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建设政治资本和国家实力

2023-09-01 15:46 作者:机枪豌豆射手159  | 我要投稿

建设政治资本和国家实力

Building Political Capital And State Capacity

领导者如何创造一个政治环境,让他人支持自己的目标,让国家能够真正实现自身抱负?

How does a leader create a political environment where others support their goals and where the state can actually execute on their ambitions?

AXIOMS

2023 年6月17日

简介

Introduction

在上一篇文章中,我概述了《Axioms Of Dominion》在统治和帝国方面的一些独特之处。我目前的计划是在接下来的几篇文章中依次扩展每个主题。在这里,我将更深入地探讨,并在理想的情况下将高阶文章中的抽象概念以机制的方式实现出来。作为国王或皇帝,要想在与外敌的斗争中取得胜利,你需要两样基本的东西。你需要巨头的支持,最好是民众的支持,你还需要成功执行计划的物质能力。本篇文章的两个主要部分将详细介绍《Axioms Of Dominion》中如何体现这些东西。

In the previous post I gave a broad overview of some of the unique aspects of Axioms as far as dominion and empire. My current plan for the next few posts is to expand on each of the main ideas in turn. Here I’m going to go deeper and ideally fill out the mechanical implementation of the abstract ideas from the high level post. There are two basic things you need when you want to achieve something as a king or emperor fight against external enemies. You need the support of your magnates and ideally your populace, and you need the material ability to execute your plan successfully. How those things are represented in Axioms will be detailed in the two major sections of this post.

政治资本

Political Capital

如果你已经看完了本博客之前所有的设计讨论文章,那么你可能已经对如何获取政治资本有了大致的了解,你很快就会回想起我所提到的东西。

If you’ve managed to grind through all the previous design discussion posts on this blog you’ll probably have a general idea of how to boost your political capital, and stuff I’ll be referencing will be recalled by your memory relatively quickly.

In some sense your Opinion values are representative of your overall political capital. Well maybe “core political capital” is a better label. Most of the things you do to engage with Characters and Populations primarily impact their Opinion of you.

从某种意义上说,你的观点价值观代表了你的整体政治资本。也许 "核心政治资本 "是一个更好的说法。你与角色和人群打交道时做的大多数事情都会影响他们对你的看法。

Populations also have Happiness but that is, you guessed it, heavily impacted by their Opinion of their direct Leader and the superiors of that Leader. Every Population typically has a single direct leader, although a Character can be the Leader of more than one Population. I am looking at the potential for Populations to have more than one direct Leader but probably not until an expansion. Populations can have opinions over their potential direct leaders as well, such as heirs in an aristocracy but that sort of operates indirectly.

民众也有幸福度,但你猜对了,幸福度很大程度上受他们对直接领导者和该领导者上级的看法的影响。每个族群通常都有一个直接领导者,尽管一个角色可以是多个族群的领导者。我正在考虑能否让人口拥有一个以上的直接领导者,但可能要等到下一个扩展包。人口也可以对其潜在的直接领导者有好感度,例如贵族的继承人,但这种影响是间接的。

In most cases Opinion isn’t directly required to do things but it impacts the consequences of your actions, such as raising troops. The Opinion of a Population towards various Characters will modify their Morale for instance. And depending on the details of the system for raising troops involved it can impact volunteer numbers and other stuff.

在大多数情况下,做事情并不直接需要好感度,但好感度会影响你行动的后果,例如征兵。例如,民众对不同角色的看法会影响他们的士气。此外,根据相关招募部队系统的细节,好感度还会影响志愿者人数和其他方面。

You can generate Opinion Modifiers for specific Actions or large undertakings such as a war with specific goals. This might involve the Propaganda system. Building up support for specific things is one feature of Propaganda. Support for a war, for example, also has to do with the Opinion of the Populations of each party to the war vs the Characters and Populations of the other party.

你可以为特定行动或大型任务(如具有特定目标的战争)生成舆论修正。这可能涉及到宣传系统。为特定事物争取支持是宣传的一个特点。例如,对战争的支持也与战争各方的民众对另一方的角色和民众的好感度有关。

Political capital is not a specific variable in game, but essentially an emergent amalgam of relevant variables related to a task. The most common and often powerful being Opinion. Raising Taxes lowers Opinion of targets and potentially raises that of beneficiaries. Opinion functions implicitly as political capital since it is heavily referenced for unrest related calculations and diplomatic calculations and other political things.

