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十字軍之王3開發(fā)日志#94 | 4/26 沖突系統(tǒng)詳解

2022-05-14 21:09 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Crusader Kings 3 Dev Diary #94 - Anatomy of a Struggle

Wokeg, Juniorest Experienced Game Designer


Welcome comrades, to a dev diary I've been champing at the bit to write for months! Today, we're going to be talking about the new struggle feature - what it is, how we've used it, and how it all works.

歡迎同志們,一起來看看我這幾個(gè)月一直在努力寫的開發(fā)日志吧!今天,我們將要討論的是新的沖突系統(tǒng)特性:它是什么、我們?cè)趺催\(yùn)用它,以及它如何運(yùn)作。


The Basic Pitch

基本概念


A struggle is a long-form conflict (generally not just a war, though they likely include them) covering a particular chunk of the map. They have different phases, each of which have different variant gameplay rules (e.g., "holy wars are disabled", "characters of different religions may marry without", or "Jerusalem can't declare or be declared war on").

一場(chǎng)沖突是發(fā)生在地圖某處的一次長(zhǎng)期斗爭(zhēng)(一般來說不僅僅只是戰(zhàn)爭(zhēng),但又常常包含戰(zhàn)爭(zhēng))。它們有不同的階段,每個(gè)階段都會(huì)有不同的游玩規(guī)則(例如“禁止圣戰(zhàn)”、“不同信仰的角色可以結(jié)婚”、“耶路撒冷不能宣戰(zhàn)或不能為了耶路撒冷宣戰(zhàn)”)。


Phases progress between each other by way of catalysts, specific gameplay actions ("declare war on an involved character", "two involved characters become soulmates", etc.) that accrue points towards a future phase. When enough points are accrued, the phase changes to the new one.

沖突在每個(gè)時(shí)期Phases之間進(jìn)展,取決于影響因素Catalysts——特定的游戲行為(“對(duì)參與的角色宣戰(zhàn)”、“兩個(gè)參與沖突的角色成為知音”等等),這些都會(huì)積累進(jìn)展點(diǎn)數(shù),直到進(jìn)入下一時(shí)期。


Struggles can be resolved, permanently affecting their area in some way, through dramatic and difficult ending decisions.

沖突可以解決,你可以選取戲劇性的、困難的終局決議來解決沖突,這將以某種形式永久地影響相應(yīng)區(qū)域。


They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn't be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.

沖突被設(shè)定為至少持續(xù)數(shù)個(gè)世紀(jì):一個(gè)征服者靠自己在一個(gè)龐大廢墟上開辟出一個(gè)王國(guó)并不叫沖突,但如果它的余波影響了幾代人,那它就可能是沖突了。


Philosophy

哲學(xué)


So why are we introducing this mechanic attached to a flavour pack? Well, simply put, we didn't think we could do the historical realities of Iberia justice without something like this.

所以我們?yōu)槭裁匆谝粋€(gè)風(fēng)味包引進(jìn)這個(gè)機(jī)制呢?簡(jiǎn)單來說,我們只得通過引進(jìn)這個(gè)機(jī)制才能盡可能還原伊比利亞的事實(shí)。


The changing moods and temperaments of the peninsula over different decades, the way particular activities fluctuated between oddly permissive (by the standards of much of the rest of the world) and intensely strict, the role of notable characters and their policies in shaping the shifting tides of public opinion whether intentionally or not…

在不同的年代里,伊比利亞半島的情緒或性情不斷變化,有時(shí)狂亂放縱(按照世界其他大部分國(guó)家的標(biāo)準(zhǔn)),有時(shí)嚴(yán)守戒律,王公貴族和他們的政策無論有意還是無意都在塑造著不斷變化的輿論潮流……


Medieval Iberia is just such a fascinating smorgasbord of mercurial special rules that we had to create a system that would allow us to model them, one that guided roleplay whilst giving it consequences, and provided default end goals for players other than just conquering all of Hispania.

