鋼鐵雄心4開發(fā)日志 | 5/4 設(shè)計之角:和平會議

牧游社 牧有漢化翻譯
Designer Corner: Peace Conference
YaBoy_bobby, Game Designer HoI4
And we shall have peace.
隨后即是和平。
Hi folks,
朋友們吼哇,
It's been a while since our last update on future plans for HoI, but we’re about ready to show you some of the work we’ve been doing. Before we begin, I'd like to indicate that there'll be some differences in how we do this. As I've previously stated, we want to begin discussion around features and implementation details a little earlier in the process than usual. This means a couple of things.
距上次更新鋼鐵雄心的未來計劃已經(jīng)有些時日了,但我們也做好準(zhǔn)備給大家展示一些一直在整的活。開始之前我得先點明,我們公布開發(fā)中內(nèi)容的方式比起以往將有所不同。正如此前所述,我們希望在開發(fā)過程中比以往更早地就特性與實裝的細節(jié)展開討論。具體意味著這么幾件事情。
Firstly, while we'll be showing off some individual features, we're not yet ready to give an overview of the entire scope of our next release yet. This will, of course, be coming in the near (ish) future.
首先,雖然我們會展示某些單獨特性,但我們還沒準(zhǔn)備好對下個版本的整體范圍給出一個概述。當(dāng)然,再過億段時間就有了。
Secondly, you'll be getting an early look at what we've been working on, and this comes with all the caveats you might expect: lots of WIP design, interface, and gameplay.
其次,你有機會提前看到些我們一直在做的東西,但這也附帶來很多大家都習(xí)慣了的提醒:很多的設(shè)計、界面與游戲內(nèi)容都在開發(fā)中。
Lastly, for the time being we'll be producing these 'design corner' style diaries every two weeks, rather than weekly. This is likely to change as we get closer to being complete.
最后,我們目前會每兩周寫一次這種“設(shè)計之角”式的日志,而不是每周。這種情況可能隨著接近完工而調(diào)整。
Before I hand over, I'll give you a quick run down of the directive for the feature we’re looking at today: Peace Conferences. Our primary objectives are to:
在轉(zhuǎn)手之前,我給大伙兒簡單介紹一下本篇關(guān)注的特性——和平會議的要點。我們的主要目標(biāo)為:
Create a system that appropriately rewards participation.
建立一個適當(dāng)獎勵參戰(zhàn)的系統(tǒng)。
Allow for conflict and conflict resolution within the scope of the conference.
允許在和談范圍內(nèi)發(fā)生沖突與解決沖突。
Create a limited 'economy' within conferences, where you may have to sacrifice your overall aims in order to secure immediate concerns.
在和談內(nèi)創(chuàng)造有限“經(jīng)濟”,營造可能需要犧牲整體目標(biāo)來確保眼下憂慮的情況。
Produce more 'realistic' outcomes where the AI is concerned.
在涉及AI的方面營造更“真實”的結(jié)果。
And with that, I'll hand over to @Yaboi_bobby to dive into the deeper details!
接下來交給@Yaboi_bobby,由他來深入介紹更多細節(jié)!
Hey everyone, over the past months we have been working to overhaul the peace conference system. It is no secret that in HoI4 the peace conference system has a number of issues with how it functions. Combining that with the fact that it is a surprisingly hard interface to learn how to use, it is rightly one of our most disliked and complained about features. We have taken a large step away from how the system currently works and I am excited to show what the future holds for peace conferences.
大家吼,過去幾個月我們一直在努力重制和平會議系統(tǒng)。眾所周知,鋼鐵雄心4的和平會議系統(tǒng)在運作方面有很多問題。再加上整個難以掌握的界面,它自然成了我們手里最受反感且抱怨最多的機制之一。比起當(dāng)前系統(tǒng)的運作方式,我們已經(jīng)邁出了一大步,我很榮幸能就此展示和平會議未來的樣子。
The first major departure we made from the old system was shifting from absolute claiming of territory to contestable claiming of territory. In the old PC system once somebody claimed a state, that was it. That claim would be locked in and no one would be able to interact with it further. Now, players may contest other players' interactions in the conference. This doesn't come without cost. Contesting claimed territory will come with a point tax, and every time a contest happens the price of interacting with that state climbs further. This effectively creates a bidding war between all parties invested in a given state. This change should have some interesting outcomes, allow mid and low level participants to have more agency, and give players the tools needed to go after the states that are most important to them for things like achievements and forming new tags.
