十字军之王3开发日志#109 | 10/4 未来计划

牧游社 牧有汉化翻译
Dev Diary #109 - Floor Plan for the Future
rageair, CK3 Game Director
Greetings!
大家吼!
A long time in the making, this diary is dedicated to plans, and what we have in store for CK3. From more present matters to musings and thoughts ranging into the far future. Crusader Kings is a unique game series, and one that has been close to my heart for a long time - the focus on characters as the driving force, emergent narratives, and player freedom make it truly stand out.
这篇开发日志酝酿已久,我们将专门谈谈长期规划,以及我们对CK3的打算——包括眼下的事情到长远的想法。十字军之王是个独特的游戏系列,也是我一直打心里喜欢的游戏——聚焦于角色并将其作为驱动力、浮现式叙事方式、玩家的自由度,让这款游戏十分出众。
Ever since I took the reins of the project I've continued to follow the original vision, which some of you might remember from the very first Dev Diary: Character Focus, Player Freedom and Progression, Player Stories, and Approachability. As you can see, the points correspond fairly well with my initial sentiment, and I do not intend to deviate too far from these points - that said there are always things we can do better or differently within them, and I think that we could do even more to, for example, improve the cohesion of player stories or the sense of progression. I am a firm believer in that everything in the game should help you in making stories (while not necessarily being explicitly connected).
在我接手整个游戏项目之后,我一直努力保留游戏本来的愿景,你们大概能记得我在最早那篇日志里写到的:聚焦角色、玩家自由和进展、玩家的故事、易于上手。正如你所见,这些要点和我最开始的想法相差不大,我也不想偏离这些关键点太远——也就是说,在这些方面还有我们可以做得更好或不一样的内容。我觉得有些方面我们甚至可以做得更多更好,比如改进玩家故事的连贯性,或更循序渐进。我坚信游戏里的一切都必须是为了帮助玩家更好地创造故事(虽然并不需要有直接明确的联系)。
Internally we've always worked with the premise "Live the life of a Medieval Ruler", which means that we want the game to be uniquely true to how life was during the period. We want to attribute more than just 'death, suffering, and war' to the era we portray. Highlighting things that you might not see elsewhere, such as family, or the challenges of rulership, is important to us. Going forward this will remain a priority, though it is important to note that we do exaggerate and romanticize a lot - it is a game after all!
在内部,我们一直围绕着“体验中世纪领主的生活”的前提进行开发工作,这也意味着我们希望这款游戏可以真实反映那个时代的生活。我们想描绘那个时代除了“死亡、痛苦和战争”以外的更多内容。重点描绘那些你在别的游戏里不常见的内容,比如家庭,或者是对你统治的挑战,这对我们来说是很重要的。这一点是我们日后的优先工作,虽然大家还是要知道我们有时确实会夸大和浪漫化这些内容——毕竟这只是个游戏!

This all leads me to the next point; what are we doing?
这就到了下一个话题:我们正在做什么?
As a project, we aspire to have a cadence of roughly four releases per year, not including post-release support in the form of patches or hotfixes. During this year we've released Royal Court, Fate of Iberia, Friends & Foes, and as mentioned previously we're aiming to have a free update out before the year is over. We want to have a steady stream of new content, while also maintaining the game by acting on feedback. For next year, our ambition is to have somewhere around four updates (barring unforeseen circumstances).
作为一个项目,我们希望以每年大约四次更新的节奏开发游戏,不包括发布后以补丁或热修复形式发布的游戏支持。今年,我们发售了皇家宫廷Royal Court、伊比利亚命运Fate of Iberia、友与敌Friends & Foes,还包括此前提到的我们正在开发、预计年内发行的免费更新。我们希望能平稳地推流新内容,同时以回应收到的反馈的形式维护游戏。下一年里,我们的目标是发布四个左右的游戏更新(如果没有特殊情况的话)。
Going even further (long-term) we have the ambition to shorten our cycles, so we can get more content and updates out. The project is (by Paradox Development Studio standards) still young, and has a long future ahead of it. There's so much to do, and so many ideas still to explore. Though as I mentioned this is an ambition and not a promise - it might be complicated to get everything in place, but rest assured that we're always evaluating what we can do to achieve this.