政治资本并不是游戏中的一个具体变量,而是与任务相关的各种变量的综合体。最常见也是最强大的变量是舆论。提高税收会降低目标的舆论,并有可能提高受益者的舆论。民意隐含着政治资本的功能,因为与叛乱相关的计算、外交计算和其他政治事务都与民意密切相关。

Variables like Happiness, military power, relationships with Characters and other things also contribute to the political capital amalgam but generally to a smaller degree. Generally so many factors are already compiled under Opinion, like religion, race, taxes, laws etc, that they don’t need to be applied outside of that.

幸福度、军事实力、与角色的关系等变量也会对政治资本组合产生影响,但一般程度较小。一般来说,宗教、种族、税收、法律等许多因素都已被归入 "好感度 "中,因此无需在 "好感度 "之外单独列举。

物质能力

Material Capacity

即使是那些对我的文章非常了解的人,也难以有效、准确地概述《Axioms Of Dominion》如何为构建和管理物质能力提供独特的支持。特别是最近,我的文章更多地关注游戏的社会和政治方面。因此,这一部分将比前一部分更长、更详细。

Even those who are very up to date on my posts will struggle a bit in generating an effective and accurate overview of how Axioms provides unique support for building and managing material capacity. Especially recently my posts have focused more on the social and political sides of the game. Therefore this section will be longer and more detailed than the prior one.

正如之前的文章中所提到的,物质能力涉及到你和你的角色及人群在承诺实现目标后将用于实现目标的工具、资源和基础设施。

As noted in the post immediately prior to this one Material Capacity involves the tools and resources and infrastructure that you and your Characters and Populations will use to achieve the goal, once they’ve commited to it.

《Axioms Of Dominion》有一套详细的供应系统、一套详细的基础设施系统、一套详细的运输系统,其中涉及人口承载能力和各种工具,如背包、驮兽、手推车、马车和船只等等。所有这些都决定了你投射力量的能力。

Axioms has a detailed Supply system, a detailed set of Infrastructure systems, a detailed Transport system involving Population carrying capacity and tools like packs of various kinds, beasts of burden, things like carts and wagons and ships and so forth. All of this determines your ability to *project power*.

人口、动物/生物以及某种程度上的角色都需要某些东西才能生存和发展。他们需要在当地获得这些物资,以充分发挥体力和脑力,避免生病、受伤或死亡。

Populations, Animals/Creatures, and to a lesser degree Characters all require certain things to survive and thrive. They need local access to these supplies to operate at full physical and mental capacity and to not get sick and injured or die.

《Axioms Of Dominion》并没有将 "损耗 "作为一个特殊的变量/修正。是的,我知道,"损耗 "是卡路里、营养/食物种类、衣服和住所、水以及其他各种物品等多种因素的综合。许多物资影响的是士气而不是健康,当然健康和饥饿也会影响士气和体能。

Axioms doesn’t really have “attrition” as a special variable/modifier. Attrition is an amalgam, yes I know, of a variety of factors like calories, nutrition/variety of food, access to clothes and shelter, water, and various other goods. Many supplies impact morale rather than health, and of course health and hunger affect morale as well as physical capacity.

除了健康和士气,你一般还需要装备,但不是必需的。后勤装备可以在开始减员之前提高你的速度和在战场上的时间。军事装备是一种使力量倍增,可以改变小规模人口临时组成的军队单位的能力,从而削弱和杀死敌人。装备的范围从布甲、木矛到金属剑、盾牌和铠甲,还有火炮和魔法装备。

On top of health and morale you generally want, but do not necessarily require, equipment. Logistical equipment increases your speed and time in the field before you start getting attrition. Military equipment is a force multiplier that modifies the capacity of the Units in your Armies, made of of small temporary Populations, to weaken and kill enemies enemies. Equipment can range from cloth armor and wooden spears to metal swords, shields, and cuirasses, and also to artillery and magical equipment.

你还要经常搬运建筑材料和其他物资,这些都是在你赢得任何军事战斗之后使用的。除此之外,你还需要为防御工事、桥梁和其他辅助基础设施提供装备。

You’ll also often be moving construction materials and other supplies that are used *after* you win any military engagements. That is on top of equipment for stuff like fortifications, bridges, and other support infrastructure.

要想取得成功,你必须能够比敌人更久、更远、更快地部署军事力量。

You need to be able to deploy military forces for longer periods and across larger distances and with faster travel than your enemies in order to succeed.

