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[日志新闻] Imperator - Development Diary - 21st of January 2019 开发日志34 - 海军,大夏

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黄马褂

发表于 2019-1-22 13:54 | 显示全部楼层 |阅读模式
https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-21st-of-january-2019.1147355/


Hello and welcome to another Development Diary for Imperator:Rome!
Today I will be talking about Navies, I will expand some on the changes we are making to Diplomacy, and lastly I will be describing the geographical regions of Bactria, Parthia and the far reaches of the Seleucid Empire.


Navies​

In Imperator:Rome there is only one type of naval unit, the Trireme (representing all forms of War Galleys). Ships can only be built in ports, and ports only exist in predefined locations around the map. Building ships also requires access to Wood in the Province that the City belongs to.

​


In our period, and perhaps in most of history, the Mediterranean has been a highway for transportation rather than an obstacle to be traversed. The main purpose of a fleet in Imperator:Romeis to ferry troops from one destination to another, and to stop others from doing the same in your territorial waters.

Fleets can also blockade ports in wartime, decreasing commerce and potentially contributing to the warscore for their side of the conflict.


The strengths and weaknesses of these ships can then be modified by things like Trade Goods, Military Traditions, Admirals, Inventions, and more.

Just like there are army unit abilities on land there are also unit abilities at sea:

  • Ramming Tactics: Navy Offensive Damage +10% Navy Defense Damage -10%
  • Boarding Tactics: Navy Offense Damage -10% Navy Defense Damage +10%
  • Raid Port: Steals a number of pops from an adjacent port and turns them into Slaves in your capital (at a cost of 1 Aggressive Expansion).

​


Naval battles will be somewhat familiar to those who have played our earlier games.

When a battle is started every ship will attempt to target an enemy ship to deal damage to. What determines their success is their positioning value, which is derived from their leading admiral with a random element. Positioning is re-rolled every day of battle.

In an ongoing battle bad positioning will result in picking a new target, which if you are unlucky could mean finding no target, or even targeting one of your own ships. If a friendly ship is targeted the ship will always try to pick a new target next day.

Damage is dealt in a similar way to in land battles. Offensive modifiers and dice roll is reduced by the enemy defensive modifiers and dice roll (this is then further increased or decreased by the specific damage modifiers on either side for Strength Damage or Morale Damage).

Ships that have no morale left will retreat from battle, ships that have no strength left will be sunk.

​


Pirates​


Whenever money is being made there will be those who desire to have that money for themselves. Any port that attracts enough trade will also risk attracting pirates.

Pirates can appear outside of ports and the chance that they do so is based on how many Trade Routes the Province that the Port belongs to has.

This chance can be reduced through laws and inventions.

A pirate fleet can be at most 10 ships in size and will attempt to blockade the port it spawns next to. It is also hostile to all non-pirate navies. Should the pirate fleet be defeated, but not destroyed, it will attempt to find another weakly guarded port to blockade.


Diplomacy​



And with that we turn once again to Diplomacy, and more specifically unto how Claims, Truces, War Declarations and Peace will Work in Imperator:Rome.


Casus Belli​


Like in many Paradox games before the difference between a justified war and one with no justification matters in Imperator:Rome.

Casus Bellis come in a variety of forms and shape such as:
  • Claim: A country is considered to always have a Casus Belli against a country if it has a claim on a city that the other country owns.
  • Supporting Rebels: A country is always considered to have a Casus Belli against someone who supports rebels inside it.
  • Insult: A country will receive a time limited Casus Belli against a country that has sent an insult to it.
  • Guarantee: A country will receive a time limited Casus Belli against a country that attacks someone Guaranteed by them.
  • Broken Subject Status: A country will receive a time limited Casus Belli against a country that breaks a subject relationship with them.
  • Broken Alliance: A country will receive a time limited Casus Belli against a country that dishonors its alliance towards them.
Declaring war without a Casus Belli will cost the attacker 2 Stability and give additional Aggressive Expansion.