中世紀(jì)伊比利亞的統(tǒng)治之道,是一個(gè)特殊又多變的大雜燴,我們不創(chuàng)造一個(gè)系統(tǒng)很難來模擬它。這個(gè)系統(tǒng)在起作用的同時(shí),也在引導(dǎo)著角色扮演的游玩行為,并且為攻占整個(gè)伊比利亞外提供了別的目標(biāo)。


Though Iberia badly needed such a thing, it would have been a waste to create a system tailored for only Iberia. Complex and shifting local circumstances and long-form conflicts that don't always take the form of actively-prosecuted warfare are things seen in many parts of the world, and a setting-agnostic system that catered to the peninsula but could be easily repurposed elsewhere seemed like a very worthwhile project to spend time on.

盡管伊比利亞是最需要這個(gè)系統(tǒng)的,但如果我們僅僅為伊比利亞定制這個(gè)系統(tǒng)的話未免太過浪費(fèi)了。復(fù)雜和多變的當(dāng)?shù)鼐謩?shì)、并不總是訴諸武力的長(zhǎng)期矛盾斗爭(zhēng),這樣的情況在世界各處時(shí)常可見,一個(gè)為伊比利亞而創(chuàng)、但也易于移植到別處的隨機(jī)系統(tǒng),看起來是一個(gè)非常值得投入的項(xiàng)目。


So let's get into how it works!

所以我們來看看它怎么個(gè)搞法!


Involvement

參與沖突


Struggles are, first and foremost, local things. Local to large areas (Iberia, for instance, is a decently sized little peninsula), but still local. The most basic thing that defines them, then, is the struggle region - a predefined group of titles that the rules of the struggle apply within.

首先也是最重要的,沖突是本地的事態(tài)。盡管沖突可能從當(dāng)?shù)芈又链笮偷貐^(qū)(例如伊比利亞這樣一個(gè)大小適中的小半島),但仍然是本地性質(zhì)的。因此,定義它們的最基本的東西就是沖突區(qū)域——預(yù)定義的、適用沖突規(guī)則的一組頭銜。


For FoI’s struggle, we’ve used the ol’ reliable world_europe_west_iberia region that’s been in the title since launch, but any region or combination of regions can be defined in the appropriate parameter. At the moment, these are static and only take regions, but we're considering other options (e.g., titles, regions selected as part of the starting effect, etc.) for the future.

伊比利亞的命運(yùn)FoI中的沖突,我們使用了自游戲發(fā)布以來就用在頭銜里的 world_rurope_west_iberia區(qū)域,但是任何區(qū)域(或者區(qū)域的組合)都可以被定義在合適的參數(shù)里。目前,這些都是靜態(tài)的且只考慮區(qū)域,但我們也在考慮在未來加入別的選擇(例如:頭銜或區(qū)域選擇作為起始效果的一部分,等等)。



Cultures and faiths are regarded as either involved or not. This defines whether a specific culture or faith is seen as being a part of the "in-group" for the region, even when members of that in-group may occasionally (or frequently) be very hostile to each other. For the Iberian Struggle, for instance, a Castilian and an Andalusian both understand the changing nature of the peninsula instinctively in a way that an Anglo-Saxon would struggle to acclimate to.

文化和信仰被視為要么參與,要么不參與。這定義了特定的文化或信仰是否被視為該區(qū)域“內(nèi)部”的一部分,即使該群體的成員偶爾(或經(jīng)常)彼此敵對(duì)。例如,在伊比利亞的斗爭(zhēng)中,卡斯蒂利亞人和安達(dá)盧西亞人都本能地理解半島不斷變化的性質(zhì),而盎格魯-撒克遜人則難以適應(yīng)。


Cultures become involved either on first starting a struggle, manually via script, or automatically when a certain percentage of their total counties are within the struggle region (the number is set per struggle, currently at 80% for the Iberian Struggle).

文化要么在第一次開始沖突時(shí)參與進(jìn)來(通過腳本手動(dòng)預(yù)設(shè)),要么當(dāng)位于沖突區(qū)域內(nèi)的伯爵領(lǐng)達(dá)到總數(shù)的某個(gè)百分比時(shí)自動(dòng)參與進(jìn)來(該數(shù)值每次沖突中都會(huì)設(shè)定,目前在伊比利亞沖突中為80%)。


Hybrids and divergent cultures automatically become involved if they convert at least one county within the region on creation.

