十字军之王3开发日志#104 | 8/23 AI改进

牧游社 牧有汉化翻译
CK3 Dev Diary #104: AI AI AI
rageair, Design
Greetings!
大家好!
One of the trickiest bits about GSGs is making a good AI. You want it to pose a challenge and play well, but you don't want it to ruin the player's fun by acting out of character. We've read a lot of discussions and threads in various places across the community, and we understand that there is room for improvement. Over the summer we've been working on a few aspects of the AI, specifically the economy (and a little bit of diplomacy). We've not focused on warfare, except for one thing which we'll get to later.
在大战略游戏的制作中,最棘手的问题之一就是做出好的AI。制作者既希望AI能玩得够好,对玩家形成挑战,又不希望AI过于违和,毁掉玩家的游戏乐趣。我们在游戏社区的各个地方读到了很多讨论,也认识到在这方面仍有改进的空间。在夏季期间,我们一直在改进AI的几个部分,尤其是经济(以及一些外交)。除了本期日志中会提到的一点之外,我们没有涉及到其它关于战争的内容。
All changes outlined in this Dev Diary will be released in a future update.
这篇日志中列出的所有改动将会在未来的某次更新中实装。
For the player to feel motivated to do well, the AI must show that it can do well alongside you. It doesn't have to be fantastic or play optimally (in fact, that's usually immersion-breaking), but it must be capable of progress. We want the AI in CK3 to be able to provide a good challenge and do well enough to motivate you to do even better. Also, we want it to do this without cheating.
为了让玩家有动力好好玩下去,AI必须表现出它有跟玩家旗鼓相当的实力。AI并不需要极强,甚至做出最优化的操作(实际上,那样常常会破坏沉浸感),但是AI必须要有进步的能力。我们希望CK3中的AI能够造成一定的挑战,激励玩家做到更好。另外,我们也希望AI能在不作弊的前提下达到这个目的。
Before delving deeper into what we've done, I'd like to explain some of the challenges we set out to solve for the Economy:
在深入介绍我们所做的东西之前,我想首先解释一下在经济方面我们着手解决的一些问题:
Economically, all AIs currently play the same. We want their personality to affect how an AI decides to spend their hard-earned gold, and on what. You should be able to look at an AIs personality traits and, roughly, be able to tell what they’re up to.
目前在经济上,所有AI的玩法都是一样的。我们希望AI在消费自己辛苦赚来的钱时,所做的决定以及所购买的东西能受到其个性的影响。假如你查看AI的个性特质,就基本上能知道AI大概在干些什么。
A player understands that there are certain ways of using gold that are optimal and appropriate regardless of their situation; that there are certain risks worth taking. We want the AI to understand this, employing decisions that make them prosper and are suitable to the stage the game is in.
玩家们都很清楚,有一些最佳的花钱方式在各种情况下都很合适;也明白有些风险是值得冒的。我们希望AI也能学到这点,让AI做出能让自己致富,又适合游戏阶段的决定。
We want the AI to build more buildings, so that the world becomes more and more developed over time. Right now, only players realize the value that buildings bring in the long run, while AIs spend most of their gold on wars.
我们希望AI能够建造更多的建筑,这样的话整个世界就会随时间变得越来越发达。目前,只有玩家知道建筑能够带来的长期收益,AI会把大部分金钱花费在战争上。
The power of a ruler lies within their domain. The AI, much like the player, should strive to build a base of power and cultivate it over time.
统治者的权力建立在其直辖领之上。AI应该像玩家一样,努力经营一块基本盘,并且慢慢对其进行开发。
…and here are some of the challenges we set out to solve for Diplomacy:
……以下这些是在外交领域我们希望解决的问题:
AI realms tend to fall apart, and never reform. Vast seas of counts and dukes, unwilling to accept the overlordship of neighboring kings. We want the AI to be able to diplomatically expand, much like the player is able to. New realms with great monarchs should rise out of the ashes of former empires.
AI国家都很容易碎,而且碎了之后就回不来了。海量的独立伯爵、公爵,都不愿意向相邻的国王俯首称臣。我们希望AI能够用外交方式扩张,就和玩家们一样。在伟大君主的带领下,新的国家将在旧帝国的废墟中崛起。
A stable realm is a prosperous realm, and there are many tools for achieving this. The AI should not hold back when using available methods of stabilization, be they diplomatic schemes or underhanded council actions.
国家稳定了,就会繁荣昌盛,要达到这点的方法有很多。AI应该放开手使用各种各样的手段维稳,包括外交密谋或秘密内阁行动等。
The AI should understand that Tyranny is sometimes appropriate. It's for the greater good of the realm. Within reason, of course - personality and relationships must play a large role here. As it stands, the AI will never willingly take on Tyranny, under any circumstance.
AI应该学会,有时候暴政是合适的。都是为了国家的利益嘛。当然了,AI的个性以及关系也是有很大影响的。目前,在任何时候AI都不会自愿进行暴政行为。
…and for Warfare:
……至于战争:
In real life, the Mongols were an existential threat. Currently, in CK, they are not. We want them to be. There is one pivotal change that enables this: the ability to gather armies closer to their target.
在史实中,蒙古人是生死存亡的威胁。而在当前版本的CK中却完全不是这么一回事。我们希望他们能和历史上一样。因此我们做了一项至关重要的改动:让他们能在离敌人更近的地方集结军队。
The Economy, fools!
笨蛋,问题是经济!
The key to success in CK3 is a strong and stable economy, and such a thing is driven by buildings (and, partly, MaA). We've set out to change how the AI uses its gold so that it builds up its realm more. We've taken considerations to make sure that the AI does this in a way so that it, for example, doesn't become too easy to defeat for the player. The backbone of this work rests upon a framework of Economic Archetypes.
CK3中,通向成功的关键是强健的经济,而经济是由建筑驱动的(以及部分程度上也与兵士有关)。我们已经着手改变AI花钱的方式,让AI在国内做更多的建设。我们也做了很多的考虑,比如说,不能让AI沉迷建设被玩家轻易打爆。这项改动的基础在于经济原型的框架上。
Economic Archetypes
经济原型
There are four economic archetypes that AI rulers can fall into, of which three are significant: Warlike, Cautious, and Builder. If a character falls into none of these archetypes, they will be Unpredictable and use aspects of other archetypes in a semi-random fashion.
所有AI领主分为四种经济原型,其中三种比较重要:好战、谨慎、建设。如果一个角色不属于这三种原型,他就属于善变,以半随机的方式使用其它原型的各个方面。
1. Warlike
1、好战

