維多利亞3開發(fā)日志#51 | 6/22 教程

牧游社 牧有漢化翻譯
Victoria 3 - Dev Diary #51 – Tutorial
Aron_Paradox, UX Designer
Hi, I'm Aron, UX Designer on Victoria 3. I'm here to tell you all about our latest attempt to teach you how to play a Paradox game (God help me).
大家好,我是Aron,維多利亞3的用戶交互設(shè)計(jì)師。我在這里和你們說說我們?cè)噲D教玩家怎么玩Paradox游戲的最新嘗試(神啊救救我)。
Another Paradox Tutorial?
又一個(gè)P社教程?
As you have probably figured out by now, Victoria 3 is by far our most complex and deep economic experience to date. Many of our mechanics and terms can be found in a real world economy, and we have to take into account that the player might not intuitively know what Tariffs, Loan Principal, or Subsidies mean. But such specialized terminology is also the best way to describe the mechanics - "Trade Tax" is just awkward and imprecise compared to "Tariff". We also have to keep in mind that many of you have your own interpretation of these terms (Like our QA Manager, Paul, who conveniently has an Economics Degree).
也許你已經(jīng)發(fā)現(xiàn)了,就經(jīng)濟(jì)方面的體驗(yàn)而言,維多利亞3是目前為止我們游戲中最復(fù)雜、最有深度的。我們的許多機(jī)制和術(shù)語(yǔ)都可以在現(xiàn)實(shí)世界的經(jīng)濟(jì)中找到。我們得考慮到,玩家可能并不能直觀地了解什么是關(guān)稅、貸款本金或者補(bǔ)貼。但這種專業(yè)術(shù)語(yǔ)也是描述機(jī)制的最佳方式——與“關(guān)稅”相比,“貿(mào)易稅”既尷尬也不準(zhǔn)確。我們還需意識(shí)到,你們中的許多人對(duì)這些術(shù)語(yǔ)有自己的詮釋(比如我們的QA經(jīng)理Paul,他恰巧有經(jīng)濟(jì)學(xué)學(xué)位)。

Down the same line of thought, the optimal way of learning a game is unique to every player.
同理,學(xué)習(xí)游戲的最佳方式對(duì)每個(gè)玩家來說都是獨(dú)一無(wú)二、各有不同的。
Do you want to be handheld and led through the game bit by bit, or do you simply want to explore the full game yourself and learn from your mistakes as you go?
你是想被手把手地一點(diǎn)一點(diǎn)地引導(dǎo)完成游戲,還是想自己探索整個(gè)游戲,從自己的錯(cuò)誤中吸取教訓(xùn)?
Do you want to know every little detail why you should do something before you do it, or do you want to just do it and learn the effects of your actions as they appear?
你是在做事之前了解為什么應(yīng)該這樣做的所有細(xì)節(jié),還是先做了之后再?gòu)姆答佒袑W(xué)習(xí)這樣做的效果?
In the end, this made us ask ourselves, is there a way we can make a solid Tutorial that caters to as many players as possible?
最后,這讓我們自問,我們有沒有辦法做一個(gè)盡可能適合大多數(shù)玩家的可靠教程?
This remains to be fully answered, but we are confident that we have given it our best shot.
這仍有待充分回答,但我們相信自己已盡了最大的努力。
Learn the Game your way
以你自己的方式學(xué)習(xí)游戲
In Victoria 3, the Tutorial works as its own Player Objective named "Learn the Game". A Player Objective is something you as a player can add on top of the normal sandbox experience provided by our GSG titles. Our Game Designer Nik will tell us more details about Player Objectives next week.
在維多利亞3中,教程Tutorial是以玩家目標(biāo)Player Objective的形式進(jìn)行的,這個(gè)玩家目標(biāo)命名為“學(xué)習(xí)游戲”。玩家目標(biāo)是你作為玩家在P社大戰(zhàn)略游戲的傳統(tǒng)沙盒體驗(yàn)之上額外增添的東西。我們的游戲設(shè)計(jì)師Nik會(huì)在下周介紹更多玩家目標(biāo)的細(xì)節(jié)。