如果融合文化和分支文化在創(chuàng)造時(shí)轉(zhuǎn)化了沖突區(qū)域內(nèi)的至少一個(gè)伯爵領(lǐng),它們會(huì)自動(dòng)參與到?jīng)_突中。


Neither cultures nor faiths lose their involvement automatically. Once they're in, they're in permanently, unless manually removed via script. For Fate of Iberia, this is necessary to keep the ruling class of al-Andalus, predominantly culturally insular families of Arabs or Berbers, involved, but it's generally there to prevent wonky behaviour with struggles incorporating cultures and faiths from beyond their region who don't actually have county within it.

文化和信仰都不會(huì)自動(dòng)退出沖突。一旦它們參與,除非通過腳本手動(dòng)移除,否則它們都會(huì)一直處在沖突中。對(duì)于伊比利亞命運(yùn)Fate of Iberia風(fēng)味包來說,這是讓安達(dá)盧西亞蘇丹國(guó)的統(tǒng)治階級(jí)——主要是狹義的阿拉伯和柏柏爾文化的家族加入進(jìn)來的必要設(shè)定。但它主要還是為了防止在沖突中出現(xiàn)古怪的行為,即與沖突區(qū)域無關(guān)的文化和信仰參與進(jìn)沖突,而這些文化和信仰實(shí)際上在該區(qū)域并沒有伯爵領(lǐng)。


A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn't want them to immediately become uninvolved because there are no Norman counties in the British Isles.

一個(gè)簡(jiǎn)單的例子就是,假如盎格魯文化和諾曼文化在諾曼征服后發(fā)生了沖突,我們很可能希望設(shè)定諾曼作為一個(gè)參與沖突的文化,而不是希望它們因?yàn)樵谟惾龒u沒有諾曼文化伯爵領(lǐng)而立刻退出沖突。


But Characters Tho?

但是人物又如何?


Within the region, characters are defined by their personal involvement: the degree to which they're considered part of the ongoing medley of social and cultural fluctuations that define an active struggle, and so how other characters (and counties) treat them. There are three levels to involvement:

在沖突區(qū)域內(nèi),人物是由他們的個(gè)人參與度定義的:他們?cè)诙啻蟪潭壬媳徽J(rèn)為是當(dāng)前沖突的社會(huì)和文化變動(dòng)的一部分,以及別的角色(或伯爵領(lǐng))如何對(duì)待他們。參與度有三個(gè)層次:


Involved
參與者

Interloper
干涉者

Uninvolved
未參與者


Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if they’re unlanded, they're physically there.

參與者是那些全心全意參與沖突中獨(dú)特權(quán)力角逐的、被視為該區(qū)域內(nèi)部人士的人物。參與者之間可能存在巨大差異,但通常是那些能欣賞使沖突變得與世界其它地方不同的細(xì)節(jié)的人物。他們的文化和信仰都必須被標(biāo)記為參與了沖突,并且,他們要么是首都位于沖突區(qū)域,要么就是無地但本人位于沖突區(qū)域。


Interlopers are active within a struggle's region but don't quite grasp exactly how or why people from the region act the way they do. They generally don't benefit from variant struggle rules as much as involved characters, but also aren't as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region.

干涉者活躍在沖突區(qū)域內(nèi),但不太清楚該區(qū)域的人是如何或?yàn)槭裁催@樣做的。他們通常不會(huì)像參與者那樣受益于各式各樣的沖突規(guī)則,但也不會(huì)受到它們的嚴(yán)重限制。他們的文化、信仰或兩者都沒有被標(biāo)記為參與了這場(chǎng)沖突,但他們的首都(或?qū)嶋H位置,如果無地)位于該區(qū)域。


Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if they're originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if they're landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves.

未參與者包括局外人和異鄉(xiāng)人。哪怕他們生于沖突區(qū)域,他們?nèi)缃袼P(guān)心的東西與沖突區(qū)域也相距甚遠(yuǎn)。因此,他們對(duì)沖突區(qū)域的盤根錯(cuò)節(jié)和當(dāng)前狀況不甚了解。不管其文化和信仰如何,只要一個(gè)人物的領(lǐng)地首都不在沖突區(qū)域之內(nèi)(又或者他是無地角色,且不位于該區(qū)域內(nèi)),他就會(huì)被認(rèn)為沒有參與到?jīng)_突之中。未參與者如果在沖突區(qū)域擁有伯爵領(lǐng),就會(huì)受到懲罰。這就鼓勵(lì)他們要么放權(quán)給封臣,讓封臣參與沖突,要么就自己親自下場(chǎng)。



Phases

時(shí)期


Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do?