更长远来看,我们的目标是缩短开发周期,这样我们就可以发布更多内容和更新。CK3仍然是个年轻的项目(以PDS的标准来看),并且还有很久远的未来。有很多可以做的事情,有很多可以探索的想法。尽管我要说这是我们的目标而不是个承诺,把所有事情都安排好可能会很复杂,但请放心,我们一直都在评估达成这个目标的方法。
Of course, we're also watching initiatives that other studios are driving, such as the Stellaris Custodian Initiative, with interest. While we're not organized in a way where we could adopt a similar structure today, it's something that's worth investigating - again, this is a long-term thing, and it's very possible that we would find another setup that works better for Crusader Kings.
当然,我们也在关注其他工作室的企划和工作,比如Stellaris的守护者团队计划。虽然现今我们的组织架构并不允许我们直接使用类似的方式,但这也是值得我们研究的——再重复一次,这是个长期的打算,我们也很有可能找到其他更适合十字军之王的设置。
For next year we want to do something similar to Royal Edition again, an Expansion Pass with a bundle of intriguing content. One drawback of the Royal Edition was the fact that the main beat, the Major Expansion, came later in the cycle. For the next one, we want to either start off the cycle with the Major Expansion, or make it obvious what the theme is going to be from the start. This should make it much clearer what you're actually getting in the package as a whole. We're also exploring what formats and formulas of expansions could make up a future Expansion Pass, as the '1 Expansion, 2 Flavor Pack' formula is not set in stone.
明年,我们打算再开发一些类似皇家版的东西,一个包含不少有趣内容的季票。皇家版的一个缺点就是最重要的内容——大型拓展包是在发售周期的晚期才发行的。对于下一个季票,我们打算要么以大型拓展包开头,或者在一开始就明确表示这一周期的主题。这会让你更清楚全面地了解这个包里都有什么。我们也在研究未来季票里拓展包的形式和内容,毕竟“1个扩展包,2个风味包”的形式并不是定死的事情。
In addition to this, we also aim to do experiments now and then. For this year, the experiment was Friends & Foes; a smaller content format that was born out of the minds of the team. We're looking into a few different experiments for the future, which I can unfortunately not share right now. Though something we can share is that we're looking into more community involvement.
除了这个,我们也准备进行新的尝试。这一年的尝试是友与敌Friends & Foes故事包,这是一种更轻量的内容推出模式,脱胎于我们团队的想法。我们也着眼于在未来进行几种不同的尝试,但很不幸我现在并不能透露。但是我可以说的是我们正试着做些更有社区参与度的事情。
But what are we doing? What's the next Expansion about?
但我们现在到底在做什么?下个拓展包是关于什么的?
As I've mentioned before, it's too early to reveal the theme. However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we're focusing in large parts on reinforcing the connection between map and character. The theme is not one that has been the subject of an expansion in previous iterations of CK - to make things extra clear; we're not doing trade, imperial/byzantine mechanics, nomads, or similar this time.
像我之前提到的那样,现在就透露拓展包的主题还为时过早。但是,下个拓展包更倾向于游戏的角色扮演。在不透露过多内容的前提下,我可以说我们正在聚焦于增强地图和角色之间的联系。这个主题并不是CK系列前作拓展包的重点——让我说得再清楚一点:我们目前并没有在制作贸易、神罗/拜占庭机制、游牧或其他类似内容。
That said, I know that many of you are also hungry for more systemic expansions, and that's understandable! Of course, the next Expansion isn't devoid of systemic changes or mechanics just because it's leaning heavily towards roleplaying. CK, like all GSGs, requires systemic content to remain true to what they are. There will be plenty of systems, both as part of the Expansion and the free update that comes along with it. For Flavor Packs we're also going to aim to have systemic content as part of the formula - Fate of Iberia proved that a combination of flavor (events, clothes, illustrations, etc.) and a central systemic feature (the struggle) served to elevate the experience as a whole.
