- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
制置使
- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
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A new currency design
https://forum.paradoxplaza.com/forum/index.php?threads/a-new-currency-design.1181893/
Hi everyone, lets continue talking about currencies and how to balance games, and Imperator in particular.
大家好,让我们继续讨论点数,如何设计游戏平衡,以及特别是英白拉多:罗马的设计。
So the design we’ve been working on right now have been to remove the four types of monarch power from the game, and replace their costs with other impacts, and also introduce a new currency which we call Political Influence.
我们目前在做的设计,是从游戏中删掉四种君主点数,用其他影响来替代各种操作的点数成本,并且加入一种成为政治影响力的新点数。
Political Influence is gained by how loyal your characters in your government is, so that if all 8 are 100% loyal, you gain a maximum amount, and if all are at 0% loyal, you gain nothing. Then of course there are other aspects that impact how much influence you get. If your Co-Ruler is disloyal, or you are in a deficit you will get far less.
政治影响力的获取途径是您政府中角色的忠诚度。如果8个角色都100%忠诚,政治影响力获得量将最大化。如果8个角色都0%忠诚,将不会获得政治影响力。当然还有其他方面的因素决定影响力获取量。如果玩家的共治者不忠诚,或者国家财政处于赤字,也会大大减少影响力获取。
This will make it not just an easy choice of who to pick for a government position, by just picking whoever had the highest ability in the relevant field, but you also have to consider how loyal there are, so you can do certain actions.
这会让挑选谁担任政治公职不再是简单的选择能力最高的人,而要权衡他们的能力与忠诚。
Now of course, not everything has been changed from using monarch power, but only a few actions will be changed to use political influence, but the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.
当然,不是所有操作都被从使用君主点数改成了使用政治影响力,只有一些操作改成了使用影响力,剩下的代价会用豹政度,稳定度,侵略扩张,钱,人力或者厌战度的惩罚来替代。
Some examples of price changes includes the following.
下面是一些例子:
Getting an Invention will cost 4 months of income.
获得一项发明需要4个月的国家收入
Enacting a Law costs some political influence, but also reduces stability by 25.
颁布新法需要一些政治影响力,并减少25点稳定度
Fabricating a Claim costs some upfront Aggressive Expansion
伪造宣称会带来侵略扩张惩罚
Endorsing a Party is merely a small hit on stability and tyranny.
支持派系减少少量稳定度,增加少量豹政度
Military Traditions would work entirely differently, in that you would unlock a new slot every 20 years. We talked about tying it to tech, but that would put us in the same situation as ideas were in EU4, that it would hurt barbarians way too much. The 20 year value may change as we keep testing the game though.
军事传统也彻底改了,每20年解锁一个新槽。我们考虑过把它和科技联系起来,但这样就和EU4的理念系统没有差别了,而且对蛮族来说太不平衡。20年这个数值在测试中可能会有所变化。
Now while we have talked about some aspects being moved to being a nudge over time like stability and legitimacy, some aspects like promotion, assimilation and conversion of pops will still be instant as of now. It simply is not feasible to rework that and still have a patch out in a reasonable timeframe.
虽然我们说过有些游戏中的操作会从瞬间生效改成逐渐生效,比如稳定度和正统性,有些操作如升级,同化和传教人口目前依然会保持瞬间生效。又想修改这些内容,又想要在合理时间内发布1.1补丁根本是不可能的。
Cheers everyone, and tomorrow I’ll go deep into more flavor and fun in a new development diary..
大家拜拜,明天的开发日志我会再深入介绍一些游戏的趣味特色。
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