cools0812 发表于 2019-2-25 22:49

Imperator - Development Diary - 25th of February 2019 日志39 - 家族政治,北欧

本帖最后由 cools0812 于 2019-3-5 08:52 编辑

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-25th-of-february-2019.1155333/


Hello and welcome to another development Diary for Imperator:Rome!

Today we will be talking about Families, what they are and how they can help or harm your country. We will also be looking at the map of Scandinavia, a region that will eventually be known for its great output of Grand Strategy Games.


Families
https://forum.paradoxplaza.com/forum/index.php?attachments/familylistrome-png.454773/​

In Imperator countries are the main actors while Characters in many ways present both the means to- and the difficulties in achieving your national ambitions. In history however, and in this era in particular, the family was also a very important political unit. In Imperator families will look after the interests of their members, and sometimes some families will end up very involved in the future of your country.


https://forum.paradoxplaza.com/forum/index.php?attachments/proscribe-png.454774/​


All important characters in a country will belong to one of a limited number of families, each which has certain expectations on the state. Failing to deliver on these expectations will make them less loyal. In some instances you will be able to interact with the loyalty of all members of one family at once, rather than with each character one at a time. For instance, a marriage between your ruler (or his heir in a monarchy) will result in increased loyalty for all family members towards the state. Providing a member of a family a job will earn you loyalty with all of his kin, while confiscating the property of a person will have a negative effect on the loyalty of all of his family members.

This means that while it is in many ways beneficial for a country to acquire more characters, it is not always beneficial to acquire more important families, as these will all have expectations on you and your state.

Acquiring New Families
https://forum.paradoxplaza.com/forum/index.php?attachments/crucifixion-png.454775/​

As your country expands it might end up annexing other countries. Every time you do this you will be given a choice in how to deal with the local families of power. The conquering country can choose to receive up to four of the powerful families in the conquered country. Each foreign family you accept will cost you some Ruler Popularity, while making a public display of them can earn you some Popularity with the masses. You can also spare the foreign families, and allow them to flee to other countries, for a small Aggressive Expansion reduction.

Refugees and captives may also at times arrive in a country, but will then be considered non-citizens and not belong to any of the important families. Granting Citizenship to such foreigners will create a new family for them.

Citizenship
https://forum.paradoxplaza.com/forum/index.php?attachments/citizenship-png.454776/

When a foreign character arrives in your country, due to annexation, being captured and then let out of prison, as a refugee from a war, or any other means, this character will be unable to be employed by the state. In order for this character to gain the right to work as a salaried member of the state you will need to grant them citizenship. This will also establish their family in your country.

Family Prestige
https://forum.paradoxplaza.com/forum/index.php?attachments/prestige-png.454777/

Each family has a prestige value, to which all its members contribute. Family Prestige signifies how important a family is and it grows mainly from the deeds, offices and income of its members.

While prestige has few direct effects it is a quick way to see how influential a family has been over the course of the game, and how important it is compared to other families in your country.

Head of Family
https://forum.paradoxplaza.com/forum/index.php?attachments/head_of_family-png.454778/​

Each family in a country has a head, this is one of the older and more distinguished members who consider themselves a spokesperson for the entire group. Apart from being the primary point of interaction with the family for the player the head of family will have a higher prominence, and chance of attracting loyal troops.


Scorned & Outraged Families
https://forum.paradoxplaza.com/forum/index.php?attachments/scorned-png.454779/​

As mentioned families also have expectations on you. Each family in the realm expects to have a certain amount of the state wages go to them. If at any time any important family receives less than 2% of the country income in wages they will be considered a Scorned Family. The only way to avoid this demand is if the family does not have enough people that could hold salaried positions.

A Scorned Family will see all its members get a ticking loyalty modifier, reducing their loyalty to their state over time, until you fulfill their needs. This is in itself a problem but as long as the family isn’t very influential, and is without any important positions, it may be tolerable.

https://forum.paradoxplaza.com/forum/index.php?attachments/outragedfamily-png.454782/​

A Family that stays scorned long enough, and that is lead by a disloyal head of family, will sometimes raise their own army. This army will be loyal to the head of family and may contribute to a Civil War breaking out. If the head of family stops being disloyal (ie gets a loyalty above 33) the army will go away.

