维多利亚3开发日志#57 | 8/31 至今为止的旅程

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #57 - The Journey So Far
lachek, Victoria 3 Lead Designer
Hello all! Now that we know the Victoria 3 release date and have seen a bit of actual, live gameplay, I thought it would be a good idea to recap what the game is and tell you a bit about how we got here. Today I'm going to focus less on abstract principles and pillars and more on concrete game mechanics, the play experience and the process by which we arrived at the current version of the game.
大家吼啊!现在我们知道了维多利亚3的发售日期,也看到了实际的游戏玩法直播,我觉得是时候重新过一遍游戏内容,和大家说说我们是如何走到今天的。今天我就不会着重介绍抽象的原理和要素,而是讲一讲实际的游戏机制,游玩体验,以及我们是如何做出现在这个版本的游戏的。

It took us a while, but we built a world!确实花了点功夫,但我们构建了一个世界!
Let's start with simply: What is Victoria 3? We call it a society builder grand strategy game, where the focus is to mold and shape your chosen country's population, economy, and laws to navigate the power struggles, revolutions, and devastating wars of the 19th and early 20th centuries. In practice this means you will be making many difficult decisions about how to construct your economy, which political factions to empower, and which other countries to befriend and rival.
先从一个简单的问题开始吧:维多利亚3是什么?我们称之为社会构建大战略游戏,重心在于塑造你所选国家的人民、经济和法律,以应对19世纪和20世纪早期的权力斗争、革命和毁灭性的战争。实际游戏中,这意味着你需要做出许多艰难的决定,包括如何构建你的经济,哪一个政治派系应该上位,要和哪些国家交好或者敌对。
Everything in Victoria begins and ends with Pops, a.k.a. your population. Pops and their living conditions determine what sorts of economies you are able to run. An agrarian economy may be great at feeding itself and could sustain itself for a long time, but lacks access to manufactured goods to increase living standards. Manufacturing-based industry is more centralized, creating urban centers with wider wealth gaps, but the resulting increase in domestic demand can provide a stable economic foundation for your market. Laissez-faire could make sense for countries whose population demands a wide variety of products while specializing in highly effective production of specific goods, while a command economy may be desirable to counteract foreign influence and steer your population with more precision.
维多利亚中的一切都从Pop中来,到Pop中去,而Pop就是你的人口。Pop和他们的生活水平决定了你能运营起一个怎样的经济。农业经济或许很擅长填饱自己人的肚子,也能够长时间保持稳定,但缺少获取工业制成品的途径来改善生活条件。制造业为主的工业体系更加中心化,会创造出有着更大贫富差距的城市中心,但是也会带来更高的国内需求,为你的市场提供坚实的经济基础。自由放任的经济体系,对于那些人口需要许多种类的商品,且专精于特定商品的高效生产方式的国家来说是行之有效的,而指令经济对于对抗外国影响并精准指导你的人民来说,或许是更加合适的选择。

Your people, the bedrock of the simulation and the enduring feature of Victoria games.
你的人民,模拟的基石,也是维多利亚游戏经久不衰的特色。
Your economy is based around a web of industries (a.k.a. "buildings") that produce and/or consume goods, and the consumption demands of the Pops themselves. Buildings do nothing on their own but must be staffed by Pops, who in return are (hopefully!) provided with wages sufficient to purchase goods and services to improve their living conditions. Privately owned buildings have owner Pops who collect the profits, which they may reinvest or conspicuously spend on lavish luxuries, driving up demand for exotic imports like Fruit or new inventions like Automobiles. As the spirit of your nation, you decide which buildings to construct, where they should be situated, and whether they should be state-subsidized or not. Each such decision will have long-term implications for your country's future.
你的经济基于一整套产出且/或消耗商品的工业网络(也就是“建筑”),以及由Pop自己所决定的消费需求。建筑本身没有功能,必须要由Pop在其中工作才能产生效果,而Pop也会获得足以购买商品和服务来改善他们的生活水平的工资(希望如此!)。私有建筑的收益会被所有者Pop拿走,之后这些钱要么被拿去重新投资,要么高调地花在各种穷奢极欲的奢侈品上,从而增加水果这样的异国风情进口商品,以及汽车这样的全新发明的需求。作为国家意志的化身,你可以决定在哪里修建什么建筑,是否对其提供国家补贴。每个这样的决定都会对你的国家的未来有着长期影响。

