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农业、研究、学术和文化

2023-09-03 18:02 作者:机枪豌豆射手159  | 我要投稿

农业、研究、学术和文化

Agriculture, Research, Academies, And Culture

AXIOMS

2022年1月3日

研究是4X游戏中一个被严重低估的领域。我一直认为,4X游戏的所有方面都应具有战斗部分的深度,我已着手实现这一目标。下面我将阐述我对详细的4X研究系统的设想。

Research is a wildly undervalued area of 4x games. My belief has always been that all aspects of 4x should have the depth of the combat part and I have set out to make that so. Below I will lay out my vision for a detailed 4x research system.

首先,我将从最无聊的部分开始。对于农作物种植等基础工作,我认为交互式研究的价值并不大。我的计划是,各省将在这一领域缓慢进步,大部分时候研究是自动进行的。你将获得一般的农作物知识,这些知识将在你的帝国中慢慢传播,你还将获得特定区域和生物群落的特定农作物知识。我也在考虑每种特定作物都有其专门知识,但这可能太多了。

First I'll start with the most boring part. For basic things like crop growing I don't think interactive research is super valuable. My plan is that provinces will slowly advance in this area mostly automatically. You will gain general crop knowledge that will slowly disseminate across your empire and you will gain regional and biome crop knowledge as well. I am considering knowledge for every specific crop as well, that may be too much.

你还会慢慢获得建筑、牲畜管理等方面的知识。你可以在游戏后期投资基础设施,以提高这些知识的增长和传播。

You will also slowly gain knowledge in areas like construction, livestock management, etc. You can invest in infrastructure later in the game to increase the growth and spread of this knowledge.

人民是宝库

The People Are The Repository

人口以及由他们产生并与他们联系在一起的角色将拥有适合他们的知识。知识的传播系统与《十字军之王2》类似。当然,其中也有一些重大差异和更多需要理解的地方。从技术上讲,《十字军之王2》里知识是以省份为基础的,而这里的知识是以人口为基础的。在某些情况下,人口可以整体或部分迁移,这将增加知识的传播。

Populations and the characters spawned from and tied to them will possess the knowledge that is appropriate for them. Knowledge will diffuse in a system of a similar style to CK2. Although of course there are some major differences and more areas of understanding. Technically in CK2 knowledge is province based whereas here it is population based. In certain circumstances populations can migrate wholesale or in part and that will increase knowledge diffusion.

当人口停止使用知识或死亡率过高时,知识就会开始流失。例如,一场瘟疫或类似于地球上草原民族的大规模入侵都会导致知识总量大幅下降。在早期时代,知识主要依赖口耳相传,完全公开。 识字率和类似的机制比较像《维多利亚2》,将是游戏的关键方面之一。

When populations stop using knowledge or when they have excessive mortality knowledge will star to drain. A plague for instance or a large invasion similar in scope to that of the steppe peoples on Earth can cause significant drops in total knowledge. In the early eras knowledge is mostly oral and communal. Literacy and similar mechanics sharing the flavor if not the form of Vicky2 mechanics will be a crucial aspect of the game.

随着历史的发展,如果不发生上述灾难,除了纯粹的口耳相传之外,还可以通过其他方式获得知识,但是魔法知识例外。与下层阶级的普通技能不同,魔法知识将从学徒制开始,并慢慢发展为以学院或公会为中心的系统,类似于当代奇幻小说。

As history progresses and barring the aforementioned calamities knowledge will be available in other ways than pure oral communal tradition. This is somewhat distinct for magical knowledge rather than the common skills of the lower classes. Magical knowledge will start with apprenticeships and slowly come to resemble the kinds of systems in many contemporary academy or guild focused fantasy novels.

识字、自由主义和图书馆

Literacy, Liberalism, And Libraries

在游戏的后期阶段,书籍将作为世界的一部分存在,而识字将是扩展知识和技能的一个非常有价值的工具。魔法知识将在早期以书籍的形式出现,因为法师的数量要少得多,而且他们将比普通农民或工人甚至大多数工匠更聪明、更富有。

In later phases of the game books will exist as obects in the world and litaracy will be a very valuable tool for expanding knowledge and skills. Magical knowledge will be available in book form earlier on as the number of mages is much less and they will be smarter and richer than the common farmer or laborer or even most artisans.

书籍一开始仅供学徒私人使用,而你和AI将就社会的潜在改革做出决定。你会创建私人学院吗?可能会。你会发展公共图书馆吗?也许会。至少在早期,此类设施可能会有种姓/种族/民族/宗教类型的限制。

Books will start off in private use for apprentices and you and the AI will have decisions to make about potential reformations of your society. Will you create private academies? Probably. Will you progress to public libraries? Maybe. And they’ll likely have caste/race/nation/religion type restrictions at least early on.

