维多利亚3开发日志#69 | 12/8 游戏特性的制作节(第一部分)
牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #69 - Feature Game Jam (part 1)
lachek, Victoria 3 Lead Designer
Hello again and happy Thursday!Today I'm going to tell you about a new dev team initiative we ran last week, after we had locked down the final 1.1 build - the Vicky 3 Feature Game Jam!
大家好啊,星期四快乐!今天我要告诉大家的是,在我们敲定了最终的1.1版本之后,我们上周开展了一项新的开发团队活动——维多利亚3游戏特性的制作节Game Jam!
We know from experience that some of the best features and aspects of our games come from passionate developers acting on their own initiative to build what they want to see in the game.Sometimes this is a high-impact tweak to some UI element, other times new game content like new events or building types, or even some under-the-hood improvement to the game engine.For the Game Jam, we challenged devs to join up into cross-disciplinary teams and make the coolest feature they could think of in a week's time, with prizes for the team that could make the highest impact on the game.Here are some of the things they came up with!
根据过往的经验,我们游戏中一些最好的特性和领域来自于充满激情的开发者,他们自己主动去创作他们想在游戏中看到的东西。有时是对一些UI元素的高强度的调整,或者是新的游戏内容(如新的事件或建筑类型),甚至是对游戏引擎的一些内在改进。在制作节Game Jam中,我们要挑战开发者们,让他们加入跨领域的团队,在一周的时间内做出他们能想到的最酷的特性,对游戏影响最大的团队将获得奖励!下面是一些他们想出来的一些鬼点子!
Please note: only a few of these features will be included in 1.2, and there are no guarantees any of them will ever make it into the game or its future expansions.Some are cool prototypes that would take too much work to implement, while others may need a lot more supporting code or content to work as a standalone feature.Consider this a peek behind the curtain of what our team is experimenting with and what type of things might come in the future.
请注意:这些功能中只有少数会包含在1.2版本中,而且不保证会进入游戏或其未来的扩展包中。有些内容是很酷的雏形,但仍然需要许多的工作来实装,而其他的可能需要更多的支持代码或内容来支撑其作为一个独立的特性。请明白这些东西是对我们团队正在试验的、以及未来可能出现的某类东西的管中一窥。
First up, we have team War Never Changes, with a set of experimental enhancements to the military system!
首先,我们有请“战争从未改变War Never Changes”(辐射梗)团队,他们对军事系统进行了一系列实验性的改进!
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Hi, I'm Guilherme, one of the programmers!During this game jam, Nik - one of the designers - and I decided to team up to explore potential improvements for our military system.Because of that, we haven't implemented many new things, but we did dig up things that could be potentially improved.For example:
嗨,我是Guilherme,程序员之一!在这次制作节中,Nik——设计师之一——和我决定联手探索我们的军事系统所能做的潜在改进。正因为如此,我们没有实装很多新东西,但我们确实挖掘了一些有可能改进的东西,例如:
Combat units on a front each have a 20% chance of suffering 5% - 15% casualties from attrition each week, an average of 2% casualties per week from attrition alone.This sounds like too much.
一条战线上的作战部队每周有20%的机会因减员而遭受5%-15%的伤亡,平均每周仅因减员而伤亡2%。这看起来太多了。
Generals are currently selected for battles mainly based on their total number of battalions.We should probably check their manpower and morale instead, and/or maybe their traits.
目前选择哪个将军参加战斗主要是根据他们的部队有多少营。我们也许应该检查他们的人力和士气,和/或也许他们的特性。
On the actual implementation side of things, we did a few things we thought would be fun to try out.Such as having simultaneous battles in a front:
在实际实装方面,我们做了一些我们认为会很有趣的尝试。比如在一个战线上同时进行多场战斗:

As a game jam hack, I just made it so when battle advancement progress reaches 100% we spawn up to 2 battles in different states, as long as you have at least 2 advancing generals.This is funny and a bit chaotic, but turns out this might introduce other issues as it affects the rhythm of war and also gives the advancing side some advantage: if they win one of those battles they capture a bunch of provinces; if the defending side wins one of those, welp, they just won’t lose a bunch of provinces.
作为一个制作节的版本,我设置了当战斗推进进度达到100%时,只要你有至少2个参与进攻的将军,就会在不同的地区最多产生2场战斗。这很有趣,也有点混乱。但事实证明,这可能会带来其他问题,因为它影响了战争的节奏,也给了进攻方一些优势:因为如果他们赢得了其中的一场战斗,他们就会占领一堆省份;而如果防守方赢得了其中的一场战斗,嗯,他们只是不会失去一堆省份。
We also added the ability of locking province captures to the same state as the battle province, which again, is fun as it looks more like a well planned military invasion, but currently has the effect of capturing whole states most of the time.
我们还增加了使交战后获取的省份和战斗省份锁定在同一地区的功能,这也很有趣,因为它看起来更像是一场精心策划的军事入侵,但目前的效果是这样会让进攻方在大多数情况下占领了整个地区。