好啦,現(xiàn)在我們知道的有:一場(chǎng)沖突包括了一個(gè)區(qū)域,該地區(qū)內(nèi)的人們會(huì)被分為幾個(gè)種類。那么,這些種類以及這個(gè)區(qū)域到底是干啥的呢?


For that, we need to look to phases.

為此,我們要來看看“時(shí)期”。


Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isn't acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters.

時(shí)期,反映了一場(chǎng)沖突中特有的、在沖突區(qū)域內(nèi)的某種情緒或性情,是由之前發(fā)生的諸多行為所導(dǎo)致的,對(duì)于各種行為是否可接受的普遍觀點(diǎn)產(chǎn)生的大規(guī)模轉(zhuǎn)變?;蛟S某些東西曾被視為禁忌,而后來卻轉(zhuǎn)為主流;而本來司空見慣的行為則被某些極端保守派嗤之以鼻。


Though we'll talk about how exactly you transition between phases a bit more in a moment, it's worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the region's "mood" towards.

之后我們會(huì)詳細(xì)介紹各個(gè)時(shí)期之間如何過渡,但是現(xiàn)在我先請(qǐng)大家注意:每個(gè)時(shí)期都有至少一個(gè)(通常更多)預(yù)設(shè)好的未來時(shí)期。在游玩過程中所采取的行為,會(huì)將該區(qū)域的“情緒”向未來時(shí)期方向轉(zhuǎn)移。


Within the Iberian Struggle, phases are on a loosely even cycle: though there's some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable.

在伊比利亞沖突中,各個(gè)時(shí)期會(huì)處于一個(gè)大致上平均的循環(huán)中:雖然存在著另辟蹊徑和開倒車的可能性,但大多數(shù)情況下,這些時(shí)期都是周而復(fù)始的。這種規(guī)律性純粹是我們?cè)谠O(shè)計(jì)時(shí)所做的選擇,可以通過修改腳本實(shí)現(xiàn)更加奇形怪狀的運(yùn)動(dòng)方式。


Manifesting the Mood

表現(xiàn)情緒


The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters.

每個(gè)時(shí)期實(shí)際產(chǎn)生的效果可以分為3大類——參數(shù)、人物修正、伯爵領(lǐng)修正,可以依據(jù)不同人物的參與度再來細(xì)分。


Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. They're special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions.

這里的參數(shù)與信仰的教義參數(shù)、文化的傳統(tǒng)參數(shù)很相似。它們是由腳本所定義的特殊規(guī)則(因此完全可以通過mod修改),可以在代碼的別處引用,用來解鎖獨(dú)特的內(nèi)容、免除某種懲罰、或者禁止特定的行為等。


For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures.

例如:在某個(gè)時(shí)期中,參與沖突的角色可以跨信仰通婚;在另一個(gè)時(shí)期,干涉者發(fā)起圣戰(zhàn)的消耗降低,而參與者卻被禁止發(fā)起圣戰(zhàn);而在上述兩個(gè)時(shí)期里,未參與者可能都無法洗掉參與的文化。



As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules.

與其他類型的參數(shù)一樣,沖突的參數(shù)完全是通過其拼寫識(shí)別的,所以只需復(fù)制粘貼就可以在同一場(chǎng)沖突內(nèi)或不同的沖突中反復(fù)使用。這樣,它們就可以起到多種用途。


Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle.

人物修正可以直接在參與者或干涉者身上生效。人物修正主要影響的是參與者,可以讓一些行為更加簡(jiǎn)單、另一些行為更加困難。人物修正也會(huì)時(shí)不時(shí)影響干涉者,讓他們可以更容易地歪曲或者打破當(dāng)?shù)氐囊?guī)則。這些都僅僅是我們當(dāng)前的設(shè)計(jì)理念,而且都是可以腳本修改的。因此,這些修正可以根據(jù)任何沖突的具體需求進(jìn)行修改。


Uninvolved characters do not have a character modifier slot - we don't want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia!

