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本帖最后由 hell--fire 于 2019-2-25 16:08 编辑
http://www.ign.com/articles/2018/05/31/imperator-rome-is-grand-strategy-on-a-scale-weve-never-seen-before
IGN长篇评论《Imperator: Rome》
IMPERATOR: ROME IS GRAND STRATEGY ON A SCALE WE'VE NEVER SEEN BEFORE
《Imperator:罗马》是我们从未见过的大格局大战略
Conquering the ancient world with legions, trade, and demographic management.
用军团,贸易和人口管理征服古典世界
The year is 304 BCE, and a scrappy Italian city-state called Rome has not yet begun to even dream of the greatness it will one day achieve. Paradox’s recently announced grand strategy game Imperator: Rome will allow you to rise to the challenge of that war-torn era. Surrounded by a roiling cauldron of barbarian tribes, the ascendant Mediterranean power of Carthage, and the squabbling successor states left behind by the untimely death of Alexander the Great - it's fair to say you'll have your work cut out for you leading Rome (or any of the over 400 playable nations) to dominance.
时间是公元前304年,一个自称“罗马”的破烂意大利城邦还没开始梦想他们有朝一日为达成的伟业。Pardaox最近公布的大战略游戏《Imperator:Rome》中,玩家将可以面对那个战争年代的挑战。被挤成一团的蛮族部落,地中海强权迦太基和亚历山大身后内斗的继业者王国包围—要使罗马(或400个可玩国家中任何一个)称霸世界,你的确会忙的不可开交。
Paradox Development Studio (known for such grand strategy staples as Crusader Kings II and Stellaris) last tackled the Roman age back in 2008 with Europa Universalis: Rome. But while that was a spin-off, Imperator is the start of a new franchise with its own identity - even if it does borrow a lot from the studio’s other games.
Paradox开发工作室(以十字军之王2,群星等大战略游戏闻名)上一次挑战罗马时代是2008年开发的《欧陆风云:罗马》,但那只是欧陆风云系列的一部外传,而新作将会是独立的新系列——尽管它借用了许多该公司其他游戏的元素。
I was immediately shocked by the scope, scale, and detail of the map. Paradox has come a long way in the graphics department since the days of Hearts of Iron 3 or even Crusader Kings II, offering the ability to zoom way down to the point that you can count the straps on a legionnaire's sandals and watch cities grow dynamically as their population increases. The hilly terrain of Italy and the sparkling blue waves that lap against its shores represent the best a Paradox strategy game has ever looked.
一开始,我就对地图的范围,尺度和细节震惊不已。Paradox的游戏画面部门自HOI3和CK2以来已有长足的进步,具有做出能让视角放大到你可以将军团士兵凉鞋上的皮带数的一清二楚,或注视城市在人口增加同时动态发展的画面的能力。意大利多山的地形和怕打着海岸的闪蓝色海浪代表着paradox游戏目前为止最高的画面水准。
Rome may be the star of the show, but the map sprawls from Ireland in the Northeast to the Horn of Africa in the far South to the entirety of India and parts of Tibet in the East, even encompassing a small part of Norway and Sweden in the extreme North. There are over 7000 distinct regions, far more than even Europa Universalis IV’s globe-spanning game board. This is grand strategy at a resolution we've never seen before.
罗马也许是本作的主角,但地图从西北的爱尔兰延伸到到南方的整个印度和东方的部分西藏,甚至在极北包含了一小部分挪威和瑞典。地图上有超过7000个地区,远多于EU4的全球地图。对于大战略游戏来说,这是我们从未见过的解析度。
It's populated by an absurd number of tribes - far more than I even knew we had names for as someone who studies ancient history. Everyone from the Brigantes of Northern Britain to the Celtiberians in Spain to the Sogdians of Northeastern Persia will be playable, along with major power players like the Seleucids, Carthage, and the Maurya Empire of India. Gameplay will vary in a number of ways depending on whether you play a kingdom, like Ptolemaic Egypt, a tribe, like the Celtic Arverni, or a republic, like Rome. There will also be ways to switch between them, such as a tribe settling down to form a kingdom or a republic being overthrown by a dictator in a civil war. It will also be possible for new barbarian foes to spawn in from the unplayable edges of the map.