All in all, I really appreciate how this game jam gave us the opportunity to explore all sorts of potential improvements for Vicky 3.We certainly can improve many things, but we need to be very careful as our systems are interconnected and small changes in one system can have a big impact in other parts.
总而言之,我真的很感谢这次活动给了我们去探索维多利亚3的各种潜在改进的机会。我们当然可以改进很多东西,但我们需要非常小心,因为各个系统是相互关联的,一个系统的小变化会对其他部分产生很大影响。
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Hello, my name is Nik and I am the second half of this Game Jam experiment.As stated above I am a designer on the team.My goal going into this Game Jam was to see what quality of life could be added/explored for the game without needing to rework many systems.Primary goals I had going into this week were:
大家好,我是Nik,来负责这次制作节实验的后半部分。就像之前提到的,我是团队中的一名设计师。我进入这次活动的目标是看看在不需要重做许多系统的情况下,可以为游戏增加/探索哪些生活质量。我这周的主要目标是:
Communicate information to the player more readily
更便捷地与玩家交流信息
Reduce some of the pain points that frustrate myself and other player
减少一些困扰我和其他玩家的痛点
- War Exhaustion ticking
- 厌战度计时长度
- Attrition
- 损耗
- Equipment Modifiers
- 装备的修正项
- Generals and Troops selected for Battles
- 战斗中将领和部队的选择
As stated above by Guilherme, one of the primary goals of this was to experiment with the idea of multiple battles.I personally wanted to experiment with the idea that the length of the front would determine the amount of battles taking place across it and that battles should be spread out and only take place one per state to attempt to avoid player frustration of battles potentially canceling each other out.
就像之前Guilherme提到的,最主要的目标就是试验一下多次战斗这个点子。我个人想尝试的是,战线的长度将决定整个战线上发生的战斗数量,而且战斗应该分散进行,每个地区只发生一场,以试图避免玩家因战斗可能相互抵而感到沮丧。
Another goal was to attempt to increase the information that the player could easily see.First goal was to include the advancement bar of the opposing side to the Front tab so it can be seen there as well.
另一个目标是增加玩家可以轻松看到的信息。第一个目标是将对方的推进进度纳入前线标签,以便在那里也能看到它。

Additionally, I wanted the player to have more information on the battle screen.For this we added a demoralized count for units.We noticed it might be confusing for the player to see that they started a battle with 15k troops only to see that they have lost the battle, but only showed that 3k died and 6k were wounded, but at the end of the battle it shows that you have 0 troops remaining.
另外,我希望玩家能在战斗界面看到更多的信息。为此我们增加了一个士气耗尽人数的计数值。我们注意到,要是玩家这边开战时有15000人,打输了之后只有3000人死亡和6000人受伤,但最后显示你剩余部队是0人,可能就会令人非常困惑。

