探索、攫取、开发、扩张
探索、攫取、开发、扩张
Exploring, Extracing, Exploiting, Expanding
帝国主义的快与慢
Imperialism Fast And Slow
AXIOMS
2023年6月16日

简介
Introduction
《Axioms Of Dominion》 是一款拥有深入的民事和军事管理系统的游戏。游戏以细化和多样化的方式设置基础设施,而不是按一个按钮来获得幸福度、稳定之类的。此外,游戏还包含一个详细的系统,用于建立 "资本 "或 "国家实力",以参与重大而有趣的国家行动。
Axioms is a game with an in-depth civil and military administration system. Setting up infrastructure in a granular and varied way rather than pushing a button for happiness or stability or w/e. Additionally the game contains a detailed system for building up the “capital” or “state capacity” to engage in major and interesting state actions.
在这篇文章中,我将详细介绍这套系统如何实现多种不同的玩法,包括难以捉摸的 "种田流"玩法。不仅能种田,而且种田很有趣,在机制上也有同样多的变化。许多策略游戏都属于4X类型,而更多的则属于大战略类型,更像是3X或2X+1或其他类型。没有探索和有限的开发,但有大量的扩张和征服。《Axioms Of Dominion》不仅提供了一个不会像一般4X 游戏那样结束的 "探索阶段",还大大延长了 "开发阶段"。
In this post I’m going to detail how this allows for many different playstyles, including the elusive “tall” playstyle. Not only can you do it but it is fun and has just as much going on mechanically. Many stategy games fall under the 4X label and then many more fall under grand strategy, which is more like 3X or 2X+1 or something. No exploring and limited exploiting but lots of expanding and exterminating. Not only does Axioms provide an “exploration phase” that does not end as it does in 4X games but it also greatly extends the “exploiting phase”.
民政管理
Civilian Administration
在绝大多数策略游戏中,"管理 "玩法都非常有限和抽象。有时,你会有一些有限的建筑类型,也许还有一些花哨的奇观。大多数建筑要么是+5%金币,要么+2护盾,或者-2叛乱等等,有限而枯燥。当然,《Axioms Of Dominion》中有一些半工艺/半城市的建筑结构,具有很多高级功能,但这是另一篇文章的内容了。在《Axioms Of Dominion》中,基础设施更多扮演建筑的角色。
In the vast majority of strategy games “administration” style gameplay is incredibly limited and abstracted. Sometimes you have a few limited building types and maybe some fancy wonders. Most buildings are like +5% gold, or +2 shields, or -2 unrest or w/e. Limited and dull. Axioms of course has sort of half crafting/half city building structures with lots of advanced features, but that is a whole other post. Infrastructure serves more of the role of buildings in Axioms.
我已经写过一篇关于突袭和盗匪以及各种行政结构如何减少这种情况的文章。城镇守卫、信息站、高级社会的镜塔、守卫塔、城墙等等。其中有些结构不仅能剿匪,还能处理其它问题。
I’ve already done a post on raiding and banditry and how various administrative structures can reduce that. Town guards, message stations, mirror towers for more advanced societies, guard towers, walls, and so forth. Some of those handle more aspects than just banditry suppression.
此外,还有其他各种基础设施,道路就是最明显的例子。此外,道路在某种程度上与建筑相似,因为其可定制性更强。罗马式的道路有排水系统、铺路石等,前期成本高,长期成本低。道路有多宽?能轻松承受多大的重量?沼泽和洪泛区的高架路,是否需要人行道?
But you’ve also got all sorts of other infrastructure. Roads are the most obvious example. In addition roads are somewhat like buildings in that they are more customizable. Roman style roads with drainage, paving stones, and other high upfront vs low over time costs. How wide are they? How much weight can they support easily? Raised roads for swamps and floodplains, sidewalks or not?
