52PCGame

 找回密码
 立即注册

QQ登录

只需一步,快速开始

查看: 1686|回复: 9

[日志新闻] Imperator - Development Diary - 11th of March 2019 开发日志41外交改动 东非地区

[复制链接]

128

主题

280

帖子

8003

积分

制置使

Rank: 14Rank: 14Rank: 14Rank: 14

积分
8003
威望
7998
金圆券
37222 PB
小红花
144
臭鸡蛋
2
法币
3396 FB

黄马褂

发表于 2019-3-11 22:58 | 显示全部楼层 |阅读模式
本帖最后由 cools0812 于 2019-3-12 22:44 编辑

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

Today we will return once again to Diplomacy and the various ways you have to manage Expansion and Foreign Relations. We will also make a return to internal management and Tyranny before a small tour of the starting situation in the Horn of Africa.


Aggressive Expansion

​

As described before Aggressive Expansion is a measure of how Aggressive and threatening your country appears in the eyes of the world. It is built up through war declarations and taking land, and it’s main effects are on foreign relations and the happiness of foreign pops and subject states under your control.

For a country with few foreign pops however, Aggressive Expansion is a far more lenient mechanic. In history even the most inward looking country would not have been indifferent to rapid expansion. In order for it to not be inconsequential even to a power with no foreign subjects, we have therefore added a general increase of all power costs by 2% per point of Aggressive Expansion above 50, as well as a decrease of happiness for same culture by 0.5% per point.

Peace-Time Aggressive Expansion Decay​


A very aggressive country will never be popular, but it will also not necessarily be hated forever. In addition to its normal reduction over time we have added a decay rate for Aggressive Expansion when a country is at peace. The rate of decay is based on their current total accrued Aggressive Expansion. This means that a country that has been expanding very aggressively will be able to gain some additional decay, an increase that will dwindle as Aggressive Expansion approaches more reasonable levels.

On top of this further Aggressive Actions will generate less Aggressive Expansion the more you already have, as further Aggressiveness does not change the already very bad expectations the world has on your country.

Diplomatic Stances
​


Diplomacy is not all action. Some things are best achieved by having a thought through foreign policy to reach the goals of a country over time. In Imperator you will have the ability to set a Diplomatic Stance for the country you control, which is a general foreign policy approach that your diplomats will pursue. The stances are all focused on different goals and their effects help you achieve those goals eventually.

Changing the selected Stance costs Oratory power, and gets more expensive each time the same ruler does so.
The Diplomatic Stances are:

Neutral Stance:
  • +1 Diplomatic Relations

This stance is what most countries start out with and lets you keep your options open. The extra diplomatic relation slot is useful for all manner of diplomatic initiatives. Especially since the base number of relations was reduced in favor of this.


Appeasing Stance:
  • Aggressive Expansion Decay +20%
  • Improve Relations Cost -25%
  • Opinion of Allies +25
  • Opinion of all others within Diplomatic Range +10

This stance is useful for when you have already expanded and want the world to consider you a potential friend again, and not just an eventual enemy.


Mercantile Stance:
  • National Commerce Income +25%
  • Create Trade Route Cost -25%
  • Opinion of others using the same stance +30
  • Opinion of others within Diplomatic Range +20

This stance allows you to focus all of the states diplomatic efforts on making profitable trades, and making others accept your trade offers.


Bellicose Stance:
  • War Score Costs -20%
  • Fabricate Claim Cost -10%
  • Opinion of Neighbors -20
  • Opinion of others within Diplomatic Range -10

This stance focuses on territorial expansion and finding reasons to expand your empire.

Subjugative Stance:
  • Integration Speed +25%
  • Loyalty of Subjects +10
  • Opinion of Subjects +20

This stance focuses on your subject states and how to tie them closer to your country.

Tyranny
​

Where Aggressive Expansion represents the image of your country among foreign countries and foreign pops, Tyranny is a value related to how your country has dealt with its own people, it is increased through actions where the state reaches further than is expected of it. Imprisoning characters, forcing governors to change their governor policies, and forcing issues through the senate with barely any support, are all actions that increase the Tyranny of a country.

