權(quán)能否影響他們政府內(nèi)部的利益集團(tuán)?
Aron Nisbel: Yes! As a Democracy you will be able to Reform your Government by adding and removing Parties and Interest Groups. However, Government constellations will vary on how Legitimate they are.
答:可以!作為民主政權(quán),你可以通過(guò)增加或減少黨派和利益集團(tuán)來(lái)改革政府。然而,政府結(jié)構(gòu)會(huì)因?yàn)樗麄兊暮戏ㄐ杂卸喔叨兓?br>
KaiserPiplup: What is the feature you are most excited about personally and to see what players will do with?
問(wèn):對(duì)你個(gè)人來(lái)說(shuō),最激動(dòng)人心,最想看到玩家反應(yīng)的特性是什么?
Martin Anward: Definitely Diplomatic Plays! I want to see what kind of crazy upsets players manage to pull through clever diplomacy, and also what unintended consequences they end up with. Not to mention the multiplayer shenanigans...
答:肯定是外交博弈了!我想看看玩家能通過(guò)精明的外交手段弄出什么樣的意外收獲,而他們又得面對(duì)怎樣意想不到的后果。更不用說(shuō)多人游戲中的陰謀詭計(jì)了……
EnzoF: What is the most interesting aspect/consequence of something you've already talked about that you were not able to place onto a dev diary?
問(wèn):在你們沒(méi)在開(kāi)發(fā)日志里說(shuō)過(guò),但是你們已經(jīng)討論了的事情里,最有趣的方面/結(jié)果是什么?
Mikael Andersson: I don't actually recall if we've discussed Urbanization in detail yet, but one aspect I find fascinating is how building up your industrial states automatically create a parallel service industry which booms if the Pops' Wealth increases but fails if it doesn't, so creating an exploitative, extractive industrial sector will decrease the price of the industrial output goods in the market but not benefit any sector of Pops in that state.
答:我不記得我們有沒(méi)有詳細(xì)說(shuō)過(guò)城市化,但是我覺(jué)得很有意思的一個(gè)方面是,在你建立你的工業(yè)省份的同時(shí),就會(huì)同時(shí)創(chuàng)造出一個(gè)并行的服務(wù)業(yè)。如果Pop的財(cái)富提升了服務(wù)業(yè)就能迅速發(fā)展,反之則會(huì)衰敗。所以,創(chuàng)造一個(gè)剝削性,掠奪性的工業(yè)部門(mén)能夠降低市場(chǎng)上工業(yè)產(chǎn)品的價(jià)格,但并不會(huì)讓那個(gè)省份內(nèi)的Pop受益。
al-Khalidi: Will it be possible for Austria to unify Germany?
問(wèn):奧地利能統(tǒng)一德意志嗎?
Daniel Tolman: yes, but only if they don't become Austria-Hungary!
答:能,只要他們沒(méi)變成奧匈帝國(guó)!
Katakras: Can interest groups be banned in authoritarian countries?
問(wèn):在威權(quán)國(guó)家里,能否取締利益集團(tuán)?
Paul Depre: More authoritarian countries have an easier time influencing their IGs to irrelevance. That being said its not as easy as simple to "ban" an IG - if they have the clout they will attempt to fight back instead of heading off meekly into irrelevance.
答:大部分威權(quán)國(guó)家可以比較容易地把利益集團(tuán)的影響降到無(wú)關(guān)緊要的程度。話雖如此,這也不是直接“取締”一個(gè)利益集團(tuán)那么簡(jiǎn)單——如果他們有足夠的影響力,就會(huì)試圖反擊,而不是乖乖變成無(wú)關(guān)緊要的存在。
Softload3r: Will there be a tutorial like in CK3? Vic 3 will be the first game in the Vic Series I'm playing, so a tutorial like in CK3 would be a huge help and much appreciated!
問(wèn):是否會(huì)有十字軍之王3里那樣的教程?維多利亞3會(huì)是維多利亞系列里我第一個(gè)玩的游戲,所以像十字軍之王3里那樣的教程會(huì)非常有幫助,我也會(huì)很感激的!
Aron Nisbel: Yes! We're working hard on the Tutorial and the format will have similarities to CK3, but we're of course aiming to improve on it and have made many of our own changes to fit it more to our game and take it further. One change we've been aiming for is that you will be able to play the tutorial as any country, but we're not going into any specific details on that yet! As a UX designer, the Tutorial is close to my UX heart since it is one of the most important features especially for a new player's experience. Hopefully, our Tutorial will make the game very enjoyable even for anyone without an economics degree.