[Image - Warlike Personality Example][图中展示的是好战个性的范例]
The Warlike archetype wants to be ready to declare war, always. This is the archetype that is most similar to how the AI behaves in the game right now. They will put their gold into a war chest before considering other options. If a Warlike archetype is at peace for an extended period of time, they will use the gold in their war chest to develop the realm - but they will first and foremost prepare for war, even in the early game.
好战原型随时准备开战。当前游戏中AI的表现就与这个原型最为相似。在考虑其它选择之前,他们会优先把自己的金钱投入战争金库里。如果好战原型的角色长期处于和平之中,他们就会利用战争金库里的钱去扩展自己的疆土——哪怕是在游戏早期,他们也会首先整军备战。
2. Cautious
2、谨慎

[Image - Cautious Personality Example]
[图中展示的是谨慎个性的范例]
Not to be confused with cowardly, the Cautious archetype wants to be prepared for having war be declared upon them. They are somewhat averse to declaring offensive wars, instead preferring a slow buildup. This archetype will save up a minimum buffer of gold, depending on their tier. When choosing to invest gold into buildings or MaA, they will evaluate the state of their military, how long they've been at peace, how many allies they have, and their level of dread - depending on these factors, they will feel 'safe' and invest more gold than they would otherwise, while keeping the aforementioned minimum buffer.
与懦弱不同,谨慎原型希望做好准备应对有人向他们宣战的情形。他们在某种程度上不喜欢宣布进攻性的战争,而喜欢缓慢进行积累。谨慎原型会攒下最低限度的缓冲储备金,数额取决于他们的头衔等级。当选择将金钱投资于建筑或兵士时,他们会评估他们的军队状况、已经和平了多久、有多少盟友,以及他们的恐怖值等级——根据这些因素,他们会感到 "安全",并在保持上述最低储备的情况下,进行更多金钱投资。
Non-bold AIs tend to be Cautious. Common traits include Patient, Calm, Craven, Paranoid, and Content. Rulers with the Fickle or Lunatic trait will never be cautious. Rulers with the Stoic Ethos or the Stalwart Defenders Cultural Tradition are also drawn to this archetype.
不大胆的AI往往是谨慎的。常见的特质包括耐心、冷静、胆小、偏执和安于现状。具有善变或疯狂特质的统治者永远不会谨慎行事。具有“坚忍”教义或“坚定的防御者”文化传统的统治者也被纳入到这个原型中。
3. Builder
3、建设

