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Imperator - Menander Reveal 20/04/27 Arheo, Game Director, Imperator: Rome
Salvete Omnes! 大家吼啊!
As promised, today's dev diary will give you the broad strokes on what you might expect from the Menander update. 正如之前所承诺的那样,今天的开发日志会给大家泛泛地介绍一下各位将能够在米南德Menander更新中见到的内容。
As you know, the Menander update makes up the 'culture' portion of the season of religion and culture. The portrayal of these two things were not chosen as my focus for the season lightly; I feel that they are key to unlocking some of the potential of I:R as an experience. 大家应该知道,米南德Menander更新对应的是“宗教与文化”更新周期中的“文化”部分。这两方面的刻画可不是被我随随便便就选作本次更新周期的重点的。我觉得它们所带来的游戏体验是释放帝皇:罗马游戏的某些可能性的关键。
Something many of you have mentioned and that we have long wished to change, is the way that cultures are dealt with on an internal level. Rather than relying solely on cultural assimilation, the Menander update will bring you: 有些内容你们很多玩家都曾经提到过,同时一直以来我们也很想作出改动,它就是在内政层面与文化交互的方式——而不是仅仅依赖于文化同化。米南德Menander更新将会带来以下更多的内容:
Cultural Integration 文化整合
This feature will overhaul the way that you interact with the pops within your empire. Every culture represented within your borders will be shown in a cultural overview, and will possess several values unique to pops of that culture. 这个特性将会彻底改变你与帝国境内人口互动的方式。你国境之内的每一种文化都会显示在文化总览界面上,并因为各文化人口的不同而具有一些不同的数值。
You'll be able to limit the maximum poptype of a culture, preventing them from attaining citizenship, for example. This will of course affect the base cultural happiness of pops belonging to this culture, increasing their likelihood of rising up in revolt. Legislating for the granting of citizenship to an entire culture will take time, of course, during which all manner of upset may be encountered. Of most importance, cultures will begin to act as the 'voice' for your pops. 例如,你将能够限制某种文化的最大人口,阻止他们获得公民权。这当然会影响到属于该文化的人口的基础文化幸福度,从而增大他们起义反抗的可能性。立法授予某种文化的全体人口以公民权也必然是需要时间的,在此期间会遇到各种麻烦。最重要的是,文化将开始扮演你治下人口“声音”的作用。
Citizenship is not all fun and games, though. Pops with citizenship rights will count as primary culture for all mechanical purposes, yet the number of cultures with citizenship status within your empire will affect the overall happiness of all integrated cultures. Just as Caesar went too far in bringing gauls into the senate, so too may you. 但是,公民权不是请客吃饭。出于游戏机制考量,拥有公民权利的人口将被计为主流文化。然而,在你帝国中具有公民权的文化数量会影响所有已整合文化的整体幸福感。就像是凯撒把高卢人请进元老院会被认为很过分,你这样做的话也是一样的。
Of course, the struggle for citizenship that so often caused instability in Rome could not be faithfully represented without: 当然,对公民权的争取常常会导致罗马的动荡,所以如果没有以下的机制,公民权斗争的过程是不能完整表现出来的:
Reworked Rebellions 叛乱重做
The need for cultural diversity also brought up the need for reworking rebellions. Rebellions have never quite satisfied me as a player - they rarely occur due to high thresholds, and were almost solely related to conquest, rather than domestic dissatisfaction. 对文化多样性的需求导致我们有必要重做叛乱机制。作为玩家来说,现行的叛乱机制并没有很好地使我满意——它们由于门槛过高而出现得太少了,而且几乎都只是由征服导致的,跟国内的不满毫无关系。
It was our aim when we produced this to prevent 'whack-a-mole' rebels similar to some of our older titles. In retrospect, I believe we went too far. History is filled with doomed provincial rebellions, and we aim to strike a balance between cause, effect, and frequency of revolts under the new system. 其实当初我们在开发叛乱机制时,就意图不想要这种跟我们其他几款游戏类似的“打地鼠”式的叛乱模式。回想起来,我感觉我们有点过头了。历史上充斥着各种各样的地区性叛乱。所以在新机制中,我们的目标是要在叛乱的起因、结果与频率之间寻得平衡。
Rebellions will no longer have a national threshold in order to begin. Instead, the provincial loyalty bar will be responsible for dictating whether a rebellion spawns. Combined with cultural happiness, this should result in much more focused revolts, that occur as a direct result of your action or inaction. 叛乱爆发不再会有全国性的阈值。取而代之的,省级忠诚度那一栏将负责决定叛乱会不会发生。 除此之外再加上文化幸福度的机制,这样就会使得叛乱更加集中,而且爆发的直接诱因是你的作为或者不作为。
Rebellions will be able to 'snowball', with other provinces joining in if province loyalty reaches a similar level. 叛乱还将能够“滚雪球”。当其他省份忠诚度达到差不多的水平时,这些其他省份也能加入到这场叛乱之中。
We've a few additional parts coming here, which I'll leave until a future week to discuss in detail. 我们这里还有些额外新增的内容,我会留到以后的某个星期再细讲。
Senate and Factions Rework 元老院与派系重做
We've decided to take the time to reimagine the faction and senate system that our titular nation (and many others) experience in republican playthroughs. 我们决定花点时间,重新构思我们的招牌国家(以及许多其他国家)在共和国游玩体验中的派系与元老院机制。
Firstly, I'd like to talk about something we're removing, though. Senate 'impact' (otherwise known as the small hand that tells you if you can or cannot perform an action in republics, has been a thorn in our side for some time. The individual weighting on a per-issue basis for each political faction has proven to be exceptionally unwieldy, and makes it hard to get an overview of where your parties stand. (shown below) 不过首先,我想先讲讲我们要删掉的内容。元老院的“影响力”(就是那只告诉你能不能在共和国里执行某项行动的小手)成为我们的心头刺已经有一段时间了。事实证明,为每个政治派系在每个议案上都计算权重是非常复杂的,而且你也很难大致了解各个党派的立场(如下图所示)。
![](https://pic4.zhimg.com/80/v2-69305738acd20e92173925725bd6528f_720w.jpg) 元老院由于“demand_access_impact”产生分歧
元老院里有50个席位支持“demand_access_impact”!