答:有的!我們正在努力制作教程,形式會(huì)和十字軍之王3里的有些類似,但是我們當(dāng)然也會(huì)致力于改進(jìn)它,做出一些我們自己的改變,讓它更適合我們的游戲,各方面都更好一些。我們打算做的改變之一是你可以扮演任何國(guó)家來(lái)過(guò)教程,但是我們現(xiàn)在還不能詳細(xì)說(shuō)這個(gè)!作為用戶體驗(yàn)設(shè)計(jì)師,教程很貼近我的工作內(nèi)容,畢竟這是最關(guān)鍵的特性之一,特別是對(duì)于新玩家的游戲體驗(yàn)來(lái)說(shuō)。希望我們的教程能讓游戲?qū)τ诖蠹叶挤浅S腥?,就算沒(méi)有經(jīng)濟(jì)學(xué)學(xué)位也一樣。
Grovar: Are we going to have game rules we can change before we start a new campaign like we have in other pdx titles?
問(wèn):我們能不能在游戲開(kāi)始之前改變一些游戲規(guī)則,就像其他P社游戲一樣?
Martin Anward: Yes, game rules are going to be in! For example, there will be a game rule to decide whether you want 'silly' nations like Byzantium and Jan Mayen to be able to appear or not.
答:可以,當(dāng)然會(huì)有這種游戲規(guī)則!比如會(huì)有一個(gè)游戲規(guī)則讓你決定像拜占庭和揚(yáng)馬延這樣的奇怪國(guó)家能否在游戲中出現(xiàn)。
Jboy2000000: How will the blimp reward from sighing up to the newsletter be implemented in game?
問(wèn):注冊(cè)接收新聞郵件的飛艇獎(jiǎng)勵(lì)游戲里會(huì)怎么做出來(lái)?
Mikael Andersson: Airships are one of the many things in the game that makes the map more alive. The one you get for signing up for the newsletter will be making an appearance in place of the standard model from time to time.
答:飛艇是游戲中許許多多讓地圖生機(jī)勃勃的事物之一。注冊(cè)接收新聞郵件獲得的飛艇模型會(huì)時(shí)不時(shí)地替代標(biāo)準(zhǔn)的飛艇模型出現(xiàn)。(譯注:大家可以上維多利亞3的官網(wǎng)注冊(cè)一下,獲取這個(gè)獎(jiǎng)勵(lì)。)
SolarCola: Is colourblindness considered in the design of the UI?
問(wèn):在設(shè)計(jì)UI時(shí),是否考慮了色盲模式?
Paul Depre: Yes! I can say we have been working towards addressing some color-blindness issues with our game particularly because it is more numbers heavy than others. We've been working on a dynamic setting that should allow for us to expand its coverage and hopefully (don't confirm quote me here) allow for modding as well to help cover all the various possibilities. Maybe we can do a dev diary on it in the future.
答:當(dāng)然!這么說(shuō)吧,我們一直在努力解決一些游戲中色盲模式的問(wèn)題,因?yàn)楸绕鹌渌麊?wèn)題,這牽扯到更多的數(shù)字。我們一直在制作一個(gè)能讓我們擴(kuò)展覆蓋范圍、還有希望允許mod改動(dòng)(別引用我的話說(shuō)肯定有這個(gè))的動(dòng)態(tài)設(shè)置,以此讓色盲模式覆蓋各種可能的情況。或許以后我們能針對(duì)這個(gè)寫(xiě)一篇開(kāi)發(fā)日志。
Simply John?: What are some of the biggest quality of life changes that are planned or that have been made?
問(wèn):在計(jì)劃中的和已經(jīng)完成的改動(dòng)中,最大的基礎(chǔ)游戲質(zhì)量改動(dòng)是什么?
Martin Anward: There's a lot, but just to take one example we have implemented prediction functions when you change a production method or expand a building for how profitable the method/building will be. This in itself isn't new, but what is new about it is that the prediction takes into account factors such as how prices are going to change not just from that particular building/method but also from every other building currently in your construction queue, pop goods substitution (so you can see if there is potential for a good to be consumed even if it's not currently consumed) and so on. These predictions are actually also used by the AI to be able to far more accurately plan out its economic decisions than in our other games.