War Goals:
​

When a war is declared the aggressor will have chosen a specific war goal. Fulfilling this war goal will result in a gradual increase of scope up to an additional 25% War Score. Unlike in other games, such as Europa Universalis IV however, the war goal and the Casus Belli need not be directly linked. A claim gives a Casus Belli, and unlocks the conquest war goal, but you can choose to declare a superiority war all the same. The Casus Belli will still remove the stability penalty you would normally have gotten on the start of the war.

​


There are three different War Goals in the game:

  • Conquest: If you have a Claim on a Province held by another country you can declare conquest war over that Province. In that case holding the entire enemy province selected will be the war goal. A conquest war will automatically end if the entire war goal is held by either party for 1 year + 180 days per Rank.
  • Show Superiority: The War goal is to show superiority in battle. Once over 10 war score from battles is achieved the extra ticking war score starts applying.
  • Show Naval Superiority: The War goal is to show superiority in naval battles. Once over 10 war score from battles is achieved the extra ticking war score starts applying. Having more blockades than your enemy will also contribute.
Truces:​

After a peace has been signed a truce will be in power for between 5 and 15 years. The length of the Truce will be dependent on the severity of the peace agreement. During this time it will cost 5 Stability to declare war again against the same enemy.

War Leaders, Changes to Call to Arms & Separate Peace:​


​



War Leadership, Call to Arms and Separate Peace, are all concepts that will be familiar to anyone who has played our games before.

While wars can have many participants the country declaring the war and the country being declared upon will initially be considered the War Leaders.

War Leaders will negotiate on behalf of the entire side (including all allies and subject countries) to which they belong and a war will not end until the two War Leaders agree to a peace.

War Leadership in Imperator:Rome can also change. If a country with higher Max Manpower and more provinces than the existing leader joins, then this country will be considered the new War Leader and can call its own allies. When this is the case the War Declaration interface will warn that a country may take over the leadership of the war, and War Leadership can only be transferred once.


To further press home the need to choose your allies carefully we have made some changes to how alliances function. In Imperator:Rome you will not be able to refuse a call to arms from an attacked ally. If you want to have the aid of another power you need to be ready to come to their aid.

It is also not possible to separate peace as a junior participant of a war until 36 months have passed, as a junior participant is expected to be involved in order to help the war leader bring the war to completion, rather than using someone else's conflict to expand themselves.


Bactria and Parthia

Bactria

Parthia

Dahae Region
​

Today we look to the north east from the region that was under focus in the last development diary. To the successors, and to some extent to Achaemenid Persia before them Parthia and Bactria are on the periphery. At the same time these are not regions of economical inconsequence. There are ancient cities here, trade ties with the far east, and India and a culture that has been under influence of first Persian and then Greek overlordship.

At the start of our game almost all of this region is controlled by Greek Satrapies, and while Seleucus and his son Antiochus has recently made sure to root out any local power holders that may not be loyal to the state, they now expect to be left alone.

Historically both satrapies would eventually break free, Bactria would go on to found a Graeco-Bactrian kingdom that came to rule large parts of northern India, creating a Greek-Indian fusion, a state ruled by a Greek Buddhist dynasty.

Parthia on the other hand would be overrun by the Daehae tribes to the north and become the core of the Arsacid Empire, a state that would conquer most of Persia and eventually become a rival of the expanding Republic of Rome.

