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[鹰扬欧陆] March of the Eagles Developer Diary 13: Technology & Ideas(科技与理念)

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发表于 2012-12-12 23:15:33 |只看该作者 |倒序浏览
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http://forum.paradoxplaza.com/forum/content.php?1208-March-of-the-Eagles-Developer-Diary-13-Technology-Ideas

March of the Eagles Developer Diary 13: Technology & Ideas
by SolSara
Published on 11-12-2012 14:24  Number of Views: 826

Hey there and welcome to the 13th developer diary for March of the Eagles. Today we take on the topic of technology and ideas. In other words, the race to get a leg up on your neighbours. Military tactics and strategies evolved very quickly in the Napoleonic Wars – total war has a way of doing that. They changed so much that Carl von Clausewitz, the namesake of our game engine, wrote a huge book explaining this new way of war.

Ideas give different bonuses to your country, ranging from increasing the effectiveness of your infantry’s attack to increasing your tax income. Selecting Ideas allows you to further customize your country and choose the areas where your country will excel. Idea Points are gained each month but can also be gained from events and winning battles. An alert will pop up whenever you have enough Idea Points to select a new Idea. You cannot revert your Idea choices, so make sure you choose carefully.

Each Idea and Idea Group has tooltips that explains more about them. You can see the tooltips when you hover the mouse pointer on an Idea or Idea group [picture of Idea and Idea points]. All Ideas are good to have, but you should choose Ideas wisely, because you need to dominate both on land and sea to win the game outright. Some Ideas will be crucial just to keep from getting steam-rolled by more advanced nations, while others will let you unlock powers that give you a crucial advantage. When you have chosen an idea, you cannot dismiss it and get back the idea points you spent on it.

Unique ideas
There are eight major powers in March of the Eagles, meaning that they can win this game without having to rely too heavily on any other country watching their back. Smaller countries will be easily gobbled up. The major powers are Great Britain, France, Sweden, the Ottomans, Austria, Prussia, Russia and Spain. To further distinguish them from their minor brethren, the major powers each have Unique Ideas, unavailable to other countries. We’ll talk about these in detail in future dev diaries, but, for example only Prussia can get a bonus for its Guard Infantry units, and the Ottomans have an idea that will reduce revolt risk throughout the Empire.

How to gain a new Idea
To gain a new Idea you need to invest Idea Points into them. Idea Points are gained each month at a steady rate, and, more importantly, when you fight battles. If you don’t fight against your European neighbours, you will never be able to advance quickly enough to turn the history to your advantage. Think of this as learning from failure, since much of the time you will be sending thousands of men to be killed or wounded. By fighting, your generals don’t just acquire traits – they also bring back knowledge of how to do things better the next time around. This is reflected in Idea Points.

Command Ideas
Command Ideas focus on earning monthly diplomats, expanding army frontage, increasing experience gained, the cost of making peace and the morale of armies. The Monthly Diplomats modifier increases the amount of diplomats you gain each month, thereby giving you more diplomatic actions. The Army Frontage modifier increases the number of troops that can effectively fight in the same flank. The optimal frontage that brigades need to be able to fight differs from brigade to brigade. The Experience Gain modifier gives a boost to the amount of experience gained for all brigades or ships and leaders per battle. As expected, the more experience a brigade, ship or leader has, the better it fights. The Peace Cost modifier lowers the cost of suing for peace, which can be a big advantage in a long war. The Morale of Armies modifier increases total morale of you armies. The higher morale a unit has, the less likely it is to desert the battle or the siege, and they will be more likely to win the battle or siege because they will hold out longer before fleeing. With a low morale, few brigades will fight for you, soldiers will desert and you will lose wars.

Artillery Ideas
Artillery Ideas focus on artillery defence, artillery build time, artillery initiative, big ship initiative and artillery attack. Artillery defense means that your artillery troop will take less damage and have a higher defended level. With a lowered artillery build time, you can recruit artillery brigades much faster than before. In March of the Eagles' battles, there are combat phases and some brigades have to wait until sufficient combat rounds have passed until they can strike. They need to charge their weapons before they can attack. The ideas for Artillery and Big Ship initiative allows artillery and big ship brigades to attack faster and earlier in battle. Artillery attack modifiers will increase the attack power of artillery brigades, making them more deadly in combat.