即便如此,我也知道很多人都很期待更多有新系统的扩展包,这当然是可以理解的!虽说下一个扩展包少不了系统上的改动和机制,不过它会更侧重于角色扮演。CK和其它的大战略游戏一样,需要各种系统来维持它的战略本质。未来的扩展包以及免费更新中,将会有各种各样的系统。至于风味包,我们也会努力把系统放进去——在伊比利亚的命运中,既有风味(事件、服装、插画等)又有核心系统(斗争),整体上的游戏体验就上了一个台阶。
As of now, we have a team of designers that is unlike anything we've had before - it's not only a large team, but they're also highly skilled and competent. This, in part, is why we've chosen to do an Expansion focusing on the roleplaying side of things, and it's also the reason why we had the capacity to do the Friends & Foes experiment.
至于现在,我们的设计师团队比以往都要好——不仅人数众多,还都有才有能力。部分因此,我们决定要制作一个专注于角色扮演的扩展包,也因此我们有能力以友与敌Friends & Foes作为先导的实验。
My aspiration is to shift focus towards more systems-heavy expansions after the next one, and we’re gearing up the team to be able to do just that. I'm of the opinion that there must be balance, and as we'll have had two roleplay-focused expansions in a row, by then it'll be time for the scales to shift towards the systemic side. We've expanded our team of programmers significantly, so the future looks bright for those of you that crave new and exciting systemic content…
我希望能在下个扩展包之后,制作更多侧重于系统的扩展包。我们也在以此为目标训练团队。我认为必须保持平衡,既然现在已经连续做了两个侧重角色扮演的扩展包,也是时候转向系统一边了。程序员团队已经得到了大大的扩张,所以对喜欢新鲜好玩系统的玩家来说,未来是很光明的。
Looking toward the future, what will we be doing over the coming years?
展望未来,我们在之后几年里会做什么?
Now, there are a lot of areas that I want to explore in the future! Please note that anything I write or list here is not in any way chronological, and they're not explicit promises. Great ideas come along at any moment, from any direction, and we want to stay flexible with our plans.
有不少新的领域,都是我希望能在未来探索的!请注意,我在这里所写出或列出的所有东西都不是按时间顺序排列的,也不是明确的承诺。各种各样的灵感随时可能闪现,我们希望保持计划的灵活性。
The current formats of Major Expansions, Flavor Packs, and Event Packs I believe let us cover every style of content we want to do, and we intend to keep these formats (while maybe tweaking the formulas a little bit here and there!).
以当前的大型扩展包、风味包、事件包的模式,我们可以把想做的各种内容都覆盖到。所以我们希望能继续保持这种形式(可能会稍微调整一些细节!)。
Flavor Themes
风味主题
Starting off with Flavor Packs; the regional focus is great and allows us to deep-dive into the history of a particular area - but as fun as it is to hit the books on a specific region, it's possible that we'll also be looking into non-regional Flavor Pack variants. Anything can be possible as long as there's a central system where flavor can be woven in. That said, at least the next Flavor pack is likely to remain regional in nature.
首先是风味包。以地区为中心很好,能够让我们深入挖掘某个地区的历史——不过,虽然深挖某个地区很有趣,我们也有可能会尝试非地区中心的风味包。只要有一个核心系统,供我们将风味融入其中就行,怎么做都有可能。不过至少下一个风味包将仍然保持地区中心。
A long-term goal is to revitalize and create diverse and varied gameplay throughout the map. Something we want to do is to explore regions outside of Europe, as both of our Flavor Packs so far have been within the region. We want to show how much fascinating history and intriguing gameplay can be found around the world. Examples with a lot of surprisingly deep history include regions such as Tibet, Persia, the Caucasus, and North Africa, to name only a few.
长期的目标是在地图各处创造出各不相同的游戏体验。我们想做的事是探索欧洲以外的地区,因为目前的两个风味包都是在欧洲的。我们想要展现出,在世界各地都有迷人的历史与有意思的游戏体验。仅举几个例子:吐蕃、波斯、高加索、北非等地区都有着深厚的历史。
Of course, in due time we also want to explore regions within Europe that are very popular for players, some examples including Britain, France, and the West/East Slavic lands. It's likely that we'll alternate a bit, especially if someone on the team is extra passionate about a theme. Also one final thing; a lot of you are asking for a Byzantine Flavor Pack, but I know for a fact that the scope of a Flavor Pack wouldn’t sate your ravenous hunger for East Roman content… when we eventually get to them, it'd more than likely be as the part of a Major Expansion!