4 Player Objectives + Sandbox (no objective).4個(gè)玩家目標(biāo) + 沙盒(無(wú)目標(biāo))
When you choose the "Learn the Game" Objective in Vicky, you do not sacrifice your first game of Victoria 3 to a handheld Tutorial experience of the game. The game will start off and work in mostly* the same manner as if you started it with any other Objective (or without an Objective). You may pick whatever country you want, though we do provide a couple of recommended countries that can be considered potentially "easier" starting countries in regards to typical gameplay and amount of things to manage. Like all historical Paradox grand strategy games, countries start off in very different positions and playing your first game with a landlocked single-province vassal state with nothing but subsistence farmers might not be the ideal learning experience - though we won't prevent you from trying!
當(dāng)你在維多利亞3中選擇了“學(xué)習(xí)游戲”目標(biāo)時(shí),第一盤維多利亞3并不會(huì)因手把手教學(xué)而犧牲游戲體驗(yàn)。游戲的開始和運(yùn)行方式大多和選擇其他目標(biāo)時(shí)(或者沒有目標(biāo))一致。你可以選擇你想要選擇的任何國(guó)家,盡管我們確實(shí)提供了幾個(gè)推薦國(guó)家——一般認(rèn)為這些國(guó)家在典型玩法和管理事項(xiàng)方面可能更“容易”一些。就像其它P社大戰(zhàn)略游戲那樣,游戲開始時(shí)國(guó)家的處境各不相同,以除了自給自足的農(nóng)民外一無(wú)所有的內(nèi)陸單省附庸國(guó)開始初次游戲大概不會(huì)有理想的學(xué)習(xí)體驗(yàn)——盡管如此我們也不會(huì)阻止你嘗試!

Currently, we recommend Sweden or the United States of America when you Learn the Game. Although these recommendations are a work in progress, some countries might be removed and some might be added.當(dāng)前,我們推薦在學(xué)習(xí)游戲目標(biāo)中使用瑞典或美利堅(jiān)合眾國(guó)。但是這些推薦仍在開發(fā)中,一些國(guó)家可能會(huì)被刪除,有些可能會(huì)被添加。
If you start your very first game of Victoria 3 as America with Learn the Game as your Player Objective, you are greeted by an optional introductory popup that will walk you through the basic UI controls, main UI elements, and how to unpause the game (you'd be surprised how many first time Paradox players that do not find out how you unpause our games). After that, the reactive Journal System takes over and handles most of the Tutorial as you move through the game.
如果你以美國(guó)開始“學(xué)習(xí)游戲”目標(biāo)的第一盤游戲,會(huì)有一個(gè)可選的介紹彈窗來歡迎你,介紹基本的UI控件、主要的UI元素以及如何解除游戲暫停(你會(huì)驚訝于有多少P社玩家第一次玩時(shí)沒有發(fā)現(xiàn)如何解除暫停)。之后隨著你進(jìn)行游戲,反應(yīng)性的任務(wù)日志系統(tǒng)將接管并處理大部分教程。