Scandinavia​

https://forum.paradoxplaza.com/forum/index.php?attachments/scandilandterrain-png.454784/

In the section on Germania I noted how hard it is to be able to say anything for certain about exactly what things were like there in 450 AUC (or 304 BCE). This is perhaps even more true for Scandinavia. Once again the lost works of Pytheas of Massilia could perhaps have been of help, he supposedly travelled even this far and described a land of Thule, but as they are lost to us all we have to go on are much later writers.

As is often the case though, lacking documentation does not mean that nothing was there. There is no lack of later authors that refer back to Scandinavia’s past. Nonetheless our setup here is by necessity a bit speculative, and makes liberal use of extrapolation from later testimony.

In 304 BCE Scandinavia is in some ways like the peninsula we know and love. It is densely forested, and it can often have quite harsh winters. Compared to most regions it is also quite sparsely populated and politically divided. All states that exist here are Tribal chiefdoms with very low starting centralization levels, making the area ideal for starting a tribal migration to greener pastures. Migrate is also what many of the tribes we have placed here historically did, sometimes just across the baltic sea, and sometimes far further.

At the start of the entire region will be very dynamic. There is nothing specifically to say that one of these tribes will triumph over the other, or that any specific one should migrate away. Most of these countries look deceptively extensive on a map, whereas very few pops actually live here, and all cities have very low Civilization levels.


Starting Countries​

https://forum.paradoxplaza.com/forum/index.php?attachments/scandilandpolitical-png.454783/​


[*]Herulia: Germanic tribal chiefdom of uncertain origin. Would in time move south towards the Black Sea, making a name for itself as an enemy of the Roman Empire hundreds of years later.
[*]Burgundia: Tribal chiefdom in modern Scania and on the island of Bornholm. Presumed to later have moved south into the sphere of the Roman Empire.
[*]Dania: Scandinavian tribal chiefdom in what is today southern Sweden. Would in time migrate to the south west into the land controlled by the Herules and Burgundians at our start.
[*]Leuonia: Western Germanic tribe later known as Geats. Supposed ancestors of one of the peoples tied to the formation of Sweden.
[*]Guthonia: Tribal Chiefdom occupying the land between lake Vättern and the baltic sea. Later known as the eastern Geats. Thought by some to be the ancestors of the later day Goths.
[*]Suionia: Thought to be the ancestors of the later day Swedes, the Suiones control the land around Lake Mälaren in what is today central Sweden.
[*]Raumaricia: Tribal Chiefdom in what is today western Sweden and the region around modern Oslo.
[*]Grania: Small Tribal chiefdom in southern Norway.
[*]Aetelrugia: Tribal chiefdom in what is today western Norway, assumed to be distant relatives of the Rugians on the southern Baltic coast.

okzhuzhu2018 发表于 2019-2-26 10:34

谁能翻一哈 - -! 看不懂

zarathushtra 发表于 2019-2-26 16:20

这游戏大概啥时候上市??

xuwuyi008 发表于 2019-2-26 16:36

zarathushtra 发表于 2019-2-26 16:20
这游戏大概啥时候上市??

4月26日就出啦~

zarathushtra 发表于 2019-2-26 17:25

xuwuyi008 发表于 2019-2-26 16:36
4月26日就出啦~

好,到时候看看怎么玩,出个快速统一

thwthwthw 发表于 2019-2-26 20:52

感觉这真的是半成品啊。。

cools0812 发表于 2019-2-26 22:14

牧游社 牧有汉化翻译
Imperator - Development Diary - 25th of February 2019Trin Tragula, Imperator
Hello and welcome to another development Diary for Imperator:Rome!大家吼啊!欢迎来到新的一期帝皇:罗马开发日志!
Today we will be talking about Families, what they are and how they can help or harm your country. We will also be looking at the map of Scandinavia, a region that will eventually be known for its great output of Grand Strategy Games.今天我们将讨论家族,包括家族是什么以及它能对你的国家造成什么影响。我们还将浏览一下斯堪的纳维亚地区的地图,这个地区最终将以高产大战略游戏而闻名。Families家族



In Imperator countries are the main actors while Characters in many ways present both the means to- and the difficulties in achieving your national ambitions. In history however, and in this era in particular, the family was also a very important political unit. In Imperator families will look after the interests of their members, and sometimes some families will end up very involved in the future of your country.在帝皇:罗马中,国家是整个游戏的主要角色,而国家中的众多人物角色在很多方面上都表现为实现国家抱负的手段亦或是障碍。然而在历史上,尤其是这一时期,家族也是一个非常重要的政治单位。在游戏里,家族会照顾其成员的利益,有时一些家族最终还会深深参与到你国家的未来之中。