與舊系統(tǒng)有所區(qū)別的第一點,就是領(lǐng)土要求從絕對性的變成可競爭性的。在舊和平會議系統(tǒng)中,某方要求了一個地區(qū)就萬事大吉了,這個要求本身會直接鎖定,導(dǎo)致其他人沒法再繼續(xù)互動?,F(xiàn)在,玩家可以質(zhì)疑其他玩家在和談中的動作,當(dāng)然也并非沒有代價。競爭聲索領(lǐng)土伴有額外點數(shù)消耗,每次進行競爭,該地區(qū)相關(guān)互動的花費也會隨之提高。實際上會營造出對某地區(qū)有要求的各方陷入競標(biāo)的情況。這種變化應(yīng)該能帶來些有趣的結(jié)果,能讓中低層度參戰(zhàn)的國家更多地介入,并給玩家提供追求最重要地區(qū)(比如成就需要或成立新Tag需要的地區(qū))的手段。

Here Brazil prepares to bid upon Chao Boreal which has already been claimed by Argentina巴西準(zhǔn)備競標(biāo)已被阿根廷聲索的北查科。
和平行動點數(shù)花費:11
基本值:5.9(建筑:5;資源:0.5;人力:0.4)
乘數(shù):1.83(影響:0.85;競爭:1.1;三輪內(nèi)無競爭:1.95)
Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get updated after each nation's turn. This meant that often the top two participants could have enough points when a turn ended that they would simply exchange turns between them and end up completely controlling the conference. This was in some ways a good method to allow two big faction leaders to have majority control after the end of a historical WW2, but is bad in virtually every other case.
競標(biāo)有助于解決部分問題,但若沒有其它改動的話,仍然是治標(biāo)不治本。最突出的問題之一是舊系統(tǒng)處理各國談判輪順序的方式。以往會先根據(jù)參與度對國家進行排序,然后按照參與者所持分?jǐn)?shù)再次排序。但怪就怪在,每個國家的談判輪結(jié)束后,隊列順序就會更新。這意味著,如果首要兩位參與者分?jǐn)?shù)夠多,可能出現(xiàn)只有這兩方輪換進行行動,從而完全控制了整個和談。某種意義上來說這也挺好的,能讓兩大陣營的領(lǐng)導(dǎo)者在史實二戰(zhàn)結(jié)束后掌控主導(dǎo)權(quán),但基本上在其它任何方面都不好。
We did a lot of thinking about turn order and how to structure the turn in general. Slowly we came to the conclusion that any system with a visible turn order, no matter how it was structured, would put people at disadvantage or advantage depending on turn order. This led to the creation of what we have been calling the "Blind Bid" system.
我們在談判輪順序和如何整體構(gòu)建排序方面做了很多功課,隨后逐漸得出結(jié)論:任何具有明顯輪流順序的系統(tǒng),不論其結(jié)構(gòu)如何,都會因為每輪順序?qū)е聟⑴c者處于優(yōu)勢或劣勢。這一結(jié)論讓我們創(chuàng)造了所謂的“盲標(biāo)”系統(tǒng)。
The main concept of the "Blind Bid" system is that everyone acts simultaneously. The way this functions is that, each turn, every conference participant uses their points to make bids. When every player has finished making their bids, all of the bids are evaluated at once. Bids have a fixed cost much like the current claims do, but now with more modifiers. In any instance where two participants made a bid on the same state, that state is marked as contested and the players involved have the majority of their points spent on the bid refunded. Each time a state is contested, it increases in cost for all subsequent rounds. This effect stacks on a state each turn in which a contested bid happens. The other side of this is uncontested bids. Each turn a bid goes uncontested, it increases in cost for everyone else except for the person who made the bid. This acts to, over the course of several turns, lock in bids as they become too expensive to realistically contest.
“盲標(biāo)”系統(tǒng)的主要概念是讓各方同時行動。從運作形式上講,每輪的各個參與者都用他們的分?jǐn)?shù)來進行投標(biāo)。當(dāng)參與者都投標(biāo)完畢后,會同時判定所有投標(biāo)。競標(biāo),與目前聲索領(lǐng)土一樣,有一個固定成本,但會有更多的修正項。目前來說,如果兩個參與者同時對一個地區(qū)投標(biāo),該地區(qū)就會被標(biāo)記為競爭省份,參與競標(biāo)的玩家會被返還其大部分分?jǐn)?shù)。每當(dāng)一個地區(qū)出現(xiàn)競爭時,它在之后所有回合的投標(biāo)成本都會增加。該地區(qū)每輪出現(xiàn)競爭時,這一效果都會疊加。另一面則是無競爭的投標(biāo)。每一輪出現(xiàn)無爭議的投標(biāo)時,除了投標(biāo)者外的其他參與者的投標(biāo)成本都會增加。這樣將讓投標(biāo)在幾輪內(nèi)就鎖定一家,讓其成本高到無法再挑起爭議。

Brazil and Argentina attempting to resolve a contested bid on Chaco Boreal巴西與阿根廷試圖解決對北查科有競爭的投標(biāo)。
At this point you may be thinking "Yeah OK, but I get points each turn, how does the conference end?" This leads us to the final major change: limited points. This is pretty self explanatory. Each participant will get a fixed amount of points over the course of the conference based upon war participation score. The way we do this is by distributing a percentage of those points every turn until all points are distributed. Most of the work here comes down to rebalancing war participation and finding what we consider a good point ceiling for a conference. Limited points will mean, in some cases, that loser nations survive more intact than they did previously, but this should not be a common case. In general, we think this creates a fun and somewhat tense conference experience.