I wanted to look at the ticking of war exhaustion as I felt like losing one province could sometimes have a massive impact on the effect of the war exhaustion.There is a lot I would like to do with this system in the future, but for now I focused mainly on lowering the values of these numbers while increasing the impact the loss of men has on a country's war exhaustion.
我还想处理一下厌战度的积累问题,因为我觉得失去一个省份有时候会对厌战度有巨大的影响。将来我还打算对这个系统进行一系列的改动,但是现在我主要会降低失去省份带来的厌战度影响,同时增加士兵伤亡带来的厌战度影响。
The equipment Adjustment Modifier can be irritating at times, and added to prevent people from just turning their army on and off again, without penalties.I have now made it so the penalty is worse for the primary PM, but all other PMs will now have a smaller one, that will affect you as a whole but should not inflict as much pain as before when switching.
装备调整的修正项有时候非常烦人,加上这个主要是防止玩家能不受惩罚地把军队生产方式来回切换。我现在把这个惩罚改成了切换成首要生产方式的惩罚会更严重,但切换成其它生产方式的惩罚会更小,这样这个系统依然会对你有所影响,但不会像之前切换的时候那么烦人了。
Another area I wanted to improve was which generals and troops were selected for certain battles.Often inferior allied troops and their generals would take the battle and tie the front down.There are now additional checks to increase the chances of a General being picked based on his traits, as well as the PMs of the troops under his command.
我想改进的另一个方面是战斗中选择出战将领和部队的方式。一个经常出现的情况是较弱的盟友部队和将领会去参加战斗,导致战线停滞不前。现在会有额外的检定,能根据将领的特质和麾下部队的生产方式决定他是否出战。
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The changes this team made to various aspects of warfare will be made available in 1.2, but (likely) with multiple battles limited to single states turned off by default.If you'd like to experiment with multiple battles and/or state-limited battles you'll easily be able to change some defines in the script files to do so, or download a mod that does it for http://you.In the interim we will use this team's work to test and attempt to balance multiple battles per front to see if we can make it a viable feature for the future, without accidentally introducing game-destroying metas like "whoever has the most generals win".
该团队对战争各方面进行的改动会在1.2版本中实装,但是同一个地区内能进行多场战斗的选项(很可能)会默认关闭。如果你想试一试地区内同时进行多场战斗,或者锁定在某些地区的战斗,你可以对代码中的定义进行一些简单的更改,或者下一个mod来帮你改。在1.2版本之前的过渡期,我们会用团队的成果来进行测试,看看能否平衡每个前线多场战斗的改动,这样就可以在不意外引入一些足以摧毁游戏的最优解(比如谁的将领多谁就能赢)的前提下,把这个作为一个可用的特性加到游戏里。
Next up, team Cookie Clicker, consisting of our VFX artist, Sean.His addition adds visual effects when you interact with certain parts of the terrain:
下一个,“饼干阿嬷Cookie Clicker”团队,由我们的一位特效美术师Sean组成。当你点击地形上的特定位置时,就能看到他增加的额外的特效:

Improving the interactivity of our map is something we're interested in exploring further, and we will use this as a prototype for future exploration in this area!
增加我们地图的互动性一直是我们想进一步探索的方面,我们也会用这个实验成果作为未来在这方面探索的原型!
Next up was some prototype work on more advanced resource potentials:
接下来是一些为潜在资源增加更多复杂性的原型工作。
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Hello everyone, Paul here to talk about the project I was working on for the Vicky 3 Feature Game Jam.This project was titled "Breaking Ground" because it's both related to resources and is an exploratory prototype of what could be done in the future.I took the discoverable/depletable resource system that we utilize for resources like Oil/Rubber/Gold and attempted to apply them to Logging/Mining/Fishing and other normally "capped resources" in game.
大家好啊,我是Paul,今天我来说一下我正在弄的维多利亚3游戏特性制作节的项目。这个项目之前的名字是“破土动工Breaking Ground”,因为这既和资源有关系,也是一个将来的探索性原型。我想把目前游戏里给油/橡胶/金矿用的可发现/可枯竭资源系统,试着用到伐木/采矿/捕鱼以及其他一些游戏里“有上限的”资源上。
Forestry is by far the most fleshed out of the prototypes I built this week, so we will talk about that one.The intention is that forests of the world are all accessible at game start (there is no hidden undiscovered resource) but can suffer from depletion, in this case deforestation.
伐木是目前我做的最完整的一个原型,所以我们就来说说这个好了。我的想法是在游戏开始的时候,世界上的所有森林都是可用的(没有未被发现的隐藏资源),但是可能会受到资源枯竭的影响,也就是森林破坏。
Deforestation is dependent upon a few things, the higher techs you utilize for base production increase the chance of the resource to be depleted.If it is depleted the logging camp is replaced with a "clear cut" building which can still produce lumber but at a heavily reduced rate.There is also the intent of adding where this mechanic can be utilized to better represent natural and man-made disasters which have affected resource procurement.
森林破坏取决于一些事情,你用的基础生产科技越高,资源就越容易耗尽。如果资源耗尽,伐木营地就会变成一个“树砍光了”建筑,这个建筑依然能生产木材,但是速率会大幅降低。我们也想在别的地方增加这种机制,用来代表会影响资源获取的自然灾害和人为的灾害。
Deforestation is shown by clearcut camps which produce resources at a greatly reduced rate
森林破坏由生产资源速率大幅下降的“树砍光了”营地来反映。