未參與者沒有人物修正槽位——我們不想讓印度人因?yàn)闆]能參與或者干涉到伊比利亞的沖突而吃到負(fù)面修正。


Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters.

最后一項(xiàng)是伯爵領(lǐng)修正。根據(jù)各個(gè)伯爵領(lǐng)的持有者以及他們?cè)跊_突中的參與情況,伯爵領(lǐng)修正對(duì)沖突區(qū)域的每個(gè)伯爵領(lǐng)生效;總體上講,伯爵領(lǐng)修正因參與者所處的時(shí)期而效果各有不同,干涉者會(huì)受到輕微到適中的Debuff,未參與者則會(huì)受到適中甚至嚴(yán)重的Debuff。


Catalysts

影響因素/催化劑


Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase.

要從一個(gè)時(shí)期過渡到其未來的某個(gè)時(shí)期,需要影響因素的發(fā)生:重要事件、游戲行為、現(xiàn)存機(jī)制的后果,它們都可以刺激當(dāng)前時(shí)期向某個(gè)將來時(shí)期發(fā)生轉(zhuǎn)變。


Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. They're set inside a phase's future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought.

影響因素本身可以是任何事件:一場(chǎng)戰(zhàn)爭(zhēng)打響、某種角色被勾引、某種密謀失敗等等。它們是在一個(gè)時(shí)期的將來時(shí)期板塊中預(yù)設(shè)好的。與沖突的其它元素一樣,是完全可以通過腳本修改的?;旧险麄€(gè)游戲中的任何效果,只要花點(diǎn)心思就都能做成影響因素。


Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance.

每當(dāng)影響因素發(fā)生,當(dāng)前的時(shí)期獲得該影響因素綁定的、向?qū)頃r(shí)期的進(jìn)展點(diǎn)數(shù)(例如,顯要人物之間跨信仰通婚,可能會(huì)使多變的時(shí)期獲得向更加寬容的時(shí)期轉(zhuǎn)化的進(jìn)展點(diǎn)數(shù))。影響因素本身是可以重復(fù)的,其給與的點(diǎn)數(shù)取決于觸發(fā)影響因素的難度——好比說,與一個(gè)顯要人物被處決相比,兩個(gè)顯要人物成為靈魂伴侶就會(huì)值更多的點(diǎn)數(shù)。


Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though there's a grace period of a month before the actual switch.

點(diǎn)數(shù)會(huì)簡(jiǎn)單累加起來,一旦達(dá)到了某個(gè)將來時(shí)期的門檻,這個(gè)將來時(shí)期就會(huì)成為新的當(dāng)前時(shí)期。兩個(gè)時(shí)期相切換時(shí),中間會(huì)有一個(gè)月的過渡。


On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phase's tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming.

萬一,參與到一場(chǎng)沖突的幾十幾百個(gè)角色全部都一點(diǎn)正事不干,還有一種特殊影響因素會(huì)起作用:那就是時(shí)間的流逝。每一個(gè)時(shí)期都有一個(gè)默認(rèn)的將來時(shí)期,每年都會(huì)自動(dòng)獲得一點(diǎn)向該時(shí)期進(jìn)展的點(diǎn)數(shù)。這代表著公共輿論走向某個(gè)結(jié)論的自然趨勢(shì)。這種趨勢(shì)可以(而且基本上必然會(huì))被更加激烈的影響因素所覆蓋或強(qiáng)化。但是哪怕沖突再平靜,變化也總會(huì)到來。


Ending Decisions

終局決議


A core part of the identity of struggles is that they're not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle would've ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula.

沖突有一個(gè)核心的特征,它不是通過地圖填色就能解決的問題——畢竟,要是真有這種好事的話,穆薩·伊本·努賽爾征服整個(gè)半島時(shí),伊比利亞沖突就該在十幾年內(nèi)完結(jié)了。


We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesn't matter if you've conquered everyone if that hasn't dealt with the underlying societal causes besetting a struggle locale.

