建設政治資本和國家實力
建設政治資本和國家實力
Building Political Capital And State Capacity
領導者如何創(chuàng)造一個政治環(huán)境,讓他人支持自己的目標,讓國家能夠真正實現自身抱負?
How does a leader create a political environment where others support their goals and where the state can actually execute on their ambitions?
AXIOMS
2023 年6月17日
簡介
Introduction
在上一篇文章中,我概述了《Axioms Of Dominion》在統(tǒng)治和帝國方面的一些獨特之處。我目前的計劃是在接下來的幾篇文章中依次擴展每個主題。在這里,我將更深入地探討,并在理想的情況下將高階文章中的抽象概念以機制的方式實現出來。作為國王或皇帝,要想在與外敵的斗爭中取得勝利,你需要兩樣基本的東西。你需要巨頭的支持,最好是民眾的支持,你還需要成功執(zhí)行計劃的物質能力。本篇文章的兩個主要部分將詳細介紹《Axioms Of Dominion》中如何體現這些東西。
In the previous post I gave a broad overview of some of the unique aspects of Axioms as far as dominion and empire. My current plan for the next few posts is to expand on each of the main ideas in turn. Here I’m going to go deeper and ideally fill out the mechanical implementation of the abstract ideas from the high level post. There are two basic things you need when you want to achieve something as a king or emperor fight against external enemies. You need the support of your magnates and ideally your populace, and you need the material ability to execute your plan successfully. How those things are represented in Axioms will be detailed in the two major sections of this post.
政治資本
Political Capital
如果你已經看完了本博客之前所有的設計討論文章,那么你可能已經對如何獲取政治資本有了大致的了解,你很快就會回想起我所提到的東西。
If you’ve managed to grind through all the previous design discussion posts on this blog you’ll probably have a general idea of how to boost your political capital, and stuff I’ll be referencing will be recalled by your memory relatively quickly.
In some sense your Opinion values are representative of your overall political capital. Well maybe “core political capital” is a better label. Most of the things you do to engage with Characters and Populations primarily impact their Opinion of you.
從某種意義上說,你的觀點價值觀代表了你的整體政治資本。也許 "核心政治資本 "是一個更好的說法。你與角色和人群打交道時做的大多數事情都會影響他們對你的看法。
Populations also have Happiness but that is, you guessed it, heavily impacted by their Opinion of their direct Leader and the superiors of that Leader. Every Population typically has a single direct leader, although a Character can be the Leader of more than one Population. I am looking at the potential for Populations to have more than one direct Leader but probably not until an expansion. Populations can have opinions over their potential direct leaders as well, such as heirs in an aristocracy but that sort of operates indirectly.
民眾也有幸福度,但你猜對了,幸福度很大程度上受他們對直接領導者和該領導者上級的看法的影響。每個族群通常都有一個直接領導者,盡管一個角色可以是多個族群的領導者。我正在考慮能否讓人口擁有一個以上的直接領導者,但可能要等到下一個擴展包。人口也可以對其潛在的直接領導者有好感度,例如貴族的繼承人,但這種影響是間接的。
In most cases Opinion isn’t directly required to do things but it impacts the consequences of your actions, such as raising troops. The Opinion of a Population towards various Characters will modify their Morale for instance. And depending on the details of the system for raising troops involved it can impact volunteer numbers and other stuff.
在大多數情況下,做事情并不直接需要好感度,但好感度會影響你行動的后果,例如征兵。例如,民眾對不同角色的看法會影響他們的士氣。此外,根據相關招募部隊系統(tǒng)的細節(jié),好感度還會影響志愿者人數和其他方面。
You can generate Opinion Modifiers for specific Actions or large undertakings such as a war with specific goals. This might involve the Propaganda system. Building up support for specific things is one feature of Propaganda. Support for a war, for example, also has to do with the Opinion of the Populations of each party to the war vs the Characters and Populations of the other party.
你可以為特定行動或大型任務(如具有特定目標的戰(zhàn)爭)生成輿論修正。這可能涉及到宣傳系統(tǒng)。為特定事物爭取支持是宣傳的一個特點。例如,對戰(zhàn)爭的支持也與戰(zhàn)爭各方的民眾對另一方的角色和民眾的好感度有關。
Political capital is not a specific variable in game, but essentially an emergent amalgam of relevant variables related to a task. The most common and often powerful being Opinion. Raising Taxes lowers Opinion of targets and potentially raises that of beneficiaries. Opinion functions implicitly as political capital since it is heavily referenced for unrest related calculations and diplomatic calculations and other political things.
