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维多利亚3开发日志#24 | 11/18 海军和海军上将

2021-11-25 20:36 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #24 - Navies and Admirals

Lachek, Victoria 3 Lead Designer


Happy Thursday and welcome back to our series of development diaries on warfare in Victoria 3! Today we talk about navies, and how we intend to make them as strategically important to winning wars as they were in history. This diary builds on the warfare vision presented in The Concept of War and many of the core mechanics presented in Fronts and Generals, so ensure those are fresh in your mind before reading on!

周四吼啊,欢迎回到维多利亚3的战争系列开发日志!今天我们要讲的是海军,以及我们打算如何让海军像历史上一样对战争胜利具有战略意义。本日志撰写的基础是战争概念篇(开发日志#22)中提出的战争愿景,以及前线与将军篇(开发日志#23)中提出的诸多核心机制。因此在阅读之前,请确保脑子里对这些内容记忆犹新!


Your ability to sustain an empire depends, to a large extent, on how well you can compete on the high seas. This is the era of truly global trade, which also meant countries were highly susceptible to disruption of that trade - and the higher they climb, the harder they may fall. In Victoria 3, maintaining a powerful blue-water navy is a large but necessary expense if you wish to ensure the integrity of your markets, overseas colonies, and trade routes during war. And even while at peace, a magnificent fleet can provide your nation with substantial Prestige!

你维持一个帝国的能力,很大程度上取决于你在远洋公海的竞争能力。这是个真正的全球贸易时代,也意味着各国很容易受到贸易中断的影响——爬得越高,摔得越惨。在维多利亚3中,如果你希望在战争时期保证市场、海外殖民地和贸易路线完整,那养一支强大的蓝水海军就是一笔庞大却值得的开支。即使在和平时期,一支强大的舰队也能为你的国家提供大量的声望!


Our design intent for naval gameplay in Victoria 3 is that it should serve as a strategic precision instrument in conflicts between seafaring nations. The sea is not another "front" in a war. The province-based moving Front system works well to represent conflicts over territory but would be nonsensical at sea, where no nation can be said to meaningfully "control" an enormous stretch of ocean. Instead, Admirals and their Flotillas are deployed to meet specific strategic objectives to disrupt the enemy's military operations or economy, or defend against such attempts by the enemy. A powerful navy can never win you the war on its own, but if deployed correctly under the right circumstances it can be the "ace in the hole" that lets you outsmart even a foe that's superior on paper.

我们对维多利亚3中海军玩法的设计理念是,它应该在海权国家之间的冲突中成为一件精准的战略工具。海洋并不是战争中的另一条“前线”。以省份为基础移动的前线Front系统在模拟陆地领土冲突方面效果很好,但在海上就不行,因为在海上没有哪个国家可以说是真正“控制”了一大片海域。正相反,海军上将和他们的舰队被部署以完成特定的战略目标,借此破坏敌人的军事或经济行动,或者抵御敌人的破坏。一支强大的海军没法单独为你赢得战争,但如果在恰当的时机被正确地部署,它能成为“隐藏王牌”,让你在纸面上智取对手。


A clipper departing Luanda in the Portuguese colonial state of North Angola, representing the colony's connection to the Market Capital in Lisbon.

一艘快船从北安哥拉葡属殖民地的罗安达出发,代表该殖民地与里斯本市场中心之间的联系。


As with land warfare and Generals, you control your navy through your Admirals. Generals and Admirals share many similarities. Both are provided with military resources originating from buildings in the Strategic Region they call home. The amount of resources they get depend on their Rank, which you can grant via promotions to reward your favorite commanders. Their Rank also lends Political Strength / Clout to the character's favored Interest Group. Furthermore, both Generals and Admirals get Traits that affect both themselves and those Officers and Servicemen serving underneath them.

