钢铁雄心4开发日志 | 9/1 火火火火火车

牧游社 牧有汉化翻译
HOI4 Dev Diary – Traiiiiins
Arheo , Game Director - Hearts of Iron
Greetings, and welcome back for our last look at the supply system that ships with the Barbarossa update. As you all know, I'm British, and in Britain the trains never run on time - I couldn't possibly break with this tradition, hence a completely intentional 10 minute delay on today's diary.
大家吼,欢迎与我共览最后一篇关于巴巴罗萨Barbarossa更新中补给系统的日志。众所周知,我是个英国佬,而英国的火车从不准点——我得遵循传统,所以今天的日志也故意晚了10分钟。
There've been a couple of changes since we last looked at this, so you may find I'll be reiterating a few aspects that we've already covered in previous diaries, albeit in some cases with a new twist.
这个系统自从上次提及以来有了些改动,所以大家可能会发现我在复述以前日志里提过的几个方面,但其中有一部分是有更新的。

Trains
火车
As indicated in a previous diary, the logistics network that supplies your troops relies on the large-scale relocation of supply using trucks and trains.
正如前篇日志所述,部队的后勤补给网络依靠于卡车与火车进行的大规模运输。
Whereas trucks serve as an optional last-mile carrier for military supplies, trains make up the backbone of any logistics network that supplies an army which exceeds the local state supply available in its location.
卡车在游戏中作为军事补给中最后一里地的可选运输载具,而火车则构成了后勤网络的骨干,为军队提供超出其驻扎地区可供应部分的物资。
The domestic production of trains is something that is unlocked via the technology tree. Many countries will start with the initial (civilian) train technology readily unlocked, however, there are several more options available to you as time progresses (more on this below!).
国内生产火车要通过科技树解锁,许多国家在开局时都会已经解锁最初的(民用)火车技术,但随着时间推移,你可以有更多选项(详细在下文介绍!)。

Logistics Fulfillment
补给运输情况
火车:
需要:199
库存中:362(100%)
卡车:
需要:0
库存中:0(100%)
运输船:
需要:2
收到:2(100%)
库存中:166
上个月失去火车 0
---------------------------------------
供给负荷代表你各个补给线的供给状况。如果你的国家缺乏运输补给所需的火车或摩托化装备,你的部队会因此获得更少的补给,且会受到补给惩罚影响。
Your overall train need for the logistics network is derived from the overall supply usage of the nodes supplying your troops, and the distance factor that supply has to travel in order to reach them. In essence, the more troops you have drawing supply, the more trains you will need to keep supply running.
后勤网络的整体火车需求量,取决于供应部队的节点的整体补给用量,以及补给到达部队的运输距离因素。基本上来说,使用补给的部队越多,保持补给充足所需的火车就越多。
Needless to say, if fewer trains are provided than are required, supply output at point of demand will incur penalties proportional to the magnitude of the shortfall.
无需赘言的是,如果火车的提供量少于需求量,从节点输出的补给量将出现缩减,缩减量与缺少火车程度成正比。
In one of our previous diaries, we alluded to a number of interactions that could be performed on supply nodes - one of these was a train priority setting. It transpired that this did not fit well with the underlying simulation, and we've removed this setting from nodes.
我们在以前的某篇日志中提到可以在补给节点上进行的一些互动——其中之一是火车的优先级设置。后来我们发现它并不符合基本理念,所以我们从节点上删掉了这一设计。

Logistics Strike
袭扰后勤
Of course, a freight-train loaded with supply makes a juicy target for the enemy. In NSB, CAS and bombers are able to perform the new logistics strike mission, which can put a severe strain on an enemy's ability to supply their network - actively destroying trains and trucks, as well as damaging railways in the target area.
当然,载满物资的货运火车,对敌人来说可是肥嫩可口的目标。在绝不后退NSB中,近距离支援机与轰炸机能执行新的袭扰后勤任务——积极摧毁敌人的火车与卡车以及破坏目标区域的铁轨,从而给敌人的后勤网络补给造成严重压力。
The strategic bombing air mission will also target rail and supply infrastructure, however the logistics strike mission is a much more effective way of neutralizing an enemy's fighting capabilities while retaining important industrial infrastructure if you intend to occupy an area for any period of time.
战略轰炸任务也会将铁路与补给基础设施作为目标,但如果你打算占据某地一段时间,袭扰后勤则是更加有效的方式,因为这样能在保留重要工业基础设施的同时还削弱敌人的战斗力。

袭扰后勤
攻击敌人的后勤设备,如火车与卡车。
若该任务在夜晚执行,被侦测到的概率会更小,但也会遭受瞄准惩罚。

Train Variants
火车变体
As mentioned above, trains will be a researchable technology with several variants. Trains, unlike regular units, are not controllable - their movement and behaviour is entirely simulated based on the needs of your logistics flow. This said, there are several important statistical aspects to them.
如上文所述,火车将会是拥有数种变体的可研究科技。火车不像常规单位,它们是不可控的——它们的移动和行为是完全基于你的后勤流量来模拟的。这就是说,它们的数据上有一些重要特点。