[Image - Builder Personality Example]
[图中展示的是建设个性的范例]
The Builder archetype wants to invest all of its gold into the realm. They will empty their treasury in order to build buildings and MaA as quickly as they can, and will also tend to construct more economical buildings and new holdings than other archetypes. They are bold and a bit reckless, only saving up a war chest if they are under a direct threat (such as a strong faction). This is the rarest of all archetypes.
建设原型希望将其所有的金钱投入到领地中。他们会清空自己的国库,以便尽快建造建筑和兵士,也会倾向于建造比其他原型收益更高的建筑和新的地产。他们很大胆,有点鲁莽,只有在受到直接威胁时(比如一个强大的派系)才会积攒战争资金。这是所有原型中最罕见的一种。
Bold AIs with a propensity for building and no particular inclination for war fall into this archetype. Common traits include Calm, Patient, Diligent, Generous, Stubborn, Profligate, and Improvident. Where Warlike AI's want to expand their realm, the Builder wants to build up their domain. Rulers with the Domain Focus also tend to fall into this category.
大胆的AI,带有建设的倾向,没有特别地偏好战争,会被归入这种原型。常见的特质包括冷静、耐心、勤奋、慷慨、固执、挥霍和贪婪。好战的AI想要扩大他们的领国,而建设的AI则想要建设他们的直辖领。拥有领地重心的统治者也倾向于归入这个类别。
4. Unpredictable
4、善变

[Image - Unpredictable Personality Example]
[图中展示的是善变个性的范例]
The Unpredictable archetype doesn't have a propensity towards anything in particular, and might decide upon any strategy. They can decide to boom their economy much like the Builder archetype, but they do so randomly (weighed up by traits such as Diligent or Architect), and the amount will be modified by how bold they are. Otherwise, they will want to build up their realms to a minimum degree (higher than a Warlike archetype), keep a decent buffer (lower than a Cautious archetype), and go to war at a normal pace.
善变原型没有任何特别的倾向性,可能会依照任何策略进行决策。他们可能像建设原型一样决定增进他们的经济,但这是随机的(勤奋或建筑师等特质会增加权重),而且投资数量将根据他们的大胆程度进行修正。另一方面,他们也可能把自己的领地按最低程度进行建设(比好战原型的建设程度高一些),保持适当的缓冲储备(比谨慎原型的储备低一些),并以正常的节奏去打仗。
AIs who do not qualify for any of the above categories will fall into this archetype.
不符合上述任何类别的AI将属于这种原型。
Economic Stages
经济阶段
The AI divides its economic game into three stages; Capital Development, Domain Development, and Late Development. The first two of these are 'early' stages that should be all but over roughly 100 years into the game.
AI将其经济操作分为三个阶段:首都发展、直辖领地发展和后期发展。其中前两个是“早期”阶段,应该在游戏进行到100年左右时全部结束。
Each of these stages modifies how the AI spends its gold, which is then again modified by the economic personalities above.
这些阶段中的每一个阶段,都会对AI如何花费金钱进行修正,然后由上述的经济个性再进行修正。
1. Early Capital Development
1、早期首都发展
The most important holding to develop is your capital, I’m sure you all agree. The AI will strive quite hard to fill all of the empty slots in its capital before doing many other things, as first-level buildings have a significantly higher return of investment than upgrades do. At this stage, the archetypes matter less, but this phase is also over somewhat quickly.
我相信大家都同意,需要发展的最重要的地产,是你的首都。在做许多其它事情之前,AI会相当努力地填补其首都中的所有空位,因为一级建筑的投资回报率明显高于升级建筑。在这个阶段,个性原型不太重要,但这个阶段也会很快结束。
This has a quite significant effect on the AI overall. By being able to kickstart their economy earlier than before, you will see them doing much better in the mid-late game. In the current version, you see a lot of provinces with open building slots well into the late game: even places of prominence, such as Paris, can sometimes be devoid of buildings - after these changes, this will be exceedingly rare.
这对AI整体的影响相当大。由于能够比以前更早地启动他们的经济,你会看到他们在游戏中后期表现得更好。在目前的版本中,你会看到很多省份在游戏后期仍有空置的建筑槽位,即使是像巴黎这样的重要地方,有时也会没有建筑。在这次改动后,这种情况将是非常罕见的。
2. Early Domain Development
2、早期直辖领地发展
In the second stage, the AI wants to develop its secondary counties by constructing first-level buildings there too. Truth be told, many AI's elect to buy MaA or keep developing their capital during this phase as the choice of what to do/construct is semi-random and weighted - but this really just results in more powerful rulers overall.
在第二阶段,AI希望发展他们首都以外的次级伯爵领地,在那里也建造一级建筑。说实话,许多AI也会在这个阶段选择购买兵士,或继续发展他们的首都,因为选择做什么/建造什么是半随机和加权的——但这实际上都会促成整体更强大的AI统治者。
When first-level buildings are present in an AI's entire domain, they move on to the Later Economic Behavior.
当一级建筑出现在AI的所有直辖领地时,他们就会进入后期经济行为。ious AI''s saving up buffers, etc.
在这个阶段,个性原型正在显现,好战的AI在积攒战争资金(尽管预留可供开销的时间比后期阶段的时间短!),谨慎的AI在积攒缓冲储备资金,等等。
When first-level buildings are present in an AI’s entire domain, they move on to the Later Economic Behavior.
当一级建筑出现在AI的所有直辖领地时,他们就会进入后期经济行为。
3. Later Economic Behavior
3、后期经济行为
During this stage, the archetypes will manifest fully. Builder AI's will constantly build up their realm. Cautious AI's will want a buffer, allies, and a powerful military, Warlike AI's will only invest their gold if they've been at peace for many, many years - and so on.
在这个阶段,个性原型将充分表现出来。建设AI将不断建设他们的领国。谨慎AI会想要一个缓冲储备金、许多盟友和一支强大的军队,好战AI只有在他们已经和平了很多很多年之后才会投资他们的金钱——以及其它诸多AI个性表现。
Interestingly enough, despite the AI being disincentivized from declaring frequent wars (previously all AIs were constantly gearing up for war), there are no fewer wars in the world. The wars that are declared are, however, more intense and exciting, as the AIs are generally more built up and have a stronger economic backbone.
相当有趣的是,尽管AI被设置为不能经常宣战(以前所有的AI都在持之以恒地为战争做准备),但世界上的战争并没有减少。被宣布的战争却更加激烈和激动人心,因为AI通常更加强力,并且有更强大的经济支柱。
While the Economy part of this update isn't the only thing contributing to what you're about to see, here's a comparison of the Live version of the game compared to the upcoming update. The sample size is 200 years, and there are no major deviations except for the Mongol Empire not having collapsed yet in the Live comparison.
虽然你看到的经济改动并不是这次更新的全部改动,但这里有一份当前游戏版本和即将到来的更新版本的比较图。样本大小为200年,这里面也没有什么大的偏差,除了在现有的比较中,蒙古帝国仍然没有崩溃。