和陆战中的将军Generals一样,你通过海军上将Admirals来控制你的海军。陆海军将领有许多相似之处,两者的军事资源都来自他们所在战略区域内的建筑。他们获得的资源数量取决于级别,你可以通过晋升他们来奖励你喜欢的指挥官。他们的级别也会为角色所支持的利益集团提供政治力量/影响力。此外,将军和海军上将都有自己的特质,这些特质会影响他们自己和他们麾下的军官和军人。


Most importantly, just like Generals are your interface to command your armies, Admirals are the interface to your navies. Admirals are given Orders, which they attempt to carry out to the best of their ability using the Flotillas they have been assigned. These Orders consist of:

最重要的是,正如你通过将军来指挥陆军,你也是通过海军上将来指挥海军的。海军上将被下达命令,利用分配给他们的舰队来尝试执行这些命令。这些命令包括:


Intercept any hostile navies around a certain Strategic Region's friendly coastlines while keeping your fleets stationed close to shore
拦截某个战略区域友方海岸线周边的一切敌对海军,驻扎在海岸线附近。

Patrol any shipping lanes between the Admiral's home region and a remote region, intercepting any hostile navies encountered
巡逻海军上将所驻区域和一个远距离区域之间的航线,拦截一切遇到的敌对海军。

Convoy Raid at a particular point at sea to damage enemy shipping lanes
袭掠海上指定地点,破坏敌人的航线。

Naval Invasion to establish a beachhead and a frontline on enemy soil, by escorting and protecting a General's land forces in a joint operation
海上入侵敌人的领土,抢滩登陆建立前线,在联合行动中运输掩护将军的陆军。

While it has not yet made its way into the game, we also want to add a fifth Order - Blockade - to disable enemy ports and prevent hostile forces from crossing straits.
虽然还没实装,不过我们还想增加第五个命令——封锁,用以瘫痪敌人的港口,阻止敌军穿越海峡。


An artistic mockup of an Admiral in the Navy panel. Admiral Ruiz and his 10 Flotillas are currently on Interception duty in the Iberia HQ, ensuring no Naval Invasions or Blockades endanger the Spanish home front.

美工初稿:海军界面中的海军上将。海军将领Ruiz和他的10支舰队正在伊比利亚总部执行拦截任务,确保没有海军入侵或封锁危及西班牙本土战线。


Convoy Raid and Naval Invasion are aggressive orders intended to hurt the enemy in different ways, while Intercept and Patrol are defensive orders that counter the other two. But to really understand how these work we have to start by talking about Shipping Lanes and the Supply Network.

袭掠和海上入侵是攻击性命令,旨在以不同方式杀伤敌人,而拦截和巡逻则是对抗两者的防御性命令。但真正要理解这些命令的作用,我们必须先介绍航线Shipping Lanes供给网络Supply Network


Shipping Lanes are facilitated by vessels called Convoys, which are an output of Port buildings. These are created automatically whenever it's necessary to move goods and/or people overseas. The three main reasons this happens are due to naval Trade Routes between non-adjacent markets, remote States connecting to their Market through a Port, and Battalions sent to frontlines that can only be supplied by ship. When a player is about to take an action that establishes such a shipping lane they are warned of how many new Convoys would be required for this action, which is based on the size of the route or the army supplied.

航线由名为运输船Convoys的船只建立,运输船是港口Port建筑的产物。当需要将货物和/或人员转移到海外时,会自动创建运输船。最常见的三种情况是:非相邻市场之间的海上贸易路线、远距离地区之间通过港口连接市场,以及被派往前线的部队只能用船运供给。当玩家准备建立这样一条航线时,会收到提示,该行动由于路线规模或者军队数量,需要多少新的运输船。


Shipping Lanes are always established via the shortest possible path, as defined by the number of nodes in the naval network it passes through.

航线总是尽可能以最短的路径建立,长度基于途经航海网络中的节点数量来定义。


A zoomed-out view of the North Angolan shoreline above, showing the main route ships travel off the coast of southwest Africa. The yellow pin indicates this path is part of Portugal’s Supply Network.

北安哥拉海岸线的放大图,显示了船只在东南非洲海岸的主要路线。黄色标记表示该路线是葡萄牙供给网络的一部分。


The sum total of a country's Shipping Lanes determine the extent of its Supply Network, and the total cost in Convoys of that network compared to the Convoy output by Ports determine the overall strength of that network. That is to say, if the total Shipping Lane cost is 500 Convoys but Ports provide only 400, the Supply Network as a whole will operate at only 80% efficiency. This impacts all Shipping Lanes, causing less trade to flow between the markets than would be optimal and impacting the supply and morale of overseas troops.