答:那就多了去了,不過(guò)舉一個(gè)例子的話,那就是我們實(shí)裝了預(yù)測(cè)功能,當(dāng)你改變生產(chǎn)方式或擴(kuò)建建筑的時(shí)候,就能看到這個(gè)方式/建筑能產(chǎn)生多少利潤(rùn)。這本身并不新鮮,新鮮的是我們讓這個(gè)預(yù)測(cè)考慮了多種因素,比如價(jià)格的變化不只會(huì)考慮那個(gè)特定的建筑/方法,而是會(huì)考慮你的建造隊(duì)列里的所有其他建筑,還會(huì)考慮Pop的貨物替代(這樣哪怕某個(gè)商品現(xiàn)在還沒(méi)有被消耗,你也能看到它是否有被消耗的潛在可能性),以及其他一些東西。實(shí)際上,這些預(yù)測(cè)AI也可以用,這樣它們就能以遠(yuǎn)勝我們其他游戲的AI的精確性做出經(jīng)濟(jì)上的決定。
Goodluck: Will there be reasons to keep the upper class happy on the cost of the lower and middle class, even though the upper class is just a fraction of your nation’s population?
問(wèn):會(huì)不會(huì)有什么因素通過(guò)犧牲中下層階級(jí)來(lái)讓上層階級(jí)感到高興,盡管上層階級(jí)只是你們國(guó)家人口的一小部分?
Daniel Tolman: Absolutely. Firstly, if you're deliberately playing as an autocratic reactionary country, you of course want to favor the old guard power groups. But also, remember that wealth and certain laws boost the political power of pops - and if you try to pass laws that favor the poor, the rich will push back.
答:那必須的。首先,如果你刻意扮演一個(gè)專制反動(dòng)的國(guó)家,你當(dāng)然希望偏向守舊的權(quán)力集團(tuán)。但也要記住,財(cái)富和某些法律會(huì)提升民眾的政治力量——而如果你試圖通過(guò)有利于窮人的法律,富人就會(huì)反擊。
Golden: although events aren’t going to be railroaded, will we still see history play out roughly as we would expect? (As long as the player doesn’t interfere, that is )
問(wèn):雖然事件的走向并不是定死的,但我們能夠看到歷史大致按照我們所期望的那樣發(fā)展嗎 (至少在玩家不干涉的情況下是這樣)?
Mikael Andersson: That depends on your expectations! We are not taking the approach that there is one "Platonic" way that history played out and if you don't poke at it, it will repeat itself. Rather, historical progression is the emergent consequence of millions of interacting events based on material conditions. What this means in practice is that while a lot of things will progress roughly as you might expect - countries are more likely to fight over shared Homelands, technologically advanced countries are more likely to do well financially, a country with a lot of colonies are likely to dominate the seas and vice versa - there will also be plenty of "butterfly effects" where e.g. a mass migration from China to Argentina will change the power dynamics in South America which might cause the US to reconsider their Interests there, etc. Our aim here is that some events should be recognizable while the remainder should be justifiable, and as few events as possible should feel inconceivable.
答:這取決于你的期望!我們不認(rèn)為歷史呈“柏拉圖式”發(fā)展(即只要你不去撥動(dòng)它,它就會(huì)重復(fù)同樣的事)。相反,歷史進(jìn)程是數(shù)以百萬(wàn)計(jì)的事件基于物質(zhì)條件相互作用的突發(fā)結(jié)果。這在實(shí)踐中意味著,雖然很多事情的發(fā)展會(huì)大致如你的預(yù)期——國(guó)家之間可能為爭(zhēng)奪分配的領(lǐng)土而戰(zhàn)、技術(shù)先進(jìn)的國(guó)家更有可能在經(jīng)濟(jì)方面蒸蒸日上、擁有大量殖民地的國(guó)家有可能主宰海洋,反之亦然——但也會(huì)有很多“蝴蝶效應(yīng)”,例如,從中國(guó)到阿根廷的大規(guī)模移民將改變南美洲的權(quán)力動(dòng)態(tài),這可能導(dǎo)致美國(guó)重新考慮其在那里的利益,等等。我們?cè)谶@方面的目標(biāo)是,一些事件應(yīng)該是可識(shí)別的,其余的應(yīng)該是合理的,而讓人感到難以置信的事件應(yīng)該盡可能少。
SL128: Which types of countries tend to be the most beginner friendly or hostile?
問(wèn):哪些類型的國(guó)家往往對(duì)新手最為友好或不友好?
Daniel Tolman: Personally I think Japan is very beginner friendly. But to a great extent how "difficult" a country is largely depends on what your goals are.