Now why a separate building instead of a modifier?Well it's a prototype and the system lends itself well to that, since it's what we do with gold fields to gold mines.A different building is also a clearer indication to the player of these events (as opposed to a modifier on the building itself), it also makes it where production methods are available, and the profit calculations are different so that you more easily see the employment changes.Lumber Camps will also have new production methods to manage their extraction, decreasing depletion chances at the cost of throughput, while depleted camps have the ability to enable conservation efforts to try and mitigate the loss of resources that have already occurred.
那么为什么搞一个另外的建筑,而不是搞一个修正项呢?这毕竟只是个原型,系统本身就适合这么处理,之前我们就是这么处理金矿场和金矿的。一个不同的建筑可以清晰地向玩家指出事件发生在哪里(建筑上的修正项就不这么明显了),也可以改变可用的生产方式和建筑的利润计算,你就能更容易看到雇佣上的变化。伐木营地会有新的生产方式来管理开采速率,以降低吞吐量为代价减少资源耗尽的概率,而已经耗尽的营地可以进行森林保护,从而缓解已经产生的资源损失。
An example of resource management a player can enact to prevent deforestation, or embrace it for much needed throughput bonuses
一个例子,玩家可以进行资源管理来防止森林破坏,或者干脆放弃管理来获得急需的吞吐量增益。

On a personal level, I think it adds to the mindset of the time. What do I care about 2 levels of deforestation and their inability to produce? I have 40+ levels of lumber left, this is the price of progress! Seeing the rate of balance between the two buildings shows the cost of advancement or progress of industrialization as you wish to see it. Also it allows us to easily measure deforestation and tie that into events and Interest Group reactions.
在个人层面上,我认为这引入了当时那个时代的观念。我为啥要在乎2级的已经耗尽的营地以及它们失去了生产能力?我还剩着40+级数量的木材,这就是进步的代价!这两座建筑之间的速度平衡,展示了工业化进程的成本,正如你所希望看到的那样。此外,它还可以让我们轻松地评估森林耗尽的水平,并将其与事件、利益集团的反应联系起来。
There's plenty of places we can go with this, the Conservation Movement of the 18th and 19th centuries, tying industrialization with actual ecological effects that will upset IGs and affect pops. This is not meant to be a complete feature unto itself but a means of making a more realistic narrative to the game. Early industrializers might run afoul of deforestation and poor resource management, and will seek other markets to alleviate this effect, much like we have done historically. Can you keep the balance of man vs nature in effect, or is that even truly your concern when you are facing extreme radicalization and you need to meet the needs of your pops at any cost?
通过这一机制我们可以做很多尝试,18世纪和19世纪的自然保护运动,试图将工业化与实际的生态效应联系起来,而这将扰乱利益集团并影响人群。这并不意味着它本身就是一个完整的特性,而是意味着一种让游戏更加真实的叙事方式。早期的工业化者可能会与森林砍伐和糟糕的资源管理产生冲突,并寻求其他市场来减缓这一冲突,就像我们历史上所做的那样。你能有效地维持人与自然的平衡吗?或者说,当你面临极端激进主义,你需要不惜一切代价来满足人群的需求时,你真的还关心这种平衡吗?
An example of the resource management a player can enact on clearings, Do you let nature take its course, get involved, or just keep exploiting what you can?
一个玩家可以对林中空地进行资源管理的例子,你是会顺其自然,还是参与其中,亦或是尽你所能地开发?