地图上的部落数量不可思议得多——比我这个研究上古历史的人直到的部落名字还多。从不列颠北部的不莱甘特斯人到西班牙的伊比利亚凯尔特人,到东北波斯的粟特人,都是可玩势力,同样可玩的还有塞琉古,迦太基,孔雀王朝这些大国。根据你选择的势力是托勒密埃及这样的王国,是阿维尼人这样的部落,还是罗马这样的共和国,玩法会有些变化。玩家也将有办法改变政体,比如部落可以定居下来建立王国,或共和国在内战中被一个独裁者推翻,新的蛮族敌人也可能从地图边缘出现。
The engine that runs everything is based on POPs - units of population that can grow when food is abundant, shrink when it's not, be relocated to colonize wild areas, and provide various resources to your empire. Each POP will have a culture, such as Roman, and a religion, such as Druidism, though the different cultures and religions don't directly provide bonuses or penalties. POPs also have a happiness value that determines how likely they are to cause trouble.
这一些运行的基础建立在POP上——在你的食物富余时增加,缺少时减少的人口单位,可以被人为迁移来殖民荒地,可以为你的帝国提供多种资源。每个POP有自己的文化,比如罗马,自己的宗教,比如德鲁伊教,尽管这些不同的文化和宗教本身不直接提供加成或惩罚。POP也有幸福值,这决定他们有多大可能给你找麻烦。
POPs in Imperator come in four types: Citizens, Freemen, Tribesmen, and Slaves. Citizens are the intellectual elite of your nation, facilitating commerce and giving you progress towards inventions and ideas that grant strong bonuses to your empire… but they're not the most economically productive group of people and they're hesitant to get blood on their togas. Freemen provide the bulk of the manpower for your armies and taxes to run your government, Slaves form the backbone of most ancient economies, and Tribesmen provide a small amount of tax and manpower, but not as much as Freemen who have been fully integrated into civilized society.
本作中的POP分为4种:公民,自由民,部落民和奴隶。公民是国家的知识精英,经营商业,其科研能力能解锁为帝国带来强大加成的发明和思想...但他们不是经济上最多产的阶层,且不愿意在长袍上沾血(为国征战)。自由民提供军事人力和政府税收的主体,奴隶是经济生产的主力,部落民提供少量的税收和人力,但远没有完全融入文明社会的自由民提供得多。
It's possible to use your Civic Power resource to grant a Freeman POP citizenship, but your economy will suffer if you hand out this privilege too readily without conquering new lands or acquiring more slaves to support the upper echelon. On the other hand, Freemen in your empire who have given their sons and their harvests to the Republic for too long are likely to become rebellious, echoing the destructive, real-world Social War that wracked ancient Rome over the question of citizenship for many of its disenfranchised ltalian subjects.
民政力量(点数)可以用来给与自由民pop公民权,但如果你把公民特权给与了治下太多人口,又缺乏新领土或更多的奴隶,经济会受到打击。另一方面,在帝国统治下做了太久保守压榨的自由民的pop将有可能叛乱,正如历史上震撼罗马共和国的同盟者战争(前91-前88年)因意大利人民长期得不到拉丁公民权而起。
Out on the frontiers, many marginal societies will only have access to Tribesmen and Slaves, making it difficult for them to compete with the great Mediterranean empires unless they learn to adopt some of their civilized ways. Paradox wasn’t ready to go into detail about tribal mechanics yet, but said they're generally weaker but more flexible than the established empires and it will be fully possible to recreate such historical events as the Cimbri and the Teutons marching through the deep forests of Germany to ravage much of Spain and Italy in the 100s BCE.
在边疆地区,许多边缘化的族群(部落政权)只能选择部落民和奴隶两个阶层,使得他们与地中海强国竞争难上加难,唯一的出路是接受文明体制(部落文明化)。Paradox还未准备好细化部落机制,但肯定了他们将比文明国家弱得多,且可以重现像前100年辛布里人和条顿人冲出日耳曼尼亚森林劫掠意大利与西班牙的历史事件。
Their gameplay will involve not just conquest, but raids into richer lands to acquire money and slaves before disappearing back beyond the mists. For an enterprising great power like Rome, it will eventually become possible to make deals with these barbarians, settling them as client kingdoms to provide more fodder for your military machine. If history can teach us anything, though, it's that such an arrangement might not necessarily last forever.