答:我個(gè)人認(rèn)為日本對(duì)初學(xué)者非常友好。但在很大程度上,一個(gè)國(guó)家有多“難”主要取決于你的目標(biāo)是什么。
An_Oxygen_Consumer: can we play as rebels in some events?
問(wèn):我們可以在某些事件中扮演叛軍嗎?
Martin Anward: Yes, there's a variety of both events and mechanics where you can choose to be the rebels and fight against 'your own' country. To give one example, if the Sepoy Rebellion happens it's possible to switch and fight for Indian freedom.
答:是的,有多種多樣的事件和機(jī)制讓你能夠選擇成為叛軍,與“自己”的國(guó)家作戰(zhàn)。舉個(gè)例子,如果發(fā)生了“印度兵變”,你就有可能轉(zhuǎn)變立場(chǎng)為印度的自由而戰(zhàn)。
RatherHolistic: are there any alt-history formables?
問(wèn):有沒(méi)有什么架空歷史中的可成立國(guó)家?
Daniel Tolman: We certainly have some, and we'd like to add more before release. Scandinavia and Gran Colombia are some examples.
答:我們已經(jīng)有了一些,而且希望在發(fā)布之前添加更多。舉幾個(gè)例子,斯堪的納維亞和大哥倫比亞。
Happy Doggu: When do big nations like France, Prussia, and Austria actually get in on diplomatic plays? How does the game determine that?
問(wèn):像法國(guó)、普魯士和奧地利這樣的大國(guó)何時(shí)真正參與到外交博弈中?游戲是如何判定的?
Martin Anward: I'm assuming this is about when the AI decides to join a play rather than when it's possible for them to do so. The gist of it is that to join a side, an AI has to either want strongly either to back a side, or be tempted with something that it wants enough (what it wants depends on which AI strategies is governing it at the moment) to overcome both their desire to support the opposing side and their desire to stay neutral. I'll go more into this in AI dev diaries in the future.
答:我想這取決于AI何時(shí)決定加入一場(chǎng)博弈,而不是它們何時(shí)能夠加入。其要點(diǎn)是,若想加入一個(gè)陣營(yíng),AI必須要么強(qiáng)烈地想要支持某一方陣營(yíng)、要么被它想要的東西(它想要的東西取決于目前占主導(dǎo)的AI策略)誘惑得夠深,以克服它們支持另一方和保持中立的愿望。我將在未來(lái)的AI開(kāi)發(fā)日志中更多地討論這個(gè)問(wèn)題。
Mr.Erik: how will taxes affect purchasing power and so standard of living? I want to know if i can build a small government for less militancy for less returns(money/soldiers)
問(wèn):稅收將如何影響購(gòu)買(mǎi)力和生活水平?我想知道我是否可以建立一個(gè)小政府,以較少的貢賦(金錢(qián)/士兵)獲得較少的斗爭(zhēng)度。
Paul Depre: Without going into extravagant detail about the various disagreements among the economic schools of the relative effectiveness of taxes on consumption, etc. I'm on a character limit and I cannot digress.
答:在不過(guò)分詳細(xì)地論述各經(jīng)濟(jì)流派對(duì)消費(fèi)稅相對(duì)有效性的各種分歧意見(jiàn)的情況下……(下略)。我的字?jǐn)?shù)有限,我不能離題。
In short any money taken by taxes will reduce the purchasing power of the pop and make where their consumption basket is relatively more expensive (out of their remaining income) thus they will have to reprioritize and might possibly consume less. More wealth in their pocket would mean a gradual want of the more quality goods, a nicer standard of living, even something extravagant.
簡(jiǎn)而言之,任何通過(guò)稅收被拿走的錢(qián)都會(huì)降低民眾的購(gòu)買(mǎi)力,使他們的購(gòu)物筐相對(duì)更昂貴(錢(qián)出自他們稅后剩余的收入),因此他們將不得不重新確定優(yōu)先次序,并可能會(huì)減少消費(fèi)??诖锏呢?cái)富越多,他們就會(huì)想要越多的優(yōu)質(zhì)商品、越好的生活標(biāo)準(zhǔn),甚至開(kāi)始想要奢侈品。
But depending on how those taxes are spent - maybe by building industries that stimulate domestic production of the consumed goods you've been importing (thus keeping the relative wealth within your domestic economy) this loss in purchasing power from one strata of society can be overcome by subsidizing the welfare of another.