Buildings are your main tool for nation building, as you determine what your population should be occupying their time with and how. During development, more and more gameplay features were implemented using buildings and their production methods.建筑是你建设国家的主要工具,因为藉此你可以决定你的人民如何利用自己的工作时间。在发展过程中,越来越多的游戏特性会通过建筑和它们的生产方式来得以体现。
Pops are "real people", they don't suddenly appear just because there's work to be done. This begs the question, what would Pops be doing before suitable workplaces have been constructed for them? In Victoria 2, Pops not employed in factories or in special roles like Capitalists contributed towards "Resource Gathering Operations" (RGOs) which created all raw resources in the game. In V3, we wanted resource industries to be among the viable, active choices you could focus your efforts on, but we also didn't want the majority of the population to work on high-yield modern farms at game start. The solution we came up with was subsistence farming, where all unused arable land in a state could be used by Pops of the Peasant Profession to sustain themselves and produce a very small amount of excess goods for the market. These subsistence farms will gradually disappear as modern, industrialized farms and organized plantations are constructed in their place. As there is no guarantee that proper resource industries will pay lower-class Pops a better wage than the living standard Peasants could achieve by simply working the land, depending on when and how this transition is done it may lead to increased wealth disparity even while it's certainly better for your market economy.
Pop是“真实的人”,不会因为有工作要做就突然凭空出现。这就带来了一个问题,Pop在合适的工作场所建造出来之前在干什么呢?在维多利亚2中,不在工厂中上班,也不从事资本家这样的特殊工作的Pop进行的是“资源收集活动”(RGOs),这会产生游戏中所有的原材料。在维多利亚3中,我们想让资源工业也成为你能着重发展的可用选项之一,但是我们也不想在游戏一开始就让大部分人口在高产出的现代化农场上工作。我们得出的解决方案是自给性农业,从事贫农职业的Pop可以利用一个地区内所有的可用耕地来养活自己,同时生产很少一部分额外商品到市场上。随着现代化,工业化的农场和有组织的种植园在可用耕地上建设起来,这些自给性农场也会逐渐消失。因为没法保证会有合适的资源工业能给下层阶级Pop提供比在地里干活更高的收入,即便这对于你的市场经济有好处,这种转变什么时候以及怎么样发生还是可能会引发更大的财富差距(译注:类似于圈地运动中的羊吃人)。
Each Pop has an amount of Political Strength derived primarily from their size and wealth, modified by the country's laws. This influence is distributed across the various Interest Groups the Pop supports, empowering them to steer the country's political direction. For example, a wealthy plantation-owning Aristocrat might put most of their gravitas behind the Landowners, espousing a kind of patronizing conservatism. A nation of Farmers might champion the Rural Folk and their simple, honest, and non-expansionist way of life. Meanwhile, a group of coal mining Machinists might join the Trade Unions to push for both workplace safety regulations and more egalitarian expansion of the voting franchise. Over time you will start to recognize the patterns in how your economy has developed over the decades, and how this results in altered power distributions and the emergence of different political movements demanding change.
每个Pop都有一定的政治力量,主要由人口数量和财富量决定,也受到国家法律的修正。政治力量的影响会分散到Pop支持的各个利益集团中,给予他们引导国家发展方向的能力。例如,一个有种植园的富有贵族可能会主要支持地主阶级和宗主式保守主义。主要由农民构成的国家可能会推崇“乡下人”和他们那简单,诚实,以及非扩张主义的生活方式。同时,一群在煤矿工作的机械师可能会加入“工会”,来推动工作地点安全规范和更加平等主义的投票群体扩大化。随着时间推移,你会注意到几十年来你的经济模式发生的变化,以及这样的变化会带来怎样不同的权力分配,同时还会带来迥异的各路寻求改变的政治运动。

