维多利亚3开发日志#16 | 9/23 地区

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #16 – States
Wizzington, Game Director Victoria 3
It's Thursday again and that means it's time for another Victoria 3 dev diary! Today's dev diary is going to be a little bit different in that it will mostly be about collecting and further explaining the various mechanics that tie into States. There might not be a whole lot of new information here for people who have been closely following the development, but we feel it's important to put all this information in the same place and clarify a few points.
又一个礼拜四,另一篇维多利亚3开发日志的时间到了!今天的日志会有点不同,大多是收集整理以及进一步解释和地区States紧密相关的各种机制。对于一直紧追开发日志的人来说,这不会有太多的新信息,但是我们感觉把所有这些信息在同一个地方展示并进行一些澄清很重要。
So then, onto the topic of States. States, as we have previously touched on, are the main political-geographical unit of Victoria 3, where pops live and buildings are built. Before we proceed it will be useful to understand the difference between States and State Regions. A State is always controlled by a single country and its borders are dynamic (can change over the course of the game, including being created and destroyed), while State Regions can contain 1 or several States and have static borders (unchanging throughout the game). If a single country owns all provinces within a State Region, there is no practical difference between these concepts. But if more than one country owns provinces within a single State Region, they will each control individual States within it.
所以,来到地区的话题。地区,就想我们之前提到的那样,是维多利亚3最主要的政治和地理单位,Pop生活在这里,建筑也建造在这里。在我们继续之前,理解地区States和地域State Regions的分别很有帮助。一个地区永远由单独一个国家控制,边界也是动态的(会在游戏进程中改变,也会被创造或者消灭)。另一方面,地域可以包括一个或者多个地区,边界也是静态的(不会在游戏中变化)。如果一个国家拥有地域里的所有省份,实际上这两个概念就没有区别。但如果多个国家拥有同一个地域里的不同省份,每一个国家都会在这个地域里控制一个地区。
For example, the State Region of Rhineland is a predetermined set of provinces on the border of France that in 1836 contains two States: Prussian Rhineland (actually just called Rhineland because it contains more than half the land in the region) and Bavarian Rhineland (called Bavarian Rhineland to distinguish it from the Prussian parts), a concept that we call a Split State. Over the course of the game, which exact provinces make up the State Region of Rhineland will never change, but the States might. If France was to conquer the Prussian Rhineland, there would of course no longer be a Prussian Rhineland but a French Rhineland, and if Prussia were to conquer the Bavarian Rhineland, the entire State Region would be unified into a single Prussian State.
举例来说,莱茵兰地域是在法国边上的预先设定好的一些省份集合,在1836年的时候包含两个地区:普鲁士属莱茵兰(事实上直接叫做莱茵兰,因为包含了区域半数以上的土地)和巴伐利亚属莱茵兰(如此称呼以与普鲁士的部分相区别)。这是被我们称为分割地区的概念。在一局游戏中,具体是哪些省份组成莱茵兰地域永远不会变,但是地区有可能会改变。如果法国征服普鲁士属莱茵兰,那当然就不会再有什么普属莱茵兰,只会有法属莱茵兰。而如果普鲁士征服了巴伐利亚属莱茵兰,整个地域都会被统一为一个单独的普鲁士地区。

Political control of the State Region of Rajputana is split between numerous Indian Princes, none of which control enough of the region for their part to be considered Rajputana proper.拉杰普纳塔地域的政治治理被许多印度王公所分割,他们当中没有一个控制了这一区域足够多的土地,没有一个地区可以被直接称作拉杰普纳塔。
In addition to political ownership, there are a number of conditions that can apply to a State that affects the local population and economy. First of all, there is something called Incorporation Status, representing a State's political status within the country that owns it. The different Incorporation States are as follows:
除了政治所有权,还有其他适用于地区数个的状态,影响当地的人口和经济。首先,有一个叫做整合状态Incorporation Status的概念,代表地区在其国家中的政治地位。有这些不同的整合状态:
Incorporated State: A state that is a fully integrated political unit in the country. This state incurs full bureaucracy costs, pays all forms of taxes required by the government, and gets the benefit of all national Institutions.
已整合地区:完全融入国家政治单元的地区。这一地区消耗完整官僚力,支付所有被政府要求的税种,得到国家机构的所有增益。
Unincorporated State: A state that is owned but only very lightly administered by the country, such as frontier states. Unincorporated states do not incur any bureaucracy costs but only pay certain taxes (such as Consumption Taxes), get no benefits from national Institutions and have reduced Infrastructure.
未整合地区:虽由国家拥有,但仅进行轻度行政管理的地区,例如边境地区。未整合地区不会花费官僚力,但是也只支付特定类型的税(比如消费税),不会从国家国家机构获取得到增益,基础设施有减成。
Colonial State: A state that is considered to be an overseas colony. Works similarly to an Unincorporated State, but also gets increased immigration at the expense of even lower Infrastructure.
殖民地区:海外殖民地地区。和未整合地区类似,但移民的数量更多,消耗的基础设施更少。
It is possible to Incorporate any Unincorporated/Colonial State as long as you have the Bureaucracy that would be needed to properly administer it, but this can be a rocky process - while the increased costs kick in immediately, the benefits (taxes, institutions and so on) are only gradually phased in over time. The time it takes depends on how easy it is for your country to integrate the local population - it would be a lot more difficult for Britain to incorporate an Indian state than it would be for them to incorporate the Falklands, for example.
只要你有足以管理的官僚力,将未整合/殖民地区进行整合是可能的,但可能是个艰难的过程:消耗的成本会立刻增加,但收益(税收、机构等)只会随着时间的推移阶段性上升。消耗的时间则取决于你的国家同化当地人口的难度——举例来说,英国整合印度地区要比整合福克兰群岛困难得多。
Other conditions that can apply to a State include (not an exhaustive list):
其他适用于地区的状态包括(不是详细列表):
Capital State: The political capital of a country. All Pops living in the Capital State have increased political power.
首都地区:一国的政治首都。居住在首都省份的Pops享有额外的政治力量。
Market Capital: The economic capital of a country. Has increased Infrastructure and Migration Attraction.
市场中心:一国的经济首都。拥有额外的基础设施和移民吸引力。
Turmoil: A State that has too many political radicals (as a percentage of population) will experience Turmoil. A State with Turmoil suffers penalties in the form of increased Tax Waste and reduced Migration Attraction. These penalties can be reduced by investing into the Police institution.
动乱:若地区的政治激进派过多(以人口百分比计算)则会进入动乱状态。动乱的地区将遭受额外的税收流失和移民吸引力下降的惩罚。该惩罚可借由提高警察机构的维护费来降低。