但這取決于這些稅收的使用方式——也許你可以通過(guò)建立工廠來(lái)刺激國(guó)內(nèi)生產(chǎn)你一直在進(jìn)口的消費(fèi)品(從而將相對(duì)財(cái)富保留在國(guó)內(nèi)經(jīng)濟(jì)),這樣來(lái)自社會(huì)一個(gè)階層的購(gòu)買(mǎi)力損失可以通過(guò)補(bǔ)貼另一個(gè)階層的福利來(lái)克服。
I said I wouldn't go into extravagant detail and here I am with the answer of "it depends"
我說(shuō)過(guò)我不會(huì)講得太詳細(xì),現(xiàn)在我的答案是“這得看情況”。
michael III: Will there be an observer mode(if you want to just watch the AI)?
問(wèn):會(huì)不會(huì)有觀察者模式(如果你就只想看海)?
Aron Nisbel: Yes!
答:會(huì)的!
Goodluck: Is it possible to stay competetive as an agricultural focused nation, or will you have to industralize if you want to keep up with the great powers?
問(wèn):一個(gè)專注農(nóng)業(yè)的國(guó)家是否可以保持競(jìng)爭(zhēng)力,還是說(shuō)只有工業(yè)化才能跟上列強(qiáng)的步伐?
Paul Depre: What determines staying competitive here may differ from player to player: you can stay as a primarily agricultural based economy and meet the relevant standard of livings for your pops. Of course to expand that past your domestic restrictions without industrializing would require finding markets for such goods, etc. Its a challenge to meet the needs of your pops if they start asking for goods you choose to not produce. Nothing in the economic situation and focus is inherently impossible, it just presents a different set of challenges to you to maintain.
答:判定是否保持競(jìng)爭(zhēng)力的因素可能因人而異:你可以保持以農(nóng)業(yè)為基礎(chǔ)的經(jīng)濟(jì),并滿足國(guó)內(nèi)人口群的相關(guān)生活標(biāo)準(zhǔn)。當(dāng)然,要想在不工業(yè)化的情況下跨越本國(guó)限制,就需要能獲取某些商品的市場(chǎng),等等。如果你的人民開(kāi)始要求你選擇不生產(chǎn)的商品,要滿足他們的需求將成為一個(gè)挑戰(zhàn)。在經(jīng)濟(jì)形勢(shì)和焦點(diǎn)方面沒(méi)有什么是本質(zhì)上不可能的,不同選擇只會(huì)給你持續(xù)游戲帶來(lái)一系列不同的挑戰(zhàn)。
Goodluck: Is there advantages to both tall and wide play; like will it be advantages to focus on one big city or building up many different Urban areas?
問(wèn):精鋪玩法和爆鋪玩法會(huì)各有優(yōu)點(diǎn)嗎?比如說(shuō),集中于一個(gè)大城市和建立許多不同的城市區(qū),會(huì)有各自的優(yōu)勢(shì)嗎?
Paul Depre: In short: yes. Playing tall has its advantages and disadvantages as does wide - its more a question of which problems you want to confront. Playing tall can allow for the benefits and throughput of industrialization to be seen faster. Wider means more accessible resources domestically across your economy but multiple urban centres will require an infrastructure network to maintain a connection between them and the movement of goods but a single industrial capital might become dirty overtime and see an increase in mortality.
答:簡(jiǎn)而言之,是的。精鋪玩法和爆鋪玩法一樣有優(yōu)勢(shì)和劣勢(shì)——問(wèn)題更多地在于你想面對(duì)哪些難題。精鋪玩法可以讓工業(yè)化的收益和吞吐更快地顯現(xiàn),爆鋪玩法則意味著你的整個(gè)經(jīng)濟(jì)體內(nèi)有更多可利用的資源。但多個(gè)城市中心需要一個(gè)基礎(chǔ)設(shè)施網(wǎng)絡(luò)來(lái)維持它們之間的聯(lián)系和貨物的流動(dòng);而單一的工業(yè)之都可能會(huì)隨時(shí)間推移變得骯臟,其死亡率也會(huì)上升。
Aquos: What are you most excited for in terms of new modding capabilities?
問(wèn):在新的模組能力方面,你最期待的是什么?
Mikael Andersson: I've seen some absolutely next-level overhauls just focused on replacing buildings, production methods, and goods made by members of the team on their "free project" time, and I think this is where we will see the most amount of modding. Having said that we aim to make nearly everything we put in the game moddable, so undoubtedly we will see new laws, institutions, tech trees, diplomatic actions, subject types, military behaviors, and even AI mods. There's also another major feature we use to support the event system which we'll cover in a dev diary in January, that I am also positive will see some really amazing mods written for it.