The more tyranny you accrue the less your core citizens will think of you, and the less loyal your governors and commanders will be. Being tyrannical also has its upsides however. The senate will be less likely to have the courage to oppose you in a Republic with a lot of Tyranny, and tyranny is necessary for transforming such a state into a permanent dictatorship. Tyranny also discounts the price for using tyrannical actions such as imprisonment or executions, and it increases the output of Slave Pops.


Character Interactions
​


While we have talked about many of the available Character Interactions in the game before we have also kept adding more of them as we go. Here is an overview of some newer interactions that you may or may not have heard about in previous diaries:

  • Hold Games: Every 5 years your ruler can hold games for a bit of money, in order to increase their popularity.
  • Reward Veterans: Cohorts that are loyal to a successful and ambitious general can be a great problem, for a cost of power and money you can try to win some of them back to the state.
  • Give Free Hands: Give an employed character free hands to do whatever they can with their position until revoked. Increases the Loyalty and Corruption over time. As Corruption increases how much state income goes into a characters wages this may be a costly thing to do. Costs loyalty to revoke.
  • Grant Stipends: By generously increasing the pay for a certain family you can increase the loyalty of the head of that family. Very handy if a scorned family has raised an army against you.
  • Gladiatorial Debut: In extreme circumstances it may be worth the gamble to allow a prisoner to fight for their freedom. This will undoubtedly be popular, and is not unlikely to get them killed but may end up with them set free.
  • Grant Capitulatory Honors: Much like holding a Triumph this is a way to heap honors and money unto a general with many loyal troops, useful to possibly get even a disloyal and dangerous general loyal enough to make them part with their army.
  • Proscribe: Confiscate the money of an imprisoned character. Their entire family will lose loyalty, and you will gain tyranny.
  • Exalt Clan Chief: Allows a tribal ruler to bestow favors upon one clan chief who will become more loyal. Other clan chiefs will lose loyalty.
  • Grant Clan Autonomy: Disloyal clan chiefs can be allowed to take a part of a tribe with them and part ways with your state. This will make one of your provinces independent, with the clan chief as a tributary ruler. Increases loyalty of remaining clan chiefs.
  • Attempt to Buy Off Mercenary: Sends an offer to a mercenary company for a sum of money for abandoning their current employer. The employer will be allowed to surpass your bid.

And with those words on internal and external (mis)-management, tyranny and aggressive expansion, we turn our attention to one of the southernmost parts of the map.


Punt:
​


By following the nile upwards and southwards we end up in the region today known as the Horn of Africa, known by the Egyptians for centuries as the land of Punt. This region is peripheral to the Imperator map but nonetheless it possesses resources to matter. Beyond the population of the Ethiopian highlands itself the coastline towards the red sea and gulf of Aden is home to a number of important trading ports for the trade with Egypt, Arabia and India.

As is often the case in the regions we cover there is a lack of good sources when it comes to the exact political situation and there has been some use of extrapolation and speculation to arrive at the setup we have.


The Ethiopian Highlands:
​


Politically the Ethiopian highlands at the start of Imperator are divided. Eventually the kingdom of Aksum, possibly an heir to an even older kingdom known as D’mot, would rise to be the local hegemon, uniting most of the plateau shortly after the end of our game. In 304 BCE however the region is far from united and there are no clearly dominant countries here.

Starting Countries:
​

  • Alut: Where the Blue and White Nile converges into one great river lies the kingdom of Alut, with its capital in the region in between the two great Nilotic tributaries. Compared to Kush, the country that controls the only route north, down the nile, this is a small and unimportant kingdom. If Alut is to prosper it will either have to be at the leisure of Kush, or through striking their northern neighbor when a moment of weakness arrives.
  • Boras: Small Tribal Kingdom on the Atbara river. On the border of the richer capital regions of Aksum and Kush, Boras is left with the land in between, an excellent starting point for a hostile takeover of one, or both of the other two. A likelier outcome however is that Boras will be high priority land to be conquered by either local hegemons.
  • Aksum: Small kingdom in the northern highlands of modern Ethiopia, bordering both Upper Nubia and all of the other Ethopian states. Would eventually grow into the hegemonic Axumite Empire.
  • Adoullia: Small kingdom in northern Eritrea, neighboring Aksum.
  • Gwanara: Kingdom on the Ethiopian Plateau, eventually conquered by Aksum.
  • Yeha: Kingdom ruler by the city of Yeha, the old capital of the kingdom of D’mot. Controls most of the eastern part of the Ethiopian plateau.
Horn of Africa:
​


