牧游社 牧有汉化翻译
Imperator: Rome Developer Diary - 4th of November Trin Tragula, Imperator
Hello and welcome to this weeks development diary! 大家吼,欢迎来到本周的开发日志!
Today we will be talking about changes coming to Characters and Families in the Livy Update. 今天,我们将要讨论一些将要在李维Livy更新中出现的关于人物角色和家族方面的改变。
Ever since the release of the game it has been a concern that while you have a great number of characters in your country that matter for things like office output, and civil wars, it is hard to develop an attachment to, and knowledge of, most characters in your country. Often enough you just end up picking the character with the best stat for any given job. 自从本游戏发售以来,人们一直就有一种担心,即国家中存在着大量对官职产出、内战等事情起重大作用的人物,而要追踪和了解其中的大多数人物则非常困难。通常情况下,你只是选一个属性最适合给定职位的人物就算完事了。
Some things that we have already introduced to make job assignments a trickier decision is Power Base system of the Pompey update, the way Political Influence is generated from loyal officers in Cicero and in Livy the introduction of Statesmanship. 我们已经引进了一些机制,以便让职位的分配变得更加复杂,如庞培Pompey更新中的权力基础Power Base系统,西塞罗Cicero更新中的政治影响力Political Influenc产生自忠诚的官员,以及李维Livy更新中引入的政治才能Statesmanship。
While these changes all make the decision of who to put in a certain job a bit trickier it does not address the fact that most characters can be quite anonymous, and that has been of very little relevance to you what family they belong to. 尽管这些变化都使得作出让某人担任具体职位的决定变得略微复杂棘手,但依然没有解决大多数角色存在感极低这个事实,并且他们所属的家族与你关系很小。
To address this, and to make Family an important part of the game, we are completely revamping how Families work and interact with your country and its characters in the game. 为了解决这一点,并且让家族成为游戏中的重要部分,我们彻底翻新了游戏中家族的运作以及与国家互动的方式,并重做了家族中的人物。
Great Families​ 伟大家族
In Livy we are doing away with the idea of an unlimited number of families in a country and instead adopt having limited number for the country as a whole. This number will generally be much lower than is currently the case in 1.2 and will be directly related to your country rank. Families will also tend to be bigger and wield more Power Base than is currently the case and will become scorned if they are not given enough of the jobs in your country. 在李维Livy更新中,我们摒弃了国家中可以有无数家族的想法,现在每个国家只能拥有有限个家族。这个数字通常会比当前1.2版本号中的低很多,并将直接与你的国家等级相关。家族也变得比当前版本更大,掌握的权力基础更多,并且,如果你的国家中没有给他们足够的职位,他们会变成被轻视的家族。
![](https://pic4.zhimg.com/80/v2-e47da0b0a25b9b80630257b60fc9ffbf_hd.jpg) (家族)威望
每月威望+1.97由于:
Ptolemaios I Soter Lagid:+1.40
Ptolemaios Keraunos Lagid:+0.14
Menelaos Lagid:+0.14
Meleagros Lagid:+0.28
Lysandra Lagid:+0.01
当前威望为家主提供了以下权力基础:
权力基础:+24.50
A country will never have less than 3 potential families, and will gain an additional family when it becomes a Regional Power and a fifth Family once it becomes a Great Power. 一个国家将永远不会少于三个潜在的家族,并将在成为区域强权时获得一个额外的家族,成为强权时获得第五个家族。
![](https://pic2.zhimg.com/80/v2-1f00aaa4fe55d5ac0942fb7e3fbfad6d_hd.jpg)
In all interfaces each family will also be assigned a color, to make it easy to quickly distinguish what family they belong to. 在所有的交互界面中,每个家族都将被分配颜色,以便于迅速区分人物所属的家族。
Family Prestige & Power Base 家族威望与权力基础
![](https://pic1.zhimg.com/80/v2-ea3904f75263425626e3be1a5fa18208_hd.jpg) 马其顿权力基础