当然了,在适当的时候我们也想继续探索欧洲内部受玩家们欢迎的地区,例如不列颠、法兰西、西斯拉夫、东斯拉夫。我们很可能会交替进行,尤其是假如我们团队中有人特别热衷于某个主题的话,就会优先考虑。还有最后一件事,很多玩家想要拜占庭风味包,但是我是懂的:仅仅一个风味包,怎么能满足大家对东罗马的极度渴望呢……假如我们做拜占庭的话,更可能是作为大型扩展包的一部分。
As for non-regional, there are some ideas floating around; further exploring governments such as the Tribal Government, or building flavorful systems around for example Epidemics (which is a system that would, foundationally, be free if/when we make it), etc. A benefit that this format would have is that we'd be able to make systems that don't fit the larger theme of a Major Expansion, but that we still feel would be great for the game.
至于非地区中心的风味包,我们也有一些主意;继续探索各种政体(例如部落制)、或者制作更有特色的系统,例如瘟疫(关于瘟疫,如果/等到我们做出来之后,将会是免费的)等等。这种模式的好处在于,我们可以做一些虽然适合游戏,但是却不适合大型扩展包宏大主题的系统。
Just to reiterate; don't take anything I say here as a statement that we're doing one of these themes right now!
再重申一遍,我在这里所说的任何东西,都不代表我们当前正在制作过程中!
Ambitions for Expansions
对扩展包的展望
There are already years worth of ideas for what we could do for Expansions. I'll go through a handful of the areas I'd like to explore in the future, focusing on some of the topics commonly seen around the community. Note that these are not necessarily standalone Expansion themes, some might be combined, others divided. While there are some themes that I think are more important than others, there's really no saying what we’ll look at first or in what order.
关于扩展包,我们的点子很多,足够做好几年了。我先介绍一下我想在未来探索的领域,重点关注玩家社区中常见的一些话题。请注意,这些不一定会成为独立扩展包的主题,有些可能会合并或者拆分。虽然我个人对这些主题的重要性有所排序,但是并不是说我们会优先做哪个、或者按一定的顺序做。

Trade & Merchant Republics is something I hear a lot about - and it's something that I really want to get to in time. However, I found the CK2 implementation in The Republic to be incredibly lackluster; in a game with thousands of interesting starts, it added only a handful more, and it didn't actually have that much to do with trade. For CK3 my vision would be different - medieval rulers didn't trade, per se, and noble rulers didn't regularly barter resources with each other, so while that's not a thing I'd want, there are a lot of interactions that could be added around trade and the people who did the trading. A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren't as limited as the ones in CK2…
贸易与商人共和国是我常常听到的——也是我想尽快制作的。不过我觉得CK2的共和国DLC非常平淡,因为CK2有着成千上万的有趣开局,这个DLC却只新增了个别几个,并且跟贸易也没有什么关系。至于CK3,我的期望会有些不同——中世纪的统治者他们自己是不做贸易的,贵族们也不会定期交易资源,所以这些并不是我想要的。不过,围绕着贸易和做贸易的人,是有很多互动可以做的。CK3中的贸易系统将会是角色驱动的,绝对可以推出全新的玩法,和CK2那样束手束脚的旧玩法是不一样的……
Imperial Mechanics, especially in relation to the Byzantine Empire, is another common topic. Empires are generally not very exciting, essentially having the same mechanics as a king does. I believe that there's an opportunity not only for emperors, but to be part of an empire. In many cases, such as in Byzantium, the Abbasids, or even the HRE, being a part of the empire should be as interesting as ruling it. There are many ways of going about this, but ideally, I'd want to get a lot of differences in there - no two empires were ever really the same, after all.
帝国机制——特别是和拜占庭帝国有关的——是另一个常见话题。帝国整体上并不是令人兴奋的,其机制基本上和王国有的都一样。我相信不仅仅是对皇帝来说,也对成为帝国的一部分来说,都应该有机会进行改动。在很多情况下,例如在拜占庭、阿巴斯或者甚至是神罗,成为帝国的一部分应该和统治它一样有趣。有很多方法可以做到这一点,但最理想的是,我想要在其中做出差异性——毕竟没有两个帝国会真正相同。
Laws were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired. Conceptually laws were a huge part of being a ruler and being part of a realm, and while we do have vassal contracts (which I'd like to revise at some point, too) there's room for more. For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.