The first step in the intro Tutorial lesson. Aimed to set the mood and expectation, but nothing too grand, the grandness we let the game handle itself.入門教程的第一步。旨在設(shè)定情緒和期望,但不要太宏偉,游戲本身自有其宏偉。
Reactive Journal system
反應(yīng)性的任務(wù)日志系統(tǒng)
As I hinted at above, there are two major components to the tutorial experience, the reactive Journal Entries complemented by short popup tutorial lessons. The first is a set of challenges for you to accomplish, that will be delivered via the Journal system (see Dev Diary #31 - Journal Entries). Completing (or, sometimes, failing!) these challenges "proves" to the game that you have learned the fundamentals of the mechanic we're trying to teach you, and permits you to proceed in the tutorial.
正如我上面提到的,教程體驗(yàn)有兩個(gè)主要組成部分:反應(yīng)性任務(wù)日志,輔之以簡(jiǎn)短的教程彈窗。首先是需要你完成的一系列挑戰(zhàn),這會(huì)通過任務(wù)日志系統(tǒng)展現(xiàn)(參考開發(fā)日志#31?– 任務(wù)日志)。成功(或者有時(shí)失敗?。┩瓿蛇@些挑戰(zhàn)向游戲“證明”你已經(jīng)學(xué)會(huì)了我們?cè)噲D教授的游戲機(jī)制的基礎(chǔ)知識(shí),并允許你繼續(xù)教程。
Early challenges are in the form of "Expand a Farm" and teach you basic UI navigation and the surface layer of the construction mechanics. Later challenges could be "Increase GDP by 10%" or "Elevate your Power Rank", which require more long-term commitment and integration of many skills you've learned so far.
早期的挑戰(zhàn)將以“擴(kuò)建農(nóng)場(chǎng)”的形式呈現(xiàn),旨在教你基本的UI指南和建造的表層機(jī)制。之后的挑戰(zhàn)可能是“將GDP提高10%”或“提升你的強(qiáng)權(quán)等級(jí)”,這些挑戰(zhàn)都需要更多的長(zhǎng)期投入和整合迄今為止學(xué)到的游戲技能。
To the greatest extent possible we attempt to cater these challenges to your situation. For example, if you play the tutorial as Sweden, you will be tasked to expand a Rye Farm as your first challenge, while if you play it as Sokoto it will be a Millet Farm. Another country might be tasked to expand a Livestock Ranch instead, if that is deemed to be a more suitable building type. Similarly, when you're asked to improve relations with a certain country, we try to select a country where your efforts won't be wasted. Our aim here is to not just have you go through the motions, but actually benefit from the challenges you complete. This is also how we can adapt the tutorial challenges to work with virtually every playable country on the map.
我們會(huì)盡力幫助玩家應(yīng)對(duì)這些挑戰(zhàn)。例如,如果玩家扮演瑞典進(jìn)行教程,你的第一個(gè)挑戰(zhàn)將是擴(kuò)建黑麥農(nóng)場(chǎng),而如果選擇索科托進(jìn)行游戲,挑戰(zhàn)將是擴(kuò)建小米農(nóng)場(chǎng)。以另一個(gè)國(guó)家進(jìn)行游戲可能會(huì)要求擴(kuò)建其它合適類型的建筑,如牲畜牧場(chǎng)。同樣,當(dāng)你被要求改善與某個(gè)國(guó)家的關(guān)系時(shí),我們會(huì)嘗試選擇一個(gè)較有價(jià)值的目標(biāo)。我們的目的不僅是讓玩家完成特定指令,而是讓玩家從完成的挑戰(zhàn)中受益。這也是我們調(diào)整教程中的挑戰(zhàn)以適應(yīng)游戲內(nèi)幾乎每個(gè)可玩國(guó)家的方式。