你还可以建造灯塔、临时或永久的精致堡垒、运河和灌溉系统、桥梁等建筑。基本上,很多东西由于其复杂性和成本,通常由国家或至少是城邦建造,而不是私人使用。
You can also build structures like lighthouses, fancy forts which are temporary or permanent, canals and irrigation, bridges of course. Basically lots of things that are more often built by states or at least city states rather than private use due to their complexity and cost.
从某种意义上说,这类基础设施仍然涉及修正,但它们更有针对性,更 "贴近现实",而且种类繁多。《Axioms Of Dominion》以更细致的方式处理不稳定因素,如叛乱、土匪、走私、逃税等。实际上,在大部分时间里,你都会遇到某种程度的持续违法行为。即使是罗马人那种实力几乎无与伦比,民众也更加忠诚和积极的国家,也不得不面对山贼和森林伏击之类的问题。
In some sense this kind of infrastructure still involves modifiers but they are more targeted, “closer to the metal”, and varied. Axioms deals with instability in a much more nuanced way as far as revolts, bandits, smuggling, tax evasion and so forth. You’ll actually deal with having some level of consistent lawbreaking most of the time. Even the Romans, with their almost unrivaled state capacity and much more loyal and involved populace, had to deal with hill raiders and forest ambushes and such.
军事管理
Military Administration
《Axioms Of Dominion》允许对军事管理和基础设施进行更广泛、更详细的描述。根据历史,有多种方法可以处理招募和征兵、管理补给和后勤、处理装备和动物资本等等。
Axioms allows for a much broader and more detailed representation of military administration and infrastucture as well. There are a variety of ways, informed by history, to handle recruitment and levies, to manage supplies and logistics, to handle equipment and animal capital, and so forth.
装备和补给的获取、对士气的影响以及将领和普通士兵之间的差异,都会影响作战部队的战斗力。游戏中的人物个性复杂,许多军官会像历史上一样,在饮食、娱乐、使用仆人等方面更放纵。
The effectiveness of your combat troops is modified by their access to equipment and supplies and the impact that has on morale, as well as the difference between generals and the common soldier. Characters have complex personalities and many officers will, as they did in history, engage in more excess as far as food consumption, entertainment, access to servants, and so forth.
这一点的重要性会随着政体的不同而不同,因为文化的构成要素在《Axioms Of Dominion》中并不是一个单一的标签。罗马式的社会不仅有公民反奢侈法,而且他们的士兵也会认为上层阶级的极端奢侈更令人反感,而波斯或埃及式的社会则可能对此持中立态度,或士兵目睹其领导人在战场上的奢华时提高士气。
The importance of this will very by polity as the building blocks of culture, which is not a single label in Axioms, dictate. More Roman style societies will not only have civilian sumptuary laws but their soldiers will regard extreme excess among upper classed as more offensive, whereas a more Persian or Egyptian society might be neutral or have improved morale as they witness the the opulence of their leaders on campaign.
领导者在战场上的行为会影响部队的忠诚度。对国家的忠诚和对个人的忠诚可能会发生冲突。如果皇帝等高层统治者与中下层民众的交流较少,那么他们可能需要更多操心受欢迎的下属,至少在事情进展不顺利的时候是这样。角色的行为将受到其 "意识 "整体的约束。
The actions of a leader in the field will have an impact on the loyalty of the troops. Loyalty to the state and personal loyalty might clash. A top level ruler like an emperor might need to worry more about popular subordinates if they have less interaction with the middle and lower classes, at least as soon as things are going poorly. Characters will be bound by the totality of their “Consciousness” in their behavior.
当然,统治者管理同僚和表面顺从的巨头的能力也非常重要。也许你不能拒绝一个特别敌对或只是被宠坏的贵族或宗室提出的索取军衔或职位的要求。有些下属即使不是故意要颠覆你的政权,他们的行为也会间接伤害到你。
Of course the ability of a ruler to manage their peers and the magnates ostensibly below them will be very relevant. Perhaps you *can’t* reject the demands of a particularly hostile or merely spoiled aristocrat or patrician to have a military title or office. Some subordinates can harm you indirectly by their behavior even if they are not intentionally trying to destabilize your regime.