All important characters in a country will belong to one of a limited number of families, each which has certain expectations on the state. Failing to deliver on these expectations will make them less loyal. In some instances you will be able to interact with the loyalty of all members of one family at once, rather than with each character one at a time. For instance, a marriage between your ruler (or his heir in a monarchy) will result in increased loyalty for all family members towards the state. Providing a member of a family a job will earn you loyalty with all of his kin, while confiscating the property of a person will have a negative effect on the loyalty of all of his family members.国家中所有的重要角色都属于某个家族,家族的数量是有限的,且每个家族都对国家有着一定的期望。如果你没能满足他们的期望,那么这些家族将会变得不忠诚。在某些情况下,你能够同时影响全体家族成员的忠诚度,而不是挨个进行互动。举个栗子,你的统治者(或者君主制下他的继承人)与某一家族成员之间的婚姻会使所有家族成员对国家的忠诚度上升。向一名家族成员提供职位会使你赢得其所有亲属的忠诚,而没收一个人的财产会对其所有家族成员的忠诚度造成负面影响。
This means that while it is in many ways beneficial for a country to acquire more characters, it is not always beneficial to acquire more important families, as these will all have expectations on you and your state.这意味着尽管很多时候更多的人物角色对国家是有好处的,但有时吸纳更多的权贵家族并不一定是绝对有益的,因为更多的家族意味着他们对你和国家都会有更多的要求。
Acquiring New Families获得新家族


佛里吉亚精英
经过漫长的征服过程,我们终于战胜了佛里吉亚军队,使他们的土地寸草不生。在洗劫其首都时,我们俘获了许多重要的战俘,他们中有很多人在佛里吉亚宫廷中身居要职。
他们现在在我们的地牢中就如同风中残烛,等待着由我们决定的命运降临。
- 我们的敌人不可饶恕!
- 把贵族老爷放逐了,其他人充军!
- 把带头的关起来,让其他人消失!
- 审判这些重要的家族!
As your country expands it might end up annexing other countries. Every time you do this you will be given a choice in how to deal with the local families of power. The conquering country can choose to receive up to four of the powerful families in the conquered country. Each foreign family you accept will cost you some Ruler Popularity, while making a public display of them can earn you some Popularity with the masses. You can also spare the foreign families, and allow them to flee to other countries, for a small Aggressive Expansion reduction.在你国家扩张的过程中,你最终可能会吞并其他国家。每当来到这个时刻,你都可以选择如何处理当地的权贵家族。征服者国家可以选择接收被征服国家中至多四个强大的家族。你接收的每个外国家族都会花费一些你的统治者支持度Ruler Popularity,而公开审理这些家族可以在民众之间为你获得支持度。不过你也可以饶恕这些家族,允许他们逃往其他国家,这会略微减少侵略扩张值。
Refugees and captives may also at times arrive in a country, but will then be considered non-citizens and not belong to any of the important families. Granting Citizenship to such foreigners will create a new family for them.难民和俘虏有时也可能涌入一个国家,但之后他们会被视为非公民,且不属于任何重要家族。给予这些外国人公民身份将为他们创造一个新家族。
Citizenship公民身份



When a foreign character arrives in your country, due to annexation, being captured and then let out of prison, as a refugee from a war, or any other means, this character will be unable to be employed by the state. In order for this character to gain the right to work as a salaried member of the state you will need to grant them citizenship. This will also establish their family in your country.当一个外国角色由于祖国被吞并,被捕后释放,再作为难民或通过任何其他手段抵达你的国家时,这个角色是无法被雇佣的。为了让这个角色获得领取国家俸禄的工作权,你需要授予此人公民身份。这也将在你的国家建立他们的家族。
Family Prestige家族威望


​Each family has a prestige value, to which all its members contribute. Family Prestige signifies how important a family is and it grows mainly from the deeds, offices and income of its members.每个家族都有一个威望值,所有成员对其都有贡献。家族威望标志着一个家族的重要性,它的增长主要来源于其成员的行为、职位和收入。
While prestige has few direct effects it is a quick way to see how influential a family has been over the course of the game, and how important it is compared to other families in your country.虽然这个威望值几乎没有直接影响,但它可以让你快速了解一个家族在游戏进程中的影响力,以及与你所在国家/地区的其他家族相比的重要程度。
Head of Family家族族长