The coastline of modern Djibouti, Eritrea, and Somaliland was well known to the ancient authors, mostly because this is an area of important ports for the Indian Ocean Trade network. While trade was the reason for their existence it would be hard to call any of these small Republics and Monarchies rich.


Starting Countries:
​


  • Avalita: Small trader kingdom around the city of Avalites, near modern day Zeila. While this is one of the larger states in this region it is far less powerful than the Arabic states just across the strait.
  • Mundia: Small salt exporting city state on the horn.
  • Mosylon: Small pearl fishing port on the Somaliland coast, and an entrepot for trade with India, Egypt and Arabia.
  • Oponia: Small city state, almost on the very tip of the horn. Like the other Macrobian Republics it is frequented by Greek, Egyptian, Phoenician, Indian and later Roman Merchants, yet this entrepot is also extremely vulnerable to barbarians, drought and any other dangers that come with being a small city state with few protectors.

回复

使用道具 举报

21

主题

1979

帖子

8529

积分

上校

Rank: 12Rank: 12

积分
8529
威望
8529
金圆券
8434 PB
小红花
20
臭鸡蛋
0
法币
1 FB
发表于 2019-3-12 00:41 | 显示全部楼层
這荒地設定的 有點多阿
看來很需要地圖上色了
一堆洞 有點難受
回复

使用道具 举报

128

主题

280

帖子

8003

积分

制置使

Rank: 14Rank: 14Rank: 14Rank: 14

积分
8003
威望
7998
金圆券
37222 PB
小红花
144
臭鸡蛋
2
法币
3396 FB

黄马褂

 楼主| 发表于 2019-3-12 22:41 | 显示全部楼层
牧游社 牧有汉化翻译

Imperator - Development Diary - 11th of March 2019
Trin Tragula, Imperator

Hello and welcome to another Development Diary for Imperator: Rome!
大家吼哇,欢迎来到又一篇帝皇:罗马的开发日志!

Today we will return once again to Diplomacy and the various ways you have to manage Expansion and Foreign Relations. We will also make a return to internal management and Tyranny before a small tour of the starting situation in the Horn of Africa.
今天,我们会再次谈及外交方面的内容,包括管理扩张和外交关系的若干方式。同样还会回顾内政管理,以及残暴度Tyranny的相关内容。最后我们将稍稍游览一下游戏开局时的非洲之角the Horn of Africa。

Aggressive Expansion
侵略扩张


As described before Aggressive Expansion is a measure of how Aggressive and threatening your country appears in the eyes of the world. It is built up through war declarations and taking land, and it's main effects are on foreign relations and the happiness of foreign pops and subject states under your control.
就像以前介绍过的一样,侵略扩张Aggressive Expansion是衡量你的国家在世人眼中的侵略性与威胁程度的数值。在宣战以及夺取土地时,侵略扩张值会增长,侵略扩张主要会影响到外交关系、你治下外族人口的幸福度以及你所控制的附庸国。

For a country with few foreign pops however, Aggressive Expansion is a far more lenient mechanic. In history even the most inward looking country would not have been indifferent to rapid expansion. In order for it to not be inconsequential even to a power with no foreign subjects, we have therefore added a general increase of all power costs by 2% per point of Aggressive Expansion above 50, as well as a decrease of happiness for same culture by 0.5% per point.
然而,对于一个几乎没有外族人口的国家来说,侵略扩张机制显得更加仁慈一些。在历史上,即使是最最注重内部的国家在迅速扩张时遭遇到的问题也不会有什么不同。为了让侵略扩张对没有外族臣民的势力来说不显得那么无关紧要,我们设定,当侵略扩张高于50时,每高一点就会增加所有点数消耗2%,同时减少与国家相同文化的人口幸福度0.5%。