Shock Ideas
Shock Ideas focus on guard and light infantry initiative, prestige gained from land and naval battles and cavalry attack. Guard and Light Infantry initiative increases the ability of Guard and Light Infantry brigades to attack faster and earlier in battle. Prestige from Land battles and Prestige from Naval battles modifiers increase the amount of prestige you will gain from fighting land or naval battles. Cavalry attack modifier will increase the attack power of cavalry brigades, making them more deadly in combat.

Land Movement Ideas
Land Movement Ideas focus on evasion, march speed, the action March to the Sound of Guns, the orders Force Marching and Pontooneers. If you are a landlocked country, without any ports or provinces by a sea province, it would be wise to focus some idea points into this idea group as your army will be able to march faster, evade better and tackle the terrain better. March to the Sound of Guns gives your armies the automated ability to march towards the front. Evasion helps your soldiers avoid damage in combat, march speed will let your armies move more quickly towards their destination, Forced Marches mean less attrition as you rush through a hostile province and Pontooneers allow the construction of pontoon bridges to make river crossings less dangerous.

Naval Movement Ideas
Naval Movement Ideas focus on speed, blockade efficiency, repair ships and naval morale. The faster the ship, the faster it will reach its destination and it might even be able to outrun an enemy ship. Blockade efficiency means how well your ship can blockade the enemy's ports. (Ports are blockaded by placing a ship in the sea province the port is placed in.) If your ships are damaged, they will lose morale more easily and will sink more quickly; the freedom to repair your ships in coalition members’ ports or at sea is therefore a blessing. Morale is important for all brigades, both armies and navies. With a low morale they will not fight as well, might even desert the army or flee from battle. The higher the morale the better.

Economic Ideas
Economic Ideas focus on lowering interest, raising taxes, lowering building costs, and raising manpower and supply production. If you are forced to take a loan, you must pay interest, and the less interest you pay the more money you will have. Tax is one of your sources of income, and the most important one. The more tax your provinces pay, the more you can spend on important things such as buildings, brigades or ships. All buildings and developments cost ducats, by lowering the cost you will pay less for them. Manpower is important because this is the source of your military might; if you do not have enough manpower you will not be able to recruit brigades or ship. By increasing your manpower you are able to recruit more. An army marches on its stomach, without supplies such as food and weapons your soldiers will wither away. When you increase your global supply production you will be able to feed more soldiers and keep more armies in the field.

Supply Attrition ideas
Supply Attrition ideas focus on reducing land attrition, increasing supply train capacity, increasing reinforcement speed, reducing naval attrition and casualty trickle back. Land and naval attrition is what kills your armies and navies slowly but surely. More men died of diseases and lack of food during the Napoleonic Wars than in combat. As explained last week, attrition is based on your supply limit, so the more supplies your armies have access to, the less attrition your armies will suffer and the fewer men they will lose. When your supply limit is low, attrition goes up. Everything that affects supply limit therefore affects attrition. The greater supply capacity you have, the more supplies can be brought to your armies. That means fewer soldiers will die and your armies can move faster. Your reinforcement speed is how quickly your armies can get fresh soldiers (reinforcements) to their position. A high reinforcement speed means that your armies regain their full strength faster. Casualty trickle back means that when your armies lose soldiers in battle (soldiers that are killed or deserted), you will be given a small amount of manpower in return that you can use to reinforce your troops or to recruit more brigades.

Fire Ideas
Fire Ideas focus on infantry attack, infantry initiative, light infantry attack and defense, big ship attack, and infantry defense. Your infantry and big ships will benefit from these ideas. Infantry attack modifier will increase the attack power of infantry brigades, making them more deadly in combat. Infantry initiative increases the ability of infantry brigades to attack faster and earlier in battle. Light infantry attack and defense modifiers increases the attack power of light infantry brigades, making them more deadly in combat, and their defensive ability, making them tougher and harder to kill. The big ship attack modifier increases the attack power of big ships, making them more deadly in combat. Infantry defense modifier increases the defense of regular infantry brigades, making them tougher and harder to kill.

