牧游社 牧有汉化翻译
Imperator: Rome Development Diary - 18th of November Trin Tragula, Imperator
Hello again, and welcome to this week's dev diary. 大家吼,欢迎来到本周的开发日志。
As powerful as the new mission system is, producing unique and exciting missions for more than a few countries in the space of one update cycle was not something we felt we would be able to achieve. As a result, we felt it would be worth spending some time creating some varied mission templates that could occur for every nation, and that would be capable of targeting different regions or areas depending on position. 正是因为我们的任务系统实在是太强力了,所以我们认为我们是做不到在一个更新周期里为大量国家增加专属又亦可赛艇的任务树的。因此,我们认为值得花些时间去做几种对所有国家都适用的任务树模版,这些模版会根据国家的位置、针对不同的地区而改变。
We have initially produced two main archetypes that any nation can pick; one focusing on conquest, and the other on infrastructure and internal development. 我们先做了两个主要原型,让每个国家都可以选择:一个关注征服,另一个关注基础建设和国内发展。
Conquest Mission 征服任务
The conquest mission will select a region that feels appropriate to your current map borders, and guide you through the conquest thereof. 征服任务会根据你目前在地图上边界选择一个合适的地区,然后指引你向那个地区进行征服。
One example of the conquest mission.
征服任务一例。
Some branches will be chosen randomly, and others on a situational level. For example, a nation bordering uncolonized land may receive a task to colonize it, or a republic or monarchy bordering a tribe may receive a mission task to fortify the border. We've tried to make the tasks you'll see within this mission as varied as possible while retaining the overall structure - all whilst basing it off the same script structure. 有些分支是随机选择的,还有一些会根据事态发展而选择。比如说,一个与未殖民领土接壤的国家会收到殖民该领土的事务;与部落接壤的共和国或君主国会收到边境设防的事务。我们试图让任务树中的事务选项尽可能丰富,同时又保持整体的框架完整——毕竟这些都建立在相同的脚本结构之上。
Another instance of the same conquest mission, which this time has generated a different type of tree.​
征服任务另一例,这次生成了一条不同种类的任务树。
You'll find that families and governorships take a role in some of these tasks, accentuating the importance of favoring the right people. In a similar vein, I took a look at prototyping something we intend to work and build on in the future: namely, the conversion of national decisions into short, story-focused mission chains. In this example, I've converted the decision to reform from a tribal government form into a bespoke mission tree. The mission selects a family to represent those amongst your nation that favor a republican ideal, and another to represent the nascent monarchists. 你会发现,有些事务会涉及到家族和总督,这强调了要讨好正确人物的重要性。顺着这里说下去,我也顺便展望下未来我们要努力开发并实现的内容,即:将国家决议改为简短而有故事性的任务链。在这个例子中,我把一个部落政体改革的决议改成了一个专门的任务树。这个任务树会选择一个家族去代表你国家中倾心共和国理念的人,同时还有另外一个家族,代表着君主派的萌芽。
The tribal reformation mission that becomes available once you take the Tribal Reform Decision.
