维多利亚3特别开发日志 | 12/17 问答汇总

牧游社 牧有汉化翻译
Q&A Roundup
commissar roach, Private
Earlier this month we held an exclusive Q&A session on the Official Victoria Discord for our newsletter subscribers. We have now gathered some of our top questions and answers in this article, for your reading pleasure! Enjoy.
本月早些时候,我们在维多利亚的官方Discord服务器中举办了一个针对我们的邮件订阅者的独家问答活动。现在我们收集了一些大家最关心的问题和答案放到文章里,希望大家看得开心!好好享受吧。

Winged: Will some cultures have areas they specialise in? For example Nepali could be better soldiers while Norwegians could be better fishermen
问:某些文化是否会有自己擅长的领域?比如尼泊尔人当兵就比别人猛,挪威人打鱼就比别人强?
Michael "Ofaloaf" Kundak-Cowall: The main problem I have with that is the unfortunate implications of saying people are just innately better at one thing or another- a Norwegian who moves to central Iowa isn't going to be a terribly good fisherman, and a Nepali who has never experienced war in his or her lifetime isn't going to have much experience at combat.
答:我觉得这个东西的主要问题在于,它不恰当地暗示人们生来就擅长某一件事——搬到爱荷华州中部的挪威人成不了好渔夫,一生中从未经历过战火的尼泊尔人也不会有丰富的战斗经验。
General_WCJ: what is the most common degree held by team members working on v3, history, game development, game design, computer science or something else
问:维多利亚3开发人员的学位中最常见的是哪个?历史、游戏开发、游戏设计、计算机科学,还是别的什么?
Paul Depre: If I had to guess its most likely some form of computer science and or game development for those who were able to go to school for such. We also have quite a few individuals who have the non-standard degrees in various forms of sciences, history, language, and me - the token economist. Never done a survey among the studio though, might be an interesting thing to do. The results will not be in a pie chart, that I can assure you.
答:如果非要让我来猜的话,对于那些科班出身的开发人员来说,估计是计算机科学或者游戏开发之类的吧。我们也有不少人拿的是各种各样的非标准学位,涵盖了自然科学、历史、语言等方面,我则是个通证经济学家(译注:和区块链技术紧密相关的一种经济学理论)。我们从来没在工作室内部搞过调查,或许试一试会很有趣。我向你保证,结果不会用饼状图表示。
SenatorSnowBear: Will we see models of trains move around the railways on the map? Will they go 'choo choo' if we zoom in close enough? The latter question is very important to me.
问:我们能不能在地图上看到火车的模型在铁轨上跑来跑去?如果我们拉得很近,它们能不能发出“呜呜”的声音?后一个问题对我来说非常重要。
Michael "Ofaloaf" Kundak-Cowall: The trains do indeed travel around on the map and go choo choo! In fact, the trains even go chugga chugga.
答:火车当然会在地图上跑来跑去,也会发出“呜呜”的声音。实际上,火车还会发出“哐且哐且”的声音呢。
Gimokes: How does the government form affect how laws pass?
Does an Absolute Monarchy like Prussia have a easier way to pass unpopular laws by many interest groups than a Constitutional Monarchy like Great Britain?
问:政府形式会怎样影响法律通过的过程?比起像大不列颠那样的立宪君主制,像普鲁士那样的绝对君主制如果要通过许多利益集团不喜欢的法律,是不是更加容易?
Daniel Tolman: More authoritarian laws will help you pass laws faster; so an autocratic monarchy that suppresses opposition interest groups can pass laws quickly and with less resistance than a Democracy with a strong opposition. Of course, that has its own downsides.
答:更多的威权主义法律能帮助你更快地通过法律,所以比起一个有着强大反对派的民主政权,一个镇压反对派利益集团的专制君主制能够更快的通过法律,遭遇的抵抗也会较少。当然了,它也是有自己的缺点的。
Dr. Njitram: Are there any mechanics youre not fully fleshing out, awaiting feedback from the larger player base/QA?
问:有没有什么机制是你们还没打磨完,等着更大的玩家群体或者问答活动的反馈的?