如果权力基础有足够多的部分被不忠诚的人物所控制,一场内战就将爆发。
Onomastid家族的总权力基础:64.60
Ekdemos(家主):32.30
Kleanthes Onomastis:31.30
以及来自1更加不重要人物的1.00权力基础
Antipatrid家族的总权力基础:52.20
Kassandros(国王):49.18
以及来自3更加不重要人物的3.02权力基础
Elimiotid家族的总权力基础:35.30
Archealos(家主):32.30
以及来自3更加不重要人物的3.00权力基础
Peithid家族的总权力基础:64.60
Chrysippos Peithid:31.30
以及来自3更加不重要人物的3.00权力基础
次要角色:
Prepelaos(希腊总督):10.03
以及来自4更加不重要人物的2.09权力基础
Family Prestige is a value that is mainly increased over time by a family hold positions in your country, up until now it has not been used for much. In Livy family prestige it will be used to add power base to the head of family. 家族威望是一个主要通过控制国家中职位来随时间增长的值,目前为止,它还没有什么用处。在李维Livy更新中,它将被用于增加家主Head of Family的权力基础。
Since Families are now fewer and more important, 120 power base will be distributed between the families in a country in accordance with how prestigious their family is compared to other Great Families in the country. 既然家族变得更少且更重要了,国家中的120点权力基础将根据每个家族相对于其他伟大家族的声望来分配。
At the start of the game most families will have a Prestige Value of 300 to ensure they all already have a power base, though this may differ in specific cases. 在游戏的开始,大多数家族都拥有300威望值以确保其已拥有权力基础,虽然在特定情况下这点可能会有差异。
What this means is that over time any family that is bestowed a lot of responsibility over the state will also become more powerful, with a higher prestige rating and a larger part of the 120 Familial Power Base tied to its head of family. 这意味着,随着时间的推移,任何肩负大量国家职责的家族也将变得更有权势,拥有更高的威望,并且其家主拥有那120点在家族中划分的权力基础中更大的部分。
An exception to these rules are Tribes, where Families will coincide with Clans and get their inherent power base from their retinues as before. Family Prestige will instead bestow Prominence on Tribal Head of Families. 这些规则的例外是部落。在那里,家族将和氏族一致,并从他们的氏族亲兵Retinues那里获得固定的权力基础。家族威望将赋予家族的部落首领以显赫地位。
Family Members​ 家族成员
Most characters in your country at any given time will be Family Members, these are generally the result of natural procreation, adoption (more on that below) and marriage. 在任何时候,国家中大多数人物都是家族的成员,这通常是自然生育、收养(下文中将详细介绍)以及婚姻的结果。
Minor Characters 次要人物
![](https://pic3.zhimg.com/80/v2-0134e10d1c861286b02e2f04d57b9b0a_hd.jpg) 这是一个次要角色的家族。该家族没有威望,对担任官员或指挥职务不抱有期望。
Not all characters in a country will belong to a Great Family. Minor Characters are characters that do not. A fair number of these exist at start and more will be generated if you have too few characters in your country to hold jobs, most characters generated from script will also be a minor characters. 国家中并不是所有人都属于伟大家族。次要人物是那些并非大家族出身的人物。在游戏开始时,便存在着大批这样的人物,而国家中只有很少的人物拥有职位时,会产生更多这样的人物。游戏剧本产生的大多数人物也将成为次要人物。
A minor character will: 一个次要人物将会:
1.Not belong to any of the families.
1.不属于任意一个家族。
2.Be unable to marry or have children (unless they marry a member of a Great Family).
2.不能结婚或拥有后代(除非他们与一个大家族成员结婚)。
3.Have a last name, but they will not actually be considered to belong to a family and won't have any family prestige.
3.拥有姓氏,但他们并被实际认为属于某个家族,也不拥有任何的家族威望。
4.Generally they will also be adult and of a gender that can hold offices in your country, though exceptions from this can exist, both at start and as a result of event content.