Peace-Time Aggressive Expansion Decay​
和平时期侵略扩张的衰减

A very aggressive country will never be popular, but it will also not necessarily be hated forever. In addition to its normal reduction over time we have added a decay rate for Aggressive Expansion when a country is at peace. The rate of decay is based on their current total accrued Aggressive Expansion. This means that a country that has been expanding very aggressively will be able to gain some additional decay, an increase that will dwindle as Aggressive Expansion approaches more reasonable levels.
侵略性过高的国家永远不会受欢迎,但也不代表这个国家永远都会被记恨。除了侵略扩张随时间正常减少以外,我们为国家处于和平时增加了一个衰减速率Decay Rate。衰减速率基于国家当前累计的侵略扩张。这意味着,疯狂扩张的国家会有额外的衰减速率,这个增值在侵略扩张降低到更合理水平时也会减少。

On top of this further Aggressive Actions will generate less Aggressive Expansion the more you already have, as further Aggressiveness does not change the already very bad expectations the world has on your country.
在已有侵略扩张的基础上,继续做出更多侵略行为会产生稍少的侵略扩张值:已有的越高,新增的越少,因为在世人眼中你的国家已经恶名远扬,更多的侵略行为也不会再让这个恶名进一步恶化了。

Diplomatic Stances
外交立场


Diplomacy is not all action. Some things are best achieved by having a thought through foreign policy to reach the goals of a country over time. In Imperator you will have the ability to set a Diplomatic Stance for the country you control, which is a general foreign policy approach that your diplomats will pursue. The stances are all focused on different goals and their effects help you achieve those goals eventually.
外交政策并不是只有行动。有些事情最好通过一段时间的持续性外交政策而达到国家目的。在帝皇:罗马中,你可以为你游玩的国家设置外交立场Diplomatic Stance,外交立场是你国家的外交人员遵循的总体外交政策。不同的外交立场聚焦于不同的目的,外交立场的效果会帮助你逐渐达到这些目的。

Changing the selected Stance costs Oratory power, and gets more expensive each time the same ruler does so.
改变已经选择的外交立场需要花费雄辩点数Oratory Power,若同一个统治者多次改变外交立场,点数的花费会上升。

The Diplomatic Stances are:
外交立场包括以下:

Neutral Stance:
中立立场:

+1 Diplomatic Relations
+1 外交关系

This stance is what most countries start out with and lets you keep your options open. The extra diplomatic relation slot is useful for all manner of diplomatic initiatives. Especially since the base number of relations was reduced in favor of this.
大多数国家开局时都会处于这个立场,这样会让玩家拥有更加开放的选择。额外外交关系槽可以用来执行各种各样的外交行为。尤其在我们为此立场而减少了外交关系基数之后。

Appeasing Stance:
绥靖立场:

Aggressive Expansion Decay +20%
侵略扩张衰减 +20%
Improve Relations Cost -25%
改善关系花费 -25%
Opinion of Allies +25
盟友好感度 +25
Opinion of all others within Diplomatic Range +10
外交距离内其余国家好感度 +10

This stance is useful for when you have already expanded and want the world to consider you a potential friend again, and not just an eventual enemy.
此立场适用于扩张之后,让世人重新认识你并再度视作作一个潜在盟友而不是敌人的情况。

Mercantile Stance:
重商立场:

National Commerce Income +25%
国家贸易收入 +25%
Create Trade Route Cost -25%
创建贸易路线花费 -25%
Opinion of others using the same stance +30
相同立场国家好感度 +30%
Opinion of others within Diplomatic Range +20
外交距离内其余国家好感度 +20

This stance allows you to focus all of the states diplomatic efforts on making profitable trades, and making others accept your trade offers.
这个立场让国家将所有外交手段专注于贸易获利上,并且能让其他国家更乐意接受你的贸易提议。