一个国家的航线总和决定了其供给网络的范围,供给网络的运输船总花费与港口运输船产出之比,决定了该网络的整体实力。也就是说,如果航线总共花费500条运输船,但港口只提供400条,那整个供给网络就只能以80%的效率运作。这会影响到所有的航线,导致市场之间的贸易流动少于最佳值,并影响到海外部队的供给和士气。


Admirals assigned to Convoy Raid a given sea node will surreptitiously try to sink any enemy transports that pass through. In effect this will do damage over time to the affected Shipping Lanes, causing both an overall drop in efficiency of the affected countries' Supply Networks but also a larger, local drop in efficiency of the damaged Shipping Lanes. As a result, by parking your fleet in a highly trafficked part of the ocean you could do a lot of damage to your enemy's trade or even directly impact the amount of military supplies they’re able to send to their frontlines.

被下令袭掠海上某一节点的海军上将,会试着偷偷击沉一切通过此地的敌方运输船。事实上这会随着时间推移对被袭掠航线造成损失,导致被袭掠国家的供给网络整体效率下降,并且被掠袭航线自身的本地效率会遭受更大打击。因此,如果将你的舰队停在海洋中交通繁忙之处,你就可以对敌人的贸易造成巨大杀伤,甚至直接影响他们能送往前线的军用物资数量。


A very visually un-polished view of part of Portugal's supply network, stretching from the Azores around the African continent all the way to Portuguese Bombay. In the lower-right corner we see an additional tendril going east, which is a trade route importing Porcelain from China.

视觉效果尚未完善的视图:葡萄牙供给网络的一部分。从亚速尔群岛绕过非洲大陆一直延伸到葡属孟买。在右下角,我们还能看到一条向东的弯曲航线,那是从中国进口瓷器的贸易路线。


Admirals assigned to Patrol a certain stretch of their Supply Network will eventually be able to detect and engage the raiding navy, causing a naval battle to ensue which will not only sink ships but also send the losing side back to base for repairs for some time. Admirals assigned to Intercept all nodes along a coastline are able to do the same to any raiders along the coast. Convoy Raiding right outside a major entry/exit port, such as in the English Channel, therefore has the chance to seriously disrupt a large number of shipping lanes but also put you at greater risk of detection and interception than if you’re raiding transatlantic shipping lanes on the deep seas. The composition of your navy can also greatly impact how this plays out: a fleet with an accompaniment of Submarines can deal more damage before being intercepted, while a fleet of Monitors has an easier time intercepting raiders but may be more easily sunk if faced down by a more powerful navy.

被指派在供给网络某一段进行巡逻的海军上将,会发现袭掠者并与其交战,从而引发一场海战。海战不仅会击沉船只,还会让失败方返回基地修理一段时间。被分配到海岸线上所有节点拦截敌军的海军上将,也可以对海岸线上的袭掠者做同样的事情。当你在一个主要贸易港口(如英吉利海峡)进行袭掠时,有机会破坏大量航线,但也会使你被发现和拦截的风险增加,风险远大于远洋袭掠跨大西洋航线。你的海军构成同样会极大影响结果:一支有潜艇随行的舰队可以在被拦截之前造成更多伤害,一支由炮舰组成的舰队则更容易拦截袭掠者,但面对更强大的海军时也更容易被击沉。


Because the distance Admirals must patrol plays a difference, there is an inherent asymmetry to Convoy Raiding and Patrol orders. Since a chain is only as strong as its weakest link the damage done to a shipping lane by raiders is the same whether it stretches across 1 node or 10, whereas 10x as many Flotillas are needed to protect the longer route as effectively as the shorter.

因为海军上将需要巡逻的距离不同,掠袭和巡逻命令是天然不对称的。链条的强度取决于其最弱的环节,不论涉事的区段是跨越1个还是10个节点,掠袭者对航线的损害都是相同的,然而另一方却需要十倍的舰队来保护,才能确保长航线的效率和短航线的一样。


Extremely unfinished breakdown of what is currently happening in the Macaronesian Sea. Look at all those juicy raiding targets!

针对马卡罗尼西亚海所发生事件的分解展示,未完成警告。看看那些待宰的肥羊!


Naval Invasion is an Order you give to provide naval support for a General's landing on an enemy coastline. The size of the fleet determines two things: one, how great is the chance that you'll be able to defeat an opponent's intercepting fleet, and two, how many Battalions will you be able to successfully land. Even if the enemy has no defensive fleet at all, a naval invasion with a very small fleet might land too weak of an initial force to withstand the enemy's counter-offense before the rest of the army can arrive. Since Naval Invasion is a one-time Order, once it has been completed it automatically turns into a Patrol Order to protect the shipping lane supplying the new Front.