到了這個份上,大家可能在想:“哦行,但每輪我都會有分?jǐn)?shù),那和談怎么結(jié)束?”這就引出了最后一項主要改動:分?jǐn)?shù)限制。恰如其名,和談流程中的每個參與者都將根據(jù)參戰(zhàn)得分獲得固定數(shù)值的分?jǐn)?shù)。我們的方法是,每回合固定分配一定比例的分?jǐn)?shù),直到所有分?jǐn)?shù)都分配完畢。我們干的大部分活都是要重新平衡戰(zhàn)爭參與度,并找到我們認為合適的和談分?jǐn)?shù)上限。有限分?jǐn)?shù)也意味著,某些情況下,戰(zhàn)敗國會比以前更加完整地保存下來,但這種情況應(yīng)該不常見。總而言之,我們認為這樣會創(chuàng)造一種有趣而略顯刺激的和談體驗。
Beyond the big three changes listed so far we have a number of smaller tweaks, adjustments, and rebalance to overall cost of interactions and participation. However, that topic is not worth going into at this point as it is still very much WiP. So with that I will conclude the first overview of the peace conference rework. We look forward to your feedback, hot takes, and hopefully excitement. Until next time o7
除了上面列出的三大變化外,我們還有很多小調(diào)整,以及對互動和參與的整體成本的再平衡。然而,這個話題還不值得討論,因為相關(guān)功能很大程度上仍處于開發(fā)中狀態(tài)。所以對和平會議重制的第一次概述就到這里了。我們期待你的反饋與熱議,以及希望你會對此感到興奮。下回再會。
Omaka: Patch 1.11.11 "Barbarossa"
附帶內(nèi)容:1.11.11版本號“巴巴羅薩”補?。?20512)
###############
# Balance
# 平衡
###############
- Adjusted the ship refitting cost calculation. The base cost is now a percentage of the hull cost, and the cost for any module changes are added on top of that. The same is true for tanks.
- 調(diào)整了艦船改裝花費計算?,F(xiàn)在基礎(chǔ)花費按船體花費特定百分比計算,任何模塊改裝的花費都在其基礎(chǔ)上增加。坦克同理。
- Removed path connecting advanced light tank chassis to modern tank chassis research
- 刪除了先進輕型坦克底盤科技與現(xiàn)代坦克底盤科技之間的路線連接。
############################
# Stability & Performance
# 穩(wěn)定性和性能
#############################
- Fixed rare OOS happening when players joined an MP game after playing a different game
- 修復(fù)了當(dāng)玩家游玩一局不同模式的游戲后,再加入一局多人游戲時偶發(fā)的失去同步問題。
##############
# Modding
# 模組
##############
- Hot-reloading AI strategy plans will not crash the game.
- 熱重載AI戰(zhàn)略計劃不再會使游戲崩潰。
###############
# Database
# 數(shù)據(jù)庫
###############
- Changed the starting British Motorized Division template to use motorized - sorry, motorised – recon
- 修改了英國開局時的摩托化模板,以使用摩托化——抱歉,摩托兒化——偵查。
- Added some bypass conditions to Czech focuses
- 為捷克的國策樹增加了一些跳過條件。
- Unlocked fuel tank module for French cruiser submarines
- 解鎖了法國巡洋潛艇的油箱模塊。
###########
# Bugfix
# 捉蟲
############
- Only display the ship refitting speed and cost modifiers when MtG is active.
- 只在炮手就位MtG激活時,才會顯示艦船改裝速度與花費修正。
- Added Bypass to "Demmand Lithuanian Annexation" if Poland already controls all Lithuanian states except for Memel
- 若波蘭已經(jīng)控制了除梅梅爾以外的所有立陶宛省份,則可跳過國策“宣布吞并立陶宛”。
- Fixed units being unable to convert a move order to a retreat order when attacked
- 修復(fù)了當(dāng)單位被攻擊時,無法把移動命令轉(zhuǎn)換為撤退命令的問題。
- Fixed CTD that could happen during railway gun positioning.
- 修復(fù)了當(dāng)鐵道炮就位時可能發(fā)生的閃退問題。
翻譯:月蝕
校對:zzztotoso 三等文官猹中堂
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