一旦你采纳了部落改革决议,部落改革任务就可用了。
元老会谈
我们民族的骄傲传统已经持续了数代,而现存于世的我族人民习俗一直都有改变与进步,并得到了关于世界与周边其他民族更详尽的知识。
在一场不同寻常的元老会谈中,乌尔切提第Urceticidii与马格瓦里西第Magavaricidii两个豪族世家一同指出时机恰当,应抛弃以往统治之道,并采用新一套法规。
马格瓦里西第Magavaricidii偏好所谓君主制体系,源自伟大希腊诸王的传说启迪;乌尔切提第Urceticidii则推崇平等统治体系,受已知关于迦太基帝国与雅典民众的诸多知识启发。
-看来我们有得权衡了。
(在该任务期间,我们必须引导国家走向我们想要的结果。)
The mission framework allows this decision to become a short, paced story; guiding the player through a period of instability and political chicanery, ultimately (and hopefully) resulting in attaining the government form of your choice. 任务的框架能让这个决议变成一个短小精悍的故事;带领玩家走过一段政治动荡、尔虞我诈的时期,最终(但愿能够)建成你想要的政府形式。
The capacity for telling stories in this way should not be understated, and we've elected to include this prototype mission in the upcoming Livy update as bit of a taster of possibilities for the future. 用这种方式讲故事的能力不可小觑,我们选择将这个任务系统的原型放在李维Livy更新里,让各位一瞥未来的可能性。
Development Mission 发展任务
Once you have a large enough country for the infrastructure mission to be able to deduce meaningful tasks it will become available and offer a number of branches for how to improve the infrastructure in a particular region. What these branches will actually entail, and even the name of the mission itself will depend largely on what the specific region is like. 基建任务会在国家发展得足够强大而使得任务树能够自动生成有意义的事务时可用,任务包括几条分支,可以通过不同的方法在某一区域加强基础设施建设。分支中具体有哪些内容、甚至任务的名字都会很大程度上取决于具体的地区。
This means that while the mission itself will repeat (up to once per region under your control) its content will vary in part or in total, but the overall structure will remain similar. 这也就是说,虽然任务本身会不断重复(你每控制的一个地区至多一次),但任务的内容还是会有部分或全部不同,然而总体的结构仍然会是相似的。
Starting Branches: 初始分支:
阿斯由特的硕果
任务有未达成条件:
阿斯由特所有定居点内都有农业地产并产出食物(0/4)
回报:
阿斯由特省份获得“土地的硕果”直至460年10月:本地每月食物修正:+20%
Starting branches are dependent on the resources of the provinces you control in the region. They may relate to things like: 初始分支取决于你在这个地区内所控制的省份的资源。初始分支的任务可能会像是这样的:
Building up an agricultural focused province.
建设一个专注于农业的省份。
Facilitating maritime trade and naval matters in a province with many ports.
在拥有大量港口的省份中大力发展海上贸易以及海军事务。
Turning a particularly populous territory into a city, and building up its infrastructure a bit.
将一个人口稠密的领地转变为城市,并且修建一些基础设施。
Building up a Mining Region.
建设一个矿区。
Sometimes there is more than one way to progress through these branches, the agriculture focused path for instance let’s you decide what to use the newfound surplus for (spend it to increase pop happiness or build up a local Food Depot for your armies to stock up from in the province). 有时候,你有不止一种推进任务分支的方式,例如在关注农业的分支中,你可以决定将新收获的盈余粮食用在哪里(将它们花掉来增加人口幸福度,或者给军队修建一个粮仓用来把全部余粮都储存在省份内)。
Optional Side Branches: 可选附带分支:
勘探哈尔基季基
该任务需要365天完成
无法在该任务前完成:拓展矿工劳动力
任务有未达成条件:拥有800金币或以上
即时生效:马其顿失去800金币
回报:
我们注意到在哈尔基季基可能有已开发产量之上的更多金属与矿物储备。如果我们有意资助大规模勘探探测,我们或许会有能开发获利的新发现。
In addition to there being more than one way to progress through branches there are also optional side branches to the development mission. Things that may or may not be available (depending on what the provinces are like) and that you can go for if you want to spend the resources to get extra things: 除了有不止一种方式推进任务分支以外,发展任务中还有可选的附带分支。这种分支既可能可用也可能不可用(取决于具体省份的特点),如果你如果想要花费资源得到额外的回报,就可以去选择。下面是些例子:
Prospecting for more minable trade goods.
勘探更多矿产贸易货物。
Building up a shipbuilding industry in a naval town.
在一个临海城镇建造造船厂。
Importing horses to set up a Military breeding program.