Starting Countries:
​

  • Parthia: Seleucid Satrapy on the border between Persia proper and the open tribal region to the north. While Parthia is perhaps not the richest Satrapy it enjoys a great deal of autonomy and as the core for future expansion it has great potential. Parthia starts as a Satrapy subject of the Seleucids.
  • Bactria: The other great eastern Satrapy under the Seleucids is Bactria. A much richer region than Parthia, in the fertile valley between Hindukush in modern Afghanistan and the Pamir mountains. It has a larger population and the region is already something of a cultural melting pot of Greek veterans, settlers, persian bureaucrats, and local Indo-Iranian farmers and city-dwellers. Bactria has been described by some as a ‘Wild West’ of its day. Starts as a Satrapy Subject state of the Seleucids.
  • Parnia: One of a number of Dahae tribal kingdoms in the region between the Caspian Sea and Bactria. Would eventually conquer Parthia and found the Parthian Empire, ruled by the Arsacid dynasty. Like all of the Dahae Tribes, if Parnia exapnds it can form a Dahae federation, greatly strengthening its ranks and potentially reading itself for an invasion of Iran. Starts independent and unaligned.
  • Scythia: Tribal kingdom on the northern edge of the Caspian. An open steppe separates it from European Scythia in one direction and Sogdia in the other. Starts independent and unaligned.
  • Zanthia: Small tribal kingdom of the Dahae people. Like Parnia it can potentially form the core of something greater. Starts independent and unaligned.
  • Pissuria: Small tribal kingdom on the edge of the Dahae region and Parthia. Starts independent and unaligned.
  • Kharesmia: Tribal kingdom in the Amu Darya river delta, right between the Dahae tribes and Bactria. Starts independent and unaligned.

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 楼主| 发表于 2019-1-22 16:03 | 显示全部楼层

Imperator - Development Diary - 21st of January 2019
Trin Tragula, Imperator

Hello and welcome to another Development Diary for Imperator:Rome!
大家吼哇,欢迎来到另一篇帝皇:罗马的开发日志!

Today I will be talking about Navies, I will expand some on the changes we are making to Diplomacy, and lastly I will be describing the geographical regions of Bactria, Parthia and the far reaches of the Seleucid Empire.
今天我将讨论有关海军的问题,然后将拓展到一些我们为外交系统所做的改动,最后,我将描述巴克特里亚(大夏)、帕提亚以及塞琉古帝国边陲的地区。

Navies​
海军

In Imperator:Rome there is only one type of naval unit, the Trireme (representing all forms of War Galleys). Ships can only be built in ports, and ports only exist in predefined locations around the map. Building ships also requires access to Wood in the Province that the City belongs to.
在帝皇:罗马中只有一种类型的海军单位:三列桨战舰Trireme(用以代表所有类型的战舰)。船只能在港口建造,港口则只能在地图上预定好的位置存在。建造船只同样需要在该城市所属的省份可以获取木材这种贸易商品。


In our period, and perhaps in most of history, the Mediterranean has been a highway for transportation rather than an obstacle to be traversed. The main purpose of a fleet in Imperator:Rome is to ferry troops from one destination to another, and to stop others from doing the same in your territorial waters.
在帝皇:罗马所涉及的历史时期,以及可能在历史上的大部分时期里,地中海都是作为运输的通路而非需要跨越的阻碍而存在。帝皇:罗马中,舰队的主要作用是由一地向另一地运送军队,并阻止其他人在你的领海中做同样的事情。

Fleets can also blockade ports in wartime, decreasing commerce and potentially contributing to the warscore for their side of the conflict.
在战争时期,舰队还可以封锁港口,这可以减少商业收入,以及为其在冲突中所从属的那方贡献潜在的战争分数。

The strengths and weaknesses of these ships can then be modified by things like Trade Goods, Military Traditions, Admirals, Inventions, and more.
舰船的长处和弱点将由许多因素决定,例如贸易商品、军事传统、海军将领、发明等等。

Just like there are army unit abilities on land there are also unit abilities at sea:
就像陆上军事单位有部队能力Unit Abilities的设定一样,海上军事单位也有部队能力:

Ramming Tactics: Navy Offensive Damage +10% Navy Defense Damage -10%
冲击战术:海军进攻伤害+10%,海军防御伤害-10%

Boarding Tactics: Navy Offense Damage -10% Navy Defense Damage +10%
登船战术:海军进攻伤害-10%,海军防御伤害+10%

Raid Port: Steals a number of pops from an adjacent port and turns them into Slaves in your capital (at a cost of 1 Aggressive Expansion).
劫掠港口:偷取一临近港口一定数量的人口,并将其转换为你的国家的奴隶(这会增加1侵略扩张度)


Naval battles will be somewhat familiar to those who have played our earlier games.
对于那些体验过我们先前几作游戏的人来说,本作的海战机制将显得多少有些熟悉。

