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十字軍之王3開發(fā)日志#64|6/15 文化恒久遠

2021-06-24 14:50 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


CK3 Dev Diary #64 - Cultures Are Forever

Servancour, Game Designer


Salutations!

大家吼??!


Before we begin, first things first. We are working on an additional patch to fix some of the issues introduced in 1.4. The patch is still being worked on, but if everything goes as planned, we should be able to get it out sometime next week or so. We'll let you know once the patch is ready.

首先要說個事兒,我們正在努力制作額外補丁用于修復1.4版本號出現的一些問題。雖然補丁仍在開發(fā)中,但若不出意外,我們下周左右應該就能發(fā)布了。補丁完成之后我們會立即告訴大家。


With that out of the way, let's talk about something I'm quite excited to share with you all. As you probably know already, we've talked a bit about how we are revisiting cultures for the next expansion: Royal Court. Unlike faiths, which got a lot of attention prior to release as we made them quite dynamic and customizable, cultures can feel a bit static, and aren't anywhere near as interesting as faiths. That is all about to change!

說完這個,我們來講講我非常想給大家分享的東西。大家應該已經知道,我們之前提到過下一個擴展包皇家宮廷Royal Court中會重做文化內容。相比于發(fā)售前收獲大量開發(fā)投入、保證動態(tài)與可自定義的信仰機制來說,文化機制顯得有些固化,而且遠沒有信仰方面有意思。但如今不是了!


We are revising cultures as you know them. Most exciting is perhaps the possibility to create new cultures! Both for simulating historical events and to create plausible and interesting alt-history scenarios. But I’m getting ahead of myself. For now, let's start by looking at the foundation of a culture and the different components they are made of. This is what the new culture screen will look like.

我們正在重制各位所熟知的文化系統(tǒng)。最激動人心的內容也許就是能夠創(chuàng)造新文化!這樣既能模擬真實歷史事件,也能創(chuàng)造合理有趣的架空歷史情景,不過這就有點超綱了?,F在先讓我們看看文化的根本與構成文化的不同部分。新的文化界面如下。



Cultural Pillars

文化支柱


A culture has five main Cultural Pillars. These are Ethos, Heritage, Language, Martial Custom, and finally Aesthetics. Of these, the Ethos is perhaps the most significant, but all of them play a particular role in how a culture plays and how cultures view each other.

一個文化有五個主要的文化支柱。他們分別是:民族精神Ethos、傳承Heritage、語言Language軍事慣例Martial Custom以及美學Aesthetics。其中,民族精神或許是最關鍵的,但是所有的文化支柱都在游玩方式以及文化之間如何相互看待方面有著獨特的作用。


Ethos

民族精神


Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture's ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down). There are seven in total:

每個民族精神都構筑于特定的主題上,并與較為廣泛的文化定義相關。文化的民族精神不僅可以提供效果和增益,也決定了獲取某些傳統(tǒng)時的難易程度(之后有更多說明)。民族精神共有七種:


Bellicose 好戰(zhàn)

Communal 集體

Courtly 優(yōu)雅

Egalitarian 平等

Inventive 創(chuàng)新

Spiritual 宗教

Stoic 堅忍


Here are a few examples of what they may look like in-game:

這里展示了幾個它們在游戲里的例子:


[Image of the Bellicose ethos]
[好戰(zhàn)精神的圖片]

好戰(zhàn) 民族精神
可用的雇傭兵軍團數量:+20%
所有庫曼文化的角色:
勇武+2
兵士招募成本:-10%
兵士維護費用:-10%
所有庫曼文化的地產:
征召兵規(guī)模+10%
該文化認為沖突與暴力是維持存在所必需的狀態(tài)。奮起斗爭的理念在人們心中根深蒂固。


[Image of the Spiritual ethos]
[宗教民族精神的圖片]

宗教 民族精神
所有馬什里奇文化的角色:
每月虔誠:+10%
控制力增長:+15%
信仰創(chuàng)建與改革花費:-20%
當其他文化投身于戰(zhàn)爭或塵世的知識之時,該文化只信任亙古以來唯一的不變者——神靈。 靈性,才是在這殘酷無情的世界中唯一正確的前進方向。


[Image of the Inventive ethos]
[創(chuàng)新精神的圖片]

創(chuàng)新 民族精神
所有盎格魯撒克遜文化的角色:
每月生活方式經驗:+5%
文化偏好的進度:+15%
所有盎格魯撒克遜文化的伯爵領:
發(fā)展度增長+15%
該文化求知若饑,虛心若愚,總是能夠快速接納他人嗤之以鼻的新思想和新科技。


Heritage

傳承


A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. You'll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance.

一個文化的傳承,類似于現有系統(tǒng)里各位或已熟知的“文化組”概念。傳承大致能與文化組對等。巴斯克文化和卡斯蒂利亞文化中都有“伊比利亞傳承”,而“突厥傳承”也會存在于突厥文化中,比如烏古斯文化和庫曼文化。在游戲中,兩個文化共享同一傳承最顯著的效果,便是對于文化接受程度的影響。


Language

語言


Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldn't make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of "language group" rather than a specific language.

每個文化都有特定的語言。語言在地圖上各個地方和不同文化之間都有很大區(qū)別。如阿拉伯語等語言會有好幾個文化共同使用,而其他語言可能只會出現在兩三個文化間。某些情況下,文化可能會有獨特的語言。巴斯克語就是這樣一個例子,它與其他語言并沒有很近的親緣關系,將它與鄰居組成一起也不合理。大部分文化還是會與其他文化共享語言,構成了一個“語言組”,而非以特有的語言出現。(譯注:巴斯克語作為一種孤立語言來源不明,不屬于印歐語系,有理論認為公元前4000年左右使用原始印歐語的人類祖先在歐洲擴張時,雖然消滅了許多早期歐洲語言,但未能影響巴斯克人先祖所在的山區(qū)。)


Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you.

角色固定掌握與其文化相對應的語言,也可以在生活中學會多種其他語言。會說不同的語言是有優(yōu)勢的。與不同文化的角色或伯爵領使用同一種語言時,可以降低他們對你的好感懲罰。所以,掌握封臣的母語(也就是他們所屬文化的語言)是相當有用的,可以作為一種提升好感的手段。


Noble Martial Custom

貴族軍事慣例


The martial custom decides which gender you may appoint as knights and commanders. As you’d expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesn't mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that you'll have additional options in shaping your realm.

軍事慣例決定了什么性別的角色可以受命成為騎士和將領??梢赃x擇男性、女性或兩者皆可。我們一直覺得在信仰的性別教義里裁定角色能否參加戰(zhàn)爭不太合適,它最應當影響的是統(tǒng)治權與持有頭銜的資格。借性別平等教義允許女性統(tǒng)治者,不代表女性自然而然地可以指揮軍隊或成為騎士。文化機制重做帶來了很好的機會,讓我們可以將這一功能從信仰轉移到文化上。這也意味著玩家會有更多塑造領國的可選項。


Aesthetics

美學


This pillar is really a collection of several smaller properties for what a culture "looks" like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear.

這一支柱其實是一系列較小特性的集合,體現了某種文化“看起來”像什么樣子。它決定了角色穿什么樣的衣服、王朝盾徽的風格、地產的建筑風格,以及地圖上的單位穿戴什么盔甲。


This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture.

這一支柱也包含了文化使用的命名傳統(tǒng)。這主要包括用什么樣的角色姓名,是否有王朝前綴等等。命名傳統(tǒng)也可以用來改變頭銜和地產的名字,之前這是與文化掛鉤的。這樣一來,在你創(chuàng)造新文化時地名就不會改變了。


For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your heart’s content.

Mod作者們:以上這些都可以單獨設定給某個文化,這樣你就能隨意組合不同的審美元素了。



Traditions

傳統(tǒng)


Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just "was a thing" and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than "they do". Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map.

傳統(tǒng)是這次文化大改的主要內容,提供了額外的多樣性與代入感,能夠顯著影響游戲性。傳統(tǒng)的一個重要方面是其為我們提供了一個能夠體現并解釋現存機制的途徑,之前它只是存在而且從未有過說明。以盎格魯-撒克遜為例:盎撒人可以使用撒克遜選舉繼承法但卻沒有實際緣由?,F在他們有了對應傳統(tǒng),允許使用撒克遜繼承法,闡明了其來源。其次且可能更重要的是,傳統(tǒng)能給文化帶來額外趣味或游戲加成,能給整個游戲世界添加不少豐富度。


A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, you’ll have the ability to establish new traditions.

每個文化總共可擁有的傳統(tǒng)不能多于五個,但這個限制會隨著你邁進新的時代而有所提升。大部分文化在開局的時候都會有三、四個傳統(tǒng),為玩家留下足夠空間,能隨時間推進塑造文化。而作為文化領袖,便能樹立新的傳統(tǒng)。


Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of cirCumstances, but might require certain conditions, such as 'Hill Dwellers' having the requirement that your culture must be present in a county with hills.

傳統(tǒng)不是隨處可用的。有的傳統(tǒng)因地區(qū)而異,也有的取決于文化的傳承。絕大部分傳統(tǒng)是可以自由樹立的,但也會要求滿足特定條件,比如說“丘陵居民Hill Dwellers”要求你的文化必須存在于丘陵地形的伯爵領中。


Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you don't have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesn't fulfill a specific and thematic requirement. An example would be a tradition named 'Only the Strong', which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your cirCumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition.

樹立傳統(tǒng)需要花費威望,這將是獲取某一特定傳統(tǒng)中最大的障礙。威望的費用取決于文化的民族精神。有些傳統(tǒng)在沒有相對應的文化精神的情況下,花費比其他傳統(tǒng)更高。同理,如果你的文化(或者在某些情況下,文化領袖)沒有滿足某些特殊的要求,跟傳統(tǒng)的主旨相契合,這個傳統(tǒng)的費用也會增加。以“唯有強者Only the Strong”的傳統(tǒng)為例。如果你作為文化領袖,不擁有至少六名12點勇武以上的騎士的話,這個傳統(tǒng)就會變得更貴一點。增加費用是為了作出一種更加軟性的限制,讓樹立特定傳統(tǒng)(在某些情況下)變得稍微難一點。但如果你真的想解鎖某個特別的傳統(tǒng),也不至于完全無法做到。


Instead of explaining traditions in detail, I'll just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them.

與其向各位解釋各種傳統(tǒng)的細節(jié),我干脆就直接展示一下傳統(tǒng)大概長什么樣子吧,還有就是能預期的各類效果。


[Image of the Swords for Hire tradition]
[雇傭兵傳統(tǒng)的圖像]

雇傭兵 文化傳統(tǒng)
流浪者可以隨時間推移獲得額外的格斗技巧,如軍事、勇武或者指揮官特質
雇傭兵宮廷里的騎士能夠快速獲得勇武
閑置狀態(tài)的廷臣更加有可能會成為流浪者
可用的雇傭兵團:+50%

所有布列塔尼文化的角色:
相同文化雇傭兵團的雇傭花費:-15%

這個文化十分熱衷于雇傭兵工作,并且會鼓勵勇士們在戰(zhàn)爭中作為雇傭兵而追尋榮譽。


[Image of the Chivalry tradition]
[騎士精神傳統(tǒng)的圖片]

騎士精神 文化傳統(tǒng)
能夠在單場戰(zhàn)斗中與自家騎士相互練習以獲得修正
成功實施浪漫密謀就能夠獲得聲望
浪漫密謀失敗則會增加壓力
統(tǒng)治者更加有可能發(fā)起浪漫密謀
詩人和俠義騎士的特質會給予浪漫密謀大量的加成

所有法蘭西文化的角色:
暴政獲得:+50%
騎士戰(zhàn)斗力:+20%

這個文化信奉騎士精神,將騎士行為準則作為規(guī)范行為的社會手段。他們看重的是軍事勇武、責任、榮譽與道德,以及打油詩和浪漫小說。


[Image of the Esteemed Hospitality tradition]
[熱情好客傳統(tǒng)的圖片]

熱情好客 文化傳統(tǒng)
廷臣和賓客更少會參與針對統(tǒng)治者的敵對密謀
賓客招募花費:-20%

所有俾路支文化的角色:
廷臣和賓客的好感:+10
個人密謀成功概率:+5%

在這個文化里,統(tǒng)治者都以熱情好客著稱,對所有可能到來宮廷的人張開雙臂歡迎,富麗堂皇地招待賓客與訪客。其他人也理所當然地期待這個文化的統(tǒng)治者會這樣做。


[Image of the Seafarers tradition]
[航海家傳統(tǒng)的圖片]

航海家 文化傳統(tǒng)
貿易港線的建筑能夠提升對該文化伯爵領的統(tǒng)治度增長
貿易港線的建筑能夠提升該文化伯爵領的征召兵
解鎖在大河里航行的能力

所有烏里舍文化的角色:
登船花費:-25.0%
航行速度:+20%

對這個文化來說,大海的魅力實在難以抗拒。他們或在風平浪靜時如夢如幻般航行,或在狂風暴雨中乘風破浪。


[Image of the Land of the Bow tradition]
[弓箭之地傳統(tǒng)的圖片]

弓箭之地 文化傳統(tǒng)
能夠在武裝兵士界面征召尼羅河弓箭手
獵場線的建筑會提升弓箭手
所有努比亞文化的角色:
防守方優(yōu)勢:+5

所有努比亞文化的伯爵領:
漫灘地形的征兵規(guī)模:+10%
所有努比亞文化的地產:
衛(wèi)戍部隊規(guī)模:+25%

尼羅河的豐饒以及努比亞人民的聰明才智,讓這片土地變得生機勃勃起來,世世代代他們都在這里繁榮發(fā)展。自古以來,弓箭一直是他們武器的選擇,用來震懾周圍沙漠里的劫掠者和強盜。


Cultural Acceptance

文化接受度


Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences.

文化接受度可以被理解成兩個文化之間相互融合、以及它們相互之間認同的程度。這就意味著,只要時間足夠長,文化之間相互的敵視會變得越來越少。所以說面對文化差異,就不再把全國所有的地都洗一遍文化這一種對策了。


The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the "different culture" opinion penalty will gradually be reduced. At 0% acceptance, you'll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective.

文化不同所導致好感懲罰,以前通常是個固定不變的數值。但現在,它會取決于你的文化和目標文化之間的文化接受度。所有文化對所有其他文化都有個接受度的數值,體現為一個百分比。根據接受度的不同,“不同文化”的好感懲罰會逐漸減弱。在文化接受度為0%時,你會承受百分百的好感懲罰。在文化接受度為100%時,這個懲罰就會被完全移除。文化接受度是雙向的。所以如果法蘭西文化對諾曼文化有20%的文化接受度,諾曼文化對法蘭西文化也是一樣的。


There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline.

有兩種方法能夠改變文化接受度。首先是接受度的基準值。如果兩個文化共享些相同之處的話,基準值就會提高。游戲中有大量不同的修正能提供基準值。就比如說,看兩個文化之間是否為相同的宗教/信仰、民族精神或語言。然而,影響程度最大的修正其實是傳承。如果兩個文化共享同樣的傳承,它們在基準值上就能夠獲得極大的加成。


If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures won't disappear overnight.

如果接受度在基準值之上,它就會隨著時間慢慢衰減下來回歸到目標數值。而反過來說,如果接受度低于基準值,文化接受度就不會隨之增加。畢竟文化之間的糟糕關系并不會一夜之間就消失殆盡。


Secondly, acceptance very much changes depending on the cirCumstances. Don't expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn't huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.

其次,文化接受度更多會根據實際情況而發(fā)生改變。千萬不要期望兩個從不互動的文化之間還能出現接受度。但如果多種文化在同一領國內一起出現的話,接受度就會隨著時間推移而增加。這個規(guī)則既能夠適用于你領國內不同文化的伯爵領,也能夠適用于不同文化的封臣。文化接受度同時還是有反饋的。對不同文化的角色采取特定行為——比如宣戰(zhàn)或者剝奪頭銜——會對你們之間的文化接受度產生一定的后果。這些后果通常會根據行為的大小而表現為不同程度的影響。雖然不同程度之間差異并沒有很大,但是剝奪一個小文化的伯爵領所能產生的后果(即文化接受度減少),反而要比從一個大文化處剝奪伯爵領所能產生的后果要大得多。到頭來,如果你希望保持很高的文化接受度,讓你法蘭西境內的歐西坦文化封臣開心,那你至少還是得盡量對它們保持友好。


[Image of what the cultural acceptance between two cultures may look like]
[兩個文化之間的文化接受度界面的圖片]

文化接受度:10%
法蘭西文化和巴伐利亞文化之間互相的文化接受度
年度獲得:+0.14
領國內的相互融合:+0.15
當前的文化接受度:-5%

文化接受度基準值:+10
兩個文化共享相同的多數宗教:+5
兩個文化共享相同的多數信仰:+5


There we go. That's what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion!

就是這樣。這就是文化以后會變成的樣子。??!以防我之后忘了說,接下來這一條應該是所有消息中最好的部分:文化重做是完全免費的,并且會包含在伴隨著皇家宮廷Royal Court擴展包一起推出的免費更新中!


Until next time!

下次再見啦!



翻譯:AntiAccess 斯普特尼克

校對:阿爾法一世 zzztotoso


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