[Image - Various Comparisons between the Live Version (1.6.1.2) and the upcoming update (1.7.0)][图例:许多当前版本(1.6.1.2)和即将到来的更新版本(1.7.0)的比较]
Counts+ in this context means Counts, Dukes, Kings, and Emperors.
这里的Counts+表示男爵,公爵,国王和皇帝。
Diplomatic Matters
外交事务
One of the AI's faults is that it underuses the tools given to it, choosing to use them only sporadically and without much direction. The AI acting out its personality is all well and good, but in many instances, personality didn't even matter at all, for example when choosing to revoke a title. We've done many small things that together add up to a vastly improved experience.
AI的一个毛病是,它没有充分利用给它的工具,只是零星地选择使用它们,并且没有明确的目的。AI表演它个性的功能和成果是好的,但在许多情况下,个性甚至根本不起作用,例如,在选择剥夺头衔时。我们做了许多小事,这些小事加在一起,使我们的体验得到了极大的提升。
Domain Consolidation
整合直辖领
The AI is now going to strive towards having a strong capital and domain, prioritizing first and foremost the consolidation of lands within their De Jure Capital Duchy. For example, the king of France will want to hold Isle-de-France and all counties within the duchy of Valois.
现在,AI将力争拥有一个强大的首都和直辖领,最优先最重要的是,巩固其法理首都公爵领内的土地。例如,法国国王将希望拥有法兰西岛和瓦卢瓦公爵领内的所有伯爵领。
In order to do this, they are now willing to take on a modicum of Tyranny via revoking or retracting, modified by their personality. For reference, the AI has never before willingly taken on Tyranny and has always waited for a revocation reason. All AIs will want their capital county and at least a small domain (3 or so), regardless of personality, but Just and Generous AIs will stop after that point. Depending on the AI's rationality, they will be willing to take on more or less Tyranny. Wise and rational rulers will want to let their Tyranny decay completely before taking a tyrannical action again, while more irrational rulers are willing to keep their Tyranny high in order to consolidate their domain.
为了做到这一点,他们现在愿意通过承担少量暴政值来剥夺头衔或者回收领地,这会根据他们的个性有所修正。作为参考,AI以前从未愿意承担暴政值,并且一直在等待一个回收领地的理由。无论是什么个性,所有的AI都会想要他们的首府伯爵领和至少一片小小的直辖领(3个或3个左右),但公正和慷慨的AI会在达成这点后停止。根据AI的理性程度来判断他们将愿意承担更多或者更少的暴政值。明智和理性的统治者将会在再次采取暴政行动前让他们的暴政值完全衰减,而更多非理性的统治者则愿意让他们的暴政值保持较高水平,以此来巩固他们的领地。
In order to consider revocation, the AI looks to its reserves of gold and military strength, making sure to not get into Tyranny wars it doesn't think it can win (of course, it still happens that a ruler is overthrown via Tyranny, but it's rarer!).
AI为了考虑回收领地,会审视他的金钱储备和军事力量,确保不陷入他自己认为无法胜利的暴政战争(当然,仍然有统治者通过暴政被推翻的情况,但这更少见!)。
Of course, relationships are accounted for, so you won't see the AI revoking from their friends, lovers, children, etc.
当然了,人际关系也是会被计算在内,因此你不会见到AI剥夺他们的朋友们、爱人们或孩子们等关系角色的领地。
In practice, this means that the average AI ruler is much more powerful, and you won’t see things such as the king of France being content with having one single domain county in Brittany, just because they don’t have a revoke reason on the current ruler of Isle-de-France. In combination with the previously mentioned economic changes, this results in economically powerful AI rulers.
实际上,这意味着平均水平的AI统治者会更强力,你不会看到诸如明明是法国国王却满足于在布列塔尼拥有一个单一的伯爵领,仅仅只是因为他们对法兰西岛现任统治者没有回收领地理由的这类事情。结合前面提到的经济修改,这就产生了经济上强力的AI统治者。

