欢迎光临散文网 会员登陆 & 注册

维多利亚3开发日志#23 | 11/11 前线与将军(第二部分)

2021-11-14 16:59 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #23 - Fronts and Generals (Part-2)

lachek, Victoria 3 Lead Designer


篇幅所限,前文请移步第一部分


Both Generals and Admirals can be given Orders which they are obliged to try to carry out. We will go over Admiral Orders next week. The Orders you can give Generals are quite straightforward:

玩家可以对将军和海军上将下达他们必须试着执行的命令Orders。下周我们将看看海军上将的命令。玩家能给将军下达的命令非常简单:


Stand By: the General returns home from their current Front, dispersing their troops into their home region's Garrison forces to slow down any enemy incursions
待命:将军从当前前线返回家乡,将部队分散到本土区域的守备部队中,以迟滞任何敌人的入侵。

Advance Front: the General gathers their troops, moves to the target Front, and tries to advance it by launching attacks at the enemy
推进前线:将军集结部队,移动到目标前线,并试图通过向敌人发起攻击来推进目标前线。

Defend Front: like Advance Front except the General never advances, instead focusing only on intercepting and repelling enemy forces
防御前线:与推进前线类似,但将军不会前进,而只专注于拦截和击退敌军。


These orders may end up executed in different ways depending on the General's Traits, resulting in different troop compositions and battle conditions during the operations. For example, a Reckless General may provide his Battalions with increased Offense during advances, but fewer of his casualties taken will recover after the battle. Further, his recklessness may lead to making a Risky Maneuver during a battle, which could prove a brilliant or catastrophic move. If you want to play it safer you could assign a Cautious but well-supplied General to a frontline, even though that may be less prestigious.

根据将军的特质,这些命令最终可能会以不同的方式执行,从而导致作战期间出现不同的部队构成和作战条件。例如,一个鲁莽的将军可能会在推进中让他的营更多发起进攻,但在战斗结束后,他可回复的伤亡人数会减少。此外,他的鲁莽可能会导致在战斗中采取冒险的策略,这可能是一场辉煌或灾难性的行动。如果玩家想打得更稳健,可以指派一名谨慎但补给充足的将军到前线,尽管那样做可能不那么有威望。


Generals charged with advancing a Front will favor marching towards and conquering states marked as war goals, but their route there may be more or less circuitous depending on how the war is progressing and possibly other factors such as the local terrain. Other such designated priority targets, which the player could set themselves to alter the flow of battle, is a feature we're looking into adding to represent strategies and events such as General Sherman's march to the sea. This is not currently in the game but is something we think would add an interesting dimension to the strategic gameplay, so something like this is likely to make its way in sooner or later!

负责推进前线的将军们,倾向于向被标记为战争目标的地区进军并征服这些地区,但他们采用的路线可能会或多或少地迂回,这取决于战争的进展情况,以及包括当地地形在内的其它可能因素。其它类似于指定优先目标等能让玩家可以自行设置以改变战斗流向的功能,我们目前还在研究添加,用于表示如“谢尔曼将军向海洋进军”这样的战略和事件。该功能目前没有实装在游戏中,但我们认为这能给战略游戏增加一个有趣的层面,故而像这样的内容很可能迟早实装的!


Fronts targeted to Advance or Defend can also be a Front belonging to a co-belligerent, as long as you can reach it by land or sea. For example, if Prussia supports Finland in a war of independence against Russia, they could send one or two Generals to advance their own Front against Russia and another to help defend the Finnish-Russian Front, ensuring Finland can stay in the war for as long as possible while simultaneously striking at Russia's own war support. To do so it needs to send its troops helping Finland across the Baltic, which require naval support we will learn more about next week.

以推进或防御为目标的前线也可以是属于参战友国的前线,只要玩家能通过陆路或海路到达该处。例如,如果普鲁士支持芬兰对抗俄罗斯的独立战争,他们可以派一两名将军推进自己对俄罗斯的前线,另一名将军帮助防御芬兰-俄罗斯前线,确保芬兰能够在尽可能长的时间内参与战争,同时打击俄罗斯本国的战争支持度。要做到这一点,就需要派遣军队帮助芬兰越过波罗的海,这需要海军的支持,我们将在下周了解更多相关内容。


Generals cannot be given Orders unless they are Mobilizing. In peacetime, all Generals will be demobilized, doing whatever it is 19th Century Generals do in peacetime (probably drink copious amounts of wine, have sordid affairs, and plot against their governments) while their troops are on standby doing occasional drills to keep readiness up. As soon as a Diplomatic Play starts, and for as long as the country is at war after that, players have the option to Mobilize any and all of their Generals, which will increase the consumption of military buildings (guns, ammo, artillery, etc) and start the process of getting that General's troops ready for frontline action. The speed by which troops are readied is dependent on the Infrastructure in their local state, so high-infrastructure states can mobilize many more troops quickly while low-infrastructure, rural states might take much longer to gather and organize a lot of manpower.