Production Ideas
Production Ideas focus on improving ship cost, ship construction time, ship repair, brigade recruitment time and brigade cost. On the naval side, all ships will cost less gold to make; take less time to construct and repairs go much faster. On land, brigades will take less time to recruit and will cost less gold. In general, your production ideas are quite important long term investments in saving money and time – two things that will often be in short supply.

Now that you have grand ideas spinning in your head, we can pause until next week

Cheers,
SolSara





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发表于 2012-12-12 23:15:58 |只看该作者
本帖最后由 zyl910 于 2012-12-17 21:13 编辑

March of the Eagles是一个模拟拿破仑时期(1805年至1820年)的策略游戏,地图范围限定在欧洲及地中海沿岸。
预定2013年第1季度发售。

http://www.paradoxplaza.com/games/march-of-the-eagles
http://forum.paradoxplaza.com/forum/showthread.php?621187-March-of-the-Eagles-tidbits-of-information




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发表于 2012-12-14 10:21:13 |只看该作者
这游戏是后娘养的,国内都没人鸟的.........
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发表于 2012-12-14 11:12:19 |只看该作者
时间跨度太短了,连HOI3都比它长啊,只有15年,地图又小,才欧洲大陆加北非,真怨不得没人理……
Be without fear at the face of your enemy, be brave and upright that God will love thee.
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发表于 2012-12-14 12:54:33 |只看该作者
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3月的老鹰开发日记13:技术与理念
由SolSara
发表于2012年11月12号14:24观看次数:826

嘿,欢迎的老鹰3月13日的开发者日记。今天,我们采取的技术和思想的主题。换句话说,比赛进行到腿,你的邻居。在拿破仑战争中的军事战术和战略发展非常迅速 - 全面战争有办法做到这一点。他们改变了这么多,同名我们的游戏引擎,卡尔·冯·克劳塞维茨写了一个巨大的书,解释这种新的战争。

思路给予不同的奖金,你的国家,从增加你的步兵的攻击的有效性,增加税收收入。选择思路,可以进一步自定义你的国家,选择贵国擅长的领域。创意点得到每月,但也可能得到活动和打赢。只要你有足够的创意点,选择一个新的想法,会弹出警报。您不能恢复你的想法选择,所以一定要确保你慎重选择。

每一个想法和创意组,解释了更多关于他们的工具提示。你可以看到工具提示,当您将鼠标指针悬停于一个想法或创意组[图片的理念和创意点。所有的想法固然很好,但你应该选择明智的想法,因为你需要在陆地和海赢了这场比赛彻底占据主导地位。的几点思考将是至关重要的,只是为了获得蒸汽推出更先进的国家,而其他人将让你解开权力,给你一个重要的优势。当你选择了一个想法,你不能解雇,并取回花在你的想法。

独特的想法
有8个主要大国的老鹰3月,这意味着它们可以赢下这场比赛,而不必过于依赖任何其他国家看他们的后面。较小的国家将很容易地吞噬了。主要国家英国,法国,瑞典,奥斯曼帝国,奥地利,普鲁士,俄罗斯和西班牙。为了进一步区分它们,从他们的未成年的弟兄们,大国,每个人都有独特的想法,其他国家无法使用。在未来的开发日记,我们将详细谈论这些,但只有普鲁士,例如可以得到的奖金民警卫队步兵单位,和奥斯曼人有一个想法,这将减少整个帝国的反抗风险。

如何获得一个新的想法
为了获得一个新的想法,你需要投资到他们的创意点。理念积分获得每月以稳定的速度,更重要的是,当你战斗。如果你不反对欧洲邻国,你将永​​远无法快速推进的历史足以让你的优势。想想这是从失败中学习,因为很多的时候,您将发送成千上万的人被杀害或受伤。通过战斗,你的将领不只是收购的特征 - 他们也带回了知识,如何把事情做得更好的下一次。这反映在创意点。