When a battle is started every ship will attempt to target an enemy ship to deal damage to. What determines their success is their positioning value, which is derived from their leading admiral with a random element. Positioning is re-rolled every day of battle.
当战斗开始,每条船都会试图标记一艘敌船以对其造成伤害。决定它们成功与否的因素在于它们的定位值Positioning Value,它是由海军将领和一个随机因素(骰子女神)共同决定的,定位值在战斗持续的每一天都将重骰。

In an ongoing battle bad positioning will result in picking a new target, which if you are unlucky could mean finding no target, or even targeting one of your own ships. If a friendly ship is targeted the ship will always try to pick a new target next day.
在一场正在进行的战斗中,糟糕的定位值将导致舰船选择一个新目标,如果你够非,也可能意味着找不到目标,甚至是以自家舰队的某艘船为目标。如果船只标记了一艘友方船只为目标,该船总会在下一天尝试寻找新目标。

Damage is dealt in a similar way to in land battles. Offensive modifiers and dice roll is reduced by the enemy defensive modifiers and dice roll (this is then further increased or decreased by the specific damage modifiers on either side for Strength Damage or Morale Damage).
伤害则以类似于陆战的方式加以处理。进攻修正和进攻方骰子点数将被对方防御修正和防守方骰子点数所削弱(该结果将进一步由某方对于强度值伤害或士气伤害的特别伤害修正所增进或减益)。

Ships that have no morale left will retreat from battle, ships that have no strength left will be sunk.
失去全部士气值的舰船将撤退,失去全部强度值的舰船将沉没。


Pirates​
海盗

Whenever money is being made there will be those who desire to have that money for themselves. Any port that attracts enough trade will also risk attracting pirates.
无论何时,有赚钱的地方,就有想把这些财富据为己有的人。任何吸引足够多贸易额的港口都将遭遇海盗袭击的风险。

Pirates can appear outside of ports and the chance that they do so is based on how many Trade Routes the Province that the Port belongs to has.
海盗可能出现在港口之外,他们这样做的几率取决于港口所在的省份拥有多少条贸易路线。

This chance can be reduced through laws and inventions.
该几率可以被法律和发明所降低。

A pirate fleet can be at most 10 ships in size and will attempt to blockade the port it spawns next to. It is also hostile to all non-pirate navies. Should the pirate fleet be defeated, but not destroyed, it will attempt to find another weakly guarded port to blockade.
单支海盗舰队在规模上最多有10条船,它将尝试封锁临近其出现地点的港口。同时,它将与一切非海盗的海军力量敌对。如果海盗舰队被击退而不是被摧毁,它将尝试寻找另一个防守薄弱的港口以进行封锁。

Diplomacy​
外交

And with that we turn once again to Diplomacy, and more specifically unto how Claims, Truces, War Declarations and Peace will Work in Imperator:Rome.
这回我们将再次转向外交,说得更精确一点,则是讲述在帝皇:罗马的系统中,宣称、停战、宣战与媾和如何进行。

Casus Belli​
战争理由

Like in many Paradox games before the difference between a justified war and one with no justification matters in Imperator:Rome.
就像其他几款P社游戏一样,在帝皇:罗马中也存在正当化的战争和没有任何正当理由的战争的区分。

Casus Bellis come in a variety of forms and shape such as:
战争理由有多种形态,例如:

Claim: A country is considered to always have a Casus Belli against a country if it has a claim on a city that the other country owns.
宣称:一国如果拥有对其他国家某城市的宣称,它就总是被认为对其拥有一个战争理由。

Supporting Rebels: A country is always considered to have a Casus Belli against someone who supports rebels inside it.
支持叛乱:一国总是被认为对于支持其国内反叛者的国家拥有战争理由。

Insult: A country will receive a time limited Casus Belli against a country that has sent an insult to it.
侮辱:一国在一定时限之内对向其进行侮辱的国家拥有战争理由。

Guarantee: A country will receive a time limited Casus Belli against a country that attacks someone Guaranteed by them.
保障独立:一国对于攻击被其保障独立的国家在一定时限内拥有战争理由。