Interest Groups are new to Victoria 3 and act as the people's voice in their interactions with you. Just like everything else in the game they ultimately only function due to the Pops that lend them support, so impacting the Pops directly will also affect the Interest Groups.利益集团是维多利亚3的新东西,在它们与你的互动中充当人民的代言人。就像游戏中的其它东西一样,它们最终只能靠支持它们的Pop来运作,所以直接影响Pop也会影响利益集团。
In the earliest playable iteration of Victoria 3, Interest Groups were very dynamic and always organized into parties or factions. Interest Groups could suddenly appear in a country or change their beliefs based on triggered conditions. They had opinions on everything from reforms to what buildings should be constructed to which wars should be waged. This turned out to be extremely confusing, as players never really got a handle on what their country was all about or the outside limits of what might happen if they performed an action. To combat this we created eight Interest Group "templates" which were the same for all countries, with individual variations on those templates for different countries. Rather than popping into existence or fading away as there were causes to champion, we split off a new type of organization - Political Movements - from Interest Groups, so the latter would always have their own identity and ideology while the former could be used to push issues. Rather than changing Interest Groups' opinions based on triggered conditions, we introduced Interest Group Leaders which could modify an Interest Group's ideologies. Finally, we removed the Party/Faction layer altogether, only to reintroduce Parties much later in development as a more comprehensible political layer active only in democracies that still puts Interest Groups front and center.
在维多利亚3最早的可玩性版本中,利益集团是非常动态的,并且总是组织成政党或派系。利益集团可能突然出现在一个国家,或者根据触发的条件改变他们的信念。他们对一切都有意见,从改革到应该建造什么建筑再到应该发动什么战争。这非常令人困惑,因为玩家从来没有真正掌握他们的国家是什么,或者如果他们执行一个行动会有怎样的外部限制。为了解决这个问题,我们创建了八个利益集团“模板”,这些模板对所有国家都是一样的,不同的国家在这些模板上有不同的衍生变体。与其让利益集团因为有需要支持的事业而突然出现或消失,我们选择从利益集团中分离出一种新的组织类型——政治运动,这样后者就会一直有自己的身份和意识形态,而前者可以用来推动问题。与其让利益集团根据触发的条件来改变理念,我们转而引入了利益集团的领袖,他们可以修正兴趣小组的意识形态。最后,我们完全删除了政党/派系层面的内容,只是在开发的后期重新引入了政党,作为一个更容易理解的政治层面的内容,只在民主国家活动,仍然把利益集团放在表层和中心。

The set of laws available for a player to try to change has evolved during development, with different tax laws merging into a single category, trade policy being split from the economic system, and the various army model laws being introduced.在开发过程中,可供玩家尝试改变的法律设定已经发生了变化,不同的税法合并为一个类别,贸易政策从经济体制中分离出来,各种军队模式的法律被引入。
The laws themselves, and the institutions they sometimes enable, tie back into the economy through the Pops. Changes to your taxation system might require you to course-correct your economy to both keep your people fed and your treasury in the black. Different army models might permit you to maintain a well-trained, professional army, or require you to rely on raising part of your population as conscripts during times of war which could disrupt your industry. Universal pensions will raise your overall standard of living and decrease poverty rates and turmoil, but can be costly to maintain. And without an education system, you will have a hard time developing the qualifications your Pops need to take advanced professions in cutting-edge factories, academic, and financial institutions.
法律本身,以及它们有时会解锁的机构,通过Pop反馈回经济中。税收制度的变化可能要求你对经济进行调整,以保证你的人民有饭吃、你的国库有收入。不同的军队模式可能允许你保持一支训练有素的专业军队,或者要求你在战争时期倚仗召集部分人口作为征召兵,这可能会扰乱你的工业。全民养老金将提高你的整体生活水平,减少贫困率和动乱,但维持成本很高。如果没有一个教育系统,你将很难发展你的Pop在尖端工厂、学术机构和金融机构从事高级职业所需要的资格。
Our initial model for how Interest Groups should support one Laws over another was based on a kind of 3D political compass, or maybe something akin to Stellaris' Ethics system. But it did not take long for us to realize just how inadequate this method was for describing all the different political positions people in the 19th century could take. For example, is "colonization" a progressive or conservative policy? The answer is that it entirely depends on the context, culture, and whatever intellectual arguments had been voiced by one philosopher or another within the prior decade. So rather than trying to create a brand new theory of Political Science, we abandoned this matrix-model for a much more bespoke system of many dozens of ideologies that each have their own set of stances on specific laws.
至于利益集团如何选择要支持哪项法律而不是另一项法律,我们最初的模型是基于一种三维政治坐标系,或者类似于Stellaris的思潮系统。但没过多久,我们就意识到这种方法对于描述19世纪的人们可能采取的所有各种政治立场是多么的不足。例如,“殖民化”是一项进步的还是保守的政策?答案是,这完全取决于背景、文化,以及此前十年内这个或那个哲学家所表达的任何知识论点。因此,我们没有试图创建一个全新的政治学理论,而是放弃了这种矩阵模式,转而建立一个由几十种意识形态组成的更有针对性的系统,这些意识形态在具体法律上都有自己的一套立场。