Pennsylvania is an Incorporated State, contributing both taxes and a star on the flag to the United States of America.宾夕法尼亚是一个已整合地区,不光为联邦贡献税收,还是美国国旗上的一颗星。
States can also inherit certain conditions from their State Regions, including:
地区同样可以从所属的地域继承状态,包括:
State Traits: As explained in the Infrastructure dev diary, these represent a wide variety of geographical features that have an impact on the economy, infrastructure and/or population of the entire State Region.
地区特质:正如在基础设施那篇日志里所解释的,这一项可以代表各种各样能影响经济,基建或者整个地域人口的地理特征。
Claims: A State Region can be claimed by a country that does not currently own it but are broadly considered to have a legitimate reason to think that maybe they should. We'll come back to this when talking about diplomacy and war.
宣称:一个地区可以被当前不占有它、但拥有被广泛承认的合法宣称权的国家宣称。我们会在之后谈到外交和战争的时候再回来细说。
Homelands: Every Culture has one or more State Regions that most people in that Culture consider to be their natural homeland. This does not consider the views of anyone else outside that Culture (ie, the Swedes don't get any say in which State Regions the Russians consider to be their homelands and vice versa), and has certain effects that we will go over in later dev diaries.
文化本土:每种文化都有该文化的绝大部分人民共同认为自古以来便是他们文化本土的一个或多个地域。这份认同不受该文化以外的任何因素影响(也就是说瑞典人对俄罗斯人把哪个地域当成文化本土无从置喙,反之亦然),并且有一些特定的效果,我们在之后的开发日志里会重温这个话题。

Guano was a central pillar of the Peruvian economy in the mid-19th century, and a war was even fought over control of the Chincha Islands between Spain and Peru (the icon for this particular State Trait is a placeholder)在19世纪中期,鸟粪石曾经是秘鲁经济的中流砥柱,西班牙与秘鲁之间甚至因为钦查群岛的控制权爆发过战争(这一独特地区特质的图标目前仅为占位符)。
As mentioned all the way back in the dev diary about Buildings, States are limited in which Resource Industry Building Types they can support and how large these can get. For example, the degree of Iron deposits in a state limits how many levels of Iron Mine you can build there. These resource limits are actually a property of State Regions, which is dynamically allocated to the States in the region based on how large of a share the State holds.
如同之前的开发日志中提到建筑一样,地区在资源工业的建筑类型及其可支持规模方面存在限制。比如说地区的铁资源贮藏决定了铁矿建筑的等级上限。这些资源贮藏实际上是所属地域的属性,根据该地域中各地区的资源占比,动态地分配给各地区。
It's worth noting that this proportion isn't just based on the raw number of provinces owned. As an example, potential for Fisheries are distributed according to the amount of coastline a State has in the State Region, while Arable Land land can be heavily weighted by the amount of Prime Land is in each State. While not applicable everywhere, Prime Land is something we use in states where there is a clear division between fertile and non-fertile land - control of the Nile should matter a lot more to a State in Upper Egypt's Arable Land than control of the surrounding desert, for example.
值得注意的是,这一占比并不是简单的该地区占有省份数量的比例。比方说,渔场的开发潜力是根据该地区的海岸线在该地域中的占比划分的,而可耕土地Arable Land则很大程度上由每个地区的良田Prime Land数量占比来衡量。虽然不是一概如此,但良田是我们用来划分地区中肥沃和贫瘠土地的准绳——比如说,控制尼罗河对上埃及某个地区的可耕土地的影响就比控制周围的沙漠的影响要大得多。
It's also possible for a State Region to contain Discoverable Resources. These are resources such as Oil, Gold or Rubber that are either not known about or not considered exploitable at the start of the game, but may be discovered and exploited at a later point. Certain technologies will affect both which resources can be discovered and the actual chance of said resource being discovered. All of this functions in a weighted random fashion, so while the chance of there being a Klondike gold rush at some point during the game is high, it probably won't happen exactly at the same date it did historically.
地域中也可能蕴藏着可堪探的资源。像是石油、黄金或是橡胶这样的资源在游戏开始的时候可能是未知或是被认为不能开采的,但随着游戏进行到后期就可以被发现或是开采。特定的科技能够影响哪些资源能被发现以及这些资源被发现的实际概率。所有这些都由一种带权重的随机方式来决定,所以克朗代克淘金热在游戏中出现的概率很高,但很可能不会和真实历史上的时间完全一样。

There may or may not be gold in them hills!大山里有没有金子可说不好啊!
Alright then, that's all for today! Next week we’ll be continuing on the topic of Politics as I explain how Migration works.
好了,以上就是今天的全部内容!下周我们会继续政治的话题,来解释移民Migration机制是怎么运作的。
翻译:Yakuky 摸鱼怪
校对:三等文官猹中堂
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