[Image - Alba having consolidated their capital duchy][图例:阿尔巴王国已经整合了他们的首都公爵领]
The AI has also been taught to revoke secondary baronies in the counties it owns, which is especially useful for Clan rulers, as they can hold temples. This makes it so that much of the Clan sphere has a stronger economy, especially early on, and is able to match European and Indian feudal realms which generally have more favorable terrain.
AI也被教导会剥夺它拥有的伯爵领内次级男爵领头衔,这对氏族制统治者会特别有用,因为他们可以持有寺庙。这使得大部分氏族制统治阶级拥有更强力的经济——特别是在早期,并使他们能够与欧洲和印度的封建王国相媲美(通常拥有更有利的地形)。
Vassalization
附庸化
One of the things that we've changed a lot is how vassalization works and how the AI uses it. This isn't a pure AI change, as we've also rebalanced all the modifiers that affect whether a character wishes to accept your overlordship or not. But, yes, simultaneously we’ve taught the AI to consider these facts and try to make their neighbors into vassals.
我们改变了很多东西,其中之一是附庸化的运作方式以及AI如何使用它。这不是一个单纯的AI改动,因为我们也重新平衡了所有的修正项,那些会影响一个角色愿意或者拒绝接受你统治的所有修正项。但是,是的,我们已经教会AI考虑这些事实,同时教会AI去试着把他们的邻居变成附庸。
A sub-goal here was to make vassalization into a viable alternative to military conquest, while also dialing back the most powerful sources of vassal acceptance and adding more interactive modifiers. While I won't go into all of the detail here, I'll say that the modifiers from Diplomatic Court and True Ruler have been lowered, while modifiers such as Average Powerful Vassal Opinion (-20/+20) have been added to promote alternatives to only being militarily powerful. We've also tweaked the opinion modifiers for Clan rulers so that Feudal rulers don't have a fundamental advantage when it comes to vassalization (by offering low Contracts).
这里的一个子目标是使附庸成为一个可行的替代军事征服的选项,同时回调影响附庸接受度的最强有力的来源,并且添加更多的交互修正。虽热我不会在这里讨论所有的细节,但我想告诉你们,来自外交宫廷和真正统治者的修正已经降低,而像常规强力附庸好感度(-20/+20)已经被添加,用来提供军事强力以外的替代选项。我们还调整了氏族统治者的好感度修正,使得封建统治者在附庸方面没有根本的优势(通过提供要求更低的契约)。
The AI will now much more frequently check if neighbors would accept vassalization, and they will actively seek to sway or befriend neighbors if the AI considers them targets for diplomatic expansion. This means that the player does not have a monopoly on vassalizations any longer; if you take too long, AI rulers will sweep in and offer overlordship to your small independent neighbors.
AI现在会更频繁地确认邻国是否会接受封庸,如果AI认为邻国是外交扩张的目标,他们将积极寻求游说或结交邻国。这意味着附庸国家并不再被玩家所垄断:如果你花费的时间过长,AI统治者可能会介入,并且向你独立弱小的邻居提供领主庇护。
In practice, this means that areas stay shattered and stagnant for less time, while also creating more interesting realms where different cultures (and even faiths) are represented in the vassal strata. As an example, you might see a great unifying Sultan appear somewhere in Persia and diplomatically sweep up the remains of a shattered Seljuk Empire.
在实际游戏中,这意味着地区保持破碎和停滞的时间会更短,同时也会创造更有趣的国度,其中包含不同的文化(甚至信仰)的封臣。举个例子,你可能会看到一个巨大统一的苏丹国出现在波斯区域,并且通过外交手段整合了过去的塞尔柱帝国的疆域。