Bellicose Stance:
尚武立场:

War Score Costs -20%
战争分数花费 -20%
Fabricate Claim Cost -10%
伪造宣称花费 -10%
Opinion of Neighbors -20
邻国好感度 -20
Opinion of others within Diplomatic Range -10
外交范围内其余国家好感度 -10

This stance focuses on territorial expansion and finding reasons to expand your empire.
这个立场注重扩张领土以及寻找扩张的借口。

Subjugative Stance:
压制立场:

Integration Speed +25%
附庸吞并速度 +25%
Loyalty of Subjects +10
附庸忠诚度 +10
Opinion of Subjects +20
附庸好感度 +20

This stance focuses on your subject states and how to tie them closer to your country.
这个立场注重你的附庸国,关注如何将你与你的附庸国联系得更加紧密。

Tyranny
残暴度


Where Aggressive Expansion represents the image of your country among foreign countries and foreign pops, Tyranny is a value related to how your country has dealt with its own people, it is increased through actions where the state reaches further than is expected of it. Imprisoning characters, forcing governors to change their governor policies, and forcing issues through the senate with barely any support, are all actions that increase the Tyranny of a country.
侵略扩张代表着本国在外国和外族人口心中的印像,而残暴度Tyranny的数值则与你国家管理自己国民的方式有关,当国家做出太过火的行为时,残暴度会上升。逮捕角色,强迫省总督改变政策,在元老院中强行通过不受支持的议题,这些行为都会增加国家的残暴度。

The more tyranny you accrue the less your core citizens will think of you, and the less loyal your governors and commanders will be. Being tyrannical also has its upsides however. The senate will be less likely to have the courage to oppose you in a Republic with a lot of Tyranny, and tyranny is necessary for transforming such a state into a permanent dictatorship. Tyranny also discounts the price for using tyrannical actions such as imprisonment or executions, and it increases the output of Slave Pops.
你积累的残暴度越高,你的核心公民对你的好感就越低,你的总督和指挥官们也越不忠诚。而做个暴君也有些好处。在残暴度很高的共和国里,元老院不会太敢反对你,而且要把这样一个共和国转变为永久的独裁政体,残暴度也是必须的。残暴度也会减少执行残暴行为的花费,例如逮捕、处决,同时增加奴隶人口的产出。

Character Interactions
人物角色互动


While we have talked about many of the available Character Interactions in the game before we have also kept adding more of them as we go. Here is an overview of some newer interactions that you may or may not have heard about in previous diaries:
之前我们已经讲过游戏中已有的很多角色互动行为了,但我们一直在不停增加更多的互动行为。这里是我们新加的一些互动,你可能还没在之前的日志中看到过:

Hold Games: Every 5 years your ruler can hold games for a bit of money, in order to increase their popularity.
举办竞赛:每隔5年,你的统治者可以花一笔钱举办竞赛,由此增加支持度。

Reward Veterans: Cohorts that are loyal to a successful and ambitious general can be a great problem, for a cost of power and money you can try to win some of them back to the state.
犒劳老兵:向成功且野心勃勃的将军效忠的军团可能会成为一个大问题,花费一笔点数和金钱,你可以试着把一些士兵赢回国家一方。

Give Free Hands: Give an employed character free hands to do whatever they can with their position until revoked. Increases the Loyalty and Corruption over time. As Corruption increases how much state income goes into a characters wages this may be a costly thing to do. Costs loyalty to revoke.
放宽束缚:让一个被雇佣的角色在岗位上放手去工作,直到取消。随时间增加忠诚度和腐败度。随着腐败度上升,国家的收入会更多的进入角色的私囊。取消则要花费忠诚度。

Grant Stipends: By generously increasing the pay for a certain family you can increase the loyalty of the head of that family. Very handy if a scorned family has raised an army against you.
赠与薪俸:您可以通过慷慨地增加某个家族的俸禄,从而增加其家主的忠诚度。如果一个被蔑视的家族募集军队来对付你,那这就非常方便了。