答:我已經(jīng)看到了一些絕對(duì)高水平的重制模組,專注于替換建筑、生產(chǎn)方式和貨物(而且我認(rèn)為在這些方面我們將看到最大數(shù)量的模組),雖然這些模組只是團(tuán)隊(duì)成員在他們的“自由項(xiàng)目”時(shí)間所做的東西。盡管如此,我們的目標(biāo)是使我們?cè)谟螒蛑蟹诺膸缀跛袞|西都可以修改,所以毫無(wú)疑問(wèn),我們將看到新的法律、機(jī)構(gòu)、科技樹(shù)、外交行動(dòng)、附庸類型、軍事行為,甚至AI模型。還有一個(gè)主要功能是我們用來(lái)支持事件系統(tǒng)的,我們將在一月的一篇開(kāi)發(fā)日志中介紹,我也積極地認(rèn)為會(huì)看到一些真正驚人的模組。
Theo: Will we be able to zoom out fully and see the whole world?
問(wèn):我們能否把地圖拉到最遠(yuǎn)并察看整個(gè)世界?
Aron Nisbel: Yes, and we put a keyboard shortcut in for you to instantly zoom out and then you can click the map + release the shortcut to instantly zoom in there.
答:可以,我們?yōu)槟阍O(shè)置了一個(gè)鍵盤(pán)快捷鍵來(lái)即時(shí)拉遠(yuǎn),然后你可以點(diǎn)擊地圖+松開(kāi)快捷鍵來(lái)即時(shí)放大點(diǎn)擊處。
Jagriel: Can we expect more pie charts and graphs in the release state of the game?
問(wèn):我們能否期待在游戲的發(fā)布版本中有更多的餅狀圖和圖表?
Mikael Andersson: We'll have more charts and graphs than you can shake a stick at. We recently rewrote our trends backend system to be able to support a ridiculous amount of data sampling, just so we can give you more charts.
答:我們會(huì)有更多的圖表,讓你數(shù)都數(shù)不清。我們最近重寫(xiě)了趨勢(shì)后臺(tái)系統(tǒng)以能夠支持大量的數(shù)據(jù)采樣,只為了能給你更多的圖表。
Cilantro: Will we be able to outfit arctic expeditions like the Franklin expedition to find the Northwest Passage?
問(wèn):我們是否能夠像富蘭克林探險(xiǎn)隊(duì)那樣配置北極探險(xiǎn)隊(duì),尋找西北航道?
Michael "Ofaloaf" Kundaw-Cowall: There are expeditions- hang tight and we'll go into detail about them in the future!
答:有探險(xiǎn)——稍等一會(huì)兒,我們將在未來(lái)詳細(xì)介紹它們!
Eze agha: will their be flavor events to spice up gameplay inbetween diplomatic plays?
問(wèn):在外交博弈之間是否會(huì)有風(fēng)味事件來(lái)調(diào)劑游戲?
Michael "Ofaloaf" Kundaw-Cowall: Yes! They even let me write some of them, somehow.
答:會(huì)的!不知道為什么,他們甚至讓我寫(xiě)了一些。
uzo70: Will the "Tooltips in Tooltips" system from CK3, make its way into Vicky 3?
問(wèn):CK3里那種“提示框里的提示框”會(huì)以某種形式進(jìn)入V3嗎?
Aron Nisbel: Yes!
答:會(huì)的!

And there we have it, a short roundup of the newsletter subscriber exclusive Discord Q&A. To to stay in the know on all things Victoria 3, make sure to subscribe to our newsletter and we'll keep you updated!
就這樣,我們針對(duì)簡(jiǎn)訊訂閱者的Discord Q&A進(jìn)行了簡(jiǎn)短總結(jié)。若想持續(xù)了解維多利亞3,請(qǐng)務(wù)必訂閱我們的簡(jiǎn)訊,我們將為您提供最新信息。
翻譯:AntiAccess 子炎君
校對(duì):三等文官猹中堂
歡迎關(guān)注UP主和主播小牧Phenix!
歡迎關(guān)注牧游社微信公眾號(hào)和知乎專欄!微信公眾號(hào)改版為信息流,歡迎【置頂訂閱】不迷路,即時(shí)獲得推送消息!
B站在關(guān)注分組中設(shè)置為【特別關(guān)注】,將會(huì)在私信內(nèi)及時(shí)收到視頻和專欄投稿的推送!
歡迎加入牧有漢化,致力于為玩家社群提供優(yōu)質(zhì)內(nèi)容!組員急切募集中!測(cè)試群組822400145!?