The Journal with a bunch of active Tutorial Journal Entries有一堆啟用的教程條目的任務(wù)日志。
Tutorial challenges aren't completely linear but do spawn in a logical sequence. For example, you won't be given the challenge to increase the investment into an Institution until you have actually enacted a Law that enables an Institution. In some cases a previous challenge sets up the preconditions for completing a subsequent challenge, and in other cases later challenges build on concepts you have learned about in prior challenges. This is handled by a kind of pacing system that underlies the Objectives mechanic, which we will also learn more about next week.
教程的挑戰(zhàn)并非完全線性,它們是按邏輯順序產(chǎn)生的。例如,在你實(shí)際頒布一項(xiàng)啟用某個(gè)機(jī)構(gòu)的法律之前,你不會(huì)獲得增加對(duì)該機(jī)構(gòu)投資的挑戰(zhàn)。在某些情況下,之前的挑戰(zhàn)是完成后續(xù)挑戰(zhàn)的先決條件,而另一些情況下,后續(xù)的挑戰(zhàn)建立在之前的挑戰(zhàn)中學(xué)到的概念之上。這是由一種調(diào)控進(jìn)度的“目標(biāo)”系統(tǒng)處理的,我們將在下周發(fā)布更多信息。
* I previously mentioned that Learn the Game will work "mostly" the same as any regular sandbox game, with the addition of the learning challenges. There are some subtle differences, such as the AI being reluctant to start Diplomatic Plays against you before you prove you have a handle on the basic economic and political aspects of the game. Setting an Objective can also apply a set of default Game Rules which can override core game parameters. For the Learn the Game Objective this includes lowered AI aggressiveness by default, though you can always choose to ignore this default and increase it before starting your campaign if you prefer. Perhaps you learn best through repeated failure?
* 我之前提到,學(xué)會(huì)游戲?qū)⑴c其它常規(guī)沙盒游戲“大體”相同,但額外增加了學(xué)習(xí)挑戰(zhàn)。這之間有一些細(xì)微的差別,例如在你證明你掌握了游戲的基本經(jīng)濟(jì)和政治內(nèi)容之前,AI不會(huì)傾向于對(duì)你進(jìn)行外交博弈。設(shè)置目標(biāo)還可以設(shè)定一些默認(rèn)游戲規(guī)則,這些規(guī)則可以覆蓋核心游戲參數(shù)。對(duì)于“學(xué)會(huì)游戲”的目標(biāo)而言,這包括默認(rèn)降低AI侵略性,但如果你愿意,你也始終可以選擇忽略此默認(rèn)值,并在開始你的戰(zhàn)役之前調(diào)高它。也許你信奉失敗乃成功之母的理論?
How and Why
如何做,為何做?
The second aspect of the tutorial are popup walkthroughs that deliver explanatory information or guide you through the user interface. This will be highly reminiscent of the classic linear tutorial experience, where the next bit of information or instruction is unlocked by you navigating to and clicking a specific highlighted button in the interface, or just pondering the text for a while and clicking "Next" when you feel you've understood.
教程部分的第二個(gè)方面是彈出式窗口,它展示解釋性信息,并提供用戶界面的指導(dǎo)。這會(huì)讓人聯(lián)想到經(jīng)典的線性教程體驗(yàn),在這種體驗(yàn)中,你可以通過導(dǎo)航并單擊界面中特定的突出顯示按鈕來解鎖下一條信息或指令,或者只是思考一會(huì)兒文本并在覺得你已經(jīng)明白一切時(shí)單擊“下一步”。
The difference between the classic linear tutorial and our approach is that these lessons are short, modular, and usually player-triggered. Each tutorial Journal Entry has up to 2 popup tutorials called Tell me How and Tell me Why. The How will guide you through the interface to show you which buttons to press to complete the task, for simpler challenges, or show you where you can find the information to solve the problem, for more complex ones. The Why will tell you the often crucial bit of information of why you would want to do a certain thing and what effects this might have.
經(jīng)典的線性教程和我們之間的區(qū)別在于,這些課程很短,并且是模塊化的設(shè)計(jì),而且通常由玩家觸發(fā)。每個(gè)教程性任務(wù)日志最多有2個(gè)彈窗教程,我們稱為“告訴我如何做”和“告訴我為何做”?!叭绾巫觥睂⒁龑?dǎo)你瀏覽界面,向你展示要按哪些按鈕來完成任務(wù)(用于較為簡(jiǎn)單的挑戰(zhàn)),或者向你展示在哪里可以找到解決問題的信息(用于更復(fù)雜的挑戰(zhàn))?!盀楹巫觥睍?huì)告訴你為什么會(huì)想要在游戲中做某件事以及這可能會(huì)產(chǎn)生什么影響的關(guān)鍵信息。

Here is step 9/10 in the Tell me Why lesson for Expanding a basic Building. Note that we also use illustrations to convey how things work.這是擴(kuò)建基本建筑挑戰(zhàn)中的“為何做”課程中的步驟 9/10。請(qǐng)注意,我們還使用插圖來傳達(dá)游戲的運(yùn)作方式。
You can trigger any of these, in any order you like, or not. In many cases, especially if you're well-versed with Paradox games or strategy games in general, you might want to solve the simpler challenges with no guidance at all just by clicking through the menus and figuring it out. For some players, this kind of self-guided problem-solving is less tedious and leads to a more comprehensive understanding of the game, though it may take longer. If you get stuck, you can always click Tell me How and follow the instructions. Many players might want to click Tell me Why to get a more in-depth explanation of every feature as they first engage with them, but you can also skip past it and read up on it later in our in-game Vickypedia or online wiki.
你可以按喜好以任何順序觸發(fā)或者不觸發(fā)其中任何一個(gè)。在許多情況下,特別是如果你精通P社游戲或一般的策略游戲,你可能希望在沒有任何指導(dǎo)的情況下解決更簡(jiǎn)單的挑戰(zhàn)——只需要你自己點(diǎn)擊菜單并找出答案。對(duì)于一些玩家來說,這種自我指導(dǎo)式的問題應(yīng)對(duì)方式并不繁瑣,對(duì)游戲的理解也更加全面,盡管可能需要更長(zhǎng)的時(shí)間。如果你遇到困難,你可以隨時(shí)點(diǎn)擊“如何做”并按照說明進(jìn)行操作。許多玩家可能還想點(diǎn)擊“為何做”,以便在他們第一次接觸每個(gè)特性時(shí)獲得更深入的解釋,但你也可以跳過它,并稍后在我們的游戲內(nèi)“維”基百科或在線百科中閱讀它。