命令理念
指挥思路的重点,赚取每月外交官,扩大军队临街,获得越来越多的经验,成本的和平与军队的士气。您将获得每月的外交官每月外交官调节量增加,从而给你更多的外交行动。陆军临街的改性剂提高部队的数量,可以有效地打在同一个侧面。不同于旅旅旅需要能够争取最佳的正面。获得的经验改性剂的量为每战大队船舶和领导经验,给出了提高。正如预期的那样,一大队,船舶或领导者的经验越多,更好的战斗。和平费用“修改降低了成本求和,这可能是一个很大的优势,在长期的战争。军队的士气改性剂会增加你的军队的士气。的单位有更高的士气,就越有可能是沙漠中的战斗或围攻,他们将更有可能赢得这场战斗或攻城,因为他们会保持更长的时间才能逃离。一个士气低落,一些旅会为你而战,士兵们将抛弃,你将失去战争。

炮兵理念
炮兵思想集中,炮兵主动防御火炮,火炮的建造时间,大船上的积极性和炮击。 “炮兵防御手段,你的炮兵部队将需要更少的伤害,并有较高的辩护水平。降低火炮的建造时间,你可以招募炮兵旅比以前更快。在老鹰的战斗,有战斗阶段,必须等待,直到有足够的战斗回合已经过去了,直到他们能够取得一些旅。他们需要收取他们的武器,才可以攻击。想法为炮兵和大船主动让火炮和大的船旅在战斗中攻击更快更早。炮兵攻击改性剂会增加的炮兵旅,使他们在战斗中更致命的攻击力。

震荡思路
震荡思路集中在后卫和轻步兵的积极性,信誉获得了土地和海战和骑兵的攻击。民警卫队和轻步兵主动提高民警卫队和轻步兵旅的能力,在战斗中攻击更快更早。威望增加量的威信,你将获得,打击土地或海战陆战和海战修饰符的威望。骑兵攻击改性剂会增加攻击力的骑兵旅,使他们更致命的战斗中。

土地运动的思想
土地运动的思想集中在逃避,行军速度,动作之声枪,命令部队**和Pontooneers的。如果你是一个内陆国家,没有任何端口或省的海洋省,明智的做法是集中一些想法,这个想法,你的军队将能够更快地前进,逃避更好,更好地解决地形。 3月的枪炮声让你的军队迈向前方的自动化能力。闪避可以帮助你的士兵在战斗中避免损坏,行军速度,让你的军队移动更迅速地向他们的目的地,急行军意味着更少的磨损,当你急于通过一个敌对全省和Pontooneers允许建造的浮桥过河的危险性较低。

海军运动的思想
海军运动的思想集中在速度,封锁效率,维修船和海军的士气。更快的船,它会更快的到达目的地,它甚至可以逃脱敌人的船。封锁效率意味着你的船可以封锁敌人的端口。 (端口被封锁端口被放在英寸的省份中海船舶)如果你的船被损坏,他们将失去士气更容易,并会更迅速地下沉,自由来修复您的联盟成员的港口或船舶因此,大海是一件幸事。旅,陆军和海军的士气是非常重要的。一个士气低落,他们不打,甚至可能逃离军队或从战场上逃跑。士气越高越好。

经济思想
经济思想集中在降低利率,增加税收,降低建筑成本,提高人力资源和供应生产。如果你是被迫采取的贷款,你必须支付利息,并支付更多的钱,你将有你感兴趣的。税的收入来源,而最重要的一个。更多的税收您的省市支付,你可以花更重要的东西,如建筑,旅或船舶。所有建筑和降低成本,发展成本块钱,你将支付他们。人力资源是很重要的,因为这是你的军事实力的来源,如果你没有足够的人力资源,你将无法招募旅或船舶。通过提高你的人力,你可以招募更多。一支军队前进在它的肚子里,没有补给,如粮食和武器的士兵将消亡。当您增加您的全球供应生产,你将能够养活更多的士兵和保持更多的野战部队。