What about Whaling/Fishing and Mineral Resources? Here I look to follow the Forestry model where resources are available but can be depleted due to overutilization - as the fisheries of the world were very much subject to the tragedy of the commons.
捕鲸/渔业和矿产资源又如何呢?在这里,我希望能够遵循林业的模式,即资源是可用的,但可能会因过度使用而耗尽——因为世界上的渔业在很大程度上受制于公地悲剧。
The difference is as tech scales, the effect of fishing scales not only in depletion but in range. I am experimenting with having the actions of a neighboring nation affect the resource potential of its neighbors. Overfishing in Great Britain can cause knock-on effects to the eventual depletion of the Fisheries of Iceland and Canada/US. The scale of these effects are still very much in a prototype stage. This applies to both fish and whaling industries.
不同之处在于技术层面,渔业规模的影响不仅在损耗方面,而且在地域方面。我正在尝试让一个国家的行为影响其邻国的资源潜力。例如,英国的过度捕捞会对冰岛和加拿大/美国的渔业资源的最终枯竭造成连锁反应。这些影响的规模目前在很大程度上仍处于原型阶段。这适用于捕鱼业和捕鲸业。
Where Fishing Industries differ is the potential to maybe do aquaculture back at home. My research is showing that it's slightly out of our historical timescale but it's technically a possibility. The world started ramping up aquaculture in the 1950's to 1960's but that was in response to the decrease in fish population, who's to say if an ahistorical Victorian era that goes hard on world fish supplies might need to invest in these technologies a few decades early?
渔业的不同之处在于,它可以在国内进行水产养殖。我的研究表明,这略微超出了我们的历史时间范围,但从技术上讲,这确实是一种可能性。历史上,世界在1950到1960年间开始大力发展水产养殖,以应对鱼类数量的减少,那么谁又能说,在一个非历史的维多利亚时代,如果世界鱼类供应受到了严重的影响,世界不会提前几十年去投资研发这些技术呢?
Mineral Resources are primarily focused around discovery over the potential of being depleted. At the start of the game a fair chunk of resources will be available for exploitation, but most will be hidden and require discovery and exploitation to be started. Mines will have the chance to discover new resources as they start excavation down below. These efforts can be expedited by resource exploration PMs, increasing the educated labor force requirement and likely a more modernized set of inputs. In this way, mineral deposits are still greatly important but there is an investment potential in them, the longer you hold and develop a resource - the more you may get to access. For example, you cannot gain all levels of coal in Wales with just hands and picks, some of that is going to require modernization.
矿产资源主要聚焦在勘探而不是枯竭上。在游戏之初,有相当一部分资源可供开发,但大多数资源都是隐藏的,需要被发现和开发。矿场将有机会在开始向下挖掘时发现新的资源。这些努力可以通过资源开发项目、增加受教育的劳动力需求和可能的更现代化的投入来加快。以这种方式,矿藏仍然非常重要,但矿藏中也有投资潜力,你持有和开发一种资源的时间越长,你可能获得的这种资源就越多。例如,在威尔士,光靠手和镐是无法获得所有级别的煤炭的,其中一些需要现代化的生产方式。
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Finally, Mike surprised us all by not doing anything at all with trains this time. We're not exactly sure what he's up to, but whatever it is I think it emphasizes the point in the beginning that there are absolutely no guarantees any of this will make it into the game as-is, now or in the future! If any of you have theories of what this might be all about, please give the rest of us a clue in the comments below.
最后,Mike让我们所有人都感到惊讶:他这次居然没有谈及任何关于火车的事情。我们不太确定他到底想做什么,但无论如何,我认为一开始就已经强调了关键点,那就是我们所谈及的这些内容绝对不能保证会按原样出现在游戏中,无论是现在还是将来!如果你们中有人有关于这些设想应当如何的看法和见解,请在下面的评论区中给我们一些线索。



Next week we will look at the remainder of the Game Jam entries, and that will be the last dev diary of 2022 as most of the team heads out for winter holidays, returning mid-January. Until then!
下周我们将看看游戏特性制作节Game Jam的剩余内容,这将是2022年的最后一篇开发日志,因为大多数团队都放假了,1月中旬才回来。那时候见!
Omake: 1.1.1 Patch
附录:1.1.1版本号补丁
AI
- Fixed a bug where AI breaks off pacts to save Influence even when they're not the ones paying
- 修复AI会断绝同盟以节省影响力的问题,即使它们不是支付影响力的那一方。
Localization
本地化
- Fixed a few unlocalized Russian custom loc strings (RU_CL...)
- 修复了一些俄文中未本地化的修饰性本地化条目(RU_CL……)。
Major Bugfixes
主要问题修复
- Fixed a bug where the Capitalists, Shopkeepers and Bureaucrats had no default Interest Group attraction value, causing them to be Politically Inactive unless they worked in a Trade Center
- 修复了资本家、店主和官僚没有默认的利益集团吸引度数值的问题,这会导致他们政治冷漠,除非在贸易中心工作。
- Fixed a bug that caused regressive political movements to be much more common than progressive ones
- 修复了一个问题,这会导致反动的政治运动比进步的政治运动更常见。
- Fixed a bug that caused Morale Loss to scale negatively with the number of troops in battle
- 修复了一个错误,会导致士气损失与战斗中的部队成反比的问题。
- Fixed random crash on startup when reading in game data
- 修复了开始时读取游戏数据导致的随机崩溃问题。
翻译:铿尔舍瑟 AntiAccess 熵的平衡
校对:三等文官猹中堂
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