The first step of the Tell me How lesson to Fixing a Capacity Deficit still gives you a short premise of why one way of doing it is better than another, but not nearly as extensive as the Tell me Why lesson does.解決能力值赤字的“如何做”課程,第一步仍然給了你一個(gè)簡(jiǎn)短的假設(shè):為什么一種方法會(huì)比另一種方法好,但是沒有“為何做”課程講得那樣多。

A lesson telling you why expanding a basic Building is a safe investment.一節(jié)教你為什么擴(kuò)建基礎(chǔ)建筑是一項(xiàng)安全的投資的課程。
Popup walkthroughs are not only associated with tutorial Journal Entries. Some are triggered at key points in the tutorial, such as when you complete a challenge and in the very beginning of the Learn the Game objective, just to teach you the basics of moving the map around, clicking buttons, and the main HUD. They are also wired up to a few key Concepts. If you encounter such a Concept in-game that you'd like to learn about more in-depth and hands-on, you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not.
演練過程中的彈窗不僅與教程性的任務(wù)日志有關(guān)。有些彈窗會(huì)在教程的關(guān)鍵時(shí)刻觸發(fā),有些會(huì)在完成挑戰(zhàn)時(shí)觸發(fā),也有的會(huì)在“學(xué)習(xí)游戲”目標(biāo)的開始觸發(fā),僅是教你基礎(chǔ)的移動(dòng)地圖、點(diǎn)擊按鈕和主面板。它們還連接到一些關(guān)鍵概念。如果你在游戲中遇到想要更加深入且手動(dòng)了解的概念,你可以隨時(shí)從概念的提示欄中觸發(fā)教程——無(wú)論你是否身處“學(xué)習(xí)游戲”的目標(biāo)模式中。

The Interest Group game concept with a button to get a UI walkthrough of what Interest Groups are.利益集團(tuán)的游戲概念有個(gè)按鈕,可以在UI演練中了解利益集團(tuán)是什么。