海军入侵是你用来为将军登陆敌方海岸线提供海军协助的命令。舰队的规模决定了两件事:一是你有多大机会打败对方的拦截舰队;二是你能成功登录几个营。即使目标地点根本没有防御舰队,小规模的舰队登陆也许会使得先头部队太少,不能在剩余部队到来前抵挡敌方的反攻。由于海军入侵是一次性命令,一旦完成之后,命令会自动变成巡逻,以保护新前线的补给航线。


Concept art of early Ship-of-the-Line and late-game Dreadnought class vessels

早期风帆战列舰和后期无畏舰的概念图。


Navies are made up of Flotillas, which are constructed and maintained by Naval Bases. Naturally these can only be built on coastlines, where they consume military vessels such as Man-o-Wars or Ironclads constructed in Shipyards. Like Barracks they also employ Servicemen and Officers Pop, and depending on your navy configuration may need to consume other military goods as well (such as Ammunition and Radios) in order to keep in fighting condition. Flotillas differ from Battalions in how long it takes to create and upgrade them; constructing a competitive navy is not something you can begin considering when your rival has already started saber-rattling.

海军由舰队Flotillas组成,舰队则由海军基地Naval Bases建造和维护。自然,海军基地只能建在海岸线上,消耗由船坞Shipyards生成的军舰,比如风帆舰或铁甲舰。类似兵营,他们也雇佣军人和军官Pop,根据你的海军配置,可能还需要消耗其它军用物品(例如弹药和无线电)以保持战斗状态。和陆军的营相比,舰队的创建和升级花费的时间不同;当对手已经开始武力威胁时,才考虑从头建立一支能打的海军就太晚了。


Another difference between Battalions and Flotillas is that your country's navy is always considered to be in fully active service. In peacetime Generals can keep their troops on low alert, limiting their consumption and expenses. Once war breaks out, Generals can be selectively mobilized to only deploy the troops necessary. Admirals on the other hand have exorbitant needs and expenses even while at peace, so sizing and tech'ing your navy appropriately is an important consideration for imperialists on a tight budget.

营和舰队之间的另一个区别是,国家的海军始终被视为完全处于服役状态。在和平时期,将军们可以降低部队的戒备程度,从而限制消耗和开支。而一旦战争爆发,将军又可以选择性地只动员必要的部队。与之相反的是,海军上将即使在和平时期也有极高的需求和开支,因此对预算紧张的帝国主义者来说,适当地调整海军规模和技术是重要的考量。


On the other hand, navies provide you with considerable Power Projection which confers substantial Prestige onto your country. Having a world-class navy is not strictly a requirement to be a Great Power, particularly if you're a large self-sustaining terrestrial empire, but it definitely helps you both gain and hold onto the title.

另一方面,海军可以为你提供可观的力量投射Power Projection,从而给国家带来大量威望。拥有世界一流海军并不是成为列强的严格要求,特别是当你是自给自足的陆权帝国的时候,但这绝对有助于你保住头衔。


Artistic mockup of the Navy panel with Flotillas expanded. Admiral Alvarez de Toledo commands 20 Flotillas of Man-o-Wars on a Patrol mission to secure an important Spanish shipping lane.

美工草稿:展开了舰队选单的海军面板。Alvarez de Toledo提督命令20艘风帆战舰执行巡逻任务,以保护一条重要的西班牙航线。


Before we wrap up for this week, I want to say a few words about the lack of an order to just "seek out and destroy enemy forces". In Victoria 3, your commanders - Generals as well as Admirals - are given strategic objectives which they use their manpower and resources to carry out as best they can. If in the process they get into conflict with the enemy’s forces (as they almost certainly will at some point) a battle will ensue. The outcome of that battle determines which direction the war proceeds in. The intent of this is to remove the need to babysit your commanders.

在我们结束本周内容之前,关于“寻找并歼灭敌人”命令的缺席,我想说几句。在维多利亚3中,你的指挥官——将军和海军上将被给予战略目标,他们会使用人力和资源尽其所能地执行。如果在这一过程中他们和敌人发生了冲突(几乎肯定会在某时发生),战斗就会发生。战斗的结果决定了战争的走向。这一设计的目的是为了不让你成为你指挥官的保姆。


To illustrate this, assume we did have an order to seek and destroy. The optimal choice would then be to assign this order only to the strongest commander, fight the eventual battle, then revoke this order and give it to another commander while the first one recuperates, and so on.