军事基础设施的功能与民用设施类似。港口、干船坞、道路、粮仓和补给站,地面上的人力资本,包括信使、侦察兵、间谍等等。船只、牲畜运输工具,当然还有手推车和马车。如果不能对军队进行装备、机动和补给,组建一支庞大的军队就没有什么意义。在古代世界,国家的物质资本与政治资本同样重要。
Military infrastructure functions in a similar way to the civilian kind. Harbors, drydocks, roads, granaries, and supply depots, human capital on the ground both as messengers and scouts, spies, and so forth. Boats and animal transports and of course carts and wagons. Raising a large army means little if you can’t equip, maneuver, and supply it. Material state capital was just as crucial in the ancient world as political capital.
资本的恢复
Resevoir Of Capital
我之前提到过,《Axioms Of Dominion》中政治资本是强国的重点。这一点绝对至关重要。在许多内部事务中,政治资本已经够用了,有时在外交上也是如此。但对于民事和军事管理来说,你还需要物质资本,或许我们可以称之为国家实力。除非你建立了异常强大的基础,否则你一般都需要为任何民事或军事行动筹集物质资本。
I’ve mentioned before the important of political capital in being a power in Axioms. That is absolutely crucial. In many domestic cases it can be enough, and sometimes in dplomacy as well. But for civil and military administration you also need material capital, or perhaps we might call it state capacity. Unless you build an unusually powerful foundation you’ll generally need to raise material capital for any civilian or military venture.
随着你控制的土地越来越多,你现有的国家实力将被用于维护。许多游戏,尤其是 "地图涂色 "游戏,会允许你反复使用相同的部队和物质资本。只要你 "赢得 "了一场冲突,你的军队就可以自由地参与另一场冲突,不需要任何休整。而《Axioms Of Dominion》则不会。
As you bring more and more land under your control your existing state capacity will become absorbed by maintenance. Many games, especially “map painters”, will allow you to use the same troops and material capital over and over. As soon as you “win” a conflict your army is free to engage in another with little pause. Not in Axioms.
要塞和军队一样,需要从你的具体人口中招募实际的军事单位。 "单位"与《文明》非常类似,当然也会有死亡、受伤和退役。不同的是,在《文明》中,组建一支部队只需花费少量金币,而且军队永久不灭。
Garrisons will require, as do armies, actual military units recruited from your concrete population. Civil “units” follow many of the same rules. And of course you’ll have casualties as well as injuries and retirements. Unlike Civ games where a raised unit costs a small amount of gold and is permanent and undying.
当然,要塞和文官在《Axioms Of Dominion》中也会参与真实的活动。狩猎强盗、清除现实生活中的掠食者以及幻想中的怪物,这取决于你的世界生成设置。
Garrisons and civilian officials of course actually engage in real activities in Axioms. Hunting bandits, clearing out real life predators and also fantasy monsters depending on your world generation settings.
特别是在 "官员 "是角色而不仅仅是小规模人口类别的情况下,你会有实际的角色互动,生成税收估算,然后向负责特定人口的角色征税。
Especially in cases where “officials” are Characters and not just small Population detachments you’ll have actual character interactions. Generating estimated production for taxes and then engaging to collect them from the Character in charge of a particular population.
卫兵、侦察兵和间谍,通常包括真实的角色,将收集有关人口、地方军事力量、危险动物和活动角色的信息。根据领导者的 "意识"和他们对上司的感觉,他们往往会积极保留自己的财富,从而限制税收。
Guards and scouts and spies, often including actual Characters, will be gathering information on Populations, local military forces, dangerous animals, and Characters moving about. Leaders, depending on their “Consciousness” and their feelings about their superiors, will often actively be holding back on their wealth and thus limiting taxation.