Paul Depre: There are plenty of things not solid - all to various levels. That's part of the reason we do dev diaries and feedback sessions, hold UR tests, and let QA tinker on the regular. Some more structural mechanics are locked in, but we are always looking to and reacting to your feedback. If we do not act upon it right away its usually because doing such is risk based on the timeline and then we look for when we can address it in the future. In future dev diaries you may in fact see such changes detailed.
答:没定下来的东西还有不少——具体程度也各异。这也是我们做开发日志和反馈活动,搞UR测试,再让问答活动修补一般事项的一部分原因。一些比较结构性的机制已经敲定了,但是我们也会一直处理和回应你们的反馈。如果我们没能立刻做出行动,那通常是因为这么做会有影响我们在时间线上的进度的风险,于是我们就会找一个未来处理这个问题的时机。在未来的开发日志中,你或许就能看到这些改动的详细介绍。
Kings: Can democracies influence what interest groups are in their governments?
问:民主政权能否影响他们政府内部的利益集团?
Aron Nisbel: Yes! As a Democracy you will be able to Reform your Government by adding and removing Parties and Interest Groups. However, Government constellations will vary on how Legitimate they are.
答:可以!作为民主政权,你可以通过增加或减少党派和利益集团来改革政府。然而,政府结构会因为他们的合法性有多高而变化。
KaiserPiplup: What is the feature you are most excited about personally and to see what players will do with?
问:对你个人来说,最激动人心,最想看到玩家反应的特性是什么?
Martin Anward: Definitely Diplomatic Plays! I want to see what kind of crazy upsets players manage to pull through clever diplomacy, and also what unintended consequences they end up with. Not to mention the multiplayer shenanigans...
答:肯定是外交博弈了!我想看看玩家能通过精明的外交手段弄出什么样的意外收获,而他们又得面对怎样意想不到的后果。更不用说多人游戏中的阴谋诡计了……
EnzoF: What is the most interesting aspect/consequence of something you've already talked about that you were not able to place onto a dev diary?
问:在你们没在开发日志里说过,但是你们已经讨论了的事情里,最有趣的方面/结果是什么?
Mikael Andersson: I don't actually recall if we've discussed Urbanization in detail yet, but one aspect I find fascinating is how building up your industrial states automatically create a parallel service industry which booms if the Pops' Wealth increases but fails if it doesn't, so creating an exploitative, extractive industrial sector will decrease the price of the industrial output goods in the market but not benefit any sector of Pops in that state.
答:我不记得我们有没有详细说过城市化,但是我觉得很有意思的一个方面是,在你建立你的工业省份的同时,就会同时创造出一个并行的服务业。如果Pop的财富提升了服务业就能迅速发展,反之则会衰败。所以,创造一个剥削性,掠夺性的工业部门能够降低市场上工业产品的价格,但并不会让那个省份内的Pop受益。
al-Khalidi: Will it be possible for Austria to unify Germany?
问:奥地利能统一德意志吗?
Daniel Tolman: yes, but only if they don't become Austria-Hungary!
答:能,只要他们没变成奥匈帝国!
Katakras: Can interest groups be banned in authoritarian countries?
问:在威权国家里,能否取缔利益集团?
Paul Depre: More authoritarian countries have an easier time influencing their IGs to irrelevance. That being said its not as easy as simple to "ban" an IG - if they have the clout they will attempt to fight back instead of heading off meekly into irrelevance.
答:大部分威权国家可以比较容易地把利益集团的影响降到无关紧要的程度。话虽如此,这也不是直接“取缔”一个利益集团那么简单——如果他们有足够的影响力,就会试图反击,而不是乖乖变成无关紧要的存在。
Softload3r: Will there be a tutorial like in CK3? Vic 3 will be the first game in the Vic Series I'm playing, so a tutorial like in CK3 would be a huge help and much appreciated!
问:是否会有十字军之王3里那样的教程?维多利亚3会是维多利亚系列里我第一个玩的游戏,所以像十字军之王3里那样的教程会非常有帮助,我也会很感激的!