为了说明这一点,假设我们确实有一个寻找并歼灭的命令。那最优策略就变成将这个命令分配给最强的指挥官,进行最终的决战,然后撤销命令并在前者休养时把命令交给另一位指挥官,如此反复。


With an order like "advance front" instead, the General's intention is simply to capture territory as efficiently as possible, ideally while avoiding enemy interference. If it's impossible to avoid the enemy, the imperative is to try to be intercepted by as weak of an enemy force as possible. Meanwhile the intent behind "defend front" is the opposite: prevent enemy incursions by defending it in the places where the enemy might advance, bringing to bear as powerful a force as possible. Similarly at sea, "convoy raiding" is about maximizing shipping lane damage while avoiding detection, while "patrol" is about minimizing damage to convoys by seeking out and destroying those enemy ships attacking them - not to sink ships for its own sake.

恰恰相反,我们当前的设计就像“推进前线”这样的命令,将军的意图就只是简单有效地占领领土,理想情况下还能避免敌人的干扰。如果无法躲开敌人,那么最好就是尽量被弱小的敌军拦截。与此同时,“防御前线”的意图恰恰相反:需要在敌军可能前进的地方布下防线,以防止敌军来犯,军力越强越好。在海上也是一样,“掠袭”要在避免被发现的同时尽可能破坏航道,而“巡逻”是通过寻找和歼灭敌方的船只来尽可能降低对运输船的伤害——而不是为了击沉敌方而击沉敌方。


Depending on how the war is developing your priorities or overall strategy might certainly shift, causing you to change the orders you’ve assigned or make changes in your ranks to distribute resources differently. But our design intent is that this should only be necessary because your strategy is evolving, not to counter enemy movements or try to minmax your way to victory.

根据战争的发展,你的优先级或者总体战略肯定会有转变,导致你更改已经下达的命令或者更改分配资源的优先级。但我们的设计意图是,这之所以有必要,是因为这与你的战略有关,而不是为了对抗敌人的机动或试图缩短通往胜利之路。


This is an especially important consideration for the naval part of the warfare mechanics. Naval (and aerial) warfare in strategy games commonly face the design challenge of extreme mobility options due to the lack of obstacles to movement. Usually some form of Fog of War and interception-radius mechanics is employed to counteract turtling behavior. The AI also often has to be forced to make mistakes to not become too good at dodging or intercepting the player in this environment. Even with Victoria 3's more strategic-level decision making, the freedom of "movement" the sea provides would make a system where being in/avoiding being in the same location as the enemy so as to start/not start a battle extremely micro-heavy, annoying, and highly unfair to either human or AI players depending on implementation.

对于战争机制的海军部分而言,这是一个极其重要的考虑因素。在战略游戏中,海军(和空军)由于缺乏移动障碍,通常都有极强的机动性,这带来了设计方面的挑战。通常来说,游戏都会采用某种形式的战争迷雾和拦截半径机制,来抵消龟缩行为的优势。AI还经常被迫犯错,以免在这种环境中躲避或拦截玩家时表现得过好。即使维多利亚3的决策更战略级,大海所带来的移动自由也会让与“敌人相遇以交战/避免与敌人相接以避战”的操作琐碎而繁重,惹人生厌,而且不仅是对人类还是AI来说都非常不公平,具体如何不公平取决于机制如何实装。


So instead, in Victoria 3, you tell your Admirals what their overall priorities should be for the war and then they try to do that, using the resources they've been allocated, only coming into conflict when they become aware of an enemy Admiral with an order that clashes with their own.

所以相反,在维多利亚3中,你告诉海军上将总体的行动优先级,而他们则通过分配的资源尽力去实现,仅在意识到敌方的海军上将有针锋相对的命令时才会起冲突。


I hope that gives you a good idea of what to expect from the naval mechanics in Victoria 3. Next week we will wrap up this first batch of diaries on the military system by going through the many economic impacts of warfare in Victoria 3. Until then!

我希望这能让你对维多利亚3的海军机制的期望有很好的了解。下周我们将会讲讲战争对经济带来的诸多影响,以此整理总结军事系统的第一批日志。到时候见!



翻译:居里先生 Yakuky

校对:三等文官猹中堂


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维多利亚3开发日志#24 | 11/18 海军和海军上将的评论 (共 条)

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