Broken Subject Status: A country will receive a time limited Casus Belli against a country that breaks a subject relationship with them.
破坏附庸关系:一国对于破坏与其附庸关系的国家在一定时限内拥有战争理由。

Broken Alliance: A country will receive a time limited Casus Belli against a country that dishonors its alliance towards them.
破坏同盟:一国对不忠诚于和其进行的盟约的国家在一定时限内拥有战争理由。

Declaring war without a Casus Belli will cost the attacker 2 Stability and give additional Aggressive Expansion.
在没有战争理由的情况下开战,将花费2稳定度,并增加额外的侵略扩张值。

War Goals
战争目标
​
When a war is declared the aggressor will have chosen a specific war goal. Fulfilling this war goal will result in a gradual increase of scope up to an additional 25% War Score. Unlike in other games, such as Europa Universalis IV however, the war goal and the Casus Belli need not be directly linked. A claim gives a Casus Belli, and unlocks the conquest war goal, but you can choose to declare a superiority war all the same. The Casus Belli will still remove the stability penalty you would normally have gotten on the start of the war.
当宣战之时,进攻方需要选择一个特定的战争目标。当该战争目标得以满足时,将导致战争分数的逐渐增加,最多到25%的额外战争分数。同时,不像在其他P社游戏例如EU4当中那样,战争理由和战争目标之间不需要直接联系。一项宣称提供一个战争理由,解锁与其相关的征服战争目标,不过你一样可以选择进行一场霸权战争。战争理由的存在将移除通常情形下你将在发动战争时获得的稳定度惩罚。


There are three different War Goals in the game:
下列是游戏中可以采用的三种不同的战争目标:

Conquest: If you have a Claim on a Province held by another country you can declare conquest war over that Province. In that case holding the entire enemy province selected will be the war goal. A conquest war will automatically end if the entire war goal is held by either party for 1 year + 180 days per Rank.
征服:如果你对依然有其他国家控制的某省份拥有宣称,你可以对该省份发动征服战争。在这种情况下,占领整个敌方省份的选项将成为战争目标。一场征服战争将在任意一方持有整个省份一年+180天*国家等级的时候自动结束。

Show Superiority: The War goal is to show superiority in battle. Once over 10 war score from battles is achieved the extra ticking war score starts applying.
展示霸权:战争目标是在战斗中显示霸权。一旦一方获得10以上的战争分数,额外的计时战争分数将启用。

Show Naval Superiority: The War goal is to show superiority in naval battles. Once over 10 war score from battles is achieved the extra ticking war score starts applying. Having more blockades than your enemy will also contribute.
展示海军霸权:战争目标是在海战中显示霸权。一旦一方获得10以上的战争分数,额外的计时战争分数就将启用。比你的敌人封锁更多港口也将获得战争分数。

Truces
停战协议

After a peace has been signed a truce will be in power for between 5 and 15 years. The length of the Truce will be dependent on the severity of the peace agreement. During this time it will cost 5 Stability to declare war again against the same enemy.
当签署和平协议后,一份为期5到15年之间的停战协议便会生效。停战协议的时间长短将取决于和约内容的严重程度。在停战期对和约国开战会损失5点稳定度。

War Leaders, Changes to Call to Arms & Separate Peace
战争盟主,对召唤盟友与单独媾和的改动


War Leadership, Call to Arms and Separate Peace, are all concepts that will be familiar to anyone who has played our games before.
对于之前玩过我们游戏的玩家来说,对战争盟主、召唤盟友与单独媾和等概念应该都比较熟悉了。

While wars can have many participants the country declaring the war and the country being declared upon will initially be considered the War Leaders.
一场战争会有许多参与者,而最初的宣战国和被宣战国会成为阵营双方的战争盟主。

War Leaders will negotiate on behalf of the entire side (including all allies and subject countries) to which they belong and a war will not end until the two War Leaders agree to a peace.
双方的战争盟主将会代表各自阵营(包括所有盟友及其附庸国)进行谈判,而只有战争盟主同意进行和谈战争才能结束。