Aron Nisbel: Yes! We're working hard on the Tutorial and the format will have similarities to CK3, but we're of course aiming to improve on it and have made many of our own changes to fit it more to our game and take it further. One change we've been aiming for is that you will be able to play the tutorial as any country, but we're not going into any specific details on that yet! As a UX designer, the Tutorial is close to my UX heart since it is one of the most important features especially for a new player's experience. Hopefully, our Tutorial will make the game very enjoyable even for anyone without an economics degree.
答:有的!我们正在努力制作教程,形式会和十字军之王3里的有些类似,但是我们当然也会致力于改进它,做出一些我们自己的改变,让它更适合我们的游戏,各方面都更好一些。我们打算做的改变之一是你可以扮演任何国家来过教程,但是我们现在还不能详细说这个!作为用户体验设计师,教程很贴近我的工作内容,毕竟这是最关键的特性之一,特别是对于新玩家的游戏体验来说。希望我们的教程能让游戏对于大家都非常有趣,就算没有经济学学位也一样。
Grovar: Are we going to have game rules we can change before we start a new campaign like we have in other pdx titles?
问:我们能不能在游戏开始之前改变一些游戏规则,就像其他P社游戏一样?
Martin Anward: Yes, game rules are going to be in! For example, there will be a game rule to decide whether you want 'silly' nations like Byzantium and Jan Mayen to be able to appear or not.
答:可以,当然会有这种游戏规则!比如会有一个游戏规则让你决定像拜占庭和扬马延这样的奇怪国家能否在游戏中出现。
Jboy2000000: How will the blimp reward from sighing up to the newsletter be implemented in game?
问:注册接收新闻邮件的飞艇奖励游戏里会怎么做出来?
Mikael Andersson: Airships are one of the many things in the game that makes the map more alive. The one you get for signing up for the newsletter will be making an appearance in place of the standard model from time to time.
答:飞艇是游戏中许许多多让地图生机勃勃的事物之一。注册接收新闻邮件获得的飞艇模型会时不时地替代标准的飞艇模型出现。(译注:大家可以上维多利亚3的官网注册一下,获取这个奖励。)
SolarCola: Is colourblindness considered in the design of the UI?
问:在设计UI时,是否考虑了色盲模式?
Paul Depre: Yes! I can say we have been working towards addressing some color-blindness issues with our game particularly because it is more numbers heavy than others. We've been working on a dynamic setting that should allow for us to expand its coverage and hopefully (don't confirm quote me here) allow for modding as well to help cover all the various possibilities. Maybe we can do a dev diary on it in the future.
答:当然!这么说吧,我们一直在努力解决一些游戏中色盲模式的问题,因为比起其他问题,这牵扯到更多的数字。我们一直在制作一个能让我们扩展覆盖范围、还有希望允许mod改动(别引用我的话说肯定有这个)的动态设置,以此让色盲模式覆盖各种可能的情况。或许以后我们能针对这个写一篇开发日志。
Simply John?: What are some of the biggest quality of life changes that are planned or that have been made?
问:在计划中的和已经完成的改动中,最大的基础游戏质量改动是什么?
Martin Anward: There's a lot, but just to take one example we have implemented prediction functions when you change a production method or expand a building for how profitable the method/building will be. This in itself isn't new, but what is new about it is that the prediction takes into account factors such as how prices are going to change not just from that particular building/method but also from every other building currently in your construction queue, pop goods substitution (so you can see if there is potential for a good to be consumed even if it's not currently consumed) and so on. These predictions are actually also used by the AI to be able to far more accurately plan out its economic decisions than in our other games.
答:那就多了去了,不过举一个例子的话,那就是我们实装了预测功能,当你改变生产方式或扩建建筑的时候,就能看到这个方式/建筑能产生多少利润。这本身并不新鲜,新鲜的是我们让这个预测考虑了多种因素,比如价格的变化不只会考虑那个特定的建筑/方法,而是会考虑你的建造队列里的所有其他建筑,还会考虑Pop的货物替代(这样哪怕某个商品现在还没有被消耗,你也能看到它是否有被消耗的潜在可能性),以及其他一些东西。实际上,这些预测AI也可以用,这样它们就能以远胜我们其他游戏的AI的精确性做出经济上的决定。
Goodluck: Will there be reasons to keep the upper class happy on the cost of the lower and middle class, even though the upper class is just a fraction of your nation’s population?