[Image - Example of new vassalization modifiers][图例 – 新的附庸化修正项]
总值:+2
基础不情愿值:-50
你不是他真正的法理领主:-20
军事力量差距:+13(最大20)
你的强力附庸评价:+12(最大20)
他属于你的王国:+5
你会说伊朗语:+5
偏执:-20
埃米尔穆尔克汗对你的好感度:+57
Holy Wars
圣战
As it turns out, rulers of the same faith as the defender in a Holy War would never join in their defense, despite the game claiming they would. This is our bad: a set of triggers were looking at the wrong character, and thus no one would consider joining. This is now changed, and we've put some effort into ensuring that the rulers who join up against you feel right.
事实证明,与圣战中的捍卫者有同样信仰的统治者永远不会加入他们的防御,尽管游戏声称他们会加入。这是我们的问题:一连串触发器指向了错误的角色,因此没有人会考虑加入。现在这种情况改变了,我们做出了一些努力,来确保那些反对你的统治者也会正确地加入圣战。
Protecting the boundaries of your faith is important, and the AI is now aware of this. Depending on personality and economic readiness, they will now assist their brothers-in-faith against encroaching heathens. Zealous and bold AI's are the first to join, while you can be certain that cynical and cowardly rulers will not. Vassals of your target won't join in, though vassals of neighboring rulers might - generally, you need only look within the immediate area as you declare wars. Extremely zealous rulers, though, might decide to join in from further away.
保护信仰的边界很重要,AI现在意识到了这一点。根据个性和经济准备程度的不同,他们现在将帮助他们的兄弟们抵御异教徒的入侵。热心和大胆的AI会是最先加入的,你也可以确定愤世嫉俗和懦弱的统治者不会这样做。你的目标的附庸不会加入,尽管邻近统治者的封臣可能会——一般来说,你只需要在你宣战时查看邻近的地区。然而,极端热心的统治者可能会决定从更远的地方加入进来。
In practice, you have to prepare well before declaring a holy war, but taking stock of your neighbors will help you here - personalities are telling, so you shouldn't be overly surprised when someone aids your target.
实际上,你必须在宣布圣战之前做好准备,评估你的邻居是否会帮助你——他的个性会告诉你,所以当有人帮助你完成战争目标时,你不应该感到过于惊讶。
From a game perspective, this makes it much less likely for the Middle East to be completely overtaken by either Catholics or Orthodox Christians (which seemed to happen in at least 90% of all observer games that ran until the end date). Major religious upsets are now rarer, but when they happen they are all that much more likely to stick, as they've probably been launched by strong rulers during an opportune time.
从游戏的角度来看,这使得中东不太可能被天主教徒或东正教徒完全取代(在至少90%的持续到游戏结束的观察者游戏中似乎都发生了这种情况)。主要宗教的混乱现在更少了,但当它们发生时,它们就更有可能持续下去,因为它们可能是由强大的统治者在适当的时机发起的。
Realm Stability
领国稳定性
AI rulers should now be somewhat more aware of the state of their realm, and proactively try to improve its stability. There are many flavors of stability, some more underhanded than others…
AI统治者现在应该更加了解自己的领国状况,并且主动努力提高其稳定性。这里会有更多的稳定度偏好,有的比其他的更为隐蔽……
Firstly, the AI is now much more likely to sway, and when they choose who to sway they are much more likely to pick important characters. For example, they will sway their realm priest, spymaster, and angry powerful vassals much more often, and also keep swaying them for a longer time. This also goes for the befriend scheme, should it be available. In the comparison screenshot at the end of the economy section, you'll note that there are significantly more AIs with bishops/realm priests who endorse them.
首先,AI现在更有可能游说他人,当他们犹豫选择谁时,他们就更有可能选择对他们更为重要的角色。例如,他们会更频繁地想要游说主教、间谍主管和愤怒的强力封臣,还会继续更长时间地游说他们。对于交友的计谋也是这样,只要交友计谋可用的话。在经济部分末尾的比较截图中,你会注意到有更多的主教/祭司支持他们。
AI rulers with a more… unsavory disposition will use the Find Secrets council task, which the AI previously didn't use. They'll tend to target their vassals or rivals, if the chance of being found out isn't too great. They'll then blackmail and use the ensuing hooks to improve vassal contracts. Rulers who have unlocked the Fabricate Hook scheme will also much more often use it on vassals whose contracts can be modified. Over the generations, this means that the contracts AI rulers have with their vassals tend to be much better than they used to.
有更多……令人讨厌的性格的AI统治者,将使用寻找秘密的内阁任务,这是AI之前没有使用过的。如果被发现的机会不是太大,他们就会倾向于将他们的封臣或对手定为目标。然后他们会勒索,并利用随后的牵制来改进附庸契约。解锁了制造牵制的统治者也会更经常地使用那些牵制来修改附庸契约。在过去几代之后,AI统治者和他们的封臣之间签订的契约条件要好得多。