公民派系:15/20
军事派系:11/20
商贸派系:11/20
宗教派系:5/20
民粹派系:4/20
强制在元老院通过会增加5.00暴政度
Instead, we'll be replacing this with an overall faction approval rating, which will not be weighted on a per-issue basis, and which acts more as a vote of confidence in your rulership as a whole. From a design perspective, this gives us a lot more creative control when using events and systems; and should mean that factions can play a much more integral part in your gameplay experience, rather than having seemingly arbitrary opinions on certain things. As a related note, it will be much more feasible to add unique factions to nations, government types, and even special interest groups that might appear or disappear at certain times. 取而代之的是,我们准备用整体派系支持度评分来取代原本的机制。该支持度并不会对每个议案都计算权重,而更像是对你整个治国理政能力的信任度的投票。从设计的角度来看,新机制将使得我们能够用事件和系统更有创造性地控制游戏进程;而且这也将意味着派系会在你的游戏体验中扮演更加不可或缺的角色,而不是让你在某些事件里推行显然是独断专行的意见。顺便说明一下,这样一来,把某些特定派系添加到不同国家、政府类型,甚至是特殊利益集团当中都变得更加可行了,这些特定派系会在特定的时间节点出现和消失。
Your actions will have direct consequences to your approval rating with various factions - sacking the holy site of Mars might cause outrage amongst the traditionalist optimates. 你的行动会直接影响到各个派系对你的支持度——例如,亵渎战神玛尔斯的圣地就可能会惹怒传统主义的贵族派。
We'll also be reducing the number of parties somewhat, for most countries. The 5 current factions aren't very representative of ancient roman politics, and we feel that representing three main power blocs makes for a political landscape ripe for treachery and intrigue. 我们还略微减少了绝大部分国家的派系数量。现在的5个派系并不能很好地代表古罗马政治。而我们认为,用3个主要权力集团做代表更能体现出尔虞我诈、阴谋诡计的政治气氛。
Additionally, we'll be making some changes to how votes are calculated. Senate votes will be tied to characters (no, not one vote per character!), to represent the political clout of individuals. It should be possible therefore, for a particularly unruly senator to hold up bills entirely of their own volition. 另外,我们也会对票数统计方法作出改动。为了体现个人的政治影响力,元老院投票将跟角色挂钩(不,不是说一人一票!)。因此,一个特别不守规矩的元老院完全可能为一己私欲而投反对票。
We'll also be taking a look at adding senatorial objectives: faction generated demands that give factions both a sense of identity and a method of interacting with your gameplay directly. More on those in a future diary! 我们还会稍微考虑要不要增加元老院目标Senatorial Objectives:派系的共同需求会给派系成员带来某种认同感,而且又能使其与你的玩法直接互动。 更多内容会在之后的日志中提到!
Subjects 附属国
Subjects will be receiving an overhaul in Menander, with the aim of making them more manageable, more potentially rewarding, yet less immediately powerful. 米南德Menander更新将会重做附属国机制,目的是使得它们更便于管理,潜在回报更丰厚,而且也不会立刻变得强大。
Subject relationships will now have a linear subject-type track from tributary to feudatory/integration. Every subject relationship will have a trust value which will grow at a rate influenced by opinion, inventions, and obligations. Trust itself can be spent to enact obligations, change tithes, perform actions, or upgrade subject type to a higher level on the track. 附属国关系现在会有一条从朝贡国到藩属国/直接吞并的发展轨迹。每个附属国关系都会有信任值,信任值会受到好感度、发明与义务的影响而按比例增长。信任值本身可以用于制定义务、改变贡税、执行行动,或将附属国类型升级到发展轨迹上的更高一级。
Warning, Game Director art/ui should be considered highly WIP: 注意,游戏美工和界面还处于相当早期的施工中:
![](https://pic1.zhimg.com/80/v2-92d5c83595aaa041c8d0ed91e582cae4_720w.jpg) 贡金
我们现在收取0.92金币
这会每月减少0.30信任值
Many of the current benefits of the numerous subject types in the game, will be converted to obligations; actions or toggles that can be performed on your subjects and which will cost trust or trust growth. 当前游戏中不同的附庸类型所带来的很多增益会改动成义务;对附属国做出行动或进行改变会花费信任值,或降低信任值的增速。
We'll be looking at adding a few ways for subjects to interact with their overlord, too, but it is too early to tell quite how this will take shape. 我们还会考虑添加些附庸国与宗主国互动的方法,但要谈论这会怎么呈现还为时过早。
There will be a host of minor changes, tweaks and additions, alongside these flagship features, and I'll aim to cover those in a diary later on in the process. I hope you like what you see here; we'll flesh out further details for each feature in upcoming diaries, but I hope this will be enough to keep you going until then! 除了这些旗舰级的特性外,还会有一大堆较小的修改、调整和添补,这些变动我准备在接下来的日志中提到。希望各位会喜欢这里读到的内容;在之后的日志中,我们将详细介绍各项内容的更多细节,但我希望现在写的这些足以使各位对未来翘首以盼!
翻译:阿尔法一世 校对:斯普特尼克 三等文官猹中堂
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