部落的游戏内容不仅仅只是征服,还包括深入劫掠富有地区的金钱和奴隶,在迷雾中满载而归。罗马这样的大国可以最终和蛮族达成协议,使他们作为附庸王国定居下来,为军事机器提供更多的仆从军。然而历史教导我们,这样的协议恐怕无法天长地久。
While POPs model the throngs of common people inhabiting your empire, important politicians, generals, and heads of state will be modeled by named characters with full 3D faces (a first for the studio) that age gradually over time. There's also a stat system that seems kind of like ‘Crusader Kings Lite,’ with characters having values for Martial, Charisma, Finesse, and Zeal that determine how effective they are at different jobs and actions - from leading armies to serving as governor of a province.
在用POP表现帝国的普痛百姓的同时,重要的政治家,将军和国家元首将用有名有姓,全3D渐变衰老肖像(P社首次)的角色来表现。角色也有类似CK2的数值系统,数值分为武力,魅力,手腕和热情,这些数值决定他们胜任的职位和行为,从带领军队到管理行省。
These characters will often belong to important families that vie for power, as well as political factions in Republics such as Populists, Militarists, and Religious fanatics that will reward you for acting in line with their agendas and become upset if you act against them. There is nothing like the detailed opinion system of Crusader Kings II, but characters can come to regard each other as friends or rivals, which will affect their interactions. Notably, though, this system doesn't work like Crusader Kings: you will always play as the spirit of a nation, not as a family or faction.
这些角色们往往属于为权力争斗的重要家族,也属于共和国中的政治派系,如:民粹主义者,军事派,宗教狂热者。如果你按照某一派系的主张行事,派系会给予你奖励,反之他们则会不满。这里没有CK2那样的详细关系值系统,但角色会视彼此为敌友,这会影响他们的互动。值得注意的是,游戏系统并不像CK2那样让你扮演一个家族:你扮演的永远是一个国家的意志。
The other way characters exert influence is through Prominence, Loyalty, and Corruption. As a character rises through the ranks of the republic, they will accrue Prominence, which is sort of a measure of how full of themselves they are. Prominent characters will expect more honorifics, more governorships, and more military commands, with their Loyalty likely to waver if they feel they aren't getting their dues. Corrupt characters will decrease your income by skimming some off the top to buy expensive wine and trendy skin care products. Characters with low Loyalty may start a civil war - especially if they have been in command of the same legions for a long time, as armies will gradually become more loyal to an effective commander than they are to the Senate or ruler. Normally, you will be forced to take the side of the status quo in these conflicts, but the devs assured me there was a way if a “Caesar-like character" emerges, you will be able to side with him and fight the civil war from that perspective.
角色影响游戏的其他方式是通过名望,忠诚和腐败数值的变化。随着某位角色在共和国公职的阶梯上崛起,他会积累起名望,可以将其理解为自傲自大的程度。高名望角色期望拥有更多荣誉,更多总督职位,更多军职,如果感到自己得不到应得的,他们的忠诚度会下降。高腐败角色会将国家的收入的一部分拿来中饱私囊。低忠诚角色可能发动内战——特别是他们长期领导某支军队时,军队会逐渐变得更忠于出色的将领而不是元老院或君主。正常情况下,你必须选择操作平息内乱的一方,但制作组也提到如果“将恺撒一样的角色”出现,你可以选择他的一边,打赢内战。
Regarding how far into the story of Rome we'll be able to play, Paradox is estimating campaigns will run for about 300 years and end in the early 1st Century CE, around the time Augustus was centralizing the empire. No firm end date has been set, but given it has been confirmed Christianity will not be in at launch, it's fairly safe to say we won't be going beyond 32 CE. However, I fully expect Imperator to extend its timeline well into the Imperial era with DLC in the future. It would be odd to have a game called Imperator that only featured the time period of the very first Imperator, after all.