政治資本并不是游戲中的一個具體變量,而是與任務相關的各種變量的綜合體。最常見也是最強大的變量是輿論。提高稅收會降低目標的輿論,并有可能提高受益者的輿論。民意隱含著政治資本的功能,因為與叛亂相關的計算、外交計算和其他政治事務都與民意密切相關。
Variables like Happiness, military power, relationships with Characters and other things also contribute to the political capital amalgam but generally to a smaller degree. Generally so many factors are already compiled under Opinion, like religion, race, taxes, laws etc, that they don’t need to be applied outside of that.
幸福度、軍事實力、與角色的關系等變量也會對政治資本組合產生影響,但一般程度較小。一般來說,宗教、種族、稅收、法律等許多因素都已被歸入 "好感度 "中,因此無需在 "好感度 "之外單獨列舉。
物質能力
Material Capacity
即使是那些對我的文章非常了解的人,也難以有效、準確地概述《Axioms Of Dominion》如何為構建和管理物質能力提供獨特的支持。特別是最近,我的文章更多地關注游戲的社會和政治方面。因此,這一部分將比前一部分更長、更詳細。
Even those who are very up to date on my posts will struggle a bit in generating an effective and accurate overview of how Axioms provides unique support for building and managing material capacity. Especially recently my posts have focused more on the social and political sides of the game. Therefore this section will be longer and more detailed than the prior one.
正如之前的文章中所提到的,物質能力涉及到你和你的角色及人群在承諾實現目標后將用于實現目標的工具、資源和基礎設施。
As noted in the post immediately prior to this one Material Capacity involves the tools and resources and infrastructure that you and your Characters and Populations will use to achieve the goal, once they’ve commited to it.
《Axioms Of Dominion》有一套詳細的供應系統(tǒng)、一套詳細的基礎設施系統(tǒng)、一套詳細的運輸系統(tǒng),其中涉及人口承載能力和各種工具,如背包、馱獸、手推車、馬車和船只等等。所有這些都決定了你投射力量的能力。
Axioms has a detailed Supply system, a detailed set of Infrastructure systems, a detailed Transport system involving Population carrying capacity and tools like packs of various kinds, beasts of burden, things like carts and wagons and ships and so forth. All of this determines your ability to *project power*.
人口、動物/生物以及某種程度上的角色都需要某些東西才能生存和發(fā)展。他們需要在當地獲得這些物資,以充分發(fā)揮體力和腦力,避免生病、受傷或死亡。
Populations, Animals/Creatures, and to a lesser degree Characters all require certain things to survive and thrive. They need local access to these supplies to operate at full physical and mental capacity and to not get sick and injured or die.
《Axioms Of Dominion》并沒有將 "損耗 "作為一個特殊的變量/修正。是的,我知道,"損耗 "是卡路里、營養(yǎng)/食物種類、衣服和住所、水以及其他各種物品等多種因素的綜合。許多物資影響的是士氣而不是健康,當然健康和饑餓也會影響士氣和體能。
Axioms doesn’t really have “attrition” as a special variable/modifier. Attrition is an amalgam, yes I know, of a variety of factors like calories, nutrition/variety of food, access to clothes and shelter, water, and various other goods. Many supplies impact morale rather than health, and of course health and hunger affect morale as well as physical capacity.
除了健康和士氣,你一般還需要裝備,但不是必需的。后勤裝備可以在開始減員之前提高你的速度和在戰(zhàn)場上的時間。軍事裝備是一種使力量倍增,可以改變小規(guī)模人口臨時組成的軍隊單位的能力,從而削弱和殺死敵人。裝備的范圍從布甲、木矛到金屬劍、盾牌和鎧甲,還有火炮和魔法裝備。
On top of health and morale you generally want, but do not necessarily require, equipment. Logistical equipment increases your speed and time in the field before you start getting attrition. Military equipment is a force multiplier that modifies the capacity of the Units in your Armies, made of of small temporary Populations, to weaken and kill enemies enemies. Equipment can range from cloth armor and wooden spears to metal swords, shields, and cuirasses, and also to artillery and magical equipment.
你還要經常搬運建筑材料和其他物資,這些都是在你贏得任何軍事戰(zhàn)斗之后使用的。除此之外,你還需要為防御工事、橋梁和其他輔助基礎設施提供裝備。
You’ll also often be moving construction materials and other supplies that are used *after* you win any military engagements. That is on top of equipment for stuff like fortifications, bridges, and other support infrastructure.
要想取得成功,你必須能夠比敵人更久、更遠、更快地部署軍事力量。
You need to be able to deploy military forces for longer periods and across larger distances and with faster travel than your enemies in order to succeed.
有些招募、裝備和訓練軍隊的方法要求被征召的居民自行武裝自己,有時還要他們自行解決吃飯、訓練等問題。其他方法則不需要。有些方法需要現有武裝力量迫使民眾遵守征兵規(guī)定,而有些方法則需要民眾自愿或社會推動。
Some methods of recruiting and equiping and training troops require the Populations you draw the troops from to equip themselves, sometimes feed themselves, train themselves, and so forth. Other methods do not. Some methods involve existing forces promoting compliance with drafting while others require voluntary or socially promoted compliance.
