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[日志新闻] 英白拉多:罗马开发日志 | 6/1 文化权利与文化决议

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黄马褂

发表于 2020-6-6 00:32 | 显示全部楼层 |阅读模式
牧游社 牧有汉化翻译

Imperator: Rome Developer Diary - 1st of June 2020
Arheo, Game Director, Imperator: Rome

Greetings all!
大家吼啊!

Before @Trin Tragula continues with a further look at the Cultural Integration feature, I'd like to inform you of the accompanying release to the 1.5 Menander update - the Epirus Content Pack.
@Trin Tragula继续给各位详细介绍文化整合功能前,我想先告知大家,伴随着1.5版本号米南德Menander更新一同到来的是,伊庇鲁斯Epirus内容包。

Now, for those of you with long memories, you'll remember that the Epirus pack was something we offered as a pre-order bonus to those eager to get their hands on the game. There's been noticeable demand from those of you who missed the opportunity to purchase this post-launch, so we've decided to make this available for purchase.
对于你们当中记性好的那些玩家来说,现在你们可能就会想起,伊庇鲁斯Epirus内容包是预购奖励的部分,是我们提供给那些着急上手游戏的玩家的。但从你们当中那些错过预购机会的玩家那里传出对该内容包很高的呼声,所以我们决定让该内容包也对所有人开放购买。

Given the progress development over the last year or so, we've ended up with a lot more interesting things we can add to content packs, so I decided that we'd augment the Epirus pack with a series of new mission chains.
鉴于过去一年左右里的开发进度,我们已经完成了更多能添加进内容包中的有趣内容,所以我决定我们将增加一系列新的使命链来拓展伊庇鲁斯Epirus内容包。

@Chopmist has been secreted away in his laboratory creating these for you, and will lead you through them in detail next week!
@Chopmist正在他的实验室里秘密地为你们创造这些内容,并且将在下周引领你们深入了解细节。

As a final note, I'll confirm that those of you who pre-ordered the game and received the Epirus pack last April, will receive the new missions without having to purchase any new content.
最后提醒下,我将保证,你们当中那些已经预购游戏并且在四月收到伊庇鲁斯Epirus内容包的玩家,无需购买任何新的内容就能收到新的任务。

Now back to @Trin Tragula and Culture!
现在让我们回到@Trin Tragula这里谈谈文化内容!

So since we last wrote about the upcoming overhaul for culture in the Menander Update we have been hard at work implementing our ideas. Today I can show you more on how things have been shaping up and what you can expect from some of the things mentioned only in passing in the last diary.
所以自从上次我们写到在即将到来的米南德Menander更新里对文化机制的彻底重做之后,我们一直在努力实装我们的想法。今天我就能跟各位讲讲更多关于这些内容是如何形成的,以及对于某些仅在上次的开发日志里匆匆露面的内容,你们玩家能够期待些什么。

概要:我们的初始文化是罗马文化;属于意大利文化组;
文化幸福度:29%;人口:339;
包含:93奴隶;24部落民;135自由民;138公民;9贵族;
罗马的文化
筛选以:文化组;(勾选)已整合状态
罗马文化-属于意大利文化组
梅萨皮文化-属于意大利文化组
希腊意大利文化-属于希腊文化组
塞贝里文化-属于意大利文化组

As we talked about in the first Diary about our rework of the Cultural relationship you have with your pops the most important thing that the Menander update brings is that a culture will now have an associated Civic Right - regulating what pop type the pops of that culture can at most promote to. Pops can exist above their allowed level but in these cases they can only demote.
我们重做了玩家与玩家治下人口之间的文化关系,正如我们在第一篇讲述该重做的日志中所说的,米南德Menander更新带来的最重要的内容是,现在各个文化都将会有相关联的公民权——用于规定该文化的人口最多可提升至哪种人口类型。人口可以以高于他们被许可的等级而存在,但在这种情况下,他们就只能降级。

Additionally the number of pops that demote when land changes hands, and the speed of assimilation have both been reduced.
此外,当土地易主时降级的人口数量以及同化速度二者都被削减了。