[Image - Sample vassal contracts, France 1389][图例 - 契约示例,1389年的法兰西]
In general, we've taken a pass on when AIs will use certain Council Tasks. They will avoid certain things completely (using bestow royal favor on vassals-of-vassals), and more proactively switch to tasks that support them in the short term (support schemes when any hostile scheme is active, Organize Army when gold is running very low, etc).
总体而言,我们已经放手让AI们决定它们会在何时使用某个特定内阁任务。它们将会完全避开某些特定事项(对封臣的封臣使用赐予帝王恩惠),并会更加主动地采用对能在短期内帮助它们的任务(在有阴谋进行时选用支持计谋,在没钱时选用组织军队, 诸如此类)。
There's a whole lot more that we've taught the AI to do, most of them small - but small things add up. They will send non-primary children to be educated by vassals they want to appease (it's 15 opinion per child after all!), make their children learn the languages of their subjects to prepare them for a smooth succession, hire seneschals if they have more than one county with very low control, etc, etc. It really does add up.
我们还教会了AI做一大堆其他的事情,当中大部分都微不足道,但积少成多。AI会将非主要子女送到想讨好的封臣那去接受教育(毕竟一个小孩可以换整整15好感!),让它们的子女学习封臣的语言以让他们继位时更加顺利,在多于一个伯爵领控制力极低时聘请总管等等等等。真的是积少成多。
All of these changes lead to AI realms being more stable and better at recovering from bad wars or messy successions. Of course, there's still a lot of the hallmark CK3 chaos that we all know and love - it's just not all there is, now!
上述的所有改动都让AI的领国变得更加稳定,并可以更快地从战争泥潭或者混乱继承中恢复过来。当然,游戏里仍然有不少我们熟知且热爱的CK3标志性混乱——现在的还不是全部!
Let's compare two areas, one from the Live version, and one from the upcoming update. They are 200 years from game start (in fact, these are the same saves used for comparison stats earlier in the DD).
让我们比较下两个地区吧,一个是来自现行版本的,而另一个则是来自即将到来的更新版本的。两者都是游戏开局之后200年的情况(事实上,它们都是上文中用于比较数据的同一局游戏)。