进口马匹以进行军马繁育计划。
Main Branch, the center of the Governorship:​ 主要分支,总督辖区的中心:
修缮亚历山大
该任务需要365天完成
无法在该任务前完成:拓展西尼罗河三角洲贸易
任务有未达成条件:
必须满足以下条件之一:
西三角洲产出或进口:石材
西三角洲产出或进口:大理石
西三角洲产出或进口:铁矿
西三角洲产出或进口:木材
回报:亚历山大获得“皇家宫殿群”直至游戏结束,效果为:
本地税收:+15%
城市建筑槽:+2
本地文明等级:+10%
The main branch of the Infrastructure Mission is devoted to the growth and development of the Regional center. What this means will again differ depending on the circumstances, if it is a foreign culture region then the mission will focus on building up a center of loyal pops of your own culture and religion, for instance. If the region is that of your capital it will instead focus on the embellishment of the capital city itself, and acquiring resources to create suitable monumental architecture there for an Empire such as yours. 基础建设任务的主要分支关注地区中心的建设和发展。它的具体内容仍然取决于具体情况,例如,如果地区中心是片外国文化地区,任务就会聚焦于把它打造成一个充满着忠于你本国文化和宗教的人口的中心。如果地区中心正好是你首都所在的地区,任务会聚焦于首都城市本身的建设,以及收集资源,建设与你伟大帝国相配的纪念建筑。
The theme of the main branch will also decide what the mission itself is named. Making it clear from the mission selection screen what type of mission you can expect and what the branches in it might be. 主要分支的内容主题也会决定任务本身的名字。这样从任务选择界面就可以很清楚地看出你可能会遇见的任务的种类,和它可能会包含的分支。
孟菲斯的萨拉卡塞拉皮雍神庙
无法在该任务前完成:扩大西部三角洲贸易
任务有未达成条件:
孟菲斯:必须有城市地位;有大于或等于一个寺庙建筑;
回报:
埃及获得“扩大的神庙之城”直到460年10月1日,效果为:
神谕力量+10%
There is also an optional side branch to the main branch which will only show up if the region contains a particularly holy place to your religion, such as the Oracle of Delphi for the Hellenistic faith, or the Anu Temple of Uruk for a Chaldean country. This branch will let you embellish the shrine itself and eventually decide on a way to fund the priesthood there in the future, with options ranging from setting up enough religious endowments, to setting up a religious subject state under a scion of one of your great families. 主要分支中也有一个可选的附带分支,只有当某个特定的你所在的宗教的圣地位于该地区内时才会显示出来,例如德尔菲神庙之于希腊多神教、或是乌鲁克的阿努神庙之于加勒底国家。这个分支可以让你修缮神庙,最后决定一种未来资助神职人员的方案;可选项包括捐献足量的捐款,或是设立一个由伟大家族的子孙管理的宗教附庸国等。
自治飞地
无法在该任务前完成:修缮芝诺波利斯神殿
回报:
宗教建筑会进一步为弗里吉亚提供收益;
让芝诺波利斯成为独立国家;新国家将成为弗里吉亚的藩属国,具有独特传承。
5个公民将出现在芝诺波利斯。
Overall the various tasks in the Development Mission makes use of a number of tasks, with some focusing on very concrete actions such as constructing buildings or making provincial investments, while others are timed tasks that require an initial investment and will then let you react to events over time that pertain to how you want to solve particular problems. 发展任务中的各种事务大体上都会自带各种不同的收益,有些专注于脚踏实地的行动,比如说修建建筑,省份投资等;其他的长期任务需要首先投资,然后要求玩家对一段时间内的事件作出回应,这取决于玩家想要如何解决特定问题。
腐败与犯罪
很多人都曾寄望于亚历山大新建的首都街区能让我们不再受旧首都重司空见惯的腐败与犯罪困扰。但如此宏大的建筑工程本身就能引出那些想利用隐密机会的人。
我们眼皮子底下就有一个逐渐发展的黑市,专门交易政府合约。当地帮派也在新街区内勒索工人与摊贩店主。
- 这个王国本来就是偏重务实主义的。
- 我们必须在不可挽回前抹除这些污秽!
To conclude, we've been working on a little extra for the Livy update, which I'll just leave here... 总而言之,我们还为李维Livy更新做了更多的新内容,我就把它们放在下面吧...
翻译:一个幽灵 zzztotoso 校对:斯普特尼克 三等文官猹中堂
|