An enduring question during early development was, how much should government employees be paid? A fixed amount seemed particularly wrong, but so did a fully configurable amount. We settled on a continually updating national Normal Wage value - a weighted average of wages paid by private industry across incorporated states - and letting the player set wages in steps around this norm, with bonuses or penalties applying for paying more or less.在早期开发过程中,一个持续很长时间的问题是,政府雇员的工资应该是多少?设定一个固定的数额似乎大错特错,但一个完全可配置的数额也是如此。我们决定采用一个不断更新的全国正常工资数值——即各地区私营企业支付的工资的加权平均数,并让玩家围绕这个标准来设定工资,如果支付的工资更多或更少,则会有加成或惩罚。
If you want to run a competitive nation, you cannot rely exclusively on private industry - the bureaucratic machine has to function, taxes must be collected, trains and ships have to depart on time, and the army and navy has to be fully staffed and on alert. These government functions are also represented via buildings, with the Pops who work there paid directly by the treasury. Every individual in your country is represented by Pops, who perform all the functions that make your nation what it is.
如果你想管理一个有竞争力的国家,你不能完全依靠私营企业——官僚机器必须运作,必须收税,火车和船只必须准时出发,陆军和海军必须人员充足和军备完善。这些政府职能也通过建筑来体现,在那里工作的Pop直接由国库支付工资。你的国家的每一个人都由Pop来代表,他们执行所有的功能,使你的国家成为现在这样。

Originally Institutions was just another type of Law that you could invest Bureaucracy into. Splitting them out into their own entities whose nature can be changed by Laws made them come alive in a totally new way, and lets you more clearly see how your country's becoming more capable and complex over time.起初,机构只是另一种类型的法律,你可以将行政力投入其中。我们把它们分离出来,形成自己的实体,其性质可以通过法律来改变,这使它们以一种全新的方式活跃起来,并让你更清楚地看到你的国家是如何随着时间的推移变得更有能力和更加复杂。
One design challenge we had to tackle early on in development was how we would represent institutions: as concrete buildings on a local level, or more abstractly on a national level? We really wanted Pops to be responsible for staffing the public sector, so as to not pretend that things like healthcare, education, and policing just happen from legislating their existence. But on the other hand we didn't want to have to saddle the player with having to micromanage constructing the exact right number of hospitals, jailhouses, employment offices, tax collectors, etc etc in every state. In a fit of insanity we briefly flirted with the idea of non-local buildings, where Pops would live in one place but work in an indeterminate "cloud-based" workplace that provides benefits to the entire population, but this started looking like the kind of weird hacky solution that would come back to haunt us later in development and we thankfully abandoned it quite quickly. After consulting a programmer with much fresher eyes on this issue than the design team at this point, we decided to make a building that creates a currency (Bureaucracy) that institutions would consume, just to see how that felt. This proved an excellent trade-off, letting players customize which parts of their country their administration was centered in while ensuring that legislated promises of access to services were distributed correctly across the country in different proportions without excessive micromanagement.
我们在开发早期遇到的一个挑战是如何设计机构:是作为各地的一栋水泥建筑,还是在更抽象的国家层面表示?我们很想让Pop来负责运转公共设施,而不是假装医疗、教育以及治安等体系都能够脱离人而自行运转。但另一方面我们也不想让玩家进行大量微操来使各个地区时刻保持合适等级的医院、监狱、就业办公室、税务局等等。在冲动的驱使下我们曾产生过设计全局建筑的想法,通过让Pop们在一个虚无缥缈的“云”单位进行异地工作来为全国人民服务,但是这越看越像是一种奇怪的卡bug行为,在日后的开发中很可能会带来更多的麻烦,因此我们及时地否决了这个想法。为此我们请教了一位程序员,通过他看待这一问题的全新视角,我们决定尝试设计一种为机构提供消耗品(即行政力)的建筑,并观察它的效果。结果这一设计充分实现了协调,使玩家在能够决定国家施政重点方针的同时,无需额外的微操即可保证全国的公共服务能力按照不同比例正确分配。
With a well-oiled market supported by appropriate laws you can turn your eye to the economies abroad. Not all goods your people demand can be acquired locally, so which countries do you want to trade with? Importing another country's products could be exactly the kickstart your economy needs, but will also enrich the exporting nation and make you dependent on their economy. Exporting consumer goods will benefit those of your Pops who own the factories the most, while it will come to the detriment of Pops consuming those goods. Each decision made will impact different segments of your population, both economically and politically.
有了合适的法律支持,一个运转良好的市场就足以使你能够把经济的眼光投向海外。你的人民所需的货品并不能全部从本地获得,因此你要与哪个国家开展贸易?进口其他国家的产品可以成为你经济的一脚油门,但也会给出口国带去利润并加大你对他们的依存度。出口消费品对于拥有工厂的Pop是最有利的,但会损害到消费那些货品的Pop。你所作的每一个决定都将在经济和政治上对不同的人群带来影响。