Each family in a country has a head, this is one of the older and more distinguished members who consider themselves a spokesperson for the entire group. Apart from being the primary point of interaction with the family for the player the head of family will have a higher prominence, and chance of attracting loyal troops.一个国家的每个家族都有一名族长,这是一位相对更年长,更杰出的家庭成员,他们将认为自己是整个家族的发言人。除了作为你与家族互动的主要对象以外,家族族长会得到更高的声望,并有更多机会吸引忠诚的部队。
Scorned & Outraged Families不受待见的家族与愤怒的家族



As mentioned families also have expectations on you. Each family in the realm expects to have a certain amount of the state wages go to them. If at any time any important family receives less than 2% of the country income in wages they will be considered a Scorned Family. The only way to avoid this demand is if the family does not have enough people that could hold salaried positions.如前文所述,家族对你也抱有期望。领地里的每一个家族都希望被授予一定数额的国家俸禄。如果某个时候一个重要家族的收入低于2%的国家财政收入的话,那么他们就会被视作不受待见的家族。只有在一个家族没有足够多可以担任带薪职位的成员的情况下,上述情况才可能被避免。
A Scorned Family will see all its members get a ticking loyalty modifier, reducing their loyalty to their state over time, until you fulfill their needs. This is in itself a problem but as long as the family isn't very influential, and is without any important positions, it may be tolerable.一个不受待见的家族里的所有成员都会挂上一个滴答作响的忠诚度修正,他们的忠诚度将随着时间的推移而降低,这将持续到你能满足他们的要求之前。这本身算是一个隐患,但如果这个家族的影响力比较式微,且没有成员身居要职,那么上述问题就是可以容忍的。


阿希罗米德军队进行动员
阿希罗米德家族的首领阿齐米利克·阿希罗姆已经受够了他自身的遭遇,开始在卡皮斯市动员当地军队。
虽然目前我们双方还未敌对,但如果不加注意,他的这种行为就可能引发内战。
- 可怕!
A Family that stays scorned long enough, and that is lead by a disloyal head of family, will sometimes raise their own army. This army will be loyal to the head of family and may contribute to a Civil War breaking out. If the head of family stops being disloyal (ie gets a loyalty above 33) the army will go away.一个已经长期不受待见且由不忠的族长所领导的家族有时会组建他们自己的军队。该军队仅效忠于其族长,且可能导致内战的爆发。如若该族长停止不忠诚(忠诚度高于33),军队将被解散。Scandinavia​斯堪的纳维亚



In the section on Germania I noted how hard it is to be able to say anything for certain about exactly what things were like there in 450 AUC (or 304 BCE). This is perhaps even more true for Scandinavia. Once again the lost works of Pytheas of Massilia could perhaps have been of help, he supposedly travelled even this far and described a land of Thule, but as they are lost to us all we have to go on are much later writers.在先前关于日耳曼尼亚的章节中,我注意到要确切说出建城后450年(公元前304年)时的历史细节是如此困难。斯堪的纳维亚半岛的情况可能更为如此。马塞里亚的皮西亚斯Pythias of Massilia失落的作品本能够再一次派上用场,据推测他可能甚至旅行到过斯堪的纳维亚这么远的地方,并且描述了极北之地的风貌,但因为他这部分的作品已经散佚,我们不得不寻求时代更晚的作者的史料。(呔,北欧蛮人!)
As is often the case though, lacking documentation does not mean that nothing was there. There is no lack of later authors that refer back to Scandinavia’s past. Nonetheless our setup here is by necessity a bit speculative, and makes liberal use of extrapolation from later testimony.通常情况下,缺乏文史档案并不意味着什么都没有,后人中亦不乏提及斯堪的纳维亚往事的作者。尽管如此,我们在此处的设定必然有一定的推测性,并且利用后人的史料来自由地进行了发挥。
In 304 BCE Scandinavia is in some ways like the peninsula we know and love. It is densely forested, and it can often have quite harsh winters. Compared to most regions it is also quite sparsely populated and politically divided. All states that exist here are Tribal chiefdoms with very low starting centralization levels, making the area ideal for starting a tribal migration to greener pastures. Migrate is also what many of the tribes we have placed here historically did, sometimes just across the baltic sea, and sometimes far further.在公元前304年时,斯堪的纳维亚在某些方面就像我们所了解和热爱的半岛。这里是一个森林茂密的地方,经常会有非常严酷的冬天。与大多数地区相比该地区人口相当稀少,政治上也处于分裂中。所有存在于此的国家都是部落酋邦,他们的中央集权等级很低,这使得该地区成为部落迁徙到更绿色牧场的理想之地。从历史上看,我们设定在此处的许多部落也不时进行迁徙,有时只是穿越波罗的海,有时甚至走得更远。
At the start of the entire region will be very dynamic. There is nothing specifically to say that one of these tribes will triumph over the other, or that any specific one should migrate away. Most of these countries look deceptively extensive on a map, whereas very few pops actually live here, and all cities have very low Civilization levels.开局时整个区域都会很有活力。我们不会钦点其中一个部落必定会战胜另一个,也不会有特定的部落迁徙离开。从地图上看,这里的大多数国家显得幅员辽阔,但很少有人生活在这里,且所有城市的文明度等级都很低。



