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今天看到了MMP2的较新的预览,感觉更变态了,新作如果着的是这样的话,岂不是和DV差不多了,论坛的大大们,谁来汉化这个mod啊,真的比原版有意思。
1、地图改进
2、增加了顾问的人格特性
这两点坛子里的大大们都说过了,所以主要阐述新增的另外两点特性。
3、ADVANCED NAVAL SYSTEM! 改良的海军系统
BASIC CONCEPTS
After going through the naval part of the game countless times, I always got the impression it felt bland and very secondary in nature. First, because there was no impact on the naval ideas or policies on the actual capability of a country to rule the waves. Second, because there was almost no impact of the naval game on the capability of a colonial nation to build and keep its colonial empire and third, because naval force limits were set so high, their impact was nil or almost nil.
So, I started toying with a design that turned the offensive naval game an important concern for any player with a single port, or, for players who rely on significant coastal possessions, turned it a problem defensively.
To sum it up, I tried to tax the player with very hard calls if he wanted to engage in sea power projection, but only morph it into strong defensible vulnerabilities if the actual coastal possessions were significant in the context of the whole country.
The system designed is based on four different vectors:
- Naval Trade Security
- Naval Warfare Security
- Exploration and Colonization Capability
- Maintenance Capability
作者叨叨了半天表达的就是原版的海上系统做的太烂,与大航海时代不符,所以他设计增强了四个系统,增加游戏中海事操作的难度及可玩性以期符合史实
---海上贸易安全
---海战时的安全
---探险和殖民能力
---维护保养的能力
NAVAL TRADE SECURITY 海上贸易安全
I think everyone agrees the seas and oceans are a great catalyst to trade and commercial expansion. This is in part reflected in the game, where a coastal porvince enjoys inherent trade bonuses when compared with an inland province.
However, the other side of the coin is not true: There are no risks linked with that capability.
So, to change things more than a little bit while fixing a vanilla problem in the process, I scrapped the vanilla piracy system and coded one from the ground up.
Now all provinces not owned by new world indians with a port have a piracy rating that can be:
- Tightly Controlled Piracy
- Controlled Piracy
- Unconrolled Piracy
- Rampant Piracy
主要是对以前的海上掠夺系统做了一些改进,除了印第安人控制的新世界之外的所有港口城市都会遭到不同程度的海上掠夺,主要包括:受到严密监控的海盗行为,受控的海盗行为,不受控制的海盗行为以及猖獗的海盗行为四种。
These ratings change dynamically in single steps with the game and its change is based on a variety of factors, like:
- Dedication of one's country to naval matters
- Naval advisors employed
- State of piracy in neighbour provinces
- Naval ideias
- Stability in one's country
- Stability in neighbour provinces (if owned by a third party)
- Province with CoT
- Capital Province
- Basic National Defence Plans in one's country
- Advanced National Defence Plans in one's country
- Small Provincial Defenses in one's country
- Large Provincial Defenses in one's country
- Privatter Sponsorship in one's country
- Privatter Sponsorship in a third party neighbour province
- Smuggler's Operation in one's country
- Smuggler's Operation in a third party neighbour province
- Anti Piracy Act in one's country
- Anti Piracy Act in a third party neighbour province
海盗行为的猖獗程度在游戏中会发生各种变化,而这又主要是由以下因素决定的:
- 国家对海上事务的关注程度
- 受雇的海军顾问
- 海军理念
- 国家的稳定度
- 临近的他国所控的省份的稳定度
- 有贸易中心的省份
- 首都所在的省份
- 国家的基本国防计划
- 国家的高级国防计划
- 国家的低省份防御
- 国家的高身份防御
- 国家对海上掠夺的赞助
- 他国所控的临近省份对海上掠夺的赞助
- 国家的反海盗行为的法案
- 他国所控的临近省份的反海盗行为的法案
This is calculated by province, which in turn means two provinces of the same country may experience very different conditions regarding to piracy.
Besides the obvious modifiers that will be applied per province, all the system is in fact designed to stress the naval support limit of a nation as each defensive measure will put a significant impact on it.
Pirates will be generated based on the piracy levels of each province.
Suffice to say, pirates or no pirates, ignoring the piracy abstraction model will mean surrendering large sums of money lost on trade, as well as the coastal stability of the country.
本系统是以省份为单位进行考量的,所以可能会导致一个国家的不同省份遭受不同程度的海上掠夺。
做此改进的目的是为了让大家重视海军系统,以避免忽视这些所带来的不可小觑的经济上的损失。
NAVAL WARFARE SECURITY 海战时的安全
This part of the system applies to the naval prowess of a country when compared with any other.
Basically, this rests on two aspects:
The first one is the necessity to pick naval ideas to stand at least a chance to win a naval engagement, unless the proportion of it is really on the player's favour.
This also applies to or even to plan an advanced shipbuilding program, unless one has really *plenty* of gold to throw around.