In the original trade system, the amount of goods your routes moved was quite open-ended and required trade center management on both ends. It was micromanagement heavy, complex to understand, and easy for both player and AI to abuse.在原本的贸易系统中,你的贸易路线所能吞吐的商品量是可以无限增加的,并且需要进出口端的贸易中心来进行管理。这会带来繁重的微操,也很难以理解,同时容易被玩家或AI滥用。
Trade has gone through a number of iterations, as it works very differently from both Victoria 2 and most other strategy games. We knew very early on that we wanted market-to-market trade of specific goods, and our supply-and-demand system works well out of the box for creating incentives to trade. The first trade system was serviceable - you would earn trade routes from building Trade Centers and would spend them to move a certain number of goods between two markets. It made sense and was simple to understand, but turned out quite micro-intensive as you had to babysit routes to move just the right amount. It was also much too easy to destroy foreign economies by simply stealing all their supply of a crucial good or oversaturating a market, which was nominally fun to do to the AI but less fun when the AI did it to you.
贸易系统经历了一系列的改动,与维多利亚2以及其他大部分策略游戏都截然不同。我们很早就确立了通过市场对市场来交易特定商品的指导方针,我们的供需系统很好地创造了贸易的源动力。第一代贸易系统确实可用——你将通过建造贸易中心来获得贸易路线,然后花费贸易路线来在两个市场间交换一定量的商品。这固然能够起作用也很容易理解,但是却需要花费大量的精力来确保每条线路的吞吐量都正好合适。这也使得你可以通过抢走所有急需的关键物资或向其市场大量倾销某种商品来摧毁敌方的经济,对AI这样做固然有意思,但当AI来制裁你时就不是那么好玩了。

In the new system, only the country establishing the route gets a trade center to manage it, and the quantity of goods is dependent on what is actually profitable to trade. You can still fine-tune who your trading partners are and how large the routes can grow by using tariffs and embargoes, but the level of interactivity is much more even.在新系统中,只有建立贸易路线的国家能够获得贸易中心来进行管理,并且吞吐量将取决于能够获取的利润。你仍然可以通过关税和禁运来微调你的贸易对象以及贸易路线能够增长的上限,但互动性将更加平衡。
The trade system currently in the game instead creates and expands Trade Centers to manage trade as needed, earning money for the Pops who work it based on the marginal price difference between the two markets. This way you simply establish a route between two markets, and if that good is in high demand in one and in high supply in the other, it will grow until there's no money in trading a larger quantity. That also meant we could implement a tariff system where a player can both earn money off trade and deter other players (or the AI) from importing or exporting particular goods. Crucially though, we needed to see the first, simpler system in action before figuring out what the problems with it would be.
当前版本的贸易系统则是根据需要来创建和扩展贸易中心以管理贸易,同时基于两个市场的边际价差来为从事工作的Pop带来利润。这样你只需要在两个市场间设立一条贸易路线,如果商品在其中一边供不应求而另一边供大于求,那么就会自动扩大该商品的贸易额度直到无法赚取更多的利润为止。这也意味着我们能够引入关税系统,来使玩家能够从贸易中抽税或阻止其他玩家(或AI)针对特定商品进行进出口。但重要的是,我们需要先对第一代更简单的贸易系统进行实际检验,而后才能指出该系统可能存在哪些问题。
Your nation's prestigiousness, determined by the size and power of its economy, military, culture, and other aspects, sets its position on the global power ranking ladder. Are you but a Minor Power, barely involved in local affairs involving your neighbors? Or a Major Power, a regional powerhouse or up-and-coming global player? Or one of the few Great Powers, whose tendrils reach all over the world, constantly trying to one-up each other so none get too far ahead?
你的国家的国际声望是由经济、军事、文化以及其他方面的规模和实力决定的,并在全球排定名次。也许你只是一个次强,只能参与和邻国相关的本地事务?或者你是一个强国,作为一个地方强权并且准备参与国际事务?或者你是少数列强之一,能够将触手伸到全世界,在你追我赶的竞争中不断尝试超过其他列强?
This ranking sets the amount of Influence you receive, which can be used to establish and maintain Diplomatic Pacts with other nations. Trade Agreements simplify trade between your countries, Alliances permit you to come to one another's aid, Customs Unions merge several markets, and numerous types of Subject relationships can be either demanded or requested - by either party, since enjoying the protection of a Great Power may be worth the loss of freedom it entails. Pacts can only be established if countries have overlapping strategic interests, a limited resource forcing you to pick and