歐陸風雲4開發日誌 | 4/3 新的政體機制與政府改革

牧游社 牧有漢化翻譯

EU4 - Development Diary - 3rd of April 2018

DDRJake, Game Director EU4

Good morning all. Its Tuesday and that means time for another Dev Diary. As I mentioned in the last non-alcoholic dev diary, were going to start looking at changes and features coming with the 1.26 and its accompanying, unannounced expansion.

大家早上好。又是一個周二,是發布新日誌的日子。正如我在之前不含酒精(含酒精的是愚人節彩蛋)的那一篇開發日誌中所提到的,我們將開始關注1.26版本號及其尚未宣布的後續擴展包帶來的變化和新功能。

Before that though, we are currently looking to iron out the kinks with the open beta 1.25.1 hotfix (AI allies deciding that money is more important than friendship and nations sometimes failing to explore for a long time). These fixes will be made, applied to the open beta and rolled out in due time.

在此之前,我們目前寄希望於開放測試1.25.1版本號熱更新能解決問題(AI盟友會見利忘義,而且國家有時候會長時間不進行探索的問題)。這些修復將在適當的時候應用於開放測試版並推出補丁。

Governments

政府

The way governments work have remained mostly unchanged for the duration of Europa Universalis IV, still being almost entirely lifted from EU3. While we have added new government types and their own mechanics such as Theocracy devotion, Steppe Nomads and American Natives, the government progression has remained quite stale, where tech sometimes unlocks a new tier within your government tier and you will switch to it at a cost of 100 ADM if you want its better effects, different election times, absolutism etc.

在EU4中,政府的工作方式基本保持不變,幾乎完全照搬EU3。雖然我們增加了新的政府類型types和他們自己的機制,例如神權政體Theocracy devotion草原游牧政體Steppe Nomads美洲土著American Natives,但政府的運行模式仍然相當陳舊。儘管科技有時會解鎖新層次的政府類型,但如果你想獲得buff或者不同的選舉間隔又或是專制政體的話,你要花費100行政點來轉為目標政體。

As a feature in 1.26s accompanying expansion this goes out the window and instead we introduce the system of Government Reforms where you will hand-craft your own government through a series of reforms as the game progresses.

作為1.26版本號配套的擴展包的一個特色內容,老機制將會被我們拋棄,而我們會引入政府改革Government Reforms系統,該系統使您可以在遊戲進行中通過一系列改革來定製屬於自己的政府。

The start of any great project starts with burning a few things down, so to set things straight:

凡成大事,不破不立。所以直截明了地說:

All Monarchy types are merged into one

All Republic types are merged into one

All Theocracies are merged into one

All Tribals are merged into one

所有君主政體被合併為一個

所有共和政體被合併為一個

所有神權政體被合併為一個

所有部落政體被合併為一個

The differences we had between government types, for example between Administrative Republic and Oligarchic Republic, or Steppe Nomad and Tribal Despotism, will now be modeled through the reforms

政府類型之間的差異,例如行政共和國Administrative Republic寡頭共和國Oligarchic Republic,或草原游牧政體Steppe Nomad部落專制政體Tribal Despotism,現在都將通過改革來體現。

Each Government has a starting reform and maximum number of reforms available. When a Reform value ticks up to a required value, a Governmental reform can be made granting a choice of modifiers and effects and advancing Government reform by 1 step. Each bonus gets incrementally more expensive to increase.

每個政府都有一個初始改革和改革上限。當改革點數達到要求的點數時就可以進行一項政府改革,從而可以選擇修正和增益效果,並將政府改革推進1步,此時改革所需改革點也隨之遞增。

Each reform costs 100 Government Reform Progress, plus 50 for each additional reform. Each nation gains +10 Government Reform Progress towards reform per year, multiplied by 1-(its average autonomy across all provinces. As ever, the numbers we talk about today are subject to balancing and can and likely will change by release, but the net effect is that nations who crack down on autonomy are going to have a far easier time passing their government reforms.

第一次改革需要100政府改革進程Government Reform Progress,此後每改革一次增加50點。每個國家每年都會獲得+10點政府改革進程,乘以1減去所有省份的平均自治度。當然,我們今天提到的這個數字仍然需要平衡,而且很可能在發布時改變,但最終效果是自治度越低的國家通過政府改革的時間越短。

We will cover all the different types of governments over the course of a few dev diaries, but today we will focus on the reforms for a Monarchy.