有些招募、装备和训练军队的方法要求被征召的居民自行武装自己,有时还要他们自行解决吃饭、训练等问题。其他方法则不需要。有些方法需要现有武装力量迫使民众遵守征兵规定,而有些方法则需要民众自愿或社会推动。

Some methods of recruiting and equiping and training troops require the Populations you draw the troops from to equip themselves, sometimes feed themselves, train themselves, and so forth. Other methods do not. Some methods involve existing forces promoting compliance with drafting while others require voluntary or socially promoted compliance.

罗马的 "征兵 "一般每 5 年对罗马居民点的财富和人口进行一次普查,每年对符合条件的公民进行自愿征召。一旦召集并从所有符合条件的罗马人中挑选出部队,他们就会被组织起来并遣散回家,收集与其经济阶层相适应的装备。一般来说,人们希望他们在没有监督或监督有限的情况下主动参加,在被选中后携带装备参军。社会和文化压力通常是他们服从命令的原因。

The Roman “dilectus” involved a census of the wealth and population of Roman settlements generally every 5 years and a voluntary annual call up of eligible citizens. Once troops were called and selected from all eligible persons presenting themselves in Rome itself they were then organized and dismissed home to gather their equipment as appropriate to their economic class. They were generally expect to present themselves and then if selected return with equipment with no or limited oversight. Social and cultural pressures generally accounted for their compliance.

罗马人的盟友,Socii会根据罗马人的人数收到征兵通知,并自行决定如何筹集军队。罗马人只关心他们是否履行了作为附属国的义务。罗马人通常提供军队中三分之一的兵力,而且通常是训练有素、装备精良的军队,但他们依靠Socii和后来的Foederati提供绝大多数骑兵,而罗马人则专注于重装步兵。

The Roman Socii, the allies, were given notice of required levies based on the Roman numbers and were left to their own devices as to how to raise the troops. The Romans only cared that they met their obligation as client states. The Romans generally provided 1/3 of the troops in their armies and usually the most well trained and well equipped though they relied on the Socii and later Foederati for the vast majority of the cavalry while Romans focused on heavy infantry.

相反,在西班牙哈布斯堡王朝统治时期,私人招募人员被派往城镇和村庄,根据合同招募一定数量的人员,招募成功后返回并获得奖励,通常士兵不需要自备装备或接受军事训练。

Conversely during the rule of Habsburg Spain private recruiters were sent out to the towns and villages to recruit a given number of men based on a contract and to return and be rewarded based on success and generally soldiers were not required to provide their own gear or have miltia training.

中世纪的农民征召兵是强制性的,由当地领主以武力征召,以履行对其领主的义务,他们往往不是每年一次服役。但与西班牙的志愿征兵和罗马的社会压力不同,农民不是志愿者。罗马士兵是为了尊敬和荣耀而服役,西班牙士兵是为了财富而服役,而农民征召兵则是被迫服役。

Medieval peasant levies were mandatory and raised by force by the local lord in order to meet obligations to their liege. They were often not annual, and the Spanish efforts were definitely not so, but unlike Spanish volunteerism and Roman social pressure peasants were not volunteers. Roman soldiers served for honor and glory, the Spanish soldiers for fortune, and the peasant soldiers by force.

《Axioms Of Dominion》将允许广泛而多样的制度组合,包括基于意识形态、法律、传统和相关政体的大多数历史制度。NPC领导人一般会坚持其传统制度,除非该领导人对传统的评价很低,而对改革/进步/创新的评价很高。

Axioms will allow for a broad and varied mix of systems including most historical systems based on ideology, laws, traditions, and such of the relevant polities. NPC leaders will generally stick to their traditional forces unless the leader has high a low opinion of tradition and a high value for reform/progress/innovation.

NPC 很少会进行马略、腓力二世或彼得大帝式的的军队和/或行政改革,这同样取决于他们的性质,同时也会对其现有部队的效力产生一定影响。我在之前的文章中讨论过,在适当的情况下,玩家可以创建一个由改革派盟友组成的智囊团/CABAL,并效仿马其顿的菲利普二世或英国的 "CABAL 部 "进行雄心勃勃的改革。这种情况不太常见,但对于 NPC 群体来说仍是可能的。

NPCs will rarely engage in Marian, Philipian, or Peterian style army, and/or administrative, reforms, again depending on their natures also with some impact based on the effectiveness of their existing forces. I’ve dicussed in previous posts how the player can, in the right circumstances, create a brain trust/cabal of fellow reformist allies and follow the path of Philip II of Macedon or the British “CABAL Ministry” in ambitious reform efforts. This will be less common but still possible for groups of NPCs.