Starting Countries
初始国家

Herulia: Germanic tribal chiefdom of uncertain origin. Would in time move south towards the Black Sea, making a name for itself as an enemy of the Roman Empire hundreds of years later.
赫鲁里亚:起源不明的日耳曼部落酋邦。最终会向南移动到黑海,数百年后他的名字将会出现在罗马帝国的敌人里。

Burgundia: Tribal chiefdom in modern Scania and on the island of Bornholm. Presumed to later have moved south into the sphere of the Roman Empire.
勃艮第亚:现今斯堪尼亚与博恩霍尔姆岛上的部落酋邦。据推测后来向南进入了罗马帝国的领地。(译注:后世勃艮第之名即起源于此。)

Dania: Scandinavian tribal chiefdom in what is today southern Sweden. Would in time migrate to the south west into the land controlled by the Herules and Burgundians at our start.
丹尼亚:在今日瑞典南部的斯堪的纳维亚部落酋邦。将会在某个时间点向西南迁徙到开局时由赫鲁里人与勃艮第人控制的土地上。

Leuonia: Western Germanic tribe later known as Geats. Supposed ancestors of one of the peoples tied to the formation of Sweden.
利奥尼亚:西日耳曼部落,后来被称为耶阿特人。被认为是与瑞典的形成有关的一个先祖民族。

Guthonia: Tribal Chiefdom occupying the land between lake Vättern and the baltic sea. Later known as the eastern Geats. Thought by some to be the ancestors of the later day Goths.
古托尼亚:居住于瓦滕湖和波罗的海之间的部落酋邦。后来被称为东耶阿特人。有学者认为是后来哥特人的祖先。

Suionia: Thought to be the ancestors of the later day Swedes, the Suiones control the land around Lake Mälaren in what is today central Sweden.
苏伊奥尼亚:被认为是后来瑞典人的祖先,苏伊奥人控制着今天瑞典中部马拉伦湖周围的土地。

Raumaricia: Tribal Chiefdom in what is today western Sweden and the region around modern Oslo.
拉玛里西亚:现今瑞典西部与奥斯陆附近的部落酋邦。

Grania: Small Tribal chiefdom in southern Norway.
格拉尼亚:挪威南部的小型部落酋邦。

Aetelrugia: Tribal chiefdom in what is today western Norway, assumed to be distant relatives of the Rugians on the southern Baltic coast.
阿特卢吉亚:现今挪威西部的部落酋邦,被认为是波罗的海南岸的鲁吉安人的远亲。

翻译:乌薪王葛温 章鱼校对:万豪顿 三等文官猹中堂

hell--fire 发表于 2019-2-27 19:44

一些新特性还是挺不错的,静待游戏发布{:4_172:}

中華狼 发表于 2019-2-28 06:36

不管怎樣有新系統 新引擎 就是好

快剑 发表于 2019-2-28 15:35

期待期待。。。

二九结狐六体 发表于 2019-3-1 10:10

期待期待。。。{:4_160:}{:4_160:}{:4_160:}

sim626 发表于 2019-3-1 18:14

罗马时期的北欧啊……

cydad111 发表于 2019-3-6 22:10

如若该族长停止不忠诚(忠诚度高于33),军队将被解散。~~~看看我手中的家伙~这就是忠诚~{:4_169:}
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