羅馬的 "征兵 "一般每 5 年對羅馬居民點的財富和人口進行一次普查,每年對符合條件的公民進行自愿征召。一旦召集并從所有符合條件的羅馬人中挑選出部隊,他們就會被組織起來并遣散回家,收集與其經濟階層相適應的裝備。一般來說,人們希望他們在沒有監(jiān)督或監(jiān)督有限的情況下主動參加,在被選中后攜帶裝備參軍。社會和文化壓力通常是他們服從命令的原因。
The Roman “dilectus” involved a census of the wealth and population of Roman settlements generally every 5 years and a voluntary annual call up of eligible citizens. Once troops were called and selected from all eligible persons presenting themselves in Rome itself they were then organized and dismissed home to gather their equipment as appropriate to their economic class. They were generally expect to present themselves and then if selected return with equipment with no or limited oversight. Social and cultural pressures generally accounted for their compliance.
羅馬人的盟友,Socii會根據羅馬人的人數收到征兵通知,并自行決定如何籌集軍隊。羅馬人只關心他們是否履行了作為附屬國的義務。羅馬人通常提供軍隊中三分之一的兵力,而且通常是訓練有素、裝備精良的軍隊,但他們依靠Socii和后來的Foederati提供絕大多數騎兵,而羅馬人則專注于重裝步兵。
The Roman Socii, the allies, were given notice of required levies based on the Roman numbers and were left to their own devices as to how to raise the troops. The Romans only cared that they met their obligation as client states. The Romans generally provided 1/3 of the troops in their armies and usually the most well trained and well equipped though they relied on the Socii and later Foederati for the vast majority of the cavalry while Romans focused on heavy infantry.
相反,在西班牙哈布斯堡王朝統(tǒng)治時期,私人招募人員被派往城鎮(zhèn)和村莊,根據合同招募一定數量的人員,招募成功后返回并獲得獎勵,通常士兵不需要自備裝備或接受軍事訓練。
Conversely during the rule of Habsburg Spain private recruiters were sent out to the towns and villages to recruit a given number of men based on a contract and to return and be rewarded based on success and generally soldiers were not required to provide their own gear or have miltia training.
中世紀的農民征召兵是強制性的,由當地領主以武力征召,以履行對其領主的義務,他們往往不是每年一次服役。但與西班牙的志愿征兵和羅馬的社會壓力不同,農民不是志愿者。羅馬士兵是為了尊敬和榮耀而服役,西班牙士兵是為了財富而服役,而農民征召兵則是被迫服役。
Medieval peasant levies were mandatory and raised by force by the local lord in order to meet obligations to their liege. They were often not annual, and the Spanish efforts were definitely not so, but unlike Spanish volunteerism and Roman social pressure peasants were not volunteers. Roman soldiers served for honor and glory, the Spanish soldiers for fortune, and the peasant soldiers by force.
《Axioms Of Dominion》將允許廣泛而多樣的制度組合,包括基于意識形態(tài)、法律、傳統(tǒng)和相關政體的大多數歷史制度。NPC領導人一般會堅持其傳統(tǒng)制度,除非該領導人對傳統(tǒng)的評價很低,而對改革/進步/創(chuàng)新的評價很高。
Axioms will allow for a broad and varied mix of systems including most historical systems based on ideology, laws, traditions, and such of the relevant polities. NPC leaders will generally stick to their traditional forces unless the leader has high a low opinion of tradition and a high value for reform/progress/innovation.
NPC 很少會進行馬略、腓力二世或彼得大帝式的的軍隊和/或行政改革,這同樣取決于他們的性質,同時也會對其現有部隊的效力產生一定影響。我在之前的文章中討論過,在適當的情況下,玩家可以創(chuàng)建一個由改革派盟友組成的智囊團/CABAL,并效仿馬其頓的菲利普二世或英國的 "CABAL 部 "進行雄心勃勃的改革。這種情況不太常見,但對于 NPC 群體來說仍是可能的。
NPCs will rarely engage in Marian, Philipian, or Peterian style army, and/or administrative, reforms, again depending on their natures also with some impact based on the effectiveness of their existing forces. I’ve dicussed in previous posts how the player can, in the right circumstances, create a brain trust/cabal of fellow reformist allies and follow the path of Philip II of Macedon or the British “CABAL Ministry” in ambitious reform efforts. This will be less common but still possible for groups of NPCs.