巴比伦文化是已整合文化。这表示巴比伦文化的人口会像马其顿文化人口被同样对待,他们不会同化,并享有初始文化的幸福度。

Additionally, if a culture has the Civic Right that allows promotion to Citizens or Nobels, it is considered an integrated culture and will make use of the same Happiness as your country's main culture does.
此外,如果某种文化所享有的公民权授权将该文化人口提升至公民或贵族,则该文化会被视作已整合文化,并会享有与你国家中初始文化相同的幸福度。

Changing Civic Right is normally instant (but the promotion or demotion of pops to match their new right can take quite some time) but when integrating a culture it takes a longer period of time your stability decreases. Integration will also prevent you with some choices (events) for choices and challenges that the integration process itself entails.
对公民权的改变通常是瞬间的(但是为配合其新权利而对人口进行提升或者降级可能需要相当长的时间),但在整合文化时要花费很长时间并伴随着稳定度下降。文化整合还会在过程当中生成选择(事件),用这些选择和挑战对你造成阻碍。

Each integrated culture reduces the total happiness for all integrated cultures (including your own primary culture) this means that you may want to limit yourself in how many cultures you give equal rights as Nobles or Citizens.
每个已整合文化会降低所有已整合文化的整体幸福度(包括你自己的初始文化),这就意味着在授予等同于贵族或者公民的权利时,你可能会需要限制被授予的文化的数量。

Cultural Decisions
文化决议

巴比伦文化决议
- 组建军事仪仗队
- 城市自治
- 给予赞助
- 晋升民政官员
单击打开该文化的文化决议视图。
这里你可以授予不同的权利和特权给初始文化、已整合文化和未整合文化。

What are Cultural Decisions?
什么是文化决议?

Cultural Decisions are essentially Rights and Privileges that you can grant to individual cultures in your country. As a rule these cost stability to enact and will change the happiness, output or individual pop happiness for pops of a specific culture. There will also be an associated negative national modifier for a limited time, during which your society is adjusting to the newly granted right or privilege. During this adjustment period you cannot grant the same right to another culture.
文化决议本质上就是各种各样你可以授予给你国家中某个文化的权利和特权。通常,这些是要花费稳定度来实施的,并且会改变幸福度、产出或者某个特定文化人口中的人口个体幸福度。在有限的时间内,还会产生一个相关的负面国家修正,在此期间,你的社会正在适应新授予的权利或特权。在这个调整时期内,你不能授予另一个文化相同的权利。

There are 3 groups of decisions, depending on if they selected culture is your own primary culture, an integrated culture or if it is a non-integrated culture.
根据这些决议对应的文化是你的初始文化、已整合文化还是未整合文化,总共有3组决议。

Which decisions make sense to take for each culture will depend on the circumstances in your campaign. You may find that granting privileges is mostly worth doing for the larger and more influential cultures in your country, while some others only make sense for the smaller ones.
对于不同文化究竟要采取何种决议取决于你在游戏中的情况。你可能会发现,在把特权授予给你的国家里最大及最有影响力的文化是最划算的,而又有可能在其他情形里,授予给规模较小的文化才比较有意义。

As always numbers should be taken with a grain of salt since balancing is an ongoing process while we play with the new features.
一如既往,对这里出现的数据你们应当持保留态度。毕竟在我们开发新功能时,游戏平衡是不断进行的过程。

努拉吉文化决议
- 建立殖民地
- 通婚权
- 保护免遭酷刑
- 签订法律契约的权利
- 继承权

保护免遭酷刑
迦太基失去5点稳定度。
努拉吉文化获得保护免遭不当胁迫。
文化幸福度:+5.00%
文化奴隶产出:-15.00%
迦太基获得扩大对免遭胁迫的保护持续36个月:
初始文化和已整合文化幸福度:-3.00%
迦太基从民主派获得5.00认可度
迦太基从传统派失去5.00认同度
我们将宣布,除叛国罪外,不得使用酷刑迫使人民作出合法供认。

Non-Integrated cultures will be the vast majority of peoples you control for any country of reasonable size.
任何一个你所控制的有相当规模的国家,其中绝大多数人口都将是未整合文化。