我們希望讓玩家通過達(dá)成更加困難、也更加有趣的目標(biāo)來結(jié)束沖突,而不是把整個(gè)沖突地區(qū)全部打下來了事。畢竟,假如你沒有解決造成沖突的潛在社會(huì)原因,再怎么征服也是治標(biāo)不治本的。


Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements.

終局決議就是我們的解決方案。終局決議是要求嚴(yán)格的重大決議,其影響會(huì)覆蓋整個(gè)沖突地區(qū),并且其需求常常會(huì)相當(dāng)?shù)膹?fù)雜。


In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase).

為了讓一次沖突在史實(shí)時(shí)間線中能夠結(jié)束,至少有一個(gè)時(shí)期必須要有明確的終局決議,不過你也可以用萬能的控制臺(tái)來結(jié)束就是了。伊比利亞沖突有三種終局決議,每一種決議都分別與一個(gè)時(shí)期相關(guān)聯(lián)(機(jī)制和主題上均相關(guān))。


The Iberian Struggle

伊比利亞沖突


To finish up, let's take a look at the new Iberian Struggle's design (though I'll put an obligatory reminder that this stuff isn’t final and that we generally continue to adjust things as we balance and playtest).

總結(jié)一下,咱們來看看伊比利亞沖突中的新設(shè)計(jì)(不過我有義務(wù)提醒各位以下更新并非最終成品,我們?nèi)詴?huì)在后續(xù)平衡與調(diào)試)。


The Iberian Struggle's phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsula's leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again.

伊比利亞沖突各時(shí)期分別為機(jī)遇Opportunity敵意Hostility、妥協(xié)Compromise調(diào)解Conciliation。機(jī)遇時(shí)期可以轉(zhuǎn)為敵意或調(diào)解時(shí)期,這取決于半島上的統(tǒng)治者們是如何相處的。當(dāng)敵意和調(diào)解時(shí)期分別完結(jié)或讓步到妥協(xié)時(shí)期,之后便會(huì)再次過度到機(jī)遇時(shí)期,開始新一次的循環(huán)。


In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility.

先前不同信仰或文化間的關(guān)系到達(dá)到一個(gè)顯著的峰值后(敵對(duì)或友好),伊比利亞會(huì)進(jìn)入一個(gè)不確定的時(shí)期——機(jī)遇時(shí)期。此時(shí)的沖突修正和參數(shù)會(huì)降低宣戰(zhàn)花費(fèi)、減少傳教和轉(zhuǎn)變文化的花費(fèi),但也會(huì)禁止不同信仰間的婚姻,并禁止圣戰(zhàn)的宣戰(zhàn)借口。迥異的人物間的友好關(guān)系會(huì)促進(jìn)沖突轉(zhuǎn)入調(diào)解時(shí)期,而暴虐的人物會(huì)將沖突推入敵意時(shí)期。


For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phase's effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence can’t persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise.

在敵意時(shí)期,具有侵略性的角色已經(jīng)把緊張程序提升到即將爆發(fā)的狂熱狀態(tài),即便最輕微的差異也有可能引起強(qiáng)烈的宗教迫害。這一時(shí)期的效果會(huì)降低宣戰(zhàn)花費(fèi),并讓所有參與者變得殘暴,降低經(jīng)濟(jì)和科技進(jìn)度,增加許多人物的敵對(duì)陰謀上限。然而暴力不可能永遠(yuǎn)持續(xù)下去,建立溝通橋梁或是單純的國(guó)力耗盡都會(huì)最終把最慘烈的敵意時(shí)期引入妥協(xié)時(shí)期。


Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase aren't really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but there's opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial.

敵意時(shí)期的對(duì)立面是調(diào)解時(shí)期,在調(diào)解時(shí)期,實(shí)用主義的政治活動(dòng)可以給雙方搭建溝通橋梁,即便雙方是大相徑庭的兩個(gè)國(guó)度。這一時(shí)期的人物們并沒有現(xiàn)代意義上的寬容,而是權(quán)宜之計(jì),許多嚴(yán)厲的偏見被暫時(shí)性地?cái)R置或忽略了。此時(shí)宣戰(zhàn)花費(fèi)更高,和約持續(xù)時(shí)間更長(zhǎng),不過這是一個(gè)聯(lián)合伊比利亞兄弟抵御外敵的機(jī)會(huì),而且統(tǒng)治一個(gè)多文化、多信仰的國(guó)家會(huì)變得更輕松,也更有益處。


Periods of interreliance like this don't generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually.

