维多利亚3开发日志#3 | 6/10 建筑

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #3 – Buildings
Wizzington, Game Director (Victoria 3)
Hello again everyone! It's Thursday again, and that means that it's time to talk about Buildings. Buildings are a core mechanic of Victoria 3, as it is where the Pops work to produce resources such as Goods. Buildings represent a wide range of industries, businesses and government functions, from humble subsistence farms to complex motor industries and sprawling financial districts. In this dev diary, we're going to broadly cover the main types of buildings and their function in Victoria 3.
大家吼啊!又到周四了,这次我们来谈谈游戏中的建筑Buildings。作为Pop生产资源和货物的场所,建筑是维多利亚3中的核心机制。从小农经济的自给农场到复杂壮观的汽车工业城再到盘根错节的金融商业区,各种各类的建筑表征着广泛众多的工业、商业和政府职能。在本篇开发日志中,我们的内容将囊括主要的建筑及它们在游戏中的功能。
To talk about buildings though, I first have to mention states! States are a concept that should be generally familiar to anyone who's played some of our other games such as Victoria II or Hearts of Iron IV - a geographic unit of varying size in which much of Victoria 3's gameplay takes place. States are where Pops live and (more importantly for our subject matter) where Buildings are located and built.
在详谈建筑之前,我必须先介绍一下地区States!如果你是Paradox游戏的老玩家,玩过维多利亚2和钢铁雄心4这些游戏,你一定很清楚地区是游戏中一个地理单位,不同地区的大小也不尽相同。维多利亚3也保留了和之前相近的地区的概念。Pop要居住于地区之中,并且(更重要的是本篇日志主题相关的)建筑也建造在地区之上。

The State of Götaland in Sweden瑞典的约塔兰地区
We will return to states more in later dev diaries, but for now let's keep talking about Buildings!
之后的开发日志会重新介绍地区,但现在我们先把目光放到建筑上!
Before we start on Buildings, something that's important to note is that Buildings are just places where Pops can work and generally do not represent a single building - a single level of government Administration, for example, represents the necessary buildings and infrastructure to support a certain number of Bureaucrats. Buildings always need qualified pops to work in them to yield any benefit, and an empty building is just that - empty and completely useless. This holds true even for buildings like Railroads and Ports that did not need Pops to work in them in Victoria 2.
在开始介绍之前,大家必须明白一个要点:建筑只是Pop工作的地方,并不代表单一具体的建筑物——比如说,一个等级的政府行政部门government Administration代表着可以支持一定数量官僚的必要建筑和设施。建筑总是需要符合条件的Pop在里面工作来产出价值,没有能从事工作的Pop,空荡荡的建筑是不能产出任何东西的。之前在维多利亚2中不需要任何工作人员的铁路和港口现在也要人维护才能运作。
Most buildings are directly constructed, but some (like the Subsistence Buildings below) will appear automatically based on certain conditions. When Buildings are constructed, the construction uses Pop labor and goods, and the costs involved will be subject to market forces.
大部分的建筑是可以直接建设的,不过有一些建筑(例如下文列出的自给性建筑Subsistence Buildings)将会在某些特定的情况下自动出现。修筑建筑时也需要Pop劳力和货物,具体所需的成本将取决于市场。
But onto the different building types! First out, we have Subsistence Buildings. These are a special type of highly inefficient Buildings that cannot manually be built or destroyed, but rather will appear anywhere in the world where there is Arable Land that isn't being used for another type of building. The vast majority of the world's population starts the game 'working' in subsistence buildings as Peasants, and much of the game's industrialization process is about finding more productive employment for your Peasants.
下面我们看看具体的建筑!首先是自给性建筑Subsistence Buildings。这一特殊类型的建筑极其低效,且不能手动建造或拆毁,但自给性建筑将会自发地出现在未被使用的可耕土地Arable Land上。游戏开局之时,世界上绝大多数的人口都作为农民在自给性建筑中“工作”,游戏中的工业化进程很大程度上也将围绕着为这些农民寻找更多产业工作而展开。

Peasants eke out a meager living in these Subsistence Farms, contributing little to GDP and taxes per capita农民在这些自给性农场里勉强维持贫瘠的生活,对GDP和人均税收的贡献微乎其微。
Another special type of building is Urban Centers. Like Subsistence Buildings, these are automatically created rather than built, with the level of Urban Center in a State being tied to the amount of Urbanization generated by its other buildings. Urban Centers primarily employ Shopkeepers and provide a number of important local functions that we will get into at a later point.
另一种特殊类型的建筑是城市中心Urban Centers。正如自给性建筑一样,城市中心也是自然生成而非建造产生。每个地区的城市中心的等级与地区内其它建筑生成的城市化Urbanization数值息息相关。城市中心主要提供店主Shopkeepers的工作岗位,同时还会提供一些重要的当地功能,这些功能我们之后再讨论。