Cultural rights was not a binary thing in the era covered by the game. Some peoples would often have different rights than others. The decisions for non-integrated cultures range from some that let you regulate what you get out of their pops (Right to Enter Legal Contracts) to those that increase their happiness (Right of Inheritance).
在游戏所涵盖的时代,各个文化的权利不是一个二元的东西(有或无)。不同的人群往往会有不同的权利。对于非整合文化,游戏中包含了许多决议:从让你规范他们人口的产出(签订法律契约的权利)到那些增加他们的幸福感(继承的权利)的决议。

There are also some that can be useful for actually assimilating another culture, such as founding a settlement in their lands or granting rights of intermarriage.
也有一些决议可以实际上同化另一个文化,如在其土地上建立定居点或给予通婚权等。

巴比伦文化决议
- 组建军事仪仗队
- 城市自治
- 给予赞助
- 晋升民政官员

Integrated cultures are those that have risen to almost the same status as your country's primary culture. These are part of the ruling classes but rather than having a long history in your country they have been integrated through the process described earlier.
已整合文化是指那些已经上升到与你国家的初始文化几乎相同地位的文化。这些文化都是统治阶级的一部分,但在你的国家中并没有很长的历史,而是通过此前描述的过程而被整合进来的。

Since integrated cultures are rarer, and more closely tied to your state, the decisions they have access to are a bit more powerful in what they do.
由于已整合文化比较稀少,且他们与你的国家关系比较密切,所以他们所能使用的文化决策在所能做的事情上也是比较强力的。

阿拉姆文化决议:城市自治
使艾德玛Adma(今埃德萨Edessa)成为一个独立国家。
由于阿拉姆文化不在我们的文化组中,艾德玛将成为一个附庸国。
艾德玛文化获得“城市自治”,持续240个月:
文化幸福度:+10.00%
信任与忠诚是相辅相成的。通过给予这个文化中最伟大的一个社区以权利,给予他们自己选择管理机构、自己征税的权利,甚至是拥有自己军队的权利,我们能够获得他们、甚至是住在他们城市以外的人的忠诚。

Examples of decisions for integrated cultures range from idealizing their culture, or employing them as administrators to rule other cultures in their group (reducing their efficiency but also increasing the happiness for those they help you rule), you can also grant one of their communities self rule as a Client City State (or feudatory).
已整合文化的文化决议例子包括:将他们的文化理想化,或者雇佣他们作为管理者来统治他们群体中的其他文化(这降低了他们的效率,但增加了他们帮助你统治的人的幸福感),你也可以给予他们社群中的一部分以自治权,让他们成为附庸城邦(或藩属国)。

罗马文化决议
- 豁免人头税
- 上诉权
- 放松对公民权的限制
- 受保护的土地权利

放松对公民权的限制
罗马文化获得“放松对公民权的限制”:文化公民幸福度+6.00%;文化贵族幸福度-6.00%。
这个决议将允许家族收养罗马文化以外的角色。
罗马失去贵族派认可度5.00。
罗马获得好人派认可度5.00。
虽然公民权仅限出生于罗马的人之间,但让某些人获得被视同为罗马公民的权利也是可能的。我们应该放宽公民权的限制和规则,并开放更多渠道给那些渴望罗马公民荣耀的人们。

The Primary culture is the one that your country's ruling class all came from originally. For most countries this is the culture that is the most numerous at start, though there are some notable exceptions among the great empires, especially among the Greek Successor Kingdoms.
初始文化是指你国家的统治阶级最初来源的文化。对于大多数国家来说,这是开局时人口最多的文化,尽管在大帝国中也有一些明显的例外,特别是在希腊继业者王国之中。

Primary culture decisions tend to have a wider effect than those for other cultures. Here you can decide to do things like Abolish the Census Tax for all Citizens and Nobles, permanently increasing Primary and Integrated Culture Happiness while also reducing the output of your elite.
初始文化的文化决议往往比其他文化的文化决议影响更大。你可以使用他们的文化决议来做一些事情,比如废除所有公民和贵族的人头税,或是永久增加初始文化和已整合文化的幸福感但同时减少你的精英产出。

Some decisions also have a secondary effect that affects the characters in your country, such as making trials more likely to succeed against characters that are not of your primary culture, or allowing adoption and the rise of families from outside of your primary culture (this is now off by default).
有些文化决议也会对你国家里的角色产生次要影响,比如说使得对非初始文化角色审判的成功几率更大,或者允许领养,或者允许非初始文化的家族崛起(当前是默认关闭的)。