[Picture - Comparison between an area in Live and the Update]
[图例 - 在现行版本与更新版本中对一个地区的比较]
Do note that these changes do not mean you'll see the same realms in every game. It's still as it's always been, where you might have a powerful Burgundy in the south or a Wales controlling the British Isles; it's just that, now, the emerging Burgundian and Welsh realms will be much stronger and able to thrive! Additionally, given the AI is now consolidating a larger, more centralized domain, partition splits are nicer and border gore is reduced.
请注意,这些修改并不表示你每局都会看到一模一样的版图。一切还是一如往常,你仍可能会在南方看到一个强大的勃艮地或者一个控制着英伦三岛的威尔士;只不过现在,新生的勃艮地和威尔士王国将会变得更强并且繁荣昌盛!除此以外,由于AI现在可以牢固地控制更大更加集中的直辖领,因为派系而分裂的情况变得更为理想了,同时出现阴间版图的情况也减少了。
Ikh Mongol Uls
大蒙古国
No matter what changes we've made to the Mongols in the past, they always fall on one single point: when they grow large enough, it takes them too long to march their troops to their target, and thus lose too many troops to attrition and too much warscore to time.
不论过去我们对蒙古人做了什么改动,他们总会在到达一个点上衰落:当他们扩大到一定程度时,他们把太多的时间花在了行军到目标上,并因此损耗了太多部队,以及因时间而失去战争分数。
We've taught the AI to raise their troops closer to the target of their wars. They will seek to raise in a safe county within their realm that is close, but not bordering, to the wargoal. While this is the most impactful for the Mongols, all Duke or above rulers will now do this. What this means for the Mongols: they will no longer march all the way from far eastern Mongolia after every conquest. This change alone magnifies their potential for conquest tenfold (at least). They now fulfill their purpose; they shake up the world and reshape the lands they conquer. More than ever, you must now seriously consider if you wish to submit to the Great Khan…
我们教会了AI在离他们的战争目标比较近的地方集结部队。他们将会在自己的领地里找一个既相近又不与战争目标与接壤的安全伯爵领集结部队。虽然此改动对蒙古人的影响最大,不过现在所有公爵级以上的统治者也会这么做了。这对蒙古人意味着:他们不再需要在每次征战以后都从蒙古东部行军过来了。而仅仅这一单项改动就把蒙古人的征服潜力放大了十倍(至少)。他们现在可以实现他们目的了;撼动世界并重塑他们所征服的土地。而现在你必须比以往任何时候都更加认真地考虑,你是否愿意臣服于大汗了……
In addition to the new raising behavior, we have improved the way the Mongols pick their targets (making them less likely to gallop into the mountains of Tibet or immediately crash against a massively strong Byzantine empire), and we've changed how successor khanates work. The Golden Horde, Ilkhanate, Chagatai, etc, were never long for this world after they spawned. There were many reasons for this: they didn't get a proper domain, no de jure lands, no gold, etc. While they still dissolve with some regularity (as they should) they now sometimes persist, and even thrive, as we've improved their starting positions by assigning them some starting resources, domain, and De Jure land depending on what they’ve managed to conquer.
除了新的集结行为,我们也改善了蒙古人选择目标的方式(让他们不要经常再在西藏的山里骑马飞驰或者光速与无比强大的拜占庭帝国开战),同时我们也修改了继承者汗国的运作方式。金金金金帐汁国,伊儿汗国,察合台汗国等等在它们生成后都不曾在这世界里长存。当中有许多原因:没有理想的领土,没有法理领土,没钱等等。虽然他们有时仍会定期灭亡(就如同他们应该那样),现在他们有时会继续存在,甚至变得繁荣昌盛,因为我们根据他们成功征服的东西为它们分配起始资源、领地及法理领土以改善他们的开局。
While it isn’t overly common that the Mongols exceed their historical conquests, here's an example of how far they can spread under somewhat-ideal circumstances (long-lived Khans).
虽然蒙古人超出其历史征服范围的情况并不常见,但有一个他们可以在理想的情况下(长寿的大汗)可以扩张多远的例子。

[Image - Initial state of the world]
[图例 – 世界开局状态]

[Image - Some years in: note that Tibet was taken because Ü had land in mongolia]
[图例 - 几年后:注意,吐蕃已经被拿下了。因为卫在蒙古里拥有领地。]

[Image - The newly-shattered Persia gets absorbed]
[图例 – 刚刚碎成一地的波斯被吞并了。]

[Image - Strategically avoiding a Byzantium that is almost their strength, the Mongols go towards eastern europe]
[图例 – 战术性地避开一个力量与自身不相伯仲的拜占庭,蒙古人们正向东欧前进进进进进。]

[Image - After taking all of eastern Europe, they turn to Arabia and the Fatimids]
[图例 – 在拿下整个东欧后,他们转向了阿拉伯及法蒂玛。]

[Image - Eventually, Hungary falls after an intense war]
[图例 - 最终,匈牙利在一场激战后沦陷了。]

[Image - The Khan dies and successor khanates spawn in. Who knows how long they’ll last?]
[图例 – 大汗去世了,而继承者汗国登场了。不知道他们能存续多久?]
That's it for now. The full update notes with all the details will come soon, so stay tuned!
这就是现在有的内容了。完整的补丁附记和所有细节都会在不久后发布,所以保持关注啦!
翻译:一个幽灵 雷敏Duke 伦敦 Arcanunu 视力不好的胡德
校对:三等文官猹中堂
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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。