将军们除非处于动员Mobilizing,否则不能被下达命令。在和平时期,所有将军都将被遣散,做19世纪的将军在和平时期所做的任何事情(可能会大量饮酒、搞肮脏勾当、密谋反对他们的政府),而与此同时他们的军队则在待命,偶尔进行演习以保持准备状态。一旦一场外交博弈开始,并且国家在之后处于战争状态,玩家们可以选择动员他们的任何将军,这将增加军事建筑(枪支、弹药、大炮等)的消耗,并开始让将军的部队为前线行动做好准备。军队做好准备的速度取决于当地的基础设施,因此基础设施等级高的地区可以快速动员更多的军队,而基础设施等级低的乡村地区可能需要更长的时间来召集和组织好大量人力。


This means when you choose to start mobilizing, and how many Generals and Battalions you choose to mobilize, will matter a lot to your initial success in the war - and as everyone knows, the first few battles could well prove decisive if the other party is taken by surprise. The magnitude of mobilization becomes immediately visible to the other participants in a Diplomatic Play as soon as the decision is taken. Choosing to mobilize big and early in a Diplomatic Play tells the other participants two things: one, you're serious, and two, you're hedging your bets that this won't end peacefully. This in turn can trigger a cascade of mobilizations, and before you know it, a peaceful solution is no longer on the table. Choosing to hold off on mobilization until late means you save precious money and lives until it's needed, but may cost you the war if that's what it comes down to.

这意味你选择开始动员的时间,以及你选择动员的将领与营的数量,将会对战争初期的胜利有很大影响——众所周知,如果出其不意,前几场战斗很可能会是决定性的。一旦做出决定,参与外交博弈的其他国家可以立即看见动员的规模。选择在外交博弈的早期阶段进行大规模动员向其他国家表明了两条讯息:其一,你是认真的;其二,你赌这一切不会和平结束。这反过来可能引发一连串的动员,并且在你意识到之前,和平解决就不再是一条可行方案了。选择将动员推迟到很晚意味着你能在需要之前节省下宝贵的金钱和生命,但最终的代价很可能是失掉整场战争。


Mobilized Generals cannot be demobilized until the war is over. Once you've committed your troops to the war, they expect to be in the field and well-supplied until a peace is signed. If getting what you want out of a war takes a long time, your expenses may eventually begin to exceed the value of the potential prize.

已经动员的将领不能再被解除动员,直到战争结束。一旦你将军队投入到战争中,他们就会期望在战场上得到充分的补给,直到签署和平条约。如果取得你想要的东西的战争时间过长,你的花费最终会比潜在的战利品价值更大。


In-progress artistic mockup of an Army overview, listing all your Generals with shortcut actions. In this case only General Long-Name has been mobilized (activated), preparing his men to go to the front at the expense of increased goods consumption and attrition.

正在制作的军队概览的美工草稿,列出了你所有的将军和快捷行动。在这种情况下只有“名字很长将军”已经被动员(激活),准备让他的军队以增加货物消耗和减员的代价上前线。


Your land army is composed of Battalions, which are groups of 1000 Workforce with Servicemen or Officer Professions. Like all other Pops these work in Buildings, in this case either Barracks or Conscription Centers. The difference between these are that Barracks are constructed manually and house the country's standing army, which are considered permanent troops, while Conscription Centers are activated as-needed during a Diplomatic Play or War and recruit civilians into temporary military service. In addition Barracks have a wider selection of Production Methods to choose from, particularly high-tech late-game Production Methods. How your army is divided between professional and conscripted soldiers depends on your Army Model Law, which we will cover in more detail in a few weeks.

你的陆军由营Battalions组成,营由1000名军人或者军官的劳动力组成。就像其他在建筑中工作的Pops一样,这种情况下劳动力要么是来源于军营Barracks,要么是来源于征募中心Conscription Centers。两种建筑的不同之处在于军营是人为修建,住着国家的常备军,常备军被视为永久军队,而征募中心在外交博弈或者战争中根据需要启用,来招募平民临时服兵役。另外军营有更多的生产方式可以选择,尤其是游戏后期高科技的生产方式。你的军队如何在职业军人和应征士兵之间进行划分,取决于你的军队模范法Army Model Law,我们将在几周内详细介绍。


The Production Methods in these two buildings work like other Production Methods do: they employ Pops of certain Professions, and consume goods to provide a set of effects. In this case they employ Servicemen and Officers in proportions depending on your organization style, consume a number of military goods, and in return provide Battalions with different combat statistics such as Offense (indicating how useful they are during an advance) and Defense (indicating how useful they are when defending against an advance).