雖然一些最著名的改革者專注于陸軍或海軍,但你也可以推動或大或小的民事行政改革。此外,角色也會參與一些與改革無關的行動。領導者,尤其是君主,會根據自己的個性、意識形態(tài)、興趣和欲望,關注統(tǒng)治的不同方面。有些統(tǒng)治者會打擊內亂,如強盜或一般犯罪,有些會注重政治團結,有些注重結盟,有些注重陰謀,有些會注重經濟基礎,等等。
While some of the most famous reformers focused on the army, or navy, you can also push forward large or small civilian administrative reforms. Additionally Characters will engage in actions that don’t quite reach the level of reform. Leaders, especially monarchs, will focus on different aspects of rulership based on their Personality, Ideology, Interests, and Desires. Some rulers will crack down on internal strife involving bandits or general crime, some will focus on political unity, others on strong alliances, some on intrigue, and some on economic infrasturcture and so forth.
有些統(tǒng)治者會在現有領土上探索新資源和新發(fā)現。《Axioms Of Dominion》的世界中有各種勘探機會,每個省份都有一種 "勘探完成等級",與《Eador:Genesis》/《Eador: Imperium》類似,盡管你不會進行那么多的戰(zhàn)斗。不同的角色會對一個省份有不同的了解,而且正如上一篇文章中提到的,你還可以有秘密發(fā)現。建議玩家花些精力提高對自己土地的了解,并尋找新的東西來開采或利用。
Some rulers will explore their existing territory for new resources and discoveries. Axioms has a variety of exploration opportunities with each province having a sort of “survey completion level”. This is similar to Eador: Genesis/Imperium although you won’t be fighting as many battles. Different Characters will have different knowledge of a Province and you can have secret discoveries as noted in a previous post. Players might be advised to spend some effort raising their knowledge of their lands and looking for new things to extract or exploit.
總結
Conclusion
雖然這篇文章沒有包含任何截圖,也沒有用具體的數字詳細說明所有涉及的變量和可能的操作,但我希望它能有效地解釋游戲系統(tǒng)和機制將如何運作?!禔xioms Of Dominion》中有很多游戲玩法并不只是現有策略游戲機制的翻版或改進版,而與以前的游戲有質的區(qū)別。
While this post didn’t contain any screenshots or outline specific mechanics with a detailed representation of all the variables involved and the potential actions with concrete numbers connected I hope it effectively explains the idea of how the game systems and mechanics will function. Axioms has a lot of gameplay that isn’t just a rehash or a shaken up version of mechanics from existing strategy games but which is qualitatively different from what could be done in previous titles.
很多人都理直氣壯地告訴我,他們無法閱讀關于一款游戲的1000篇詳細帖子,哪怕這款游戲已經發(fā)布,更不用說還在開發(fā)中了,但根據我在各種網絡論壇和subreddits上的經驗,我覺得我沒有有效地傳達出《Axioms》與現有游戲之間的巨大差異。當然,這可能只是因為我不善于溝通,但我認為差異太大才是主要原因。
A lot of people tell me, reasonably, that they can’t read 1000 detailed posts on a game, even if it was already released much less still in development, but in my experience on various webforums and subreddits I feel like I haven’t effectively conveyed the large differences between Axioms and existing games. Of course this could simply be that I’m not a great communicator but I think the scale of the difference is the primary driver.
我認為玩《Axioms Of Dominion》的體驗,無論是注意力系統(tǒng)和角色/人口反饋,還是對 [D][I][P](外交、陰謀、政治)的關注,都會創(chuàng)建全新的核心游戲循環(huán)。 盡管設定和主題相似,但它與策略和角色扮演游戲截然不同,希望某一天我能真正解釋清楚。
I think the experience of playing Axioms, both because of the Attention system and character/population representation, and the focus on [D][I][P](D iplomacy, I ntrigue, P olitics) will create a core gameplay loop that is quite distinct from both strategy and rpg games despite the similar setting and themes. Hopefully at some point I’ll generate a really effective elucidation of this.
我已經想出了各種簡明扼要的宣傳語,但我不確定人們是否會認真對待:
I’ve come up with various concise elevator pitches but I’m not sure people take them seriously enough":
"想象一下,在一款戰(zhàn)略游戲中,將軍、國王、外交官、商人、牧師和魔法師的經歷具有同等的深度和真實性。"
“Imagine a strategy game where the experience of the general, king, diplomay, merchant, priest, and magus have equal depth and verisimilitude”.
游戲的目標是以細致和嚴謹的方式復制任何主流奇幻小說主角的感覺"。
“The goal of the game is to replicate the feeling of being any kind of iconic fantasy novel protagonist with detail and rigor”.
"《Axioms Of Dominion》的每一部分都包含了大多數軍事/地圖游戲在軍事方面的深度"。
“Every part of Axioms contains the depth of the military aspect/focus of most military/map games”.
有什么想法?
Thoughts?