维多利亚3开发日志#33 | 2/9 无中心国家

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #33 - Decentralized Nations
Ofaloaf, Content designer
Hello folks, I'm Ofaloaf, one of the content designers on Victoria 3, and I'm here today to talk about decentralized nations. What are they? Why are they there?
大家吼哇,我是Ofaloaf,维多利亚3的内容设计师之一。今天我们会讨论关于无中心国家Decentralized Nations的话题。它们是什么?它们为什么会存在?
To start with, let's talk about what came before - let's take a quick look at what Victoria (well, Victoria: Revolutions) and Victoria II did when it came to regions outside of traditional imperial homelands.
开始我们先回顾一下以前的内容——让我们快速过一遍在维多利亚(好吧,是维多利亚:革命)和维多利亚2中,是怎么处理传统帝国本土之外的区域的。

Africa in Victoria: Revolutions维多利亚:革命中的非洲
Above is Africa as it was represented in Victoria: Revolutions. Most of the continent is open territory for any Great Power to colonize. There's people living there, but they don't do anything. Outside of a few limited cases, like Sokoto, they're represented by… nothing. They do not do anything on their own, and when added to a colonizing power, they just immediately become pawns in the imperial game and don't really care for independence or their own homeland.
上图是维多利亚:革命中非洲的表现形式。非洲大陆的绝大部分是可以被任何列强殖民的开放领地。那里有人居住,但他们什么都不会去做。除了少数有限的例外,例如索科托Sokoto,代表它们的是……啥都没有。他们自己不会做任何事;而且当他们被迫加入一个殖民势力之后,他们就会立刻变成帝国游戏里的棋子,且并不关心独立或者自己的祖国。

Africa in Victoria 2: Heart of Darkness维多利亚2:黑暗之心中的非洲
The same is broadly true in Victoria II. Regions historically colonized by imperial powers, such as most of Africa and parts of the Americas, are represented as unclaimed swathes of land just waiting for an empire to come by and colonize them. The people who live there do not care who marches in, and will just be members of one empire or another forevermore after they are colonized. It's… a model that could use some improvement. It didn't do justice to the people who historically lived there, and, frankly, it made colonial gameplay kind of boring.
在维多利亚2中也大致如此。历史上被帝国主义列强殖民的区域,例如非洲大部以及美洲部分地区,被表现为大片的无主领地,且等待着一个帝国过来殖民他们。居住在那里的人民不在乎谁来了,他们只会永久成为某个帝国的子民们。这是……一个可以做一些改进的模型。它没有对历史上生活在那里的人做出公正的评价,所以坦率地说,它使殖民的游戏性变得有些无聊。

Africa as it currently stands in Victoria 3目前在维多利亚3中的非洲。
In Victoria 3, decentralized nations exist to address both the issues of gameplay and better representation of indigenous peoples. No matter where an empire tries to colonize, someone already lives there. They're organized, although they don't have the same level of international recognition and administrative organization as, say, Congress of Vienna attendees.
在维多利亚3中,无中心国家的存在是为了增加游戏性以及更好地代表原住民。无论一个帝国试图在哪里殖民,总会已经有人居住在那里了。尽管他们没有像维也纳会议与会者那样水平的国际认同和行政组织,但他们仍然是有组织的。
No formal declaration of war needs to be made in order to make an incursion into the territories of decentralized nations and start colonizing, although the deeper you colonize into a decentralized nation's lands, the more likely it is a diplomatic play will kick off where the decentralized nation starts a real war of resistance against you. Even if a colony is successfully established, the people living there aren't just pawns - they'll remember that they weren't always colonized subjects, and just like any other part of an empire they'll agitate for independence if conditions are right.
尽管入侵无中心国家和开始殖民并不需要正式宣战,但是你殖民进入无中心国家的程度越深,就越有可能会引发一场外交博弈,这场外交博弈将可能会引发无中心国家的一场真正的抵抗战争。即使一个殖民地成功建立了,在那里居住的人民也不仅仅只是棋子——他们会记住他们并不一直是被殖民的附庸;而且就像帝国的其他部分一样,如果条件合适,他们就会鼓动独立。
Mapping these nations has been a challenge. We essentially started with the Victoria II map as a base to build off of, which meant we had a lot of work to do just gathering information for peoples across the globe. Records of who lived where, and how many people lived there, have been difficult to obtain for some regions. Gameplay considerations have also driven some design choices - let's look at North America for an example of that process.
绘制这些国家一直是一个挑战。我们基本上是以维多利亚2的地图为基础开始工作的,意味着仅仅是收集世界各地人民的信息就已经是很繁重的工作。对于一些地区来说,谁居住在那里,多少人居住在那里,这些信息都很难获取。游戏性的考虑也推动了一些设计的选择——让我们看一眼北美的例子。