问:会不会有什么因素通过牺牲中下层阶级来让上层阶级感到高兴,尽管上层阶级只是你们国家人口的一小部分?
Daniel Tolman: Absolutely. Firstly, if you're deliberately playing as an autocratic reactionary country, you of course want to favor the old guard power groups. But also, remember that wealth and certain laws boost the political power of pops - and if you try to pass laws that favor the poor, the rich will push back.
答:那必须的。首先,如果你刻意扮演一个专制反动的国家,你当然希望偏向守旧的权力集团。但也要记住,财富和某些法律会提升民众的政治力量——而如果你试图通过有利于穷人的法律,富人就会反击。
Golden: although events aren’t going to be railroaded, will we still see history play out roughly as we would expect? (As long as the player doesn’t interfere, that is )
问:虽然事件的走向并不是定死的,但我们能够看到历史大致按照我们所期望的那样发展吗 (至少在玩家不干涉的情况下是这样)?
Mikael Andersson: That depends on your expectations! We are not taking the approach that there is one "Platonic" way that history played out and if you don't poke at it, it will repeat itself. Rather, historical progression is the emergent consequence of millions of interacting events based on material conditions. What this means in practice is that while a lot of things will progress roughly as you might expect - countries are more likely to fight over shared Homelands, technologically advanced countries are more likely to do well financially, a country with a lot of colonies are likely to dominate the seas and vice versa - there will also be plenty of "butterfly effects" where e.g. a mass migration from China to Argentina will change the power dynamics in South America which might cause the US to reconsider their Interests there, etc. Our aim here is that some events should be recognizable while the remainder should be justifiable, and as few events as possible should feel inconceivable.
答:这取决于你的期望!我们不认为历史呈“柏拉图式”发展(即只要你不去拨动它,它就会重复同样的事)。相反,历史进程是数以百万计的事件基于物质条件相互作用的突发结果。这在实践中意味着,虽然很多事情的发展会大致如你的预期——国家之间可能为争夺分配的领土而战、技术先进的国家更有可能在经济方面蒸蒸日上、拥有大量殖民地的国家有可能主宰海洋,反之亦然——但也会有很多“蝴蝶效应”,例如,从中国到阿根廷的大规模移民将改变南美洲的权力动态,这可能导致美国重新考虑其在那里的利益,等等。我们在这方面的目标是,一些事件应该是可识别的,其余的应该是合理的,而让人感到难以置信的事件应该尽可能少。
SL128: Which types of countries tend to be the most beginner friendly or hostile?
问:哪些类型的国家往往对新手最为友好或不友好?
Daniel Tolman: Personally I think Japan is very beginner friendly. But to a great extent how "difficult" a country is largely depends on what your goals are.
答:我个人认为日本对初学者非常友好。但在很大程度上,一个国家有多“难”主要取决于你的目标是什么。
An_Oxygen_Consumer: can we play as rebels in some events?
问:我们可以在某些事件中扮演叛军吗?
Martin Anward: Yes, there's a variety of both events and mechanics where you can choose to be the rebels and fight against 'your own' country. To give one example, if the Sepoy Rebellion happens it's possible to switch and fight for Indian freedom.
答:是的,有多种多样的事件和机制让你能够选择成为叛军,与“自己”的国家作战。举个例子,如果发生了“印度兵变”,你就有可能转变立场为印度的自由而战。
RatherHolistic: are there any alt-history formables?
问:有没有什么架空历史中的可成立国家?
Daniel Tolman: We certainly have some, and we'd like to add more before release. Scandinavia and Gran Colombia are some examples.
答:我们已经有了一些,而且希望在发布之前添加更多。举几个例子,斯堪的纳维亚和大哥伦比亚。
Happy Doggu: When do big nations like France, Prussia, and Austria actually get in on diplomatic plays? How does the game determine that?
问:像法国、普鲁士和奥地利这样的大国何时真正参与到外交博弈中?游戏是如何判定的?