我們將在之後的幾個開發日誌中介紹所有不同類型的政府,但今天我們將重點關注君主制Monarchy的改革。

Feudalism vs Autocracy

封建主義vs專制

Feudalism: +25% Income from Vassals

封建君主制:附庸進貢收入+ 25%

Autocracy: -10% Unjust Demands

獨裁君主制:-10%不正當要求

[Other Special monarchies]*

[其他特殊君主制] *

Hereditary Nobility

世襲貴族

Enforce privileges: +15% Manpowe

實施特權:+ 15%人力

Quash Noble power: +10% Tax Modifier

廢除貴族權力:+ 10%稅收修正

Bureaucracy

官僚機構

Centralize: -0.05 Autonomy reduction

集權:-0.05自治度

Decentralize: +2 Accepted Cultures

分權:+2可接受文化

Growth of Administration

行政管理的發展

Clergy in Administration: +1 [HIDDEN] , +5% base loyalty of Clergy

神職人員管理:+1 [數據刪除],+ 5%教士基礎忠誠

Of Noble Bearing: -10% hire leader cost, +5% base loyalty of Nobility

冠冕堂皇:-10%將領招募花費,+5%貴族基礎忠誠度

Meritocratic Focus: -10% Advisors Cost

專註精英:-10%顧問花費

Seizure of Power: [Early path for Government type change]

奪取權力:[政府類型轉變的早期途徑]

Deliberative assembly

協商會議

Parliamentary: Enables Parliaments if Common Sense DLC enabled, else -1 Unrest

議會:如果常識DLC啟用,則啟用議會機制,否則-1叛亂

Royal Decree: +5 max absolutism

皇室法令:+5專制度上限

Aristocratic Court: -0.5 Army Tradition Decay

宮廷貴族:-0.5陸軍傳統衰退

States General: +10% Production Efficiency

國會:+ 10%的生產效率

Absolute Rule v Constitutional

專制與憲政

letat cest moi: +5 States, -15% State Autonomy

朕即國家:+5直屬州,-15%國家自治度

Regional Representation - 25% lower autonomy in Territories

地區代表 - 25%領土的自治度

Separation of powers

分權

Political Absolutism: +5 max absolutism, +0.1 Yearly Absolutism

專制主義政治:+5專制度上限,+0.1每年專制度

Legislative Houses: +1 Possible [HIDDEN]

立法院:+1可能的[數據刪除](別說話說一半啊!)

Become a Republic

成為共和國

Install Theocratic Government

建立神權政府

"What about unique government types?"

專有的獨特政府類型又會如何呢?

The game is host to various different unique government types, with their own effects or mechanics. some examples:

遊戲中有各種不同的獨特專有的政府類型,它們各自具有自己的效果或機制。例如:

Shogunate - +1 Diplomat, -25% Envoy Travel Time, +2 Number of states, +5 Max Absolutism. Dynasty is fixed, Enable Shogun-Daimyo mechanics

幕府:+1外交官,-25%使節團旅行時間,+2直屬州,+5專制度上限。王室固定,支持將軍-大名機制。

Daimyo - +10% Morale of Armies, 10% Infantry CA. Dynasty is fixed, enable Daimyo mechanics

大名:+10%陸軍士氣,+10%步兵戰鬥能力,王室固定,支持大名機制。

English Monarchy - +0.5 Yearly Legitimacy, -1 National Unrest, 1 states, -30 absolutism, uses Parliaments

英國君主制:+0.5年度正統性,-1國家叛亂度,+1直屬州,-30專制度,啟用議會機制。

Prussian Monarchy - -2 Unrest, -0.02 War exhaustion, +3 Monarch Military skill, uses Militarism.

普魯士君主制:-2叛亂,-0.02厭戰度,+3君主軍事能力,啟用軍國主義度機制。

These special tools will now be modeled by unique reforms. In most cases, it will be a special reform on the first level (Feudalism vs Autocracy) ready-unlocked for said countries. We will also be making the system more flexible in that if you fulfill the criteria for having a certain government type, but previously had no way of switching into it, you will be able to change your reform to pick it up. Changing reforms that have already been passed comes at a cost (currently 10 corruption)

這些特殊政體現在將通過獨特的改革來建立。在大多數情況下,這將是為上述國家準備好的第一級特殊改革(封建主義vs專制)。我們也會讓這個系統更加靈活,如果玩家滿足了某種特定政府類型的標準,但之前沒有辦法切換到該政體,現在就可以通過改變你的政府改革來實現。改變已經通過的改革需要付出代價(目前會+10腐敗度)。

This system is still Work in Progress, so expect changes along the way. Heres a screenshot of it in-game at this current time:

這個系統仍在製作中,所以敬請期待它的後續變化。以下是目前遊戲中的截圖:

Return of the pink coder-art and overflowing GUI. Games are like sausages, beware of seeing them made.

系統返回粉紅色的編碼美工和溢出的GUI。遊戲就像香腸,要仔細觀看它們的製作過程。

Next week we will have more information about this feature as well as looking at another reform path. Which shall we look at, Republics, Theocracies or Tribals? See you next week for it!

下周我們將會介紹關於這個特色內容的更多信息,再看看另一條改革路線。我們應該看哪個?共和國,神權國家還是部落?下周見吧!

翻譯:子炎君

校對:萬豪頓 三等文官猹中堂

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