你最终会参与到移民和贸易政策、国家间知识交流、国际组织和动态等各种事务中。由于魔法的存在,这些事情可能会比真实历史中更早发生。不过,世界要大得多,所以真正的世界性组织可能也需要与历史差不多长的时间。

You will eventually get involved in all sorts of stuff like immigration and trade policies, inter-state knowledge exchange, international organizations and dynamics and so forth. Thanks to magic these will plausible be able to occur much earlier than in real history. The world is much larger though so perhaps truly world wide organizations will take a similar amount of time.

魔法现代化

Magical Modernization

现在我们可以进入最有趣的研究领域。魔法和科技技能。在上一篇文章中,我描述了有关魔法的广泛世界性问题。魔法的力量有一个总体水平,当你接近总体水平时,产生新的魔法知识就会变得越来越困难。然而,如何进行研究的具体问题必须得到解决。

Now we can get to the most interesting area of research. Magical and technical skills. In a previous post I described broad worldly issues regarding magic. Magic has a total level of power and it becomes increasingly difficult to generate new magical knowledge as you approach the total. However the specifics of how research is conducted must be addressed.

游戏中的每个角色都有能力进行研究。他们可以利用自己的资源为研究投入金钱、时间、下属等作为预算。任何参与研究的角色都可以获得自己的成果,如果他们有控制者,控制者也能得到成果。这个系统的重大意义在于极大地鼓励了人们自己进行最重要的研究,或者不允许下属获得更强大的知识。

Every character in the game is capable of research. Using their resources they can put money, time, minions, etc into their research budget. Any character involved in research gains the fruits of their own labor and their controller if they have one does as well.This system has many implications. There is a substantial incentive to do most serious research yourself or to not allow subordinates access to more powerful knowledge.

这些人很容易出卖你或试图取代你。不过,你也可以参与鬼祟的阴谋,从敌人甚至盟友那里窃取支持者和知识。你还有一些有趣的政治和经济抉择。你可以创建一个受过高等教育的魔法社会,但这可能会削弱你的相对权力。囤积知识会让你更难获得更多的研究成果,但也会让你对魔法天赋较低的人拥有极大的影响力。

These people could easily sell you out or attempt to supplant you. However you can also engage in sneaky plots to steal supporters and knowledge from your enemies or even allies. You have some interesting political and economic choices as well. You could create a highly educated magical society but that may reduce your relative power. Hoarding knowledge will make it harder to get more research done but will allow you to have extremely serious leverage over the less magically gifted.

统治者可能更容易囤积知识,而民粹主义者则更容易传播知识。但这两类人都有自己的麻烦。你实际获得的知识在某种程度上是随机的。你可以研究一些神奇的领域,也可以专注于改进现有的知识,而且你的学习可以说非常细化。你无法选择研究 "悬浮飞艇/武器平台"。

It is probably easier for dictatorial rulers to hoard knowledge and populist ones to spread it around. But both groups still have their troubles.What knowledge you actually get is somewhat random. You can sort of research magical fields or focus on improving existing knowledge, and your learning is somewhat granular. There is no option to research say, a "levitating airship/weapons platform."

魔法知识也可以来自发现或超自然力量的恩赐。这就不是纯粹的研究范畴了。找到别人没有的古代失传知识是可能的。大多数情况下,只能找到传授众所周知但并不普及的知识的书籍。 祭祀或仪式后对魔法恩赐的宗教请求可能会导致来自诸神的魔法知识。 还可以用大灵、恶魔等等各种东西换取知识。 如果您与上一篇博客文章中提到的超级有机体和其他特殊实体结盟,它们也可以提供咒语或知识。

Magical knowledge can come from discovery or boons from supernatural forces as well. Its not purely a research game. Finding ancient lost knowledge that no one else has is possible. Finding books that teach knowledge that is well known but not widely available is more likely. Religious requests for magical boons after sacrifices or ceremonies can result in magical knowledge from the gods. You can also trade great spirits and demons and so forth various things for knowledge. The superorganisms and other special entities mentioned in a previous blog post can provide spells or knowledge as well if you ally with them.

杂项信息

Miscellaneous Information

人们对魔法的态度和一般知识的分享受到意识形态的巨大影响,意识形态也会间接影响事物。在精英人数少、教育程度低、资源匮乏的下层社会,可能需要囤积知识。鉴于游戏的规模,我的预期是,即使一些国家开始提高识字率并进行其他改革,农民的普遍无知也会存在几个世纪,甚至几千年。

Ideology has a strong impact on feelings about magic as well as sharing general knowledge. It also impacts things indirectly. Hoarding knowledge might be required in a society with small numbers of elites and with very low education and low resource lower classes. My expectation given the scale of the game is that peasant bumpkins will exist for multiple centuries if not millenia even after some polities start raising literacy and pursuing other reforms. Many despots will find it advantageous to keep populations in such states for stability even if per person productivity is lower.

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