法律是CK2里另一个顶破天了也仅仅是平淡的系统。虽然它们允许一定程度上的自定义和机制影响,但实装到游戏里却是静态而相当无创意的。从概念上讲,作为一位领主和作为领国的一部分,法律应该是重要的一部分内容,并且虽然我们确实有封建契约系统(这系统也是我想改动的),但这还有很多空间去改进。对于CK3,一个法律系统应该要被角色们深刻地驱动,而不是被限制于一个静态的设置功能。动态和进化是对其愿景的两个关键词。
Religion in CK3 took a great step up from previous iterations, but there's always more we can do. There are a plethora of ideas floating around, and as religion was such a common part of everyone's lives by this point in history, it's hardly surprising. It's hard to nail down exactly what I'd like to do here as there's just so much, but CK3 is uniquely suited to simulate all the drama that happened between everyone involved within the sphere of faith, be they Pope, Grandmaster, or simply an influential ruler. There's also a lot of potential around crusades, and all the happenings before, during, and after them. I'd also really like to get faith to play a larger part in the everyday lives of rulers, as it's much too easy to ignore as it stands.
宗教在CK3里通过之前的迭代有了巨大进步,但是我们总是还能做更多去改进它。有很多想法被提出来,但由于历史上的那个时候,宗教是每个人生活中如此寻常的一部分,它很难做得有什么出奇之处。弄明白我在这到底想干什么是很难的,因为想做的事总是有这么多,但CK3有得天独厚的优势,来模拟发生在信仰领域内的那些人之间的戏剧——无论是教皇、大团长,还是单纯只是个有影响力的领主。围绕着十字军圣战,以及所有发生在十字军圣战之前、之中以及之后的事,也有很多潜力可供我们挖掘。我也十分想让信仰在统治者的日常生活中扮演非常重要的部分,因为按现在的情形来看,它太过容易被无视了。
Nomads are just one part of the whole; the Steppe. This region is unique, and we've never done it real justice. In CK2 every ruler on the Steppe was a Genghis-in-the-making, with little focus beyond war. In reality, the Steppe was like an ocean - and the nomads were the only ones who had mastered it. I'd like to make the Steppe as a region stand out with mechanics of its own, and I'd like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within.
游牧民族仅涉及游戏整体的一部分,也就是草原。这片区域是独特的,并且我们从来没有真的公平对待它。在CK2中,每个草原上的统治者都是正在形成中的成吉思汗,除了打仗几乎不关注别的。在现实中,草原像一片海洋——游牧民族是唯一掌握了它的存在。我希望草原以它自己的机制脱颖而出,并且我希望游牧生活的一个巨大组成部分将会是迁徙,聚焦于这个地方的活力,以及生活在这个地方上人们的活力。
The Late Game is another area that I'm very interested in expanding, as the game currently plays very similar across the entire timeline. Sure, there are some differences, primarily in how easy it is to rule, and how much you're able to claim in wars, but the differences could be more fundamental. This is one of those topics where there are a million things we could do, but an ambition I have is that the game should stay interesting for longer than is currently the average play session (around 200 years or so). Looking at Eras and their effects on the game is one venue, so is taking a look at holdings, economy, and other fundamental components of the game.
游戏后期是另一个我非常有兴趣拓展的领域,因为目前来看游戏在整个时间线上进行的都是如此相似。当然,还是有不同的,主要是统治的简单程度,以及你能在战争中要到多少,但是这种差异性应当更具有基础性质的。这是一个我们可以做无数事情的话题之一,但是我拥有的一个野心是游戏应该在更长的时间上保持有趣,而不仅仅是在现在的平均游戏时长(大概200年左右)内有趣。审视时代及其对游戏的影响是一个途径,审视领地、经济和游戏的其他基本组成部分也是如此。
I think it's quite obvious that I eventually want to Expand the Map, to include the rest of the Old World. If we'd do it all at once or in segments is still up in the air, but regardless of what approach we take, it's imperative that the area feels different to play in from the western half. While it's obvious that the area would require a lot of unique art, I'd also want it to work differently from a mechanical standpoint - governments, faiths, etc. It's an ambitious goal, but one I wish to tackle eventually.