You don't have to start the game with the Learn the Game objective to be able to get this lesson, it's available in all objectives and sandbox mode, whenever you might need it.你不必以“學(xué)習(xí)游戲”目標(biāo)開始游戲來獲取這一課程,每當(dāng)你需要時(shí),它在所有目標(biāo)以及沙盒模式都可使用。
Final Thoughts
最終想法
When we designed the tutorial system we had three main goals:
當(dāng)我們?cè)O(shè)計(jì)教程系統(tǒng)時(shí)我們有三個(gè)主要目標(biāo):
It should cater to as many unique learning styles and degrees of prior experience as possible
它應(yīng)該盡可能多地迎合獨(dú)特的學(xué)習(xí)風(fēng)格和不同程度的先前經(jīng)驗(yàn)。
It should be integrated with the regular gameplay experience, not be a separate mode players have to go through to "get to the game"
它應(yīng)該整合入正常的游戲體驗(yàn)中,而不是一個(gè)單獨(dú)的、玩家必須體驗(yàn)才能“了解游戲”的模式。
It should be modular and future-proof, so we don't have to rewrite the flow of the whole thing when we add or change mechanics
它應(yīng)該是模塊化且面向未來的,這樣我們就不必在加入或者改變游戲機(jī)制時(shí)重寫整個(gè)流程。
Based on our own experiences as avid strategy gamers, games that force the player to make an initial self-selection of "Novice / Intermediate / Expert" player profile to funnel them into the appropriate tutorial "track" often end up off-base, with players assessing themselves incorrectly or more advanced tracks leaving critical knowledge gaps. Instead we figured, why don't we ask the player what type of information they want in the context of whatever they're trying to learn, and put them in charge of their own learning?
基于我們作為狂熱的策略游戲玩家的個(gè)體經(jīng)驗(yàn),強(qiáng)迫玩家自行選擇“新手/中級(jí)/專家”的初始背景來將他們引導(dǎo)至合適的教程分流往往最后都是離大譜。玩家們會(huì)錯(cuò)誤評(píng)估自己的水平或者跳過了關(guān)鍵知識(shí)直接跳到了高級(jí)軌道。相反我們想,為什么不直接問玩家想在文本中看到什么類型的信息,而不去管他們想要學(xué)什么,并讓玩家自己掌控自己的學(xué)習(xí)呢?
Similarly, while a tightly scripted and funneled tutorial with perfectly controlled variables might be easier to craft a novice learning experience around, we didn't want players to skip the tutorial because they wouldn't be able to play the campaign they wanted to, or cancel it halfway through and restart because they felt they'd learned enough. So we thought, if we get the player to tell us they want to "Learn the Game" as an Objective, we can serve up suitable dynamic challenges with optional guides, and everything else is simply pure gameplay.
同理,盡管一個(gè)緊密編排的、分流的、擁有完美控制的數(shù)值的教程可能會(huì)對(duì)新人的學(xué)習(xí)經(jīng)歷簡(jiǎn)單一些,但我們不想玩家因?yàn)闆]辦法玩他們想玩的戰(zhàn)役而去跳過教程,或者因?yàn)樗麄冇X得學(xué)得夠多了玩到一半又重新開始。所以我們想,如果我們讓玩家告訴我們他們想要將“學(xué)習(xí)游戲”作為游戲目標(biāo),我們可以提供合適的動(dòng)態(tài)挑戰(zhàn)和可選的指南,而除此之外其他的都是單純的游戲本體。
Finally, with this approach we can add or change individual challenges and tutorials along with updates to mechanics, without having to worry about shoehorning learning about this new mechanic somewhere in the middle of a linear tutorial, rebalancing this tutorial, and perhaps most importantly, forcing existing players to replay the tutorial to learn about the new stuff.
最后,通過這種方法,我們可以在機(jī)制更新時(shí)添加或者更改個(gè)別挑戰(zhàn)或者教程,而不必?fù)?dān)心在線性教程的中間某個(gè)地方來學(xué)習(xí)這種新機(jī)制,重新平衡教程,以及或許是最重要的是,強(qiáng)制老玩家重播教程以了解新內(nèi)容。
Crusader Kings 3 was the first PDX game to implement a Reactive Tutorial, which triggers an informational window when the player first encounters a new mechanic. This may sound straightforward but was a big step forward for us in terms of proactive explanation of new game mechanics in our highly interconnected and evolving games. In Victoria 3, we have taken this concept and expanded it such that we can embed entire tutorial flows into new game concepts that lead the player through the interface of a new mechanic in depth and on-demand. In addition, we can add more challenges and tutorial flows into the existing Learn the Game Objective, and even add new Objectives that incorporate challenges to teach major new features. But we will learn more about that next week, when our Game Designer Nik tells us about how Objectives work.
十字軍之王3是P社游戲中第一個(gè)實(shí)現(xiàn)交互式教程的游戲,當(dāng)玩家第一次遇到新機(jī)制時(shí),交互教程會(huì)觸發(fā)一個(gè)信息框。這聽起來也許很簡(jiǎn)單,但是對(duì)我們來說,在我們高度互聯(lián)且不斷發(fā)展的游戲中主動(dòng)解釋新的游戲機(jī)制,是我們向前邁出的一大步。在維多利亞3中,我們延續(xù)了這個(gè)概念并將它延伸,讓我們能在新游戲的概念中嵌入整個(gè)教程流程,從而引導(dǎo)玩家深入并按需使用新機(jī)制的界面。另外,我們可以在現(xiàn)有的“學(xué)習(xí)游戲”目標(biāo)中增加更多的挑戰(zhàn)和教程流程,甚至還可以增加一個(gè)新的包含挑戰(zhàn)的目標(biāo)來介紹新的主要功能。但是我們將會(huì)在下周進(jìn)行詳細(xì)展開,屆時(shí)我們的游戲設(shè)計(jì)師Nik將會(huì)告訴大家目標(biāo)的工作原理。
翻譯:Yakuky 萊恩希德公爵 口袋姚怪
校對(duì):三等文官猹中堂
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