Martin Anward: I'm assuming this is about when the AI decides to join a play rather than when it's possible for them to do so. The gist of it is that to join a side, an AI has to either want strongly either to back a side, or be tempted with something that it wants enough (what it wants depends on which AI strategies is governing it at the moment) to overcome both their desire to support the opposing side and their desire to stay neutral. I'll go more into this in AI dev diaries in the future.
答:我想这取决于AI何时决定加入一场博弈,而不是它们何时能够加入。其要点是,若想加入一个阵营,AI必须要么强烈地想要支持某一方阵营、要么被它想要的东西(它想要的东西取决于目前占主导的AI策略)诱惑得够深,以克服它们支持另一方和保持中立的愿望。我将在未来的AI开发日志中更多地讨论这个问题。
Mr.Erik: how will taxes affect purchasing power and so standard of living? I want to know if i can build a small government for less militancy for less returns(money/soldiers)
问:税收将如何影响购买力和生活水平?我想知道我是否可以建立一个小政府,以较少的贡赋(金钱/士兵)获得较少的斗争度。
Paul Depre: Without going into extravagant detail about the various disagreements among the economic schools of the relative effectiveness of taxes on consumption, etc. I'm on a character limit and I cannot digress.
答:在不过分详细地论述各经济流派对消费税相对有效性的各种分歧意见的情况下……(下略)。我的字数有限,我不能离题。
In short any money taken by taxes will reduce the purchasing power of the pop and make where their consumption basket is relatively more expensive (out of their remaining income) thus they will have to reprioritize and might possibly consume less. More wealth in their pocket would mean a gradual want of the more quality goods, a nicer standard of living, even something extravagant.
简而言之,任何通过税收被拿走的钱都会降低民众的购买力,使他们的购物筐相对更昂贵(钱出自他们税后剩余的收入),因此他们将不得不重新确定优先次序,并可能会减少消费。口袋里的财富越多,他们就会想要越多的优质商品、越好的生活标准,甚至开始想要奢侈品。
But depending on how those taxes are spent - maybe by building industries that stimulate domestic production of the consumed goods you've been importing (thus keeping the relative wealth within your domestic economy) this loss in purchasing power from one strata of society can be overcome by subsidizing the welfare of another.
但这取决于这些税收的使用方式——也许你可以通过建立工厂来刺激国内生产你一直在进口的消费品(从而将相对财富保留在国内经济),这样来自社会一个阶层的购买力损失可以通过补贴另一个阶层的福利来克服。
I said I wouldn't go into extravagant detail and here I am with the answer of "it depends"
我说过我不会讲得太详细,现在我的答案是“这得看情况”。
michael III: Will there be an observer mode(if you want to just watch the AI)?
问:会不会有观察者模式(如果你就只想看海)?
Aron Nisbel: Yes!
答:会的!
Goodluck: Is it possible to stay competetive as an agricultural focused nation, or will you have to industralize if you want to keep up with the great powers?
问:一个专注农业的国家是否可以保持竞争力,还是说只有工业化才能跟上列强的步伐?
Paul Depre: What determines staying competitive here may differ from player to player: you can stay as a primarily agricultural based economy and meet the relevant standard of livings for your pops. Of course to expand that past your domestic restrictions without industrializing would require finding markets for such goods, etc. Its a challenge to meet the needs of your pops if they start asking for goods you choose to not produce. Nothing in the economic situation and focus is inherently impossible, it just presents a different set of challenges to you to maintain.
答:判定是否保持竞争力的因素可能因人而异:你可以保持以农业为基础的经济,并满足国内人口群的相关生活标准。当然,要想在不工业化的情况下跨越本国限制,就需要能获取某些商品的市场,等等。如果你的人民开始要求你选择不生产的商品,要满足他们的需求将成为一个挑战。在经济形势和焦点方面没有什么是本质上不可能的,不同选择只会给你持续游戏带来一系列不同的挑战。
Goodluck: Is there advantages to both tall and wide play; like will it be advantages to focus on one big city or building up many different Urban areas?
问:精铺玩法和爆铺玩法会各有优点吗?比如说,集中于一个大城市和建立许多不同的城市区,会有各自的优势吗?
Paul Depre: In short: yes. Playing tall has its advantages and disadvantages as does wide - its more a question of which problems you want to confront. Playing tall can allow for the benefits and throughput of industrialization to be seen faster. Wider means more accessible resources domestically across your economy but multiple urban centres will require an infrastructure network to maintain a connection between them and the movement of goods but a single industrial capital might become dirty overtime and see an increase in mortality.
答:简而言之,是的。精铺玩法和爆铺玩法一样有优势和劣势——问题更多地在于你想面对哪些难题。精铺玩法可以让工业化的收益和吞吐更快地显现,爆铺玩法则意味着你的整个经济体内有更多可利用的资源。但多个城市中心需要一个基础设施网络来维持它们之间的联系和货物的流动;而单一的工业之都可能会随时间推移变得肮脏,其死亡率也会上升。
Aquos: What are you most excited for in terms of new modding capabilities?
问:在新的模组能力方面,你最期待的是什么?
Mikael Andersson: I've seen some absolutely next-level overhauls just focused on replacing buildings, production methods, and goods made by members of the team on their "free project" time, and I think this is where we will see the most amount of modding. Having said that we aim to make nearly everything we put in the game moddable, so undoubtedly we will see new laws, institutions, tech trees, diplomatic actions, subject types, military behaviors, and even AI mods. There's also another major feature we use to support the event system which we'll cover in a dev diary in January, that I am also positive will see some really amazing mods written for it.
答:我已经看到了一些绝对高水平的重制模组,专注于替换建筑、生产方式和货物(而且我认为在这些方面我们将看到最大数量的模组),虽然这些模组只是团队成员在他们的“自由项目”时间所做的东西。尽管如此,我们的目标是使我们在游戏中放的几乎所有东西都可以修改,所以毫无疑问,我们将看到新的法律、机构、科技树、外交行动、附庸类型、军事行为,甚至AI模型。还有一个主要功能是我们用来支持事件系统的,我们将在一月的一篇开发日志中介绍,我也积极地认为会看到一些真正惊人的模组。
Theo: Will we be able to zoom out fully and see the whole world?
问:我们能否把地图拉到最远并察看整个世界?
Aron Nisbel: Yes, and we put a keyboard shortcut in for you to instantly zoom out and then you can click the map + release the shortcut to instantly zoom in there.
答:可以,我们为你设置了一个键盘快捷键来即时拉远,然后你可以点击地图+松开快捷键来即时放大点击处。
Jagriel: Can we expect more pie charts and graphs in the release state of the game?
问:我们能否期待在游戏的发布版本中有更多的饼状图和图表?
Mikael Andersson: We'll have more charts and graphs than you can shake a stick at. We recently rewrote our trends backend system to be able to support a ridiculous amount of data sampling, just so we can give you more charts.
答:我们会有更多的图表,让你数都数不清。我们最近重写了趋势后台系统以能够支持大量的数据采样,只为了能给你更多的图表。
Cilantro: Will we be able to outfit arctic expeditions like the Franklin expedition to find the Northwest Passage?
问:我们是否能够像富兰克林探险队那样配置北极探险队,寻找西北航道?
Michael "Ofaloaf" Kundaw-Cowall: There are expeditions- hang tight and we'll go into detail about them in the future!
答:有探险——稍等一会儿,我们将在未来详细介绍它们!
Eze agha: will their be flavor events to spice up gameplay inbetween diplomatic plays?
问:在外交博弈之间是否会有风味事件来调剂游戏?
Michael "Ofaloaf" Kundaw-Cowall: Yes! They even let me write some of them, somehow.
答:会的!不知道为什么,他们甚至让我写了一些。
uzo70: Will the "Tooltips in Tooltips" system from CK3, make its way into Vicky 3?
问:CK3里那种“提示框里的提示框”会以某种形式进入V3吗?
Aron Nisbel: Yes!
答:会的!

And there we have it, a short roundup of the newsletter subscriber exclusive Discord Q&A. To to stay in the know on all things Victoria 3, make sure to subscribe to our newsletter and we'll keep you updated!
就这样,我们针对简讯订阅者的Discord Q&A进行了简短总结。若想持续了解维多利亚3,请务必订阅我们的简讯,我们将为您提供最新信息。
翻译:AntiAccess 子炎君
校对:三等文官猹中堂
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