游戏中还会出现一些单方面的活动,如勘测土地以收集新信息、修复基础设施、应对天气和其他自然事件,有时也包括一些不那么自然的事件。毕竟,《Axioms Of Dominion》是一款拥有庞大魔法系统的奇幻游戏。
There may also be one sided activities like surveying your land to gather new info, repairing infrastructure, dealing with weather and other natural, and sometimes not so natural, events. Axioms is a fantasy game with an expansive magic system after all.
你不仅要产生发动战争的国家实力,还要了解和管理你的新领土。
Not only must you generate the state capacity to wage a war but also to learn about and manage your new territory.
名义控制和具体控制
Nominal Control And Concrete Control
在《Axioms Of Dominion》中,有几种截然不同的方法可以扩大你对土地和人民的控制。除了《EU4》之外,很少有战略游戏能真正处理不同程度的 "控制"。作为一款奇幻世界模拟游戏,《Axioms Of Dominion》拥有详细的角色和人口系统,这就为玩家提供了多种独特的玩法和策略。
In Axioms there are several quite distinct ways to expand your control over the land and the people. Few strategy games, aside from EU4 in a limited way, really deal with differing levels of “control”. Axioms as a fantasy world sim with a detailed character and population system oftens a variety of unique playstyles and strategies.
你可以像波斯或青铜时代的统治者那样进行统治,在这种模式下,你可以从现有的精英中获得更多的支持,有时甚至是军事支持。你可以像希腊城邦一样建立一系列防御联盟。你可以通过更多的社会和政治投资,将当地精英与你的中心文化相融合,实现完全的罗马式统治。你也可以完全取代现有的精英。
You can rule in the style of a Persian or Bronze age ruler where you mostly exact tribtue and sometimes military support from existing elites. You can have a series of defensive alliances like the Greek city states. You can go full Roman with much more social and political investment and by blending local elites with your hub culture. You can entirely replace existing elites as well.
有些社会甚至会进行大清洗,将年长女性和成年男性赶尽杀绝,将土地交给新的定居者,让儿童和育龄妇女服服从新统治。所有这些选择都有不同的成本和收益,回本时间也不同。
Some societies may even engage in cleansing whereby older women and adult males are wiped out and the land is given over to new settlers with children and younger child bearing age women subordinated to the new controlling power. All of these choices have different costs and benefits and different horizons for recouping costs.
有些人基于其意识形态和传统,对精英的更迭会有或多或少的抵触情绪。因此,从具体情况出发,你可能必须采用不止一种主要战略,或者只是在短期内掠夺较少的经济价值。在某些地区,外来控制会引发大量起义和动乱;而在另一些地区,只要税收和征兵工作保持在相同水平,民众和地位较低的角色就不会在意谁是他们的统治者。
Some populations will be more or less resistant to changing elites based on their ideology and traditions. So you might have to employ more than one major strategy depending on the circumstances, or simply gain less economic value in the short term. In some regions there will be lots of revolts and unrest over foreign control and in others the Populations and lower status Characters will care little about who holds their yoke as long as the taxes and drafts function at a similar level.
此外,由于基础设施机制的潜力,除了外交或行政/军事控制之外,玩家还可以选择 "种田"。无论是玩家还是不同的NPC角色,都可以根据自己的 "意识 "更专注于扩大或缩小建设规模。如果你现有的人口非常忠诚,那么风险较小的策略可能是对现有领土进行再投资。
Additionally due to the potential of the infrastructure mechanics there is a choice about playing wide or tall even beyond going for diplomatic or administrative/military control. Both the player and the different NPC characters may focus more on building up or building out depending on their “Consciousness”. If your existing Populations are extremely loyal a less risky strategy might be to reinvest in your existing territory.