4.一般来说,他们都是成年人,并拥有一个可以在你的国家中担任官员的性别。虽然也可能会存在一些例外,这些例外都出现在开局时以及作为事件内容的结果。
As a rule Minor Characters are ambitious characters that have risen from obscure families because of their abilities. When a minor character is very successful one of the big families might adopt this character through script (see the section on adoption). 通常来说,这些次要人物都是雄心勃勃的家伙,因为他们非凡的能力而从寒门崛起。当一个次要人物非常成功时,一个大家族可能会通过剧本来收养这个人物(请查看关于收养的部分)。
There is nothing to stop a Minor Character from holding office, even the Consulship in a Republic, but relying on Minor Characters to a large degree does risk your Great Families becoming scorned. 没有什么能够阻挡次要人物拥有公职,即使是共和国的执政官也不行。但依赖这些次要角色将会导致你的大家族承受被轻视的风险。
Scorned & Grateful Families 受到轻视和感激的家族
![](https://pic1.zhimg.com/80/v2-9261871640ae43c539907d4f1a8b3b68_hd.jpg) 受到轻视的家族
我们国家的各个家族需要得到至少 4 个职务与官职以维持满意心态。这取决于我们国家的总职务数量,因此会发生变化。
由于这个家族没有得到预期数量的职务,它们现在自认为受到轻视,家族成员的忠诚度会随着时间推移而降低。
每月忠诚度-0.2。
(Yes, even though your ruler is always loyal his family will still expect offices from a member in power) 是的,就算你的统治者永远忠于他的国家,他的家族还是预想着能从这位手握重权的家族成员上捞到一官半职。
Instead of expecting to hold a certain wage as in previous version, Great Families will be scorned if they do not hold what they consider their share of jobs and titles in the country. 和之前版本不同,伟大家族现在不再苛求获得一定的薪资。如果他们无法得到自认为应得的职务和头衔,伟大家族就会认为受到了轻视。
Since this is an age of Aristocracy families will expect to share 80% of all possible jobs in your country between them. Any Great Family holding less than its share of jobs will be considered scorned, and all members will lose substantial loyalty over time. 由于这是一个贵族政治的时代,各个家族希望内部消化国内80%的职务。任何一个没有拿到它应分得那一份的大家族会觉得受到轻视,家族里的所有成员也会随着时间推移逐渐丧失忠诚度。
This includes: All Governorships, all Offices and any Armies or Navies that have a commander (leaderless armies or navies do not factor into these expectations). 职务包括:所有的总督、所有的政府官职以及任何有指挥官的军队或是海军(无指挥官的军队或者海军不包含期望计算在内)。
Likewise any family that gets double the share of work in the state that it expects will be "Grateful", increasing loyalty, lowering the wages and facilitating Statesmanship buildup among all members. 同样的,任何拿到比预期翻倍职务的家族将会“充满感激”,这能提高它们的忠诚度,降低工资并促进所有家族成员间的政治才能增长。
![](https://pic1.zhimg.com/80/v2-ab5d1a78fe024d951f6bc604ac74d1b0_hd.jpg) 充满感激的家族
我们国家的各个家族需要得到至少2个职务与官职以维持满意心态。这取决于我们国家的总职务数量,因此会发生变化。
任何时候,如果一个家族没有得到预期数量的职务,他们将会变得自认为受到轻视,家族成员的忠诚度会随着时间推移而降低。
由于这个家族得到了预期两倍数量的职务,他们现在充满感激 ,这会随着时间推移增加家族所有成员的忠诚度。
每月薪水-20%;每月忠诚度+0.05;每月政治才能+0.1%。
(note: the minor_mac family shown here is not a proper family but extra information that I see because this screenshot was taken in debug mode) 注意: 这里的家族界面不是常规的家族界面,它比常规界面要多了一些信息,我能看到是因为这个截图是在debug模式里截的。
Adoption 收养
![](https://pic3.zhimg.com/80/v2-7b4b5e78e6594c334548be7d472e76ee_hd.jpg) 将 Lagos Thaisid 收入皇室家族
由于 Lagos Thaisid 是Prolemaios I Soter Lagid的儿子,收养的声望点数花费将会降低。
(This particular character is cheaper to adopt since it is my ruler's bastard son)​ 收养这个角色花费更低,因为他是我统治者家的私生子。
Heads of family may adopt successful minor characters to increase their family power and to ensure their survival. At all times families will strive to have slightly more characters that are able to hold offices than they would require to not be scorned. 家族主可以收养一些成功的次要人物以增加家族权力,并确保自身生存。在任何时候,各个家族都会努力拥有更多的人才以占据更多职位,并确保他们不会受到轻视。
Every time a family performs an adoption the prestige of that family will be decreased slightly, hurting their power base in the short term. 每当一个家族进行收养的时候,它们的声望会有轻微降低,这会在短期损害到它们的权力基础。
![](https://pic4.zhimg.com/80/v2-3f79268e4d281c691b939bb13fc736af_hd.jpg)