Gladiatorial Debut: In extreme circumstances it may be worth the gamble to allow a prisoner to fight for their freedom. This will undoubtedly be popular, and is not unlikely to get them killed but may end up with them set free.
角斗首秀:在某些极端情况下,让囚犯为自由而战是值得一试的。这无疑很受欢迎,虽然可能致使死亡,但也同样可以夺回自由。

Grant Capitulatory Honors: Much like holding a Triumph this is a way to heap honors and money unto a general with many loyal troops, useful to possibly get even a disloyal and dangerous general loyal enough to make them part with their army.
授予自由行事荣誉:就像举行凯旋式一样,这是一种给拥有许多忠诚部队的将军堆积荣誉和金钱的方式,一个非常有用的行动,甚至有可能让一个不忠且危险的将军忠诚到足以让他们与自己的部下分离。

Proscribe: Confiscate the money of an imprisoned character. Their entire family will lose loyalty, and you will gain tyranny.
查抄:没收被监禁人的钱财。他们整个家族将失去忠诚度,同时你将获得残暴度。

Exalt Clan Chief: Allows a tribal ruler to bestow favors upon one clan chief who will become more loyal. Other clan chiefs will lose loyalty.
尊崇族长:允许部落统治者向将可能会更加忠诚的族长施以恩惠。其他族长将失去忠诚度。

Grant Clan Autonomy: Disloyal clan chiefs can be allowed to take a part of a tribe with them and part ways with your state. This will make one of your provinces independent, with the clan chief as a tributary ruler. Increases loyalty of remaining clan chiefs.
授予部族自治权:不忠诚的部族首领可以选择带走部落一部分成员,并与本族分道扬镳。这将使你的一个省份成为独立的省份,部族首领作为附庸国统治者。这将增加其余部族首领的忠诚度。

Attempt to Buy Off Mercenary: Sends an offer to a mercenary company for a sum of money for abandoning their current employer. The employer will be allowed to surpass your bid.
尝试收买雇佣兵:向雇佣军集团发出一份足以使其放弃现有雇主的出价。当前雇主可以再提出更高价码。

And with those words on internal and external (mis)-management, tyranny and aggressive expansion, we turn our attention to one of the southernmost parts of the map.
说完了那些内部和外部的(不当)管理、残暴度和侵略扩张的话,现在我们将注意力转向地图最南端的一部分。

Punt
蓬特


By following the nile upwards and southwards we end up in the region today known as the Horn of Africa, known by the Egyptians for centuries as the land of Punt. This region is peripheral to the Imperator map but nonetheless it possesses resources to matter. Beyond the population of the Ethiopian highlands itself the coastline towards the red sea and gulf of Aden is home to a number of important trading ports for the trade with Egypt, Arabia and India.
沿着尼罗河向上和向南,我们会抵达现今被称为非洲之角的地区,而当时几个世纪以来被埃及人称为蓬特Punt。这个区域是本作地图的外围,但它却拥有着重要的资源。 除了埃塞俄比亚高原的人口之外,靠近红海和亚丁湾的海岸线是大量与埃及、阿拉伯和印度进行贸易的重要贸易港口的所在地。

As is often the case in the regions we cover there is a lack of good sources when it comes to the exact political situation and there has been some use of extrapolation and speculation to arrive at the setup we have.
正如我们已经讲过的地区经常发生的情况一样,涉及到确切的政治形势方面,我们往往缺乏良好的资料来源,因此这里利用了一些推断和推测来完善我们的设定。

The Ethiopian Highlands
埃塞俄比亚高原


Politically the Ethiopian highlands at the start of Imperator are divided. Eventually the kingdom of Aksum, possibly an heir to an even older kingdom known as D'mot, would rise to be the local hegemon, uniting most of the plateau shortly after the end of our game. In 304 BCE however the region is far from united and there are no clearly dominant countries here.
本作开局时,埃塞俄比亚高原在政治上是分裂的。最终阿克苏姆王国——可能是一个名为达尔莫特D'mot(译注:要与更晚近在埃塞南部出现的达莫特王国Kingdom of Damot区分开来)的更古老的王国的继承者,将成为该地区的霸主,在我们的游戏结束后不久的时间点将高原上的大部分国家统一起来。然而,在公元前304年,该地区远远谈不上统一,这里没有明显的主导国家。