你可以采取完全控制战略,而不是名义(外交)控制战略,在这种情况下,你可以扩张,走得更远;或者专注于种田,在征服上花费更少的资本。需要注意的是,在许多情况下,军事战略在前工业化背景下更 "有效",但你也必须考虑到其风险也更大。在考虑资本投资回报率时,即使考虑到风险,军事战略通常也会更胜一筹,但 NPC 当然必须遵循其 "意识 ",而玩家也可能更愿意扮演一个聚焦国内的角色。
You could engage in a complete control strategy, rather than a nominal(diplomatic) control strategy and go wide in that context or you could go even taller and spend less of your capital on conquest. Note that in many cases a military strategy is more “efficient” in a pre-industrial context but you also have to consider that it is also riskier. It would generally be superior even accounting for risk when you consider rate of return on your capital investment but NPCs of course must follow the dictates of their “Consciousness” and a player may also prefer to roleplay an inward focus.
当然,在某些情况下,《Axioms Of Dominion》作为一款奇幻游戏会有不同的结果,与纯粹历史背景下的现实情况不同。 稀有的资源和某些魔法可以通过不同的方式产生“暂时的工业革命”。 这包括去年独特游戏风格设计帖子中提到的“密集法力水晶”类型资源。 你可以努力直到有限的供应耗尽,在这种情况下,除非你为损失做好了计划,否则你将陷入困境。
There are of course situations where Axioms being a fantasy game would change the calculations vs what would be realistic in a purely historical setting. There are rare resources and certain magical options that can produce a “temporary industrial revolution” through different means. This includes the previously noted “dense mana crystal” type resources from the Unique Playstyles design post from last year. You can go hard until the limited supply depletes in which case you’ll be in a pickle unless you planned well for the loss.
地理与国家
Geography And The State
《Axioms Of Dominion》 非常重视地理环境对国家实力的历史影响。河流和良田对游戏有很大影响。此外,"落差线 "(至少就纺织业而言)是美国北部工业区和南部农业区的形成原因,它影响了采矿或工厂等各种用途的水力获取。 运输和工业用水是《Axioms Of Dominion》的一个非常详细的方面。 海岸线、木材和天然港口在《Axioms Of Dominion》中也很强大,主要在工业/经济方面。
Axioms places a strong value on the historical impact of geography on state capacity. Rivers and good farmland have a strong impact on the game. In addition the “fall line”, which is what created an industrial north and agrarian south in the USA, at least as far as textiles were concerned, impacts access to water power for various purposes like mining or mills. Water for transport and industry is a heavily detailed aspect of Axioms. Coastline, timber access, and natural harbors are also powerful in Axioms. These are mostly industrial/economic concerns however.
《Axioms Of Dominion》表现了国家面对丘陵、高原和森林时的有限力量。在真实历史和奇幻文学中,山地民族都以其独立的性格而闻名,这通常表现为其坚韧的品格,但历史上丘陵地区很难统治,对于以畜牧业为基础的社会来说很便利。 由于同样的原因,以牲畜为衣食并易于流动的人口相当难以控制。
Axioms represents the limited power of the state in the face of hills and plateaus as well as forests. Hill peoples are famous both historically and in fantasy literature for their independent nature. This is often represented by their tough nature but historically hilly land was very hard to rule over and additionally was convenient for livestock based societies. Populations that were fed and clothed by livestock and had easy access to transport for the same reason were quite difficult to control.
实际上,罗马人认为几乎所有的山地牧民都有可能成为盗匪。对于定居社会来说,山丘通常并不是超级宝贵的土地,由于地形的原因,山丘提供了安全保障,但由于土著居民的不安定性,这一点被严重削弱。此外,大多数大帝国的军队都更适合在平坦的地形上进行固定战斗。 在意大利山区,罗马一直被牛/牲畜盗窃者所困扰。 奥古斯都甚至有一个特殊的下属负责镇压内战带来的土匪猖獗,而牧羊人是问题的很大一部分原因,毕竟牲畜本身是可移动的。
The Romans actually considered nearly all hill sheperds to be a banditry risk. Hills were often not super valuable land for settled societies and they provided safety due to terrain concerns but that was heavily modified by the unsettled nature of their indigenous populations. Plus most large empires had armies suited more to set piece battles on flat terrain. Rome had a persistent problem with cattle/livestock rustlers in the hillier parts of Italy. Augustus even had a special subordinate in charge of crushing the endemic banditry brought on by the civil war and sheperds were a large percentage of the problem causes. After all the loot itself is mobile.