(Stubborn characters may resist adoption) 拥有顽固特性的角色可能会对收养有所抗拒。
If playing a monarchy the player can use a character interaction to adopt minor characters. Something a Minor Character will generally agree to unless they have a particularly stubborn or proud disposition. 如果玩家用的是君主制国家,玩家可以通过角色互动来收养次要人物。次要人物通常会同意,除非他们有顽固或自傲的特性。
Falling from Grace & Rising from Obscurity​ 自高贵优雅中坠落&从籍籍无名中崛起
As country rank increases or decreases the number of allowed families in a country may change. 随着国家等级的升降,国内的家族数量限制也会改变。
Falling from Grace 自高贵优雅中坠落
![](https://pic4.zhimg.com/80/v2-3824da179e5f6a6f9383fd275fe38397_hd.jpg) 弗拉万家族失势
弗拉万家族一直以来都是我们共和国内部政治的重要一环。尽管他们曾经锐意创新,很好地诠释了公民义务;但他们现在已经变得越来越骄傲自满,同时也在不断滥用自己世袭的权力。
现在已经没有什么人觉得弗拉万家族应该值得注意了。
- 治理国家需要更高的威严。
If a country has a higher number of families than it is allowed to have then the least prestigious family will be removed. This will not be immediate but will happen through an event firing and removing the family from all members of the appropriate family (they will turn into minor characters and eventually die since they cannot have children). 如果一个国家的家族数量超过上限,那么威望最低的家族将会被移除。他们并不会被立刻移除,不过一个事件将会把所有家族成员的家族身份抹去(他们会变成次要人物,并且会因无法生育子嗣而死亡)。
Rising from Obscurity 从籍籍无名中崛起
![](https://pic1.zhimg.com/80/v2-9b745a0f8591b55042d4a3414a08a438_hd.jpg) 孔雀王朝的实力正在增加。长久以来我们的王国变得更加富有,综合国力也得到了增强。
一直以来我们都需要依靠我国古老而光荣之家族的能力,勇气与威严;但是随着我们实力的增强,这里也有充足的机会给予那些具有才能的人,帮助他们从与生俱来的地位里崛起。
一些家族比起其他家族在我们王国内有着更高的权力和影响力,或许还有空间给其中一个家族机会,让他们能给孔雀王朝的精英们带来深远影响。
If a country has a lower number of families than it is allowed to have then an event will pop to let you pick a successful Minor Character to found a new family. The selection of characters will depend on your government type, in a Republic the senate will propose candidates, in a Monarchy the most powerful characters will be selected, and in a Tribe Clans are going to be Great Families. 如果一个国家的家族数量低于允许的数量,那么就会弹出一个事件,让你选择一个成功的次要人物建立一个新的家族。如何选择角色将取决于你的政府类型:在共和国中,元老院会提名候选人,在君主政体中,最为强势的那个角色将会被钦定,而在部落联盟里氏族会成为伟大家族。
![](https://pic3.zhimg.com/80/v2-33aad8bea0b150727eebc8adb533c48a_hd.jpg)
Another example of major vs minor characters. In this case as shown when selecting a candidate for a job.​ 关于主要角色和次要角色的又一个例子。图中是展示的是职位候选人的界面。
All in all this creates a game in which families are a lot more present and a lot more relevant. Heads of families now wield considerable power and scorning a family will be a big deal. 总而言之,这些改动让游戏中的家族更多地被呈现出来,同时也更具重要性。家主现在拥有着非常大的权力,而轻视一个家族现在绝非小事。
Together with Statesmanship this makes the choice of who to assign to a particular job harder. 这些东西再加上政治才能,使得要把职位派给哪个角色的选择更加有难度。
We feel that focusing on Families and the role of character's within them rather than all individual characters is both relevant to our era and something that will give Imperator: Rome a more unique take on characters going forward, different from what Crusader Kings II (and III) yet more involved than in the pure country level games such as Europa Universalis. 我们觉得关注各个家族以及各个家族之中的人物的作用,而不是关注每个单一人物,不仅和我们游戏的时代更有相关性,同时也可以让帝皇:罗马在人物角色的处理上变得更加独特,让它能够与十字军之王2(和3)区分开来,也能比那些像欧陆风云这种专注于国家层面的游戏在人物角色层面上有更多涉及。
As we move forward we hope to build more on this system and incorporate families in new mechanics we add, make them relevant in missions, etc. 随着开发继续进行,我们希望能为这个系统添砖加瓦,并把家族系统融入进我们增加的新机制中,例如使它们与任务系统相交互,等等。
That was all for this week! 这就是这周的全部内容了!
Next week we will be back to talk about Roman Missions. 下周我们会讲一讲罗马的任务。
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