在这两种建筑中的生产方式和其他生产方式类似:他们雇佣特定职业的人口,并且消耗商品来提供一系列效果。在此处他们根据你的组织形式按比例雇佣军人和军官,消耗一定数量的军需用品,并为各营提供不同的战斗数据,如进攻(表明他们在推进时中的作用)和防御(表明他们在防御敌方推进时的作用)。


Since military buildings work according to the same logic as other buildings, such as factories and plantations, all core mechanics such as Market Access, Goods Shortages, Qualifications, etcetera apply to them in exactly the same way. If one of your Barracks' Battalions are supported by Armored Divisions but you cannot supply it with enough Tanks, recruitment will slow down to painful levels and both Offense and Defense will suffer. If you don't have enough qualifying Officers the number of Battalions the building can actually create will be throttled. Just because you have researched a new type of artillery piece or a more efficient way of organizing your army doesn't mean you'll be ready to modernize straight away, and if your local infrastructure suffers the acquisition cost for the requisite goods could reach astronomical levels.

因为军事建筑和其他建筑,如工厂和种植园,都按照相同的逻辑运行,所有的核心机制如市场接入度、货物短缺、资格等等都以相同的方式适用。如果你的一个军营的营由装甲部队支撑,但你却不能为他们提供足够的坦克,征兵速度会降到令人痛苦的程度,并且进攻和防御都会受到影响。如果你没有足够多有资格的军官,建筑能够实际建立的营将会被限制。仅仅因为你研究出一种新型火炮或者一种更有效率的组织形式,并不意味着你能够准备好立即将军队现代化,如果当地的基础设施建设受损,采购这些设备的成本可能达到天文数字。


Upgrades to Production Methods in military buildings take considerable time to take effect. While any goods consumption changes happen immediately, improvements to combat effectiveness takes some time to realize. Keeping military spending low during peacetime by reverting your military to pre-Napoleonic warfare doctrines might be pleasant for your treasury but less great for both your war readiness and Prestige, the latter which is directly impacted both by how large and how advanced your army is.

在军营中升级生产方式需要相当长的时间生效。虽然任何货物消耗会立即发生改变,但战斗力提升需要一段时间来实现。在和平时期保持低的军事开支,将你的军队恢复到拿破仑时代以前的战争理论,这对你的财政来说可能是令人愉快的,但对你的战争准备和威望来说却不是那么好,后者直接受到你的军队规模和先进程度的影响。


In-progress artistic mockup of a Battalion/Garrison-focused list. Illustrations are selected for a collection of similar Battalions based on dominant Battalion culture (defined by the Pops in the military building) and tech level (defined by the Production Methods in use in the military building). Collections can be expanded to display the full list. From there the player can click through from a given Battalion to the military building supporting it.

正在制作的营/驻军列表的美工草稿,插图的生成基于按主要文化(由军事建筑中的Pops决定)和科技水平(由军事建筑中的生产方式决定)集合的相似的营。集合可以展开显示完整列表。玩家可以点击一个特定的营查看支持这个营的军事建筑。


All this leads us to Battles. Advancing Generals will eventually gather enough troops to launch an attack into one of the enemy-controlled provinces along the Front, which will be intercepted by defending troops and possibly an enemy General. In short, a battle then takes place over some number of days until one force has taken enough casualties and morale damage to retreat. We will go over in more detail how battles play out in a future diary, but suffice to say for now that a bunch of Battalions go in along with a number of different combat-related stats and conditions, some of them related to the General and their troops, others due to conditions like province terrain and chance. If the advancing side wins, they capture a number of provinces depending on how large their win was, what sort of technology they use, how dispersed or concentrated the enemy forces are across the region, and so on. If the defending side wins, they repel the advancers and will likely be able to launch their counter-attack at a nice advantage.