我认为相当显而易见的是,我最终会想要去拓展地图,来囊括旧世界的剩余部分。我们是一次性把这事做完还是分批做,这都是空气画饼,但无论我们做了什么,这些地区的游戏感觉必须与西半部的不同。虽然事情是很明显的,该区域将会需要许多专属的美工,但是我也希望从机制层面上来创造差异性——政府、信仰,等等。这是一个充满野心的目标,但也是一个我希望最终能解决的目标。

An incredibly rough floor plan for the future.一个粗糙到令人难以置信的楼层平面(计划)图。
General Areas
一般领域
Of course, there are also areas of the game that I want to revisit, rework, rebalance, or expand in general - it's not all about expansions or flavor, existing systems, and core loops must be revisited now and then to keep the game in a good state. Of course, this would be done in free updates, either free-standing or as part of a bigger release. Here are some of the things that I'd like to get to within a reasonable timeline, some more important than others. This is not an exhaustive list.
当然,也有更多我想从整体上再审视、再制作、再平衡或者拓展的游戏领域——这并不完全是指对拓展包、风味包、现有系统以及核心循环进行不断重制以保持游戏处于良好状态这种事,还有更深层次的东西。当然,这些内容会被包进免费更新中,要么是一个独立的免费更新包,要么是大版本的一部分。以下是我想在合理时间内完成的一些事情,一些比其他事情更重要的事情。这并不是一份详尽的清单。
Alliances are too binary as they stand, while it's true that it's easy to understand how they work, it also results in a lot of unwanted busywork when you have to fight in wars you've no interest in (or you have to take a big prestige hit…) - at the same time, it's much too easy to get a lot of allies that, at a moments notice, are ready to drop everything in order to help in your wars. I'd like to see a pact-based system where you have to negotiate more, without making it annoying to find and get the alliances you need. You should, for example, never be fooled into a marriage hoping to get an offensive alliance, where it turns out you simply can't. Exactly how/what we'd do is still in the works, but it's high up on my list.
同盟目前太二元化了,虽然这确实方便于理解同盟是如何起效的,但是它也导致了许多不请自来的麻烦事,让你必须去你没兴趣的战争中干架(或者你必须承受一个巨大的威望损失……)。同时,你也太过于容易得到如此多盟友,他们召之即来,准备好抛下一切来帮助你的战争。我希望看到一个基于条约的系统,在这个系统中你必须进行更多协商,并且不会在寻找和取得你所需要的盟友时让你感到烦躁。举个例子,你不应该被一纸婚约骗进一个进攻性同盟,而你实际上在那场战争中无能为力。。具体如何做/做什么还在进行中,但它在我的列表上处于优先级。
Clans do not feel unique enough, while they have some mechanics that simulate the sphere's tendency for spectacular rises & falls, there's more we can do to show the differences from Feudal. I'd like to explore what made Clan realms so different historically and draw upon that for a more flavorful set of differing mechanics. I definitely also want to make the Clan, as in the group of people, matter more in the government bearing its namesake.
氏族给人的感觉还不够独特,即使有一些机制用来模拟氏族领域内壮观的兴衰浮沉,但我们仍可以在展示其与封建的差异性上做的更多。我想探索是什么让氏族领地在历史上如此不同,并以此为基础来创造更多有趣的差异化机制。我当然也想让氏族作为一种群体,在以此为名的政体中更加重要。
Warfare is not and never will be a primary focus for CK3, that said it's not as character-driven as it could be, outside of commander advantage and the occasional great knight. There's also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units. I’d eventually like for us to be able to deliver content in a way that doesn't interrupt warfare, and use that system to highlight characters and heroic acts (Battle of Agincourt, anyone?). I'd also like to rework the major annoyances of warfare, such as supply.