War Leadership in Imperator:Rome can also change. If a country with higher Max Manpower and more provinces than the existing leader joins, then this country will be considered the new War Leader and can call its own allies. When this is the case the War Declaration interface will warn that a country may take over the leadership of the war, and War Leadership can only be transferred once.
在帝皇:罗马中,战争盟主同样会发生变动。如果阵营中一个国家比现任盟主拥有更高的最大后备兵力与更多省份的话,那么该国就会被判定为新的战争盟主,并且能召唤其盟友参战。在这种情况下宣战界面中会发出警告,提示玩家敌方阵营中有国家可能夺取战争的领导权,而战争盟主的变动仅会发生一次。

To further press home the need to choose your allies carefully we have made some changes to how alliances function. In Imperator:Rome you will not be able to refuse a call to arms from an attacked ally. If you want to have the aid of another power you need to be ready to come to their aid.
为了进一步强调谨慎选择盟友的重要性,我们也对盟友机制的运作方式做了一些改动。在帝皇:罗马中,玩家无法拒绝一个被宣战的盟友的战争召唤。如果你需要其他强权的帮助,那么你就要做好对他们伸出援手的准备。

It is also not possible to separate peace as a junior participant of a war until 36 months have passed, as a junior participant is expected to be involved in order to help the war leader bring the war to completion, rather than using someone else's conflict to expand themselves.
战争中的次要参战国将不能在开战后的36个月之前单独媾和,因为战争盟主需要次要参战国积极参与来赢得战争,而不是让该场战争成为某些国家挑起矛盾后进行自身扩张的手段。

Bactria and Parthia
巴克特里亚和帕提亚


Bactria
巴克特里亚


Parthia
帕提亚


Dahae Region
达赫地区(即大益地区)


Today we look to the north east from the region that was under focus in the last development diary. To the successors, and to some extent to Achaemenid Persia before them Parthia and Bactria are on the periphery. At the same time these are not regions of economical inconsequence. There are ancient cities here, trade ties with the far east, and India and a culture that has been under influence of first Persian and then Greek overlordship.
今天我们将转向上期开发日志所关注地区的东北方。对于继业者帝国,以及在横他们面前的阿契美尼德波斯来说,帕提亚与巴克特里亚某种程度上都属于边缘地带。与此同时,该地区的经济地位却并非不重要。这里有着古老的城市,拥有与遥远东方与印度的贸易纽带,而这里的文化先后受到波斯与希腊宗主的影响。

At the start of our game almost all of this region is controlled by Greek Satrapies, and while Seleucus and his son Antiochus has recently made sure to root out any local power holders that may not be loyal to the state, they now expect to be left alone.
在游戏开局时,几乎整个地区都被希腊总督们掌控着,而最近塞琉古与他的儿子安条克清洗了所有可能不忠于帝国的地方权贵,现在的总督们希望可以自行其是。

Historically both satrapies would eventually break free, Bactria would go on to found a Graeco-Bactrian kingdom that came to rule large parts of northern India, creating a Greek-Indian fusion, a state ruled by a Greek Buddhist dynasty.
历史上巴克特里亚与帕提亚这两个总督区都将脱离掌控获得独立,巴克特里亚将会建立一个希腊-巴克特里亚王国,进而统治印度北部的大片地区,创造一个希腊与印度文化相融合的国家,由受到希腊文化影响的佛教王朝所统治。

Parthia on the other hand would be overrun by the Daehae tribes to the north and become the core of the Arsacid Empire, a state that would conquer most of Persia and eventually become a rival of the expanding Republic of Rome.
另一方面,北方的达赫部落将横扫帕提亚,使该地区成为安息帝国Arsacid Empire(即帕提亚帝国)的核心地带,帝国将征服绝大部分的波斯地区,最终成为扩张中的罗马共和国的宿敌。