如此相互信任的時(shí)期并不會(huì)一直持續(xù)下去。授予的特權(quán)腐壞了,被忽略的偏見重現(xiàn)了,渴望權(quán)利的貴族們就會(huì)為了短期利益撕毀協(xié)議。即使受到最全心全意支持的調(diào)解時(shí)期也會(huì)最終落入妥協(xié)時(shí)期。


Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isn't permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew.

最后的最后,妥協(xié)時(shí)期。在這一時(shí)期,伊比利亞已經(jīng)達(dá)成了一種平衡,戰(zhàn)爭(zhēng)不那么可能發(fā)生,也變得非常昂貴,但是經(jīng)濟(jì)投資和其他形式的非暴力穩(wěn)定行為變得更容易也更有利,不同信仰間的婚姻也風(fēng)靡起來。筋疲力盡的實(shí)用主義者們主導(dǎo)的妥協(xié)時(shí)期并不是永久的,總有一天會(huì)被憤世嫉俗者主導(dǎo)的機(jī)遇時(shí)期所取代,新的輪回就此開始。


Naturally we've peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters who’d usually not have access.

當(dāng)然,我們已經(jīng)填充了各個(gè)時(shí)期獨(dú)有的事件、決議、互動(dòng)、宣戰(zhàn)借口。大部分時(shí)期中還為現(xiàn)有的內(nèi)容增加了不同的解鎖標(biāo)準(zhǔn),調(diào)整了諸如宣稱王位、成立騎士團(tuán)等可以使用的情況——最常見的是將它們暫時(shí)擴(kuò)展到通常情況下無法使用它們的人物。


Say you don't want to move on from a phase, though. Maybe you think Hostility's the place for you, or you'd prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, you're in luck, because we've got ending decisions for Hostility, Compromise, and Conciliation.

也許你會(huì)說,你不想推進(jìn)各個(gè)時(shí)期,敵意階段yyds,或者你只想一直在調(diào)解時(shí)期縱橫捭闔,打破無盡循環(huán)。好吧,除非你想要一個(gè)永久的機(jī)遇時(shí)期,那你是幸運(yùn)的,因?yàn)槲覀兘o敵意時(shí)期、妥協(xié)時(shí)期、調(diào)解時(shí)期都設(shè)置了結(jié)束沖突的終局決議。



Hostility's ending decision is Dominance, reflecting the final ascension of one of Iberia's warring states to a position of not just military dominance, but social and spiritual hegemony.

敵意時(shí)期的終局決議是主宰,反映了一個(gè)伊比利亞諸侯的最終進(jìn)化形態(tài),它對(duì)其它諸侯形成了不僅是軍事上的優(yōu)勢(shì)地位,還包括社會(huì)與信仰方面的霸權(quán)。


This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia.

這會(huì)給予你的家族一個(gè)難以估量的強(qiáng)大修正,使伊比利亞法理內(nèi)信仰轉(zhuǎn)變速度顯著加快,提升你與同信仰或文化角色的關(guān)系(但顯著惡化你與其它參與沖突的信仰或文化的人物的關(guān)系),能更輕易使用“圣戰(zhàn)”或“征服”宣戰(zhàn)借口,且宣戰(zhàn)花費(fèi)更低。這需要控制若干重要公國(guó),有一個(gè)單一文化、單一信仰的主頭銜王國(guó),并且還得是伊比利亞獨(dú)立統(tǒng)治者中唯一的主要玩家。



Conciliation's ending decision is Détente, making temporary accommodations into more permanent ones.

調(diào)解時(shí)期的終局決議是關(guān)系緩和,讓臨時(shí)的和解形成更為持續(xù)的和約。


Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia.

