鋼鐵雄心4開發(fā)日志 | 8/17 和平會議概述

牧游社?牧有漢化翻譯
Heat of Iron 4Developer Diary | Peace Conference Roundup
YaBoy_Bobby, Game Designer - HoI4
Hello all!
大家吼啊!
I join you to once again talk about peace conferences. This time we have more info on our changes and features that I was not able to go into last time. Most of these are coming as part of By Blood Alone.
我又來和大家聊和平會議了。這一次我們帶來了更多上次我沒能細(xì)說的改動和功能信息。當(dāng)中大部分都會作為唯有浴血By Blood Alone的內(nèi)容推出。
Previously I talked about mostly the structure of the new Peace Conference system. If you have not read that Dev Diary, I recommend checking that out first. The short version is that we are reworking the old peace system into a new one that features simultaneous and blind turns, all conferences actions being contestable, and limited points to use in the conference.
我在上次主要談及了和平會議的新系統(tǒng)的架構(gòu)。還沒看上次和平會議日志的朋友,建議先去瞅一眼。簡而言之,我們會把舊的和談系統(tǒng)重制為新的系統(tǒng),以同步進(jìn)行和盲選為主要特征,會議中的所有行動都是可競爭的,而且會議中的可用點(diǎn)數(shù)是有限的。
Before we cover new stuff I also want to address some changes to the jargon we introduced last time. We considered changing "demands" to "bids" to fit with the new system. The previous dev diary talked at length about bids. We are instead now referring to all of these as "demands."
在我們開始聊新內(nèi)容之前,我還想說一下上次引入術(shù)語的一些改動。我們曾想過把“要求Demands”換成“競標(biāo)Bids”以貼合新系統(tǒng)。上一篇日志中曾用很大篇幅來談?wù)摳倶?biāo)。而現(xiàn)在我們將會把這些全部稱為“要求Demands”。
Now for some new stuff! Firstly, I would like to show off our nearly complete UI with a comparison to the old UI.
現(xiàn)在來看看新東西吧!首先,我想透過與老UI的對比,來展示一下我們幾乎完成的UI。
Nearly Finished PC UI
近乎完成的和平會議界面:

Old PC UI
舊的和平會議界面:

[Edit: This old shot from the HoI wiki contains modded material. We're leaving it in since it was quoted, but please be aware.][補(bǔ)記: 這張來自鋼鐵雄心維基的老截圖里有mod修改過的東西。我們會把它留在那因?yàn)樗灰眠^了,但請大家留意這一點(diǎn)。]
In the new system we have expanded the "Demands" portion to the entire left of the UI while moving all relevant information about victors or beneficiary nations to the right. Part of this was to make the menu more presentable, but another part of this was to handle what is now a more complex system of demands.
我們在新系統(tǒng)中把“要求Demands”部分拓展到界面整個左側(cè),同時把所有戰(zhàn)勝國和受益國的相關(guān)信息搬到了右側(cè)。這么做的其中一個原因是為了讓菜單看上去更加象樣,而另一個原因則是為了處理現(xiàn)在更為復(fù)雜的要求系統(tǒng)。
As part of By Blood Alone, we are adding five new types of demands to the peace conference. Four of these are a new type of "Additional Demand" which I will go into shortly. The other new demand is "Take Navy." This will allow participants in the conference to use their participation points to demand enemy capitol ships as they would a single state. This means that players requesting the same ship will result in a contested claim. When the conference finishes, screen ships will be divided up amongst those who claimed capital ships based upon the ratio of capital ship industrial cost claimed. We attempted to find solutions to allow more precise claiming of non-capital ships, but were unable to arrive at a satisfactory interaction flow or a good way to fit it into the larger peace conference system.
作為唯有浴血By Blood Alone的一部分內(nèi)容,我們會在和平會議中加入五種新的要求。當(dāng)中四種都屬于我即將談及的“額外要求Additional Demand”類型。而另一個新要求則是“奪取海軍Take Navy”。此選項(xiàng)將允許和談中的參與國用其參戰(zhàn)點(diǎn)數(shù)來索要敵國的主力艦,就像索要單一地區(qū)一樣。這代表對同一艘船提出要求的玩家會進(jìn)入競爭的狀態(tài)。當(dāng)會議結(jié)束時,屏衛(wèi)艦也將分配給主力艦聲索國,按照受聲索主力艦的工業(yè)成本比例來分配。我們嘗試過找出一個可以準(zhǔn)確聲索非主力艦的方法,但卻無法做出一個令人滿意的互動流程,也未能找到一個把它融入和平會議系統(tǒng)整體內(nèi)的方法。
Naval Demands being issued for the mighty Scharnhorst
對雄偉的沙恩霍斯特號提出的海軍要求:

As mentioned previously, we now have "Additional Demands" These options all require an underlying demand of puppet or change government to have been applied to a state first. Secondary demands can be applied over the top of a normal demand during the same turn or any subsequent turn.
之前也提到過,現(xiàn)在我們有“額外要求Additional Demands”了。這些選項(xiàng)都需要先對某國提出傀儡或者改變政府的要求。這些次要要求可以在同一回合或任何后續(xù)回合中,在常規(guī)要求提出后再行適用。
The first secondary demand we have is "Demilitirized Zone." this prevents the target nation from placing troops in the selected state. This is a pretty classic part of many historical peace conferences and serves as a way of keeping troops off of borders.
第一類次要要求是“非軍事化區(qū)Demilitarised Zone”。此選項(xiàng)可以防止目標(biāo)國將部隊(duì)移到所選省份。這是歷史上許多和平會議里的經(jīng)典內(nèi)容,并作為讓軍隊(duì)遠(yuǎn)離邊境的方式。
DMZ option
非軍事化區(qū)選項(xiàng):

The next two secondary demands are both economic. These are "Resource Rights" and "War Reparations." To make resolving contested demands fit into our system, both of these demands target single states. Resource Rights gives access to the resources in a state. War Reparations gives control of local civilian factories in a state. Both of these last for a period of time the length of which is still TBD.
而接下來的兩個要求都與經(jīng)濟(jì)有關(guān)。分別是“資源權(quán)利Resource Rights”和“戰(zhàn)爭賠償War Reparations”。為了使這些要求的競爭結(jié)算適應(yīng)我們的新系統(tǒng),這兩項(xiàng)要求都是以單個地區(qū)作為目標(biāo)的。資源權(quán)利會給予使用該地區(qū)資源的許可。戰(zhàn)爭賠償則給予該地區(qū)民用工廠的控制權(quán)。這兩者都會維持一段時間,但時長仍未敲定。
Resource Rights and War Reparations options
資源權(quán)利及戰(zhàn)爭賠償選項(xiàng):

Our final new demand, coming with BBA, is "Dismantle Military Industry." This will remove military factories from the targeted state. This can be used to tear down a heavily militarized state's mic and help slow down re-militarization postwar.
我們最后一個的新要求,是“拆毀軍用工廠”,它將與唯有浴血By Blood Alone一同推出。這個選項(xiàng)將會移除目標(biāo)地區(qū)里的軍用工廠。你可以用這個來拆毀一個重度工業(yè)化地區(qū)的軍工業(yè)復(fù)合體,來并減慢戰(zhàn)后重新軍事化的速度。
Dismantle Military Option
拆毀軍用工廠選項(xiàng):

That's all we have for today and I thank you for stopping by. Next week, we will be talking about modding. Stay tuned! o7
這就是我們今天要說的東西了,感謝大家的時間。下一周我們要聊的是modding,記得保持關(guān)注啦!o7(譯注:敬禮表情)!
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