Starting Countries
初始国家

Parthia: Seleucid Satrapy on the border between Persia proper and the open tribal region to the north. While Parthia is perhaps not the richest Satrapy it enjoys a great deal of autonomy and as the core for future expansion it has great potential. Parthia starts as a Satrapy subject of the Seleucids.
帕提亚:处在波斯法尔斯行省与北方广阔部落的边界地带的塞琉古总督区。尽管帕提亚不是塞琉古最富庶的总督区,但是它享有极大的自治权,作为未来扩张的核心该地区也拥有强大的潜力。开局时帕提亚是塞琉古的附属总督区。

Bactria: The other great eastern Satrapy under the Seleucids is Bactria. A much richer region than Parthia, in the fertile valley between Hindukush in modern Afghanistan and the Pamir mountains. It has a larger population and the region is already something of a cultural melting pot of Greek veterans, settlers, persian bureaucrats, and local Indo-Iranian farmers and city-dwellers. Bactria has been described by some as a ‘Wild West’ of its day. Starts as a Satrapy Subject state of the Seleucids.
巴克特里亚:塞琉古东部边界的另一个强大总督区就是巴克特里亚。它比帕提亚富裕得多,位于现代阿富汗的兴都库什和帕米尔山脉之间肥沃的山谷里。这里拥有庞大的人口,而该地区已经成为了某种类似文化大熔炉的存在,包括希腊人老兵、希腊定居者、波斯人官僚以及本地的印度-伊朗人农民以及城市居民。当时一些人把巴克特里亚称为“狂野西部”。开局时巴克特里亚是塞琉古的附属总督区。

Parnia: One of a number of Dahae tribal kingdoms in the region between the Caspian Sea and Bactria. Would eventually conquer Parthia and found the Parthian Empire, ruled by the Arsacid dynasty. Like all of the Dahae Tribes, if Parnia exapnds it can form a Dahae federation, greatly strengthening its ranks and potentially reading itself for an invasion of Iran. Starts independent and unaligned.
帕尼亚:在里海与巴克特里亚之间达赫部落联盟的一员。它将最终征服帕提亚地区并成立帕提亚帝国,由安息王朝所统治。与所有达赫部落一样,如果帕尼亚可以完成扩张那么就能组建达赫部落联盟,这将极大增强它的地位,可能会为了入侵伊朗而招兵买马。开局时处于独立且未结盟状态。

Scythia: Tribal kingdom on the northern edge of the Caspian. An open steppe separates it from European Scythia in one direction and Sogdia in the other. Starts independent and unaligned.
西徐亚/斯基泰:里海北部边陲的部落王国。一片辽阔的草原一边将西徐亚与欧洲隔开,一边又把该国与索格代亚Sogdia(即粟特)分离。开局时处于独立且未结盟状态。

Zanthia: Small tribal kingdom of the Dahae people. Like Parnia it can potentially form the core of something greater. Starts independent and unaligned.
珊西亚:达赫人的小型部落王国。与帕尼亚一样它也可以成为更伟大强权的建立者。开局时处于独立且未结盟状态。

Pissuria: Small tribal kingdom on the edge of the Dahae region and Parthia. Starts independent and unaligned.
毕苏里亚:达赫地区与帕提亚边缘的小型部落王国。开局时处于独立且未结盟状态。

Kharesmia: Tribal kingdom in the Amu Darya river delta, right between the Dahae tribes and Bactria. Starts independent and unaligned.
卡莱什米亚:位于阿姆河三角洲地带的部落王国,恰好处于达赫部落与巴克特里亚之间。开局时处于独立且未结盟状态。


翻译:安然 万豪顿
校对:三等文官猹中堂


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P社游戏达人	大设计师勋章国庆节建军节植树节建国日勋章

发表于 2019-1-24 00:43 | 显示全部楼层
无法拒绝的联盟战争,不要怂就是干,这个我喜欢
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发表于 2019-1-26 15:01 | 显示全部楼层
hell--fire 发表于 2019-1-24 00:43
无法拒绝的联盟战争,不要怂就是干,这个我喜欢

AI:我们也能拖玩家下水了......
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Artemisia 发表于 2019-1-26 15:01
AI:我们也能拖玩家下水了......

AI要被干才能拖盟友下水啊
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AI我天天拉你下水
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有上帝之鞭不?
历史不可以假设,但可以推演
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