关于我们能玩到罗马史的哪些部分的问题,paraox估计游戏时间有300年,结束在1世纪早期的奥古斯都时代。虽然还没有给出具体的结束时间,但制作组已经确认游戏发售时不会包含基督教元素,这意味着结束时间基本不会晚于32年。不过,我期待未来本作通过DLC把时间线延长到罗马帝国时代。叫做Imperator(共和国时期最高统帅,后演变为罗马皇帝头衔)的游戏只表现第一个Imperator的年代,是很奇怪的事情。
Combat seems like fairly standard Paradox fare, though distinguished by a larger variety of unit types than previous games in their stable. In addition to cavalry archers, and light and heavy infantry, you'll be able to train certain special units based on the military Traditions associated with your culture (and assuming you have access to the right resources). British tribes like the Iceni have access to chariots, for example, while nations that have access to camels or elephants can ride those into battle, and many Eastern cultures make use of horse archers. There will be a significant difference between what kind of military bonuses the Romans can unlock compared to Germanic barbarians, beyond special units, based on the different Traditions they have access to.
战斗看起来是一贯的Paradox游戏模式,只是兵种比他们过去的游戏要多。除开弓骑兵和轻重骑兵,你还能按照特定文化的军事传统训练特殊兵种(也需要特定的资源)。举例来说,不列颠部落如爱西尼人可以使用战车,拥有骆驼和大象资源的国家能以此为坐骑,东方文化可以依托它们训练弓骑兵。罗马人可以解锁的军事加成会和日耳曼人完全不同(不仅是特殊单位),因为他们拥有不同的军事传统。
Combat has also been deepened with the addition of rock-paper-scissors-style army stances that can grant you an edge if you predict which stance an enemy will use and pick one to counter it. Moving armies that have been in a scrape recently is also going to take a toll on them unless you regularly stop to rest or enter a reorganization stance that reduces their speed while increasing their recovery rate and upkeep cost. Luckily in Rome’s case, a military tradition allows their armies to build permanent roads, speeding up their movement by as much as 50 percent. Other parts of the Roman tradition set will be used to model the Marian army reforms that created the legions we're most familiar with today.
战斗机制深度的加强也体现为一个“剪刀石头布”系统的介入,通过选择正确预测敌人的战术姿态,选择相应克制的战术姿态,你可以在战斗中获得优势。移动最近被击溃过的军队会导致严重的损耗,除非你经常让他们停下来休息,或选择“重组”战术姿态,降低行军速度,提高恢复速度和维护费。对罗马来说幸运的是,他们的一项军事传统允许军队建造永久公路,加速部队移动最高可达50%。罗马传统的其他部分将会用来表现马略改革,正是它建立了我们如今熟悉的罗马军团。
The final major mechanic I got to see was related to trade. Each area on the map will produce a trade good - anything from grain to wine to war elephants. Establishing trade routes allows you to bring more of a specific resource to the area where you need it most, or give specific areas access to resources they don't have. If you want your POPs in a specific area you've recently colonized to grow quickly, you might trade for grain from Egypt to establish a surplus there. In exchange, you might export some wine, which will increase the happiness of the receiving area's higher status POPs. Iron is a requirement to train certain military units and lumber is just as important for building a navy. And those are only a few of the available goods.
最后一项我亲眼所见的重要机制是贸易。地图上的每个区域将会出产一种贸易货物——从谷物到葡萄酒到战象,任何东西。建立贸易路线将一种特定货物转移到你最需要的区域,或者给特定区域其缺乏的货物。如果你想要某个新近殖民地区的pop迅速增长,可以从埃及建立谷物的贸易线。或者你可以出口一些葡萄酒,获得葡萄酒的地区的高阶层pop的幸福值会提升。想要训练某些军事单位,铁是必需品,而木材对建造海军同样重要。这只是贸易商品中的一小部分。
There's a lot to take in, even at this early alpha stage for Imperator: Rome. The omens say we may get to know more at Gamescom later this year, and Paradox is targeting early 2019 for release.
即使在《Imperator:罗马》的早期开发阶段,也已有大量信息供人了解。天兆预示着我们将会在不久后的Gamescom科隆游戏展获得更多信息,本作将在2019年初发售。
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