Starting Countries:
初始国家:

Alut: Where the Blue and White Nile converges into one great river lies the kingdom of Alut, with its capital in the region in between the two great Nilotic tributaries. Compared to Kush, the country that controls the only route north, down the nile, this is a small and unimportant kingdom. If Alut is to prosper it will either have to be at the leisure of Kush, or through striking their northern neighbor when a moment of weakness arrives.
阿鲁特:青、白尼罗河交汇成为一条大河之处,坐落着阿鲁特王国,其首都位于两条伟大的尼罗河支流之间。与控制着唯一的北方路线的库什王国相比,沿着尼罗河的这个国家是一个很小且不重要的王国。如果阿鲁特想要繁荣,它要么臣服于库什的意志,要么在其虚弱之时趁机打击它这位北方邻居。

Boras: Small Tribal Kingdom on the Atbara river. On the border of the richer capital regions of Aksum and Kush, Boras is left with the land in between, an excellent starting point for a hostile takeover of one, or both of the other two. A likelier outcome however is that Boras will be high priority land to be conquered by either local hegemons.
博拉斯:阿特巴拉河上的小部落王国。在阿克苏姆和库什这两个国家富裕的首都地区边界上,博拉斯只留下了两者之间剩下的土地,这是敌对性地占领其中一个或全部两个地区的绝佳起点。然而,更可能发生的情况是博拉斯会成为任何一个本地强权都将要征服的高优先级土地。

Aksum: Small kingdom in the northern highlands of modern Ethiopia, bordering both Upper Nubia and all of the other Ethopian states. Would eventually grow into the hegemonic Axumite Empire.
阿克苏姆:位于现埃塞俄比亚北部高地的小王国,与上努比亚和所有其他埃塞俄比亚地区国家接壤。最终将会成长为地区霸权的阿克苏姆帝国。

Adoullia: Small kingdom in northern Eritrea, neighboring Aksum.
阿杜利亚: 北厄立特里亚地区的小王国,与阿克苏姆接壤。

Gwanara: Kingdom on the Ethiopian Plateau, eventually conquered by Aksum.
瓜纳拉:埃塞俄比亚高原上的王国,最终被阿克苏姆征服。

Yeha: Kingdom ruled by the city of Yeha, the old capital of the kingdom of D’mot. Controls most of the eastern part of the Ethiopian plateau.
耶哈:由耶哈城统治的王国,该城是达尔莫特王国的旧首都。控制着埃塞俄比亚高原东部的大部分地区。

Horn of Africa
非洲之角


The coastline of modern Djibouti, Eritrea, and Somaliland was well known to the ancient authors, mostly because this is an area of important ports for the Indian Ocean Trade network. While trade was the reason for their existence it would be hard to call any of these small Republics and Monarchies rich.
现代的吉布提、厄立特里亚和索马里兰,它们的海岸线广为古代作家所熟知,主要是因为这是印度洋贸易网络的重要港口区域。虽然贸易是其存在的原因,但很难将这些小共和国和小君主国中的某个称之为富国。


Starting Countries:
初始国家:

Avalita: Small trader kingdom around the city of Avalites, near modern day Zeila. While this is one of the larger states in this region it is far less powerful than the Arabic states just across the strait.
阿费利特斯:围绕阿费利特斯城,即现今塞拉城建立的小型贸易王国。虽然这是该地区较大的国家之一,但远不如海峡对岸的阿拉伯国家强大。

Mundia: Small salt exporting city state on the horn.
蒙迪亚:非洲之角上出口盐的小城邦。

Mosylon: Small pearl fishing port on the Somaliland coast, and an entrepot for trade with India, Egypt and Arabia.
莫西隆:索马里兰海岸的小珍珠渔港,同时是与印度,埃及和阿拉伯贸易的中转港。