供应磨损的想法
供应磨损的想法集中减少土地磨损,增加供给列车能力,增加加固速度,减少海军减员和伤亡涓流。土地和海军减员是什么杀死你的军队和海军缓慢但稳步地。拿破仑战争期间比在战斗中,更多的人死于疾病和缺乏粮食。正如上周,减员根据您的供应限制,让更多的供应,你的军队有机会,减少磨损你的军队将受到严重损害,他们将失去的男人就越少。当你的供应限低,损耗上升。影响供应的限制,因此影响磨损。更大的供应能力,你有你的军队可以带来更多的供应。这意味着更少的士兵会死,你的军队可以移动得更快。您的加固速度的速度有多快,你的军队可以得到新鲜的士兵(引援)自己的位置。高加固的速度意味着你的军队更快地恢复自己的全部实力。险涓流意味着失去,当你的军队在战场上的士兵(士兵被杀害或遗弃),您将得到少量的人力资源的回报,你可以用它来加强你的军队,招募更多的旅。

消防理念
消防思路集中在步兵的进攻,主动步兵,轻步兵攻击和防御,大舰攻击,步兵防御。你的步兵和大型船舶将受益于这些想法。步兵旅,步兵攻击改性剂会增加攻击力,使他们在战斗中更致命的。步兵主动增加攻击速度更快,早在战斗中的步兵旅的能力。轻步兵的攻击和防御修饰符轻步兵旅的攻击力增加,使他们更致命的战斗中,他们的防守能力,使他们更强硬,很难杀死。大舰攻击修改增加了攻击力的大型船舶,使他们在战斗中更致命的。步兵防御调节增加了防御的普通步兵旅,使他们更强硬,很难杀。

生产思想
生产思想专注于提高船造价,船舶建造时间,船舶修理,大队招聘的时间和成本旅。在海军方面,所有船舶将耗资黄金花更少的时间来建造和维修快很多。在陆地上,旅将花费更少的时间来招聘和成本较低的黄金。在一般情况下,你的想法是很重要的长期投资,节省了时间和金钱 - 两件事情,往往会出现供不应求的。

现在,你必须在你的脑袋旋转的宏伟构想,我们可以暂停直至下周

欢呼声,
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地板
发表于 2012-12-14 13:03:23 |只看该作者
丫的他瑞典有个啥玩意儿,居然还有特权,不愧是p社老家
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52MOD勋章

7#
发表于 2012-12-14 21:13:30 |只看该作者
本帖最后由 zyl910 于 2012-12-14 21:15 编辑
mauricewu 发表于 2012-12-14 11:12
时间跨度太短了,连HOI3都比它长啊,只有15年,地图又小,才欧洲大陆加北非,真怨不得没人理……{:0001 (18 ...


貌似这个游戏跟HOI一样,以小时作为回合单位。而不像EU、Vic是按天。

HOI3是1936至1948,共12年。比这个游戏少3年。
如果这个游戏有资料片的话,估计会将时间延长到1836年与Vic接起来。
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社区QQ达人

8#
发表于 2012-12-18 18:23:31 |只看该作者
mauricewu 发表于 2012-12-14 11:12
时间跨度太短了,连HOI3都比它长啊,只有15年,地图又小,才欧洲大陆加北非,真怨不得没人理……{:0001 (18 ...


拿破仑全面战争跨度也就这么长,地图也就这么局限在一地,但是评价比地图大,跨度长的帝国全面战争好的多
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9#
发表于 2012-12-19 10:44:15 |只看该作者
未命名EVA 发表于 2012-12-18 18:23
拿破仑全面战争跨度也就这么长,地图也就这么局限在一地,但是评价比地图大,跨度长的帝国全面战争好的 ...

个人表示更爱帝国- -虽然拿战优化更出色- -
不飞の鸟
cSz
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第一掷弹兵团团支部书记

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发表于 2012-12-19 13:29:02 |只看该作者
1010101010 发表于 2012-12-14 13:03
丫的他瑞典有个啥玩意儿,居然还有特权,不愧是p社老家

关于这一点
官网上已经有无数人喷过了
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发表于 2012-12-20 10:01:35 |只看该作者
意大利分的好细。。。。
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