虽然一些最著名的改革者专注于陆军或海军,但你也可以推动或大或小的民事行政改革。此外,角色也会参与一些与改革无关的行动。领导者,尤其是君主,会根据自己的个性、意识形态、兴趣和欲望,关注统治的不同方面。有些统治者会打击内乱,如强盗或一般犯罪,有些会注重政治团结,有些注重结盟,有些注重阴谋,有些会注重经济基础,等等。

While some of the most famous reformers focused on the army, or navy, you can also push forward large or small civilian administrative reforms. Additionally Characters will engage in actions that don’t quite reach the level of reform. Leaders, especially monarchs, will focus on different aspects of rulership based on their Personality, Ideology, Interests, and Desires. Some rulers will crack down on internal strife involving bandits or general crime, some will focus on political unity, others on strong alliances, some on intrigue, and some on economic infrasturcture and so forth.

有些统治者会在现有领土上探索新资源和新发现。《Axioms Of Dominion》的世界中有各种勘探机会,每个省份都有一种 "勘探完成等级",与《Eador:Genesis》/《Eador: Imperium》类似,尽管你不会进行那么多的战斗。不同的角色会对一个省份有不同的了解,而且正如上一篇文章中提到的,你还可以有秘密发现。建议玩家花些精力提高对自己土地的了解,并寻找新的东西来开采或利用。

Some rulers will explore their existing territory for new resources and discoveries. Axioms has a variety of exploration opportunities with each province having a sort of “survey completion level”. This is similar to Eador: Genesis/Imperium although you won’t be fighting as many battles. Different Characters will have different knowledge of a Province and you can have secret discoveries as noted in a previous post. Players might be advised to spend some effort raising their knowledge of their lands and looking for new things to extract or exploit.

总结

Conclusion

虽然这篇文章没有包含任何截图,也没有用具体的数字详细说明所有涉及的变量和可能的操作,但我希望它能有效地解释游戏系统和机制将如何运作。《Axioms Of Dominion》中有很多游戏玩法并不只是现有策略游戏机制的翻版或改进版,而与以前的游戏有质的区别。

While this post didn’t contain any screenshots or outline specific mechanics with a detailed representation of all the variables involved and the potential actions with concrete numbers connected I hope it effectively explains the idea of how the game systems and mechanics will function. Axioms has a lot of gameplay that isn’t just a rehash or a shaken up version of mechanics from existing strategy games but which is qualitatively different from what could be done in previous titles.

很多人都理直气壮地告诉我,他们无法阅读关于一款游戏的1000篇详细帖子,哪怕这款游戏已经发布,更不用说还在开发中了,但根据我在各种网络论坛和subreddits上的经验,我觉得我没有有效地传达出《Axioms》与现有游戏之间的巨大差异。当然,这可能只是因为我不善于沟通,但我认为差异太大才是主要原因。

A lot of people tell me, reasonably, that they can’t read 1000 detailed posts on a game, even if it was already released much less still in development, but in my experience on various webforums and subreddits I feel like I haven’t effectively conveyed the large differences between Axioms and existing games. Of course this could simply be that I’m not a great communicator but I think the scale of the difference is the primary driver.

我认为玩《Axioms Of Dominion》的体验,无论是注意力系统和角色/人口反馈,还是对 [D][I][P](外交、阴谋、政治)的关注,都会创建全新的核心游戏循环。 尽管设定和主题相似,但它与策略和角色扮演游戏截然不同,希望某一天我能真正解释清楚。

I think the experience of playing Axioms, both because of the Attention system and character/population representation, and the focus on [D][I][P](D iplomacy, I ntrigue, P olitics) will create a core gameplay loop that is quite distinct from both strategy and rpg games despite the similar setting and themes. Hopefully at some point I’ll generate a really effective elucidation of this.

我已经想出了各种简明扼要的宣传语,但我不确定人们是否会认真对待:

I’ve come up with various concise elevator pitches but I’m not sure people take them seriously enough":

"想象一下,在一款战略游戏中,将军、国王、外交官、商人、牧师和魔法师的经历具有同等的深度和真实性。"

“Imagine a strategy game where the experience of the general, king, diplomay, merchant, priest, and magus have equal depth and verisimilitude”.

游戏的目标是以细致和严谨的方式复制任何主流奇幻小说主角的感觉"。

“The goal of the game is to replicate the feeling of being any kind of iconic fantasy novel protagonist with detail and rigor”.

"《Axioms Of Dominion》的每一部分都包含了大多数军事/地图游戏在军事方面的深度"。

“Every part of Axioms contains the depth of the military aspect/focus of most military/map games”.

有什么想法?

Thoughts?

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