The second one, not always applied, is the consequence of losing the naval control of one's shores: Blockade Effects at Country Level.
These range from mild modifiers if the percentage of blockade is small, to HUGE if the blockade is total and the country doesn't have neighbours.
However, I am very aware of what I call the "Austrian syndrome": How can a nation with plenty of provinces and a single port suffer severe penalties due to a single blockade? Inf act, in the example given, Austria would not suffer any country penalty as it would not fulfill a single rule: Is ratio of number of ports/number of cities > 0.5. There are different penalties for a ratio of 0.5, 0.33 and 0.25.
On top of it all, there are some nasty events only nations with high blockade levels are exposed to.
Given this second implementation, I guess everyone agrees anyone with a significant percenage of provinces being coastal NEEDS to pay ttention to his navy...
做的最大的改进就是如果在海战之中丧失了本国沿海省份的海上控制权,将会给玩家带来巨大通货膨胀,并引发一系列恶性事件。
EXPLORATION AND COLONIZATION CAPABILITY 探险和殖民能力
Another cardinal influence of the naval aspect on a game with Europa Universalis III timeframe is the exploration and colonization aspect.
To turn exploration and colonization more dependant on naval strength and specialization, I've reduced dramtically the range given by naval technology but gave all of the naval ideas a significant bonus towards it.
This means that without picking naval ideas, don't expect to be able to colonize at all, unless you border an empty province.
This also have two nice smaller but also significant impacts: much riskier voyages by explorers and much harder warfare fleet management given the hugely decreased range.
Finally, it must be said I got the entire idea of including blockades in the system by looking at an implementation of antracer. So, my tribute to him, of course!
在这版中海军理念对殖民的影响将会超过海军科技的影响,如果你不选择海军理念,那么不论你的海军科技有多高,你都不可能进行海外探险,当然如果你与未探索之地接壤的话就另当别论了。
本作还加大了殖民的风险以及更加困难的战舰管理。
MAINTENANCE CAPABILITY 维护保养的能力
Last but not least, naval force limits will now play an important part on the overall naval strategy. Due to piracy effects, nations will see their naval force limits decreasing quickly. Also, policies, both land and naval related, had some of the modifiers reduced, to increase the impact of National Ideas on the overall performance of the nation.
This means the ability of a nation to properly keep a fleet and operate it within an affordable budget will now be dependent on several factors and there are some, almost unavoidable, that will reduce significantly the naval force limit.
主要是提高你的船只维护保养能力,能让你用较低廉的费用维护一只舰队来应对前面的改良。
4、Character traits 人物特性
Tired of boring rulers? Want to spice up your game with colourfull characters that you can role-play?
Well look no further! We are preparing all new dinamic character traits for MMP.
How do they work?
--------------------
Simple. Every ruller has a chance to get any character trait at the begining and evolve from there as time passes.
All character traits are devided into three groups, by rarity:
1) Basic
2) Complex
3) Legendary
From there on the trait can progress into other, generally more extreame, traits.
The progression is non-liniar, and your character development can take several unexpacted (yet logical) turns.
For instance, lets take the trait "open minded".
An open minded person can turn innovative and from there become a visionary, or he can become tolerant and progress into a xenophile,
he can be manipulated and become a spinless wimp, or he could just consume himself with strange ideas and go insane.
All of these turns are not random, they are balanced and are influenced by several factors most important of which is the rullers stats.
But its not written in stone, so you can still see your 8 8 8 ruller go insane and ruin the nation he helped build.
There is one catch, a ruller can have only one trait at a time so as to not overload the menu.
本作引进了人物特性,也就是说每个统治者都会具有自己的性格特征,这既包括与生俱来的,也包括后天形成的。而这些性格特征大致分为三类:基本的,复杂的和传奇式的。这三类特征随着时间的流逝可以相互转化。比如一个有着开明思想的人可能会发展成为一个有眼光的领导者,也可能演变为一个夸夸其谈者,媚外者亦或是一个易受操纵的懦夫。而这一切并不是随机的,而是由一系列因素决定的,所以你可能会看到你的8 8 8的杰出统治者由于得上了精神病而将他一手创造的帝国毁于一旦。。
不过与DV得人物特性最大的不同点在于,由于菜单的限制,每个统治者每次只能拥有一个特性。
The effects
------------
Can range from mild to extreamly severe. From the above example:
Open minded-
stability cost modifier = 0.1
technology cost = -0.05
Xenophile-
technology cost = -0.1
tolerance of heretics = 1
tolerance of heathens = 1
global revolt risk = 5
global spy defence = -0.2
stability cost modifier = 0.25
Innovative-
technology cost = -0.1
global revolt risk = 1
stability cost modifier = 0.15
And thats enough for now. Note, that all of those modifiers are not yet balanced and may change at any moment.
以上主要介绍了一些特性对游戏各要素的修正 |
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