參與的文化會(huì)彼此獲得巨額文化接受度,伊比利亞內(nèi)參與文化的人物會(huì)獲得提升與不同信仰或文化關(guān)系的家族修正,而且調(diào)解時(shí)期的若干重要機(jī)制永久生效——例如允許不同信仰通婚并禁用圣戰(zhàn)。此外,伊比利亞角色將有可能加入針對(duì)來自伊比利亞以外的任何侵略者的防御性戰(zhàn)爭(zhēng)。


It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory.

這需要一定的聲望等級(jí),與所有伊比利亞獨(dú)立統(tǒng)治者結(jié)盟,完全控制一個(gè)伊比利亞王國(guó),并且沒有控制一定比例的伊比利亞領(lǐng)土。



Compromise's ending decision is Status Quo. Where Dominance is enforcing will and Détente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be.

妥協(xié)時(shí)期的終局決議是維持現(xiàn)狀。不同于主宰實(shí)現(xiàn)了其意志,也不同于緩和達(dá)成了妥協(xié),維持現(xiàn)狀的決議宣告著時(shí)代變了,統(tǒng)一半島的企圖只是徒勞,半島的人們和領(lǐng)國(guó)應(yīng)該各自為戰(zhàn)。


Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive.

維持現(xiàn)狀的決議會(huì)使伊比利亞巴爾干化,將公爵領(lǐng)盡可能轉(zhuǎn)移給有關(guān)王國(guó),讓伊比利亞的每個(gè)王國(guó)擁有自己的法理帝國(guó),然而這會(huì)永久地摧毀西班牙法理帝國(guó)。在先前沖突區(qū)域的各統(tǒng)治家族獲得一個(gè)持續(xù)兩個(gè)世紀(jì)的修正,使他們?cè)谧约何幕z產(chǎn)的領(lǐng)土上能更高效地戰(zhàn)斗。與此同時(shí),所有獨(dú)立統(tǒng)治者的首都伯爵領(lǐng)在接下來的一世紀(jì)變?yōu)橐?。伊比利亞?nèi)部分宣戰(zhàn)借口的宣戰(zhàn)花費(fèi)提升。


The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Détente prove too difficult to work towards. If Iberia can't be subjugated or coerced into cooperation then, in extremis, it can always be destroyed.

維持現(xiàn)狀的要求有點(diǎn)拜占庭式的復(fù)雜,主要是因?yàn)檫@個(gè)決議是作為最后的替代——如果主宰或緩和被證明太難實(shí)現(xiàn)的話。如果伊比利亞不能被征服或被迫進(jìn)行合作,那么在極端情況下,它總是可以被摧毀。


Future Use

未來使用


The Iberian Struggle is our first go at a struggle system, and it's one we're fairly pleased with. That said, we've certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and we're very interested to hear your thoughts now that there's a bit more information available. Needless to say, modders will be able to utilise this mechanic and share their creations from the release of 1.6 onwards.

伊比利亞沖突是我們第一次構(gòu)建沖突系統(tǒng),我們對(duì)這次的系統(tǒng)相當(dāng)滿意。話雖如此,我們當(dāng)然注意到在過去一周這一特性很好地引起了大眾的想象,并且,如今有了沖突系統(tǒng)的更多信息,我們也更期望聽到你們的想法和回應(yīng)。更不用說,Mod作者馬上就能使用這一機(jī)制在1.6版本號(hào)中分享他們的創(chuàng)作了。


So, are there parts of the system you'd like to see refined and made more flexible? What are the struggles you'd like to see made in future? What's your jankiest idea for hope for how to use the struggle system?

那么,你希望沖突系統(tǒng)的某些部分更加精煉或是需要更高的靈活度嗎?未來你期望看到的沖突系統(tǒng)是什么樣的呢?你又希望怎樣運(yùn)用沖突系統(tǒng)呢?


As ever, I'll be around in the thread for the next hour or so to answer your queries.

一如既往,我會(huì)在大約一小時(shí)內(nèi)回復(fù)大家的帖子。



翻譯:索 一個(gè)幽靈 三里之塵

校對(duì):三等文官猹中堂


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十字軍之王3開發(fā)日志#94 | 4/26 沖突系統(tǒng)詳解的評(píng)論 (共 條)

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