战争不是,也永远不会成为CK3的主要焦点,也就是说,除了指挥官优势和偶尔出现的伟大骑士之外,战争并没有像它可能的那样以角色作为导向。在战争期间提供内容(通常是以事件的形式)也是一个实际问题,因为玩家在微操单位时经常被屏幕中间出现的东西打断。我希望我们最终能够以一种不中断战争的方式提供内容,并用该系统突出角色和英雄的行为(阿金库尔战役,有人想要吗?)。我还想重制战争中主要烦人之处,例如补给。
Modifier Stacking is becoming an issue in some places, especially for Men-at-Arms modifiers (primarily from buildings) and Building Cost Reduction modifiers. While some issues can be solved by tweaking numbers (we've for example reduced prestige sources in the past) others require a redesign/revisit of the underlying problem. For example, I'd like to take a long, hard look at MaA modifiers, seeing as the player can very easily destroy AI armies with little work. I'd like to not only rebalance the sources of MaA boons but potentially also create new options for fun management.
修正堆叠在某些地方正成为一个问题,特别是兵士修正(主要来自建筑物)和建筑成本降低修正。虽然有些问题可以通过调整数字来解决(例如我们在过去减少了威望来源),但其他问题则是需要重新设计/重新讨论的深层问题。例如,我想对兵士修正做长远仔细的研究,因为我们看到玩家可以很轻易地用很少量的操作摧毁AI的军队。我不仅想重新平衡兵士增益的来源,并且有可能的话,还将为有趣的运营创造新的选择。
AI is an enigmatic beast, with aspects that are incredibly diverse. One of them is warfare AI, where Crusades stand out as an area in need of improvement - on one hand, historical crusades were incredibly disorganized, but on the other, we don't want the player to feel like they're hopeless endeavors. No matter what we decide to do, we'll have to strike a balance - if the AI played perfectly optimally, crusades would steamroll everything, and I don't want that. There are of course other aspects of the AI where I want to see improvements, such as the marriage AI, but we've at least made some good strides with the economical AI over the last few updates, so that's not a priority. We eventually want personalities to shine through every aspect of the AI, and we have some plans for that, which will likely come in steps.
AI是一个捉摸不透的怪兽,有着难以置信的多样性,其中之一是战争AI,十字军是一个需要改进的领域。一方面,十字军东征在历史上非常混乱,但另一方面,我们不希望玩家觉得他们付出的努力是毫无希望的。无论我们决定做什么,我们都将会达成平衡。如果AI能完美发挥到最佳,十字军会大杀四方,我并不想这样。当然,我还希望看到AI在其他方面的改进,比如婚姻AI,但在过去的几次更新中,但我们至少已经在最新的几次更新中完善了经济AI,所以这不会被优先考虑。我们希望最终AI的各个方面都能闪耀出个性色彩,对此我们也有所计划,可能会逐步实现。
Community & History
社区和历史
As I touched upon earlier, we'd like to invite you in the community to take part in some of the things we're doing in the not-too-distant future - my guess would be within Q1 of next year (though still TBD). Without spoiling too much it'd have something to do with the content we'll be making…
正如我之前提及的,我们诚邀您在社区中参与到我们不久的将来要做的一些事情中——我猜是会在明年第一季度(虽然还有待商定)。就不剧透太多了,它与我们将要制作的内容有关……
While not directly related to the game, an (at least if you ask me) incredibly cool initiative that we'll be driving is to have more collaborations with historical media - this goes hand-in-hand with what I mentioned early on in this diary, regarding us wanting to show how medieval life actually was! This means that you'll be seeing even more podcasts, videos, etc., about themes close to the game. Who knows, we might even get historians or professors to be guests or consult for our upcoming content.
虽然与游戏没有直接关系,但我们将推动一个(至少如果你问我的话)非常酷的计划,即与历史向媒体有更多的合作——这与我在本日志前文中提到的内容密切相关。我们想要展示真正的中世纪生活!这意味着你将看到更多关于游戏主题的播客和视频等内容。谁知道呢,我们甚至可能会邀请历史学家或教授来做客,或者为我们即将推出的内容提供咨询。
For those of you playing on console there will be a post later this week, answering some of the questions you have.
对于那些在主机上游玩的人,本周晚些时候会有一个帖子,回答你们的一些问题。
That's it for now! I invite you all to discuss what you see here - share your thoughts about the themes, ideas for what you’d like to see, suggestions on how things could be done, and so on!
就说这么多吧!我诚邀你讨论在本文中所看到的东西,分享你对这些主题的想法,你希望看到的创意,以及关于如何完成的建议等等!
翻译:Raymond 一个幽灵 伦敦 Crisp
校对:三等文官猹中堂
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