我们国家中有37个贵族。他们属于以下文化:
15个希腊多神教马其顿人;
13个琐罗亚斯德教波斯人;
6个迦勒底信仰巴比伦人;
3个琐罗亚斯德教米底人;

As you have likely seen in the prior screenshots, the culture interface itself which was just a mockup in the last diary has now been worked on quite a bit. It aims to give a good overview of all you need to know to handle the cultures within your country.
正如你可能已在之前截图中看到的那样,文化界面在上一篇开发日志中只是一个原型,但现在已经被完成了不少。它旨在给你提供所有你所需要的信息的概览,让你知道如何处理国内的文化。

It allows sorting and filtering all cultures, shows the current pop type right as well as the current pop type distribution within any culture in your country.
它允许对所有文化进行分类和筛选,显示当前的人口种类的权利,以及当前的人口种类在你国家任意文化中的分布。

You can also see and enact cultural decisions, or change pop type right.
你还可以在界面中查看和颁行文化决议,或更改人口种类的权利。


Being able to see where each culture or religion is dominant has been possible since release via their respective map modes. But seeing exactly where one culture starts and the other stops, or where there are large minorities of a culture is something that the map mode up until now has not supported very well.
游戏发布以来,你就能通过各自的地图模式来看每个文化或宗教在哪里占主导地位。但是要看一个文化在哪里起始,以及另一个文化在哪里终止,或者说一个文化中哪里有较大的少数族群,是地图模式到现在为止还没有很好地支持的东西。

In the Menander Update we have added functionality to show only one selected culture, highlighting all places where pops of that culture exists in minority as well as where they are dominant.
在米南德Menander更新中,我们增加了只显示一种选定的文化的功能,突出显示该文化的人口在哪里作为少数族群存在,以及在哪里占有主导地位。

This will allow you to better see where pops of a culture or religion exists and can help guide your decisions for how to deal with that culture in terms of Cultural Decisions, as well as for planning military expansion, appointment of governors, etc.
这可以让你更清楚地看到一个文化或宗教的人口存在的地方,有助于指导你在如何使用文化决策来处理该文化,以及规划军事扩张、任命总督等方面的决策。

In the culture interface there is also a button on each culture in your country open this map mode with that culture selected. This way you can even see the location of minority cultures that are not dominant in any part of the map.
在文化界面中,你国家中的每一个文化也有一个按钮,可以选择该文化打开这个地图模式。这样一来,你甚至可以看到任何不占优势的少数族群文化在地图上的位置。


Apart from its gameplay use I find the culture interface and map mode useful because it shows all the minorities that exist around the world at any point in time for various historical reasons. We have also taken this opportunity to once again update minorities worldwide, and make the starting map a more interesting place.
在游戏性方面之外,我觉得文化界面和地图模式很好用的一点是因为它能显示出任何一个时间点因为各种历史原因在世界上存在的所有少数民族,我们也借此机会再一次更新了世界范围内的少数民族,让开局地图变得更加有趣。


Here is what Carthage looks like with different cultures select in the culture map mode.
这里是文化地图模式下选择不同文化时迦太基的样子。

That was all I had to talk about today about the changes coming to cultures and how you deal with them. The system is still being tweaked and worked upon, but to us the world already feels more alive.
今天我要讨论的就是这些:关于文化以及你如何处理文化的即将到来的改动。这个系统还在调整和开发,但对我们来说,这个世界已经让我们感觉到更有活力。


翻译:黑夜龙人 三等文官猹中堂
校对:斯普特尼克 三等文官猹中堂

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帝国黄马甲

发表于 2020-6-6 07:45 来自手机 | 显示全部楼层
看上去很有意思。
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发表于 2020-6-6 17:50 | 显示全部楼层
太好了!终于突出了这个游戏的主题了!如果这个东西做好点,pop系统继续完善,这个游戏就不会被骂为四不像了!
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发表于 2020-6-12 10:38 | 显示全部楼层
哎,整整一年了,终于有点样子出来了,可千万别放弃啊
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发表于 2020-6-13 19:01 | 显示全部楼层
逼死强迫症系列
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