EU4开发日志 | 7/26 奇观与平衡性改动

牧游社 牧有汉化翻译
Europa Universalis IV - Development Diary 26th of July 2022
Pavía, Content Design Coordinator PDX Tinto
Hello everyone! Today I'll introduce you to the new monuments we've designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, I'll also comment on some game balance changes we've implemented for free in the 1.34 update.
大家好!今天由我来为大家介绍我们在本次更新中设计的新奇观。和以前一样,这些内容对所有“利维坦”DLC的拥有者是免费的。除此之外,我也会讲一讲我们将在1.34版本号更新中免费推出的一些游戏平衡改动。
New Monuments
新奇观
As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, we're happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Let's see:
就像在之前的一些开发日志中说过的一样,我们打算加入一点新的奇观。总的来说,我们对1.32版本号更新以来的奇观密度很满意,所以我们想点缀一下全地图最缺爱的地方(斯堪的纳维亚,和新DLC很配),在其他密度不够的地方也来点我们想要的奇观。因为这一次我们加入的奇观没有那么多,所以我们试着让奇观的修正更有创意(你也可以看到一些新的修正)。来看看:
The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).
法伦大铜矿在游戏中已作为达拉斯科根的省份修正登场了。作为欧洲中世纪的主要铜产地,我们打算将其变成奇观(对于没有“利维坦”DLC的玩家,作为省份修正依旧不变)。

Modifiers:
修正:

Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.
由埃里克七世始建于15世纪早期的克隆堡宫是为收取厄勒海峡通行费而建造的,然而它日后变成了一座恢弘的王家行宫。

Modifiers:
修正:

The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.
维斯比城是波罗的海商路上的重要港口之一,其城墙御众敌于城外,使其成为独立的哥特兰的核心。

Modifiers:
修正:

Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.
特拉凯城堡由维陶塔斯大公建成于15世纪初,首先用于军事用途,而后变为王家行宫。

Modifiers:
修正:

Salvador da Bahía was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.
巴伊亚的萨尔瓦多是葡萄牙在巴西最早建成的城市之一,它作为殖民地首府的历史超过了两个世纪。

Modifiers:
修正:

M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.
姆班扎刚果是刚果王国的统治者曼尼刚果(译注:意为刚果之王)的都城,在15和16世纪时随着王权强盛而成为该地最重要城市。

Requirements: Culture is in Kongo group and is accepted by its owner
要求:省份文化是刚果文化组,且拥有者已接纳该文化(或主流文化是该文化)
Modifiers:
修正:

The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.
哈勒尔要塞古城(译注:Jugol指图中带有城门的城墙结构)是穆斯林朝拜的主要圣地之一,城中建有多座清真寺和神龛,充斥着学者与圣人的历史传统。

Requirements: Province has the state or syncretic religion, which is in Muslim group.
要求:省份属于穆斯林宗教组,且与拥有者国教或者融合宗教相同。
Modifiers:
修正:

Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.
都江堰与围绕同名城市发展起来的古老灌溉系统有关,并且它使得四川地区成为中国最繁荣的地区之一。

Modifiers:
修正:

Idea groups & Policies rebalance
理念组和政策的再平衡
We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
我们已经在以前的开发日志中谈到了我们为一些国家制定的新国家理念。与此同时,我们决定重新平衡一些现有的理念组。这种重新平衡背后的总体设计思路是为了再次给不同的理念组提供额外的一些多样性,所以在这次更新后,在不同的情况下选择不同的理念组可能更为可行。详细地说,以下是做出具体变化背后的系列原因:
Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Quantity) were heavily favored over others.
给予国家人力和提高陆军上限的理念被削弱了,以便将它们与作战系统的新变化结合起来。我们觉得玩家已经有许多不同的人力和陆军的来源,而且也有一些理念(例如数量)比其他理念更受青睐。
We’re also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.
我们也削弱了经济理念和经济质量政策给发展成本带来的降低,因为我们觉得我们已经在其它地方引入了相当数量的降低发展成本的修正,所以我们认为在这里大幅降低它是正确的,有效地重新平衡了你从这些理念中得到的总量。
We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.
我们想加强理念组中的一些弱势理念,例如间谍、贸易和海军,让他们和理念组中的其他理念比起来也具有优势。
Here you've got a detailed account of the changes implemented:
以下是对所实现的理念更改的详细描述:
Innovative Ideas:
革新理念:
- 'Optimism' gives now also gives +1 Leaders without Upkeep.
- “乐观主义”现在也会给予+1免维护点数将领
- 'Expanded Policies' gives now +1 Free Policies.
- “扩张政策”现在会给予+1免费政策
Economic Ideas:
经济理念:
- Bonus now gives -10% Development Cost instead of -20%.
- 完全解锁现在奖励-10%的发展成本修正,而不是-20%。
Espionage Ideas:
间谍理念:
- 'State Propaganda' now also reduces Covert Action Relation Impact by -50%.
- “国家宣传”现在也减少了秘密行动对关系的影响到-50%。
- 'Vetting' now also grants -0.1 Yearly Corruption.
- “清查制度”现在也提供-0.1每年腐败度。
- 'Audit Checks' replaced by ‘Blackmailing’, now granting:
- “审计检查”被“敲诈”所取代,现在提供:
-- Reasons to Accept Vassalization +15.
-- 外交附庸接受度+15
-- Monthly Favors Modifier +33%.
-- 每月改善关系+33%
-- Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.
-- 完全解锁现在给予+100%叛军支持效率,并减少了50%秘密行动对关系的影响。
Trade Ideas
贸易理念:
- 'Shrewd Commerce Practice' now also decreases Promote Mercantilism Cost by 25%.
- “完善商业经营”现在也降低了25%促进重商主义的花费
- 'Free Trade' now also gives +2 Merchant Trade Power.
- “自由贸易”现在也赋予+2商人团贸易力量
- 'Overseas Merchants' now also decreases Trade Company Investment Cost by 25%.
- “海外公司”现在也将贸易公司的投资成本降低了25%
- Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
- 完全解锁现在还会给予+10%的市民/吠舍阶层忠诚度
Exploration Ideas:
探索理念:
- 'Free Colonies' now gives +10% Settler Chance.
- “自由殖民”现在给予+10%的定居几率
- 'Global Empire' now also gives +25% Treasure Fleet Income.
- “全球帝国”现在也会给予+25%宝藏舰队收入
Aristocratic Ideas:
贵族理念:
- 'Noble Knights' gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
- “贵族骑士”现在给予-20%的骑兵成本花费而不是10%,给予+15%的骑兵作战能力而不是10%
- 'Serfdom' now gives +20% National Manpower Modifier instead of +33%.
- “农奴制”现在给予+20%的国家人力修正而不是+33%
- 'Noble Connections' now increases mercenary manpower by 25% instead of 20%.
- “贵族纽带”现在将雇佣兵人力增加到25%而不是20%
Divine Ideas:
神权理念:
- 'Martyrs' gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
- “殉道者”现在给予正统信仰省份+25%的人力修正而不是+15%的国家人力修正
Horde Ideas:
部落理念:
- Bonus now also gives +10% Tribes Loyalty Equilibrium.
- 完全解锁现在给予+10%的部落忠诚度均衡值
Indigenous Ideas:
原住民理念:
- 'Controlled Burns' from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
- 原住民理念中的“烧荒”现在给予+15%的国家人力修正而不是+20%
Offensive Ideas:
进攻理念:
- 'Grand Army' now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
- “大陆军主义”现在给予+10%的特种部队规模上限修正和+15%的陆军规模上限修正,而不是+20%的陆军规模上限修正
Quality Ideas:
质量理念:
- 'Quality Education' now also gives +0.5 Navy Tradition.
- “质量教育”现在也会给予每年+0.5海军传统
Quantity Ideas:
数量理念:
- 'Levée en Masse' now gives +33% National Manpower Modifier instead of 50%.
- “全民动员”现在给予+33%的全国人力修正而不是50%
- Bonus now gives +33% Land Force Limit Modifier instead of +50%.
- 完全解锁现在给予+33%的陆军规模上限修正而不是+50%
Naval Ideas:
海军理念:
- 'Naval Glory' now also gives +1 Impact on Siege.
- “海军荣耀”现在也会给予+1围城影响
- 'Oak Forests for Ships' now also gives +10% Ship Durability.
- “橡木船只”现在也给予+10%的船只耐久性
- Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
- 完全解锁现在给予-100%海军火力齐射成本而不是+10%的船只耐久性
Policies:
政策:
Economic - Quantity:
经济 - 数量:
No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
不再给予-10%的发展成本而是给予-5%的直属州维护费
Innovative - Quality:
革新 - 质量:
Now gives Infantry Combat Ability +15% instead of +10%.
现在给予+15%步兵作战能力而不是+10%
Aristocratic - Espionage:
贵族 - 间谍:
Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.
现在给予+15%骑兵作战能力而不是+10%,并且给予+10%的贵族阶层忠诚度均衡值
Crownland & Government Reform Progress
王冠领地与政府改革进度
You may know that it was commented by my colleagues @PDX Big Boss and @Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who don’t follow as much in detail the DDs, here is a kind reminder of it:
你们大概已经从@PDX Big Boss和@Ogele那听说了,高王冠领地时的税收修正已经被替换成了改革进度增长,那些还没仔细阅读开发日志的朋友可以看一下下面的总览:

We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And we've also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms.
我们额外增添了一项改动:王冠领地超过50%后,每增加10%就会增加20%政府改革进度增长(20%为修正值,非基础值),也就是说,当你最终王冠领地达到100%之后,你可以获得100%的政府改革进度增长。此外,我们还把改革进度后续增长从50降低到了40。这让政府改革一以贯之地增长,也让改革等级提高之后的政府改革的持续进行更加容易了。
Government Capacity
行政容量
Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Government Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional "How do I spend my precious Government Reform Progress" because it can be used either on the 'Centralize State' mechanic or in getting more Government Reforms.
除了上述改动之外,我们还决定通过在超出行政容量时减少行政效率,以让政府改革增长更具战略意义,这可以通过采用地区权力集中化机制或通过建筑、奇观、改革等获得行政容量上限来抵消,而这些当然都受限于政府改革增长速度。不过我们觉得这也增加了些许游戏深度,因为这给了玩家多种选择来获得额外的行政容量上限,还让玩家思考“我应该把我宝贵的政府改革进度花在哪儿呢”,毕竟为数不多的改革进度只能用于地区权力集中化和政府改革其中之一。
Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.
因此,我们实施的改动是,每超出行政容量上限2%就-1%行政效率。这样的比例逻辑上是平衡的,并且给相关国家的扩张速度带来了一种动态和自然的效果。

行政容量
当前使用433/400
受到以下修正:
基础值:+200
政府等级:+200
超出上限的惩罚修正如下:
稳定度花费修正:+8.3%
顾问花费:+8.3%
改善关系:-4.1%
核心化花费:+1.6%
侵略扩张影响:+4.1%
行政效率:-4.1%
To help adjust the Government Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province.
为了帮助调节行政容量,我们让法院和市政厅不再需要空余建筑槽位就能建造了,就像大学那样,它们现在是一类更有趣的建筑了。此外,州议会建筑现在也不需要空余建筑槽位了,并且现在还能使全地区范围的行政容量花费减少25%以及基础值减少25。这些行政容量修正值会在生产纸张、宝石、玻璃的省份翻倍。
Other Miscellaneous Changes
其他杂项调整
Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:
除上述内容以外,我们还在许多零碎的地方实施了一些改动,罗列在杂项这一部分了,我们觉得它们可能还有点意思:
Expanding the Infrastructure of a province now increases local development cost by -25% instead of -5%. We decided against using Development Efficiency because it could end up at 0 Dev Cost for a province
扩建省份的基础设施现在增加当地发展花费-25%而不是-5%。我们决定对发展效率动刀了,因为省份的发展花费甚至可以叠到0。
Ramparts give 1 Combat Roll Bonus for the defender.
壁垒为防御方额外提供1战斗骰加成。
Pagan religious rebels can now force you to convert to their religion if the majority of your country has this religion. Nahuatl, Mayan and Ican are excluded from it due to their "primitive" status in the game.
原始宗教组的宗教叛军现在可以强制你的国家改信,只要你大部分国土信仰他们的宗教。作为游戏中的原始宗教,纳瓦特尔宗教、玛雅宗教和因蒂崇拜也包含在内。
If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
如果你拥有“我们的海”,那么在其他国家中的间谍网还会减少30%侵略扩张影响,而不是10%。
Support Rebels now costs 30% Spy Network instead of 60%
支持叛军现在只消耗30%间谍网,而不是60%。
Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
焦土政策现在在5年时间内引起本地每月荒废度+0.25以及敌军移动速度-50%。
Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers. Note: this change has been added to make Theocracies more fitting for other religions too.
奉献度现在除了教廷影响力、威望、全局税收修正以外,还给予+25%教会力量、25%融合速度、0.001每月虔诚增长、0.5每年权威、0.1%每年牧首权威、0.5每年末日值减少、0.05业力衰退、0.05%教士/婆罗门阶级忠诚度均衡值。注:这一改动使神权制对其他宗教来说也更适配了。
Crimea now becomes a Tributary State of the Ottomans instead of a March when they seek Ottoman protection during the "Fate of the Crimean Khanate" event
如果克里米亚在“克里米亚汗国的命运”事件中选择寻求奥斯曼的保护时,克里米亚现在是绿萝的朝贡国而不是卫戍国了。
There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by @SaintDaveUK . See you!
今天的内容可太多了!如果你对这些改动有任何思考和意见,请一定要发给我们!我们感觉今天的开发日志中的平衡性改动很多都是社区的功劳。此外,不要忘了现在呈现的数值改动都还有进一步平衡的空间,如果你有想法就快来社区友好讨论吧。下周的开发日志全篇都会是关于我们团队为了即将到来的DLC所做的美术工作。到时候@SaintDaveUK会给你们介绍的,再见!
翻译:Strategemata Arcanunu 三里之尘
校对:113322qwe1 三等文官猹中堂
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