To begin with, most of your network is likely to be populated by civilian trains. You can construct more of these by co-opting military factories. Further on in your campaign, you can unlock a variant of the civilian train with a significantly reduced construction cost.
游戏初期,绝大多数铁路网可能充斥着民用列车。你可以通过选取军用工厂来建造更多的民用列车。随着游戏推进,你可以解锁一种生产花费显著降低的民用列车变体。
To combat the strategic mission mentioned above, there is one (or..is it more?) further item in your toolbox for owners of the NSB expansion. Armored trains, while coming with a higher price tag, are much more resistant to destruction from air missions, and can act as an effective deterrent against logistics disruption.
为了应对上文提到的战略任务,拥有绝不后退NSB扩展包的玩家可以在自己的工具栏里找到一个(或者…多个?)好东西。造价更高的装甲列车能承受更多来自空军任务的伤害,也可以作为抗衡后勤干扰的有力反制措施。
Train enthusiasts (we have none of those here, right?) will note that the trains displayed above belong to the soviet union - there is indeed unique art as well as 3d models for several other major nations.
火车爱好者(咱这儿没有吧?)会注意的上图所示的火车属于苏联——其他一些主要国家也有其独特的火车图形和3D模型。




A highly camouflaged train in action.
一辆高度伪装的火车正在行进。

Displayed trains are based on your stockpiled train equipment. This is the german armoured locomotive!
游戏显示的火车将以你储备的列车装备为准。这是一辆德国装甲列车!
That's all from me for today - I'll hand over here to @YaBoy_Bobby to go over some of the details on supply distribution at a hub level:
这些就是我今天的全部内容——接下来我会交给@YaBoy_Bobby,由他来讲一些补给中心层面的补给分配细节。

Hub to Province Supply Distribution
补给中心向省份的补给分配
We have talked about how trains and rails feed the supply hubs, but not so much about how hubs feed divisions in the field. As hubs are fed from the capital province by a rail network, divisions are fed by hubs over land.
我们先前提过火车和铁路是如何为补给中心供应物资的,但是没怎么说补给中心是如何为战场上的部队提供补给的。与首都省份通过铁路网向补给中心提供补给一样,补给中心也是通过陆路运输向部队提供补给的。
Every Hub has an overland range that gives it a collection of provinces that it touches. This range is constant, but the cost of moving over each province is impacted by things like weather, terrain, rivers, and infrastructure. Motorization decreases the penalty for crossing each province, thus increasing the number of provinces a hub will touch and potentially creating greater hub density and thus greater overall supply in an area.
每个中心都有对应的陆路范围,显示其能延伸至的各个省份。这个范围是固定的,不过穿越每个省份的移动花费会受到天气、地形、河流与基础设施等因素影响。摩托化装备会降低穿越每个省份的惩罚,因此会增加补给中心可延伸供应的省份数量,也能潜在地提高补给中心相交的密度,以此提高某个地区内的补给量。

As has been alluded to with the phrase "hub density," a province may be touched by multiple hubs. When multiple hubs touch a province, a ratio is created to determine what percentage of the supply requested each hub is responsible for. Every hub that touches a province lessens the supply burden of other hubs also touching the province.
正如“中心密度”这个短语所揭示的那样,一个省份可以处于多个补给中心的供应范围内。当有多个补给中心覆盖某一省份时,将会生成比例百分比来决定每个补给中心所负担的补给量。覆盖同一省份的每一个补给中心都能够降低其它同类补给中心的供应压力。
In the final step, Divisions draw supply from hubs, depending upon the relationship between their current province and the hubs that touch that province. When a hub does not have enough supply to meet demands, the lack of supply is distributed evenly across all divisions currently drawing from the hub.
最后,部队从补给中心获取补给将取决于其所在省份及覆盖该省份的补给中心之间的关联。当某个补给中心无法满足供给需求时,补给缺口会均匀地分配至所有正在从该中心获取补给的部队头上。
In older DDs we talked about a penalty to the amount of supply delivered to a province based upon weather, terrain, and distance. Over the summer we decided to remove this penalty as we found it compounded in a hard to predict way that created bad supply and sometimes penalized having more hubs touching a province in a way that we did not like.
往期日志里我们说过,运抵省份的补给数量将有基于天气、地形与距离的惩罚。在这个夏天我们决定移除这一机制,因为我们发现此举会出现难以预料的叠加,导致我们所不乐见的补给困难,也会对多个补给中心覆盖同一省份的机制带来预料外的惩罚。
翻译:月蚀 Strategemata
校对:zzztotoso 三等文官猹中堂
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