Oponia: Small city state, almost on the very tip of the horn. Like the other Macrobian Republics it is frequented by Greek, Egyptian, Phoenician, Indian and later Roman Merchants, yet this entrepot is also extremely vulnerable to barbarians, drought and any other dangers that come with being a small city state with few protectors.
欧波尼亚:小城邦,几乎在角的尖端。 像其他的马克罗比亚人(译注:希罗多德所著《历史》中提到的当地民族与国家)的共和国一样,它经常被希腊人、埃及人、腓尼基、印度人以及后来的罗马商人所光顾,然而这个中转港也极易受到野蛮人、干旱以及其他危险的影响,这些危险源于其作为城邦却几乎没有保护者。


翻译:一个幽灵 罗恩“智者”
校对:zzztotoso 三等文官猹中堂

评分

参与人数 1威望 +60 金圆券 +120 小红花 +1 收起 理由
hell--fire + 60 + 120 + 1 感谢你提供了宝贵的共享。

查看全部评分

回复

使用道具 举报

6

主题

329

帖子

597

积分

准校

Rank: 9

积分
597
威望
597
金圆券
3628 PB
小红花
0
臭鸡蛋
0
法币
0 FB
发表于 2019-3-12 23:39 | 显示全部楼层
感覺這作的外交水平上升到一個更高的層次了
回复

使用道具 举报

91

主题

2410

帖子

8521

积分

制置使

Rank: 14Rank: 14Rank: 14Rank: 14

积分
8521
威望
8496
金圆券
51601 PB
小红花
262
臭鸡蛋
34
法币
7151 FB

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 2019-3-13 15:31 | 显示全部楼层
399311 发表于 2019-3-12 23:39
感覺這作的外交水平上升到一個更高的層次了

确实值得期待!
回复

使用道具 举报

2

主题

15

帖子

142

积分

上士

Rank: 4Rank: 4

积分
142
威望
142
金圆券
5044 PB
小红花
0
臭鸡蛋
0
法币
0 FB
发表于 2019-3-14 10:11 | 显示全部楼层
支持 顶一个
回复

使用道具 举报

27

主题

441

帖子

1479

积分

少校

Rank: 10Rank: 10

积分
1479
威望
1479
金圆券
7979 PB
小红花
2
臭鸡蛋
2
法币
2613 FB

P社游戏达人

发表于 2019-3-16 13:53 | 显示全部楼层
,四月底才能玩,还要不跳票,这天天改设定能按计划开售吗
回复

使用道具 举报

5

主题

206

帖子

428

积分

上尉

Rank: 8Rank: 8Rank: 8Rank: 8

积分
428
威望
428
金圆券
1515 PB
小红花
4
臭鸡蛋
0
法币
0 FB
发表于 2019-3-17 15:13 | 显示全部楼层
中華狼 发表于 2019-3-12 00:41
這荒地設定的 有點多阿
看來很需要地圖上色了
一堆洞 有點難受

这得看你自己点击的地图显示模式,荒地全是洞那张图是开发者大战week5的图,而如果你看开发者大战的话,你会发现大部分情况下都是不可通过地形根据势力包围情况自动上色的模式

回复

使用道具 举报

1

主题

30

帖子

136

积分

中士

Rank: 3

积分
136
威望
136
金圆券
4721 PB
小红花
0
臭鸡蛋
0
法币
0 FB
发表于 2019-3-18 12:28 | 显示全部楼层
感谢楼主分享
回复

使用道具 举报

1

主题

60

帖子

177

积分

准尉

Rank: 5Rank: 5Rank: 5

积分
177
威望
177
金圆券
625 PB
小红花
1
臭鸡蛋
0
法币
0 FB
发表于 2019-3-18 22:23 | 显示全部楼层
啊~光复库施王国的伟业
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

Archiver|手机版|小黑屋|52PCGame

GMT+8, 2024-12-4 01:30 , Processed in 0.066804 second(s), 21 queries , Redis On.

Powered by Discuz! X3.4

Copyright © 2001-2020, Tencent Cloud.

快速回复 返回顶部 返回列表