The Urban Center is where you'll find most of your middle-class Shopkeepers大部分中产阶级的店主都聚集在城市中心。
Next up we have government Buildings. These are buildings that are fully funded by the state (ie, you!) and provide crucial civil services required for the smooth running of a Victorian nation. Examples include government Administrations where Bureaucrats produce Bureaucracy for the administration of incorporated states and funding of Institutions, and Universities where Academics produce Innovation for technological progression.
接下来是政府建筑government Buildings。它们的经费完全由国家(也就是你!)提供,并且提供治理国家所必须的民政服务。这方面的例子包括政府行政部门government Administrations,在这个地方官僚们提供官僚力来管理核心地区Incorporated States以及资助机构Institutions,还有大学Universities,能让学者Academics产生创新值Innovation来促进科技进步。

Bureaucrats work in government Administrations to provide Bureaucracy - the lifeblood of the government官僚们在政府行政部门产出官僚力——这就是政府的生命线。
The counterpart to government Buildings is Private Industries. The vast majority of Buildings in Victoria 3 fall under this category, which includes a broad range of industries such as (non-subsistence!) farms, plantations, mines and factories. Unlike government Buildings, Private Industries are not owned by the state but rather by Pops such as Capitalists and Aristocrats, who reap the profits they bring in and pay wages to the other Pops working there (usually at least - under certain economic systems the ownership of buildings may be radically different!).
与政府建筑相对的是私人产业Private Industries。游戏中的绝大多数建筑都属于这一类,其中包括各种行业,例如(非自给性!)农场、种植园、矿山以及工厂。与政府建筑不同的是,私人产业并非国有,而是由诸如资本家和贵族等Pop所拥有,他们用这些产业获利,再向在那里工作的其他Pop支付工资(这是通常情况——在某些经济体制下,建筑的所有权会完全不同!)。
Many of these buildings are limited by locally available resources such as Arable Land for agriculture and simply how much iron is available in the state for Iron Mines. Urban Buildings such as Factories however, are only limited by how many people you can cram into the state, simulating the more densely populated nature of cities. In short, there is no system of building 'slots' or anything like that, as we want limitations on buildings to function in a sensible and realistic way.
诸多此类建筑受到当地可利用资源的限制,比如农业就看地区中有多少可耕土地,而铁矿就只是看地区内有多少可用铁矿石。然而,像工厂这样的城市建筑,只受地区中能涌入多少人口的限制,这可以模拟城市的人口密集的性质。简而言之,游戏中没有“建筑槽”之类的设定,因为我们希望限制建筑使其以一种合理且现实的方式运作。

Several different types of Private Industries are shown below这里为几种私人产业的类型。
Finally there are Development Buildings. These are often (but not always!) government buildings that distinguish themselves by providing vital state-level functions. A couple examples are Barracks that recruit and train soldiers from the local population and Railways that provide the Infrastructure other buildings need to bring their goods to the Market.
最后我们来看看发展性建筑Development Buildings。这些建筑往往是(但不总是!)提供重要国家级功能的政府建筑,而显得与众不同。几个例子是从当地人口中招募和训练士兵的兵营Barracks,以及铁路Railways,它提供其他建筑所需的将货物运到市场的基础设施Infrastructure。

From left to right: Barracks, Port, Naval Bases and Railway从左至右:兵营、港口、海军基地和铁路。
To finish up this dev diary I just want to mention that building up your country is meant to be more of a hands-on experience in Victoria 3, as this is absolutely core to the society-building aspect of the game and forms a major part of the game's core loop. This naturally also means that we need to give the player the necessary tools to manage their buildings in a large empire, which may involve some form of autonomous building construction, though we haven't yet nailed down exactly what form that would take (and whether it will involve decision making on the part of the investor class). Ultimately though, we want the player, not the AI to be the one primarily in charge of the development of their own country.
总结一下本篇开发日志:建设你的国家更多地意味着由你在游戏中亲手实践的体验,因为“构建社会”的概念是维多利亚3中绝对核心的游戏部分,也塑造了游戏核心逻辑的主要部分。这自然也意味着我们需要给玩家提供必要的工具来帮助他们管理自己庞大帝国中的建筑,这可能涉及某种形式的自动化建造,尽管我们还没有确定具体会采取什么形式(以及是否会涉及投资者阶层的决策过程)。但最终,我们希望玩家而不是AI可以负责自己国家的发展。
Well, there you have it. There is of course a lot in here (such as Production Methods) that will receive further explanation in the many more dev diaries we have planned, so be sure to tune in next week as I talk about Goods. See you then!
那么本篇日志差不多就到这里。日志里有很多内容(比如生产方式Production Methods)会在我们计划的诸多后续开发日志得到进一步的解释,所以请保持关注,我们下周的日志将会讨论货物Goods。大家再见!
翻译:莱恩希德伯爵
校对:三等文官猹中堂
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