所有这些都归结到我们的战斗中去。推进的将军们最终会集结足够的部队,向战线沿线上敌方控制的省份之一发动进攻,这将被防守部队和可能的敌方将军拦截。简而言之,一场战斗将在若干天内发生,直到一支部队遭受足够的伤亡和士气损失而撤退。我们将在未来的日志中更详细地介绍战斗是如何进行的,但现在只需要说,一堆营部队进入战斗,带有一些不同的、与战斗相关的状况和条件,其中一些状态和条件与将军及其部队有关,其他则是与省份内的地形和机会等状况有关。如果推进的一方获胜,他们会夺取一定数量的省份,这取决于他们的胜利规模有多大、他们使用什么样的科技、敌人的部队在整个地区的分散或集中程度如何,等等。如果防守方获胜,他们就会击退推进方,并有可能取得良好优势来发起反击。


An item of note here is that just because one General might command 100 Battalions while the other side's General might only command 20 does not mean every battle outcome on this Front is predetermined. A single Front can cover a large stretch of land and just because a General with 100 Battalions is "on a Front" does not mean they travel with 100,000 individuals in their encampment; those Battalions are considered to be spread out, simultaneously planning their next advance while intercepting enemy advances, and as such the force size each side in the battle can bring to bear may vary. Furthermore, Battalions under the command of other friendly Generals on the same Front may be temporarily borrowed for a certain battle, and even Battalions without mobilized Generals (considered part of the region's Garrison) can be used to defend against incursions. However, Battalions not under the direct command of the General in charge of the battle do not gain the benefit of his Traits.

这里需要注意的是,一个将军可能指挥了100个营,而另一方的将军可能只指挥了20个营,但这并不意味着这条战线上的每场战斗结果都是预先确定的。一条战线可以覆盖一大片土地,一个拥有100个营的将军“在一条战线上”并不意味着他们的营地里有10万人;这些营被认为是分散开的,同时地计划他们的下一步行动,并拦截敌人的推进。因此,战斗中的每一方所能带来的力量大小可能存在各种差异。此外,同一战线的其他友军将军所指挥的营可以暂时借用来进行某场战斗,甚至没有动员的将军的营(被认为是该地区驻军的一部分)也可以用来抵御入侵。然而,不处于负责战斗的将军直接指挥下的营,将不会获得将军特质的增益。


This variable sizing of battles, particularly when combined with mobilization costs, counteracts the otherwise dominant strategy of "doomstacking" and make wars feel more like a tug-of-war than a race. Each side can choose to either try to gain marginal advantage over the other on the cheap, or spare no expense to increase their chances for an expedient victory, with any position on this spectrum being a valid option in different situations.

战斗规模的可变性,特别是当与动员花费相结合时,抵消了原本占主导地位一方的“All-in/终局堆叠”策略,使战争感觉更像是一场拉锯战,而不是一场竞赛。每一方都可以选择,要么在低成本的情况下获得针对敌方的边际优势,要么不惜一切代价来增加他们速胜的机会,在不同的情况下,这个光谱上的任何位置都是有效的选择。


We'll get deeper into some of the combat statistics that go into resolving a battle in a few weeks when we explore military buildings in more detail, and we will talk more about how Battles play out and look on the map in a diary a little further down the line. We're anxious to show them to you, but need to give these visuals a little more attention first!

几周后,当我们更详细地探讨军事建筑时,我们将更深入地了解结算战斗相关的一些战斗数据,我们将在后续的日志中更多地讨论战斗是如何进行的,以及在地图上是如何展现的。我们很急切地想向大家展示这些内容,但首先还是需要对这些可视层面的内容给予更多的关注!


That's land warfare in a nutshell. In the two upcoming dev diaries we will go over the major role that navies play in this system as well as the economic and human costs of war, which are closely interrelated. For now I want to close by saying that we appreciate your patience in waiting for details on warfare mechanics! The reasons for why we've chosen to diverge so far from the classic GSG military formula would be hard to grasp until you've seen how the different economic, political, and diplomatic systems function.

这就是陆战的概况。在接下来的两篇开发日志中,我们将讨论海军在这个系统中发挥的主要作用,以及战争的经济和人力成本,这些都是密切相互关联的。最后我想说的是,我们感谢你耐心等待战争机制的细节!毕竟我们为何要选择与经典大战略游戏不同的军事系统,这个原因在你看到不同的经济、政治和外交系统是如何运作的之前是很难理解的。


Next week we will talk more about warfare mechanics as we get into how your navy plays into all this. Until then!

下周我们将讨论更多关于战争机制的话题,聊聊你的海军如何在这些方面发挥作用。到时候再见!



翻译:莱恩希德公爵 AntiAccess 黑夜龙人 口袋姚怪 铿尔舍瑟

校对:三等文官猹中堂


欢迎关注UP主和主播小牧Phenix

欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!

B站在关注分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!

欢迎加入牧有汉化,致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145!   

维多利亚3开发日志#23 | 11/11 前线与将军(第二部分)的评论 (共 条)

分享到微博请遵守国家法律