森林也给沿海/沿河的大帝国带来了困难。条顿堡森林成为罗马最大的灾难之一是有原因的。森林当然比丘陵地带更容易管理,因为你可以慢慢砍伐树木,而且防御工事的建筑材料近在咫尺,数量众多。沼泽是另一个危险区域。
Forests also presented difficulties to the large coastal/river based empires. Teutoberg forest was one of Rome’s greatest calamities for a reason. Forests are of course easier to police than hill country since you can slowly cut down the trees and the building materials for fortifications are close to hand and numerous. Swamps were another risky area.
至于海洋,大国必须决定在岩石岛屿上维持一个防御前哨是否比直接对付海盗便宜。除非你是罗马,控制着 "你的海洋",否则对岸的崎岖海岸也会给你带来麻烦。
As far as the sea large states had to decide whether maintaining a defensible outpost on rocky islands was cheaper than dealing with some piracy. And unless you were Rome and controlled “your sea”, then rugged coasts across the water were also a problem for you.
从好的方面看,河流和山脉经常是很好的天然边界。当然,它们限制了自己的扩张,但也防止了敌人的轻易入侵。中国是最富裕、人口最多的帝国之一,但保护他们免受入侵的山脉也成为他们扩张的天然屏障,他们不太关心将力量投射到山脉之外。
On the plus side rivers and mountain ranges often provided nice natural borders. Sure they restricted your own expansion but they also prevented easy ingress by your enemies. China was one of the most wealthy and populous empires but the same mountains that protected them from invasion also provided natural barriers to their expansion and they rarely considered it worthwhile to project power beyond them.
结论
Conclusion
《Axioms Of Dominion》采用了大量真实、符合历史的玩法选项,为玩家提供了一种完全独特、丰富多彩的游戏体验。玩家在考虑扩张时需要做出大量权衡,而在考虑长期与短期时,这些决定就不那么明显了。
Axioms engages with a lot of realistic and historical gameplay options to provide a totally unique and varied experience. Players will need to make lots of trade offs whenever they consider their expansion and these decisions will be much less obvious when you consider the long vs short term.
如果你要付出没有准备好的持续成本,那么现在将规模扩大一倍是否值得?你是应该无休止地、杂乱无章地扩张,还是有计划、有控制地突击扩张?当然,独特的外交和地理因素也会对任何选择产生影响。
Is it worth it to double your size now if you’ll then pay an ongoing cost you were not really prepared for? Should you expand ceaselessly and haphazardly or in planned and controlled bursts? And of course unique diplomatic and geographical considerations will impact any given choice.
聚焦内部的选择则更加多样和有意义。一般来说,快速扩张会使注意力系统缺乏稳定性。而为了利用诸侯、盟友、朋友和下属的注意力而进行授权,也需要考虑风险和回报。一个强大而出色的总督或公爵可以从外敌手中夺取宝贵的土地,但除非你保持良好的关系,否则他们也会反过来增强自己的实力。
Your options for an inward focus are much more varied and meaningful. Generally fast expansion will necessitate a lack of stabilization due to the Attention system. And delegating in order to utilize the Attention of vassals, allies, friends, and subordinates has risks and rewards to consider as well. A powerful and brilliant governor or duke make secure valuable lands from outside enemies but they’ll empower themselves in turn unless you keep up your relationship.
《Axioms Of Dominion》的一个重要方面是,由于有了注意力系统,更强大的角色自然会通过授权来避免微观管理。当然,随着控制范围的扩大,过度微观管理是不可能的,但理想情况下,当您转向新的活动和焦点时,它会让人感到真实。
One key aspect of Axioms is that thanks to the Attention Point system a more powerful characters naturally avoids micromanagement through delegation. Excessive micromanagement is of course impossible as your area of control grows but it ideally feels realistic as you shift to new activities and focuses.