Behold the snippet of a beautiful draft image used when presenting the original proposal.请看看我们在介绍原始提案时候准备的漂亮草稿图片。
This is part of one drafted proposal for the implementation of decentralized nations in North America. There's already some compromises in this version - peoples have been consolidated into some larger polities, and some state borders have been followed largely because having just one or two provinces on the other side of a state line can create regions too small to provide anything or anybody - 400 pops living in State X aren't able to provide enough men to contribute a single battalion to a native uprising, among other things. This design isn’t just for the decentralized nations - it is something we also do elsewhere in the world when trying to balance historical accuracy with gameplay, although we of course try to avoid steering too far away from actual history.
这是关于在北美实装无中心国家的草案图片中的一部分。这个版本已经有了一些妥协——各族群被合并进一些较大的政治实体中,并且一些州的边界也被沿用了下来,主要是因为在州界的另一边只有一两个省份,这会导致创建出来的区域太小,不能提供任何东西或任何人 ——住在X州的400个pop不能提供足够的人口来创建出一个营的兵力用来发动原住民起义。这种设计不仅仅针对无中心国家——当我们试图平衡历史的准确性和游戏性时,我们在世界的其他地方也会这样做。当然我们会避免和真实的历史岔开太远。

North America after the revised proposal was implemented.修订后提案被实装后的北美草图。
Even with these considerations, we still ended up pursuing a modified version of that proposal that did more to preserve the borders of larger imperial borders - we didn't want too many avenues for the United States to colonize its way into historical Canadian territories, or for Mexico to colonize its way into Minnesota. I do miss the Council of Three Fires and hope I can get it back in, but that depends on getting a design hammered out that works with the considerations and limitations we just went over above.
即使有了这些考虑,我们最终还是使用了这个提案的一个修改版本,这更多的是为了让大型帝国边界的得到控制——我们不希望提供过多的渠道让美国在加拿大的历史版图上殖民,或者让墨西哥殖民进入明尼苏达州。我们确实想念三火委员会Council of Three Fires(一个印第安人联盟),并且我希望我们能将其重新加入游戏内,但这取决于能否敲定出一个能和之前讨论过的考虑和限制相匹配的机制。
Other regions have had design considerations made in their implementation, too.
其他区域的设计在实装时也有一些它们自己的考虑。

I'm gonna be real with you, there was no way we were going to accurately and sufficiently map out all the peoples of New Guinea. That's one region where I think we've probably done the most consolidation, but I think it was necessary in order to provide anything like the combined strength needed in order to give the indigenous peoples of New Guinea a decent punch in case of a native uprising.
有一说一,我们不能非常确切地刻画出新几内亚的所有民族。这个区域是我们做整合最多的一个区域,但是我们认为这个是必要的。这是为了让新几内亚土著居民在原住民起义时,能组织出有力的一击。

West Africa in Victoria 3.维多利亚3中的西非。
West Africa had many design decisions made since it was first mapped out for V3; as mentioned above, the original map built off of was Victoria 2's, so the first thing done was just getting some entity everywhere on the map. This early draft has been revised and revised and revised again, and probably will still be subject to further revisions. Countries that were first marked as decentralized have been centralized, such as the Ashanti Empire, and tag additions and renamings are a thing that's happened already and will happen again, as we continue to invest time in research and listen to feedback from our fans.
西非自从出现在维多利亚3地图上之初就已经更迭了很多设计。像之前所述,最开始的地图是建立在维多利亚2之上的,所以第一件要做的事就是在地图上找一些政治实体。这个早期的草稿已经被修改了一遍又一遍,且未来仍然可能被继续修改。有一些被标为无中心国家的实体被中心化了,例如阿散蒂帝国。而国家Tag的添加和重命名还在继续进行,因为我们继续投入了时间去研究,以及听取粉丝们的反馈。
Decentralized nations give life to regions that have been treated as blank slates up 'til now. Mapping them out, getting them right, and balancing the challenges of precision and gameplay are a constant struggle, one which we are constantly tackling and working through. The result of all this, though, is a world that feels much more alive, one that I hope you'll be happily exploring at Victoria 3's release.
目前为止,无中心国家给予了白地地区活力。把它们在地图上正确地绘制出来,平衡难度、准确性和游戏性,这需要持久的努力,不过我们正在持续努力攻难破坚。我们希望可以做出一个更加有生机的世界,一个你们在维多利亚3发售之时乐于探索的世界。
I'm terrible at transitions so let me just say that next week is @neondt's dev diary, and we're going to ship some monumental information there! And by that I mean it's on canals and monuments.
我不善于衔接,所以我只想说下一周是Neondt的日志,我们会讨论一些关于运河Canals和奇观Monuments的有纪念意义的话题!
翻译:没有V3玩我要死了
校对:三等文官猹中堂
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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。