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维多利亚3开发日志#25 | 11/25 战争的代价(第一部分)

2021-11-28 21:57 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #25 - The Cost of War (Part-1)

lachek Victoria 3 Lead Designer


Today marks the final entry in our 4-part overview of the warfare mechanics of Victoria 3. If you're just tuning in now, we have previously covered The Concept of War, Fronts and Generals, and Navies and Admirals which introduces many of the core concepts fleshed out in this diary.

今天是我们对维多利亚3战争机制四篇概述中的最后一篇。如果你现在才开始关注咱们,你可以回顾我们之前的战争的概念前线与将军以及海军和海军上将。这些日志中介绍了很多在此篇日志中的核心概念。


That war costs substantial money and resources is hardly a novel concept. Most strategy games impose a cost for creating military units, some have upkeep costs, and even in Pop-less Paradox GSGs a metric such as a Manpower pool often has to be regenerated in order to replenish damaged units. A few games even encourage you to peace-out of wars that are so costly your treasury can't bear the expense for as long as it takes to win, even if you still have armies left standing.

众所周知,战争需要花费大量的金钱和资源。大多数战略游戏建造军事单位需要成本,有一些游戏有维护费用,甚至在没有POP系统的P社大战略游戏中还会设置例如人力池这样的数值,通过可恢复的人力来补充受损的单位。一些游戏甚至鼓励你在战争中求和,因为战争的成本太过高昂,以至于即使你有军队仍在前线支撑,但你的国库不能支撑着你旷日持久的战争以达到最终的胜利。


In Victoria 3 we aim to take this to the next level by modelling the truly astronomical, often lasting expenses of war in the economic system. This includes letting players and Pops profit off of wars; employ economic tools such as trade disruptions to gain military leverage; encourage upgrading not only your military but also industrial output to match; reform your Laws to fit your military to your economy; ensure your Infrastructure is sufficient to maintain your country while at war; and invest in medical corps and medicine to treat your population traumatized by the frontlines.

在维多利亚3中,我们将在经济系统中模拟真正天文数字且通常是持久的战争花费,把对战争代价的模拟提升到新的层面。这包括:让玩家和Pops在战争中受益;使用经济工具例如阻断贸易来获得军事层面上的力量;鼓励你不仅升级军事单位而且要升级工业产出来配合战争;改革你的法律从而让你的军事更加配合经济;保证你的基础设施足够在战争中支撑你的国家;投资医疗队和药物来治疗在前线受到伤害的人口。


The intention here is not only to give the player a lot of economic levers to pull to prepare their country for war, although that is certainly part of it. A big reason for making wars approach the real-life cost is to encourage the player to think hard about the opportunity cost of war - that is, what you're missing out on by spending your resources on war instead of something else - and incentivize solving your diplomatic conflicts before war breaks out. If war was a cost-effective way both of increasing your power and decreasing your enemy's power, diplomacy would be relegated to nothing but faux formalities before fighting begins. But if neither party truly desires a war, no matter the power discrepancy between them, that's when the Diplomatic Play intimidation game to see who blinks first can become real and tense.

这样做的意图,并不仅仅是给予玩家大量经济手段让他们让他们的国家去准备战争,尽管这当然是其中的一部分原因。另一个很大的原因是,让战争花费更接近真实战争的花费,从而鼓励玩家更多地思考战争的机会成本——也就是说,如果你花费资源在战争上而不是其他地方,会让你错过什么——并鼓励你在战争爆发前解决你的外交争端。如果战争是一个既能增加你的国力、又能降低敌人国力的高性价比途径,那么外交就会沦为战争开始前的虚伪形式而已。但是如果双方都不希望发生战争(无论他们之间的实力差距有多大),外交博弈中看谁先眨眼的恐吓游戏就会变得真实且紧张了。


It also means that it's a skill to know when to stop. If war was an all-or-nothing affair this would not be an issue, but in Victoria 3 wars rarely result in one side getting everything they asked for (as we will learn more about next week, when we cover the Peace Deals system). Once you have hurt your enemy enough you might accept a consolation prize and sign a truce, knowing you will recover better over the next five years than they will.

这也意味着,知道何时停下来是一个技巧。如果战争是一个全赢或全输的事情,那么这不是一个问题,但是在维多利亚3中,战争很少会导致一方得到他们所要求的一切(我们在下周和平协议Peace Deals系统中会讨论更多)。一旦你对你的敌人造成了足够多的打击,你可能会接受一个安慰性的条件然后签下和平条约,因为你知道在接下来的五年你会恢复得比他们更快。


With that said, let's dig into the details.

咱们先说这么多,我们现在挖点细节。


Your ability to sustain your war machine is of crucial importance in peace as well as war. At the start of the game many countries can get away with maintaining an army of self-supporting Irregular Infantry to keep the costs of arms down, but this won’t be possible for long. And while wages might be affordable when your country is underdeveloped, increased productivity and labor competition will eventually raise expectations.

你维持战争机器的能力在和平和战争时期都至关重要。在游戏开始时,许多国家都可以通过维持一支自给自足的非常备步兵组成的军队来降低军事开支,但这不可能持续太久。同时,虽然当你的国家在不发达的时候支出工资还是可能可以承受的,但是生产率的提高和劳动力的竞争最终会提高人们对工资的期望。


Your country's Army Model is a type of Law that governs who makes up your military and how they are organized. We currently have four Army Models planned:

你国家的军队模式Army Model是一种法律,用来管理谁参加军队以及如何组织他们。我们目前计划了四种军队模式:


Under a Peasant Levy model, a permanent military force supported by Barracks is non-existent or minimal in size. Instead the country may raise large numbers of conscripted levies of irregulars during wartime, led by Officers originating from the aristocracy. This model is cheap to maintain during peacetime but can get very expensive (particularly in lives) during war. Conscripted Battalions can also take a long time to organize, and provide no Power Projection that affects the country's Prestige.

征召民夫Peasant Levy模式下,不存在或很少有由兵营支持的常备军事力量。相反,国家可以在战时召集大量的非正规征召兵,由来自贵族阶层的军官领导。这种模式在和平时期维持起来会很便宜,但是在战争期间代价会非常昂贵(特别是在生命损失方面)。征召兵的营也会花费很长时间才能组织起来,并且不会提供影响国家威望的力量投射。


The National Militia model limits your standing army and Power Projection in much the same way as Peasant Levies, but permits you to conscript a large part of your population into a well-rounded national defense force if needed. These conscripted troops cannot be mobilized and are therefore automatically assigned to their local garrisons, unavailable to Generals to use to advance Fronts. It's the model of choice for countries who want to focus on homeland defense, or countries desiring to democratize the military and limit the power of the Armed Forces.

和征召民夫模式非常类似,国家民兵National Militia模式限制了你的常备军和力量投射,但是允许你在需要时征募很大一部分人口,组成一支全面的国防力量。这些征募兵不能被调动,而且会自动被划分到当地的驻军中。将军们不能用它们来推进前线。这种模式是那些希望专注于国土防御,或者希望实现军队民主化和限制武装部队权力的国家的首选。


Mass Conscription becomes available once you have unlocked the Society "tech" Nationalism. It lets you enlist the same large number of conscripts as National Militia but does not limit the size of your standing army, and all these conscripts are assigned under Generals as needed. In addition, conscripts are trained faster but are limited to infantry troops only. This is the correct choice for countries fighting no-holds-barred existential conflicts where sending regular waves of fresh meat to the frontlines is imperative.

一旦你解锁了民族主义的社会“科技”,你就可以解锁大规模征兵Mass Conscription模式。它可以让你征募到和国家民兵模式一样多的征召兵,但是不限制你的常备军数量,而且所有这些募兵都可以按照需要分配到将军手下。此外,这些募兵训练得会更快,但是只限于步兵部队。这对于正在进行无限制生存冲突的国家来说是正确的选择——定期向前线输送一波又一波的新鲜血液是非常必要的。


A Regular Army model lets a country maintain an army of any size even in peacetime. While it also permits for conscription of a smaller number of civilians as needed, its standing army is the pride of the nation and confers considerable Prestige onto it. This model has the greatest flexibility in terms of military Production Methods, letting countries configure their armies without restrictions. Technologically advanced countries relying on more expensive crack troops rather than sheer numbers favor this Law.

常备军Regular Army模式能让一个国家即使在和平时期也能保持任意规模的军队。虽然它也可以根据需要征募少量的平民,但常备军是国家的骄傲而且可以提供相当可观的威望。这种模式在军事生产方式方面有着最大的灵活度,允许各国不受限制地配置他们的军队。技术先进的国家依靠更昂贵的精锐部队而不是纯粹的数量,可能更倾向于此种法律。


Like all Laws, changing your Army Model will be popular with some Interest Groups and not with others, and in most cases you need to have at least a semi-legitimate government that favors the Law in order to have a chance to pass it without major complications. The icons you see for these Laws are not yet finalized.

就像所有法律一样,改变你的军队模式在某些利益集团中会很受欢迎,在其他利益集团中就未必了,而且大部分时候你至少得有一个倾向于这项法律的半合法政府,才有机会在不把事情搞得很复杂的情况下通过该法律。你看到的这些法律的图标还不是最终成品。


Conscripting the civilian population into military service is an option available to all countries, but only during wartime or when the country is at threat of war (i.e. when it is actively participating in a Diplomatic Play). Conscripted Battalions do not Project Power and therefore do not impart Prestige, and under some Army Models they do not have access to certain advanced Production Methods that require specialized training.

征募Conscription是让平民人口进入军队服役的选项,对于所有国家均可用,但是仅限于战争时期或国家受到战争威胁时(也就是正在参与外交博弈Diplomatic Play时)。征募出来的营无法投射力量,因而不会产生威望,并且使用某些军队模式时无法采用一些需要专业化训练的先进生产方式。


Conscripts can be activated state by state or all across your country at once. Activating conscripts creates a Conscription Center in the state where civilians are recruited into temporary military service, and the cost of these conscripts are only incurred as they become active. This means relying on conscripting civilians as needed can be a compelling strategy to keep the military budget down, but it does not come without its own costs.

征募可以在每个地区内单独进行,也可以一次性在全国范围内启动。启动征募之后,会在地区内创建一个征募中心Conscription Center,平民们就在此被招募去服临时兵役,并且这些征募兵只在启用他们时才需要费用。这意味着依靠按需征募平民在降低军事开支上是个不错的战略,但这也是要付出代价的。


First and foremost, when the Conscription Center appears, recruited Pops will leave their regular places of work en masse which could cause major temporary disruptions to your nation's economy. If the conscripts in a certain state happen to primarily originate from the lower strata of its underpaying Lead Mines, this will reduce output and thereby affect the Glasswork and Munitions Plants that consume the lead produced in your market, which in turn will impact all its Urban Centers as well as your very military machinery. If you have enough Pops in search of labor this situation will correct itself over time as the Lead Mines rehire their lost workers, but in the long run this simple action of initiating conscription in a single state will still mean a shift in Wealth distribution, political allegiances, population distribution, industrial profitability, and so on. Even after a successfully prosecuted war those men returning home alive may need to look for new opportunities to regain their old Standard of Living. Everything has consequences.

首先,当征募中心出现的时候,被征募的Pop会全体离开他们平时的工作岗位,这会对你的国家经济造成巨大的短期影响。如果某个地区的征募兵碰巧主要来自较低的阶层,比如工资很低的铅矿工人,这就会减少产出,从而影响到在你的市场上消耗铅的玻璃厂和弹药厂,然后又会影响到所有的城市中心以及你自己的军工系统本身。如果你有足够的Pop在到处找工作,那么情况就会逐步自行改善,铅矿会重新招募一批工人来填补空缺,但从长期来看,仅仅是在某个地区内开展征募就意味着财富分配、政治倾向、人口分布、工业利润以及一系列其他方面的改变。即便是在成功进行了一场战争之后,这些活着回到家乡的人或许也会需要寻找新的工作机会来重新获得之前的生活标准。每一件事都有代价。


Second, conscripted Battalions are always created from scratch which can take a lot of time. This means they lose any experience gained in the last armed conflict as they stand down, while your standing army units will get more and more impressive over time. Soldier for soldier, conscripts give you less bang for your buck.

其次,被征募的营总是从零开始创建的,这会需要很多时间。这也意味着他们卸甲归田之后,会失去任何上次武装冲突中积累的任何经验,而你的常备军能够随时间推移变得越来越强。虽说都是当兵的,但花在征募兵上的钱就不那么值当。


Third, conscripted Battalions are distributed among your Generals by their normal Rank-based proportions and aren't automatically mobilized as soon as they emerge. So first the conscript Battalions need to be recruited and created from scratch, and then any conscript Battalions assigned to mobilized Generals must also mobilize in order to be able to leave for the front. As we explored in the Front and Generals diary, when such a large number of Battalions are raised all at once it is Infrastructure that governs how quickly they will be able to get ready, so this needs to be taken into account when choosing where to recruit your conscripts.

再次,被征募的营会根据你的将军们的级别,分配到每个将军麾下,而不是他们一出现就自动动员。所以一开始征募的营需要从零开始招募和创建,然后分配给已经动员的将军的征募营需要再经过动员才能开往前线。正如我们在前线和将军那篇日志里说的一样,一下子组织起如此之多的营的时候,是基础设施决定了他们能够多快准备好,当你选择在哪里征募兵员的时候,也需要考虑到这一点。


While all of the above happens automatically with the press of a button, the impact can be complex and will be experienced over time. Choosing to activate conscripts in the populous but rural vineyard valleys of Rhone will have a very different effect on France than activating conscripts in industrialized, well-connected Paris.

虽然以上这些只要你按一下按钮就都能自动完成,影响却非常复杂,也会随着时间推移逐步体现出来。选择在人口众多却以生产葡萄酒的乡村为主的罗纳河谷地区启动征募,和在工业化程度较高、交通便利的巴黎启动征募会带来非常不同的影响。


Mass Mobilization may provide access to vast numbers of fighting men, but redirecting up to 25 percent of your capable workforce to the war effort (in this case 60 Battalions, or the equivalent workforce required to staff about 12 levels of farms, mines, or manufacturing industries) could play a real number on your economy. These visuals are a work in progress, but demonstrates how the player functionally interacts with the map through the "lens" system either through clicking directly on regions of the map or by selecting options from a list.

大规模动员或许能提供许多能作战的人,但是把你可用劳动力的最多25%弄去打仗(本例中是60个营,或者大概一共12级的农场、矿山或制造业所需要的劳动力)会对你的经济带来重大影响。图像都还不是最终版,不过也能展现一下玩家如何通过“滤镜”来和地图进行互动,要么直接点选地图上的区域,要么从列表中选中一些选项。


(篇幅所限,后半部分请移步下篇。)



翻译:没有V3玩我要死了 AntiAccess 口袋姚怪 Akiren

校对:三等文官猹中堂


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