EU4開發(fā)日志 | 5/24 陸戰(zhàn)

牧游社 牧有漢化翻譯
Europa Universalis IV - Development Diary 24th of May 2022
Gnivom, Revived AI programmer
Hello everyone, Gnivom here today.
大家好,今天的日志由Gnivom帶來。
I may return for a future dev diary on the many AI improvements we're making for 1.34, but today's topic is Land Combat.
在未來的開發(fā)日志中,我將為大家?guī)?.34版本號中眾多正在制作的AI改進(jìn),不過今天的主題是陸戰(zhàn)。
First a recap:
首先回顧一下:
For 1.33, we decided to change some things with combat; first mentioned in this January DD and soon amended by making backrow regiments take 60% less morale damage. The core idea was to remove some weird traps that uninitiated players (I would guess a majority) and the AI (without major modifications) would easily fall for. In particular, having a large army without a full back row of artillery could be disastrous.
在1.33版本號中,我們決定為戰(zhàn)斗作出一些改動;這一設(shè)想最早在一月的日志中提出,然后我們便將后排部隊受到的士氣打擊減少了60%。其核心理念是為了避免新手玩家(我估計大部分玩家都是)和AI(如果沒有強力的修正)很容易出現(xiàn)的問題。也就是擁有一支大軍卻沒有能填滿后排的炮兵,這是災(zāi)難性的。
However, those changes also caused some unintended balance effects:
然而這些改動也造成了始料未及的不平衡問題:
1. Battles last longer, sometimes a lot longer.
1、戰(zhàn)斗持續(xù)時間變長,有時極長。
2. Morale is much less important.
2、士氣變得沒那么重要。
3. Stackwipes (officially "overruns") are much less common (though this is mostly caused by the AI accidentally exploiting the Zombie Regiments bug, by shift-consolidating troops before battle).
3、秒殺(官方稱呼為“壓倒性優(yōu)勢”)變得更難(雖然這主要是由于AI在戰(zhàn)斗前使用shift+合并來觸發(fā)僵尸部隊的bug)。
4. Tech Groups' impact through unit pips have been amplified. This has not been addressed so I won't mention it again in this DD.
4、科技組對單位點數(shù)的影響被放大。這一點并沒人指出過,所以這里我也就不再多說了。
Additionally, some of you have pointed out that what can be seen as a "noob trap" can also be a source of tactical depth in multiplayer.
此外有些玩家指出,一些被視為“對菜鳥專用寶具”的技巧現(xiàn)在也能夠在多人游戲中體現(xiàn)出某種戰(zhàn)略深度。
Now, let's look at what's new for 1.34 and how this addresses these issues.
下面就來看看1.34版本號的新改動,以及它們?nèi)绾谓鉀Q了這些問題的吧。
Passive Morale Damage
被動士氣傷害
In 1.33 we made the daily 0.03 "morale damage to reserves" actually only apply to reserves, where it previously applied to deployed troops as well. The intention was to relatively penalize overstacking more as well as to be consistent with the name.
在1.33版本號中,我們將每日0.03的“后備部隊士氣打擊”從原本對參戰(zhàn)部隊也有效調(diào)整為了字面意義上地只對后備部隊生效。其目的是對過度堆兵作出更多懲罰,并且修正名不副實的“bug”。
This is a major cause for the longer battles in the early game, and for morale being less important, and has now been reworked in 1.34 to as follows:
這是造成游戲早期戰(zhàn)斗持續(xù)時間過長以及士氣變得沒那么重要的一個主要原因,而在1.34版本號中,這將被調(diào)整如下:
Deployed troops take a daily morale damage of 1% of max morale.
參戰(zhàn)部隊每日受到最大士氣1%的士氣打擊。
Reserves take a daily morale damage of 2% of max morale.
后備部隊每日受到最大士氣2%的士氣打擊。
Only the reserves are affected by the Professionalism modifier, so it remains mostly a QoL modifier, although its absolute effect is now much bigger.
只有后備部隊能受到職業(yè)度的修正,因此這仍然是一個基礎(chǔ)質(zhì)量層面的改進(jìn),盡管其絕對效果變得更高了。
Max morale is not based on the regiment itself, but on the average of all regiments on the other side. Such that, in a standoff between a Prussian and a regular soldier, where neither is shooting, the regular soldier will run first.
最大士氣不取決于部隊本身,而是對方所有部隊的平均士氣。這樣假設(shè)普魯士軍隊和一般軍隊對線,雙方都不進(jìn)行攻擊而只是站著,那么一般軍隊會先耗光士氣而撤退。
The fact that this is now a percentage means that its importance will be consistent throughout the ages, so that late-game battle length is now shorter.
現(xiàn)在士氣打擊變?yōu)橐粋€比例值,這代表著它將在各個時期都發(fā)揮重要的作用,因此后期的戰(zhàn)斗將會結(jié)束得更快。
While on the subject of morale, some of you may know that when entering a battle against someone with higher morale, your morale progress bar starts at less than 100%. This is now changed to show the percentage of your own average max morale, rather than the max of all regiments on either side. This makes it easier in my experience to guess who is winning from just looking at the bars.
說到士氣,有些人可能知道,當(dāng)你與更高士氣的敵軍交戰(zhàn)時,你的初始士氣條是小于100%的?,F(xiàn)在士氣條也改為顯示你自己的平均最高士氣百分比,而不是雙方所有部隊中最高士氣的百分比。以我的經(jīng)驗,這樣更容易通過士氣條看出哪一方占據(jù)優(yōu)勢。
Zombie Regiments
僵尸部隊
As mentioned above, EU4 has always had a bug (feature?) called Zombie Regiments. In 1.34, regiments will always retreat and be replaced once either strength or morale reaches 0, removing the 12 day invincibility.
前面提到過,EU4一直有一個bug(特性?)叫做僵尸部隊。在1.34版本中,一旦部隊的人數(shù)或士氣之一降為0,就會立即撤退并換上一支后備部隊,因此12天無敵的特性將不復(fù)存在。
Additionally, an obscure condition for stack wipes based on the remaining morale of defeated regiments has been removed. You probably didn't know about it (I didn't), but it started mattering when 0-strength full-morale regiments were immediately retreated.
此外我們還移除了一個不為人知的秒殺條件,這個條件主要基于戰(zhàn)敗部隊的剩余士氣。你之前也許并不知道這個(反正我是不知道),但如果0人數(shù)滿士氣部隊會立即撤退的話那影響將很大了。
All in all, stack wipes are now much more viable than in 1.33, but still less viable than in 1.32 if the losing side has more than a full front row of decent-morale troops.
總之,現(xiàn)在秒殺將比1.33版本號更常見,但仍然比1.32版本號更少見,特別是在戰(zhàn)敗方擁有足夠填滿前排且士氣還算可以的部隊時。

Adding a screenshot here for future readers, as the wiki link may be obsolete.給未來的讀者留一張截圖,以后這個wiki鏈接可能就要廢棄了。
“僵尸”部隊
原則上,前排部隊將在士氣或人數(shù)降為0后會撤退并換上后備部隊。然而在戰(zhàn)斗的前12天中,如果部隊的人數(shù)降為0而士氣還沒有,那么這一機制將不會生效。在這種情況下,0人數(shù)的部隊將在前排站滿12天才會撤退。甚至當(dāng)0人數(shù)部隊在前12天內(nèi)士氣也降為0后,其仍然能夠站滿12天。
Insufficient Support
補給不足
Insufficient Support currently works by applying a flat -25% Combat Ability to all troops of an army that has too much cavalry, even if it's just 1 knight above the limit. Although it's made a bit more complicated by counting armies from different countries separately, as well as mercenaries.
補給不足目前會給騎兵過多的部隊造成所有部隊-25%作戰(zhàn)能力,即使只多了1支騎兵也是如此。當(dāng)然這也造成分別計算各國軍隊和雇傭兵的騎兵比例更加復(fù)雜。
In 1.34, this will instead be a scaling penalty of -1% CA per percentage point of cav/inf ratio above your limit. The ratio will be calculated based on all deployed front row troops on your side, while the limit will be calculated individually per regiment. Only cavalry gets affected by the penalty.
在1.34版本號中,將會改為騎兵/步兵比例每超過上限1%則獲得-1%作戰(zhàn)能力懲罰。這一比例將計算所有友方的前排部隊,而上限則通過每支部隊分別計算。只有騎兵會遭到這一懲罰。
Two things to note:
兩個重要點:
A country with a high support can still cause allied cavalry to lose CA.
一個高騎兵比例的國家仍會導(dǎo)致盟友的騎兵受到懲罰。
If you overstack your armies, an overall balance does not guarantee a frontrow balance at every moment of fighting.
如果你過多地堆積軍隊,則總體比例平衡不能保證前排在戰(zhàn)斗中每時每刻都能保持比例平衡。
Artillery Pips
炮兵屬性點數(shù)
Artillery unit pips have been rebalanced.
炮兵單位的屬性點數(shù)已被重新平衡了:
Late-game artillery will have less defensive pips and more offensive ones, contributing to shorter late-game battles.
后期的炮兵兵種的防御點數(shù)變少,攻擊點數(shù)變多,從而可以讓后期陸戰(zhàn)時間縮短。
Techs 7, 10 and 13; which give two options; now have a distinct difference between the two, where neither is strictly superior to the other.
7級、10級、13級軍事科技會帶來兩個炮兵單位選項?,F(xiàn)在這三對炮兵單位的差別會更加顯著,而且沒有誰比誰更強力這一說。

(compare with current values)(與現(xiàn)版本數(shù)值相比)
Let me take this moment to briefly explain an existing feature: for each damage calculation, backrow artillery propagates half of the sum of relevant defensive pips to the regiment in front of them (rounding down). For example, the Leather Cannon will propagate 2/2=1 pip to strength damage calculation in the fire phase, and 1/2=0 pips during shock phase. For morale damage, it will propagate (2+1)/2=1 pip during the fire phase and (1+1)/2=1 pip during the shock phase.
讓我現(xiàn)在簡單講講目前的游戲特性:在每一輪的傷害計算中,后排炮兵會為前排部隊提供一半的對應(yīng)防御點數(shù)總量(向下取整)。舉個例子,輕裝加農(nóng)炮在火力階段的傷害計算中會提供2/2=1的防御點數(shù),而在沖擊階段是1/2=0的防御點數(shù)。至于士氣損失,它在火力階段會是(2+1)/2=1的防御點數(shù),而在沖擊階段是(1+1)/2=1的防御點數(shù)。
With this feature in mind:
記住這點之后:
At tech 7, you choose between winning battles quickly (Mortar) or dealing strength damage (Houfnice).
在7級軍事科技,你要選擇要么快速贏得陸戰(zhàn)(大型青銅臼炮)要么殺傷敵方部隊(榴彈炮)。
At tech 10, the Pedrero is your anti-cavalry weapon by propagating 1 shock defense to the front row. But the Culverin deals more strength damage.
在10級軍事科技,可以在沖擊階段為前排提供1點沖擊防御的攻城炮會是你的反騎兵利器,不過長管炮可以更好地殺傷敵方部隊。
At tech 13, the Small Cannon propagates 1 morale defense to the front row in both phases, but the Large Cannon will deal more damage (to both strength and morale).
在13級軍事科技,小型鑄鐵加農(nóng)炮在火力和沖擊階段都能為前排帶來1點士氣防御,不過大型鑄鐵加農(nóng)炮殺傷力更強(不管是敵方部隊還是士氣)。
Reinforcement to Back Row
后排支援
This change in particular is still subject to further testing, tweaking and possible removal.
此項改動目前仍在繼續(xù)測試、調(diào)整中并且可能被刪除。
Reinforcement to backrow means something very different now vs in 1.32. In 1.32 it was a way to push further infantry/cavalry into the death pit that was the back row. Only after all inf/cav reserves were spent did artillery reinforce to the back, and once there they never left.
相比于1.32版本號,現(xiàn)在的后排支援已經(jīng)很不一樣了。在1.32版本號中的后排支援是把后排的步兵/騎兵推向萬人坑的事情。只有全部的步兵/騎兵預(yù)備隊都被用盡,炮兵才會從后排支援而且決不后退。
Now (since 1.33) only cannons can be in the back row, and they can also retreat from it, which makes back row reinforcement an important (and positive) thing.
現(xiàn)在(從1.33版本號算起)只有炮兵才能在后排,而且他們可以從后排撤退,于是后排支援也成為了重要(并且有正面意義)的事情。
From 1.34, each combat side will be limited to 2 back row reinforcements per day, plus 1 per 2 maneuver pips of the commanding general. This does not limit initial placement of artillery at battle start.
從1.34版本號開始,交戰(zhàn)雙方每天將最多獲得2支后排支援部隊,加上指揮將領(lǐng)每2點機動點數(shù)所帶來的1支部隊。這不會限制戰(zhàn)斗開始時的初始炮兵布局。

炮兵可以從第二排開火,還能幫助其前方的第一排友軍部隊減少所受傷害。只有在火力階段時,炮兵被攻擊時會受到雙倍傷害。基于指揮將領(lǐng)的機動,第二排的支援每天僅限3支部隊。
This is intended to increase tactical depth in multiplayer, by a number of means:
這項改動是為了增加多人游戲的戰(zhàn)術(shù)深度,有這幾條原因:
1. Armies caught low on artillery are more vulnerable, though not as badly as in 1.32.
1、雖然沒有1.32版本號中的情況那樣嚴(yán)重,炮兵較少的部隊會非常脆弱。
2. Cavalry becomes more useful during two distinct phases of the battle:
2、騎兵在戰(zhàn)斗的兩個不同階段中更加有用了:
a) Just after the initial line of artillery retreat, which happens roughly simultaneously.
a) 差不多正好在第一排炮兵撤退之后。
b) Later in the battle, when the combat duration modifier is so high that artillery reinforcements can’t keep up with churn.
b) 戰(zhàn)斗后期的交戰(zhàn)時間修正非常高,而炮兵支援更不上節(jié)奏了。
3. This breaks the symmetry of long battles, so that artillery (and by extension, infantry/cavalry as well) don’t all retreat in huge batches.
3、這打破了長時間戰(zhàn)斗的平衡,因此炮兵(同樣也有步兵/騎兵)不會大批量完全撤退。
4. Quality becomes more important over quantity in long battles, as high quality troops will lower the "artillery saturation" of the enemy.
4、長時間戰(zhàn)斗中的部隊質(zhì)量比數(shù)量更重要了,因為高素質(zhì)的部隊可以稀釋敵方的“炮兵飽和度”。
Breakthrough
突破
After some initial testing and discussion, this feature will probably not make it into vanilla, but it will be available for modders to enable.
在一些早期測試和討論后,該特性可能不會進(jìn)入游戲本體,但是可以被模組制作者拿來用。
Two defines have been created: INFANTRY_BREAKTHROUGH and CAVALRY_BREAKTHROUGH, each being a probability between 0 and 1.
我們設(shè)定了兩個變量:INFANTRY_BREAKTHROUGH (步兵突破)和CAVALRY_BREAKTHROUGH(騎兵突破),每個都是0和1之間的概率值。
When defeating a regiment with artillery behind it, you have a probability (equal to the corresponding define of your regiment) of pulling that artillery into the front row.
當(dāng)你擊敗一支后方有炮兵的部隊時,你有概率(等同于你的部隊所對應(yīng)的變量)將炮兵拉至前排。
If we don't change our minds, and if you still choose to enable this, there will be no UI or tooltip mentioning this whatsoever.
如果我們不改變我們的想法,而且你打算開發(fā)這個特性,則突破特性不會在任何用戶界面或者提示信息中出現(xiàn)。
Well, that's all for today!
不錯,今天就這些內(nèi)容了!
Next week, @Ogele will return with a Dev Diary showcasing the new content we've been creating for the first country in the Scandinavian region: Denmark, and its troubled lead over the Kalmar Union.
下周@Ogele會回到開發(fā)日志中,秀一秀我們第一個創(chuàng)作了新內(nèi)容的斯堪的納維亞國家:丹麥Denmark,還有丹麥在卡爾瑪聯(lián)盟中問題重重的領(lǐng)導(dǎo)地位。
翻譯:Strategemata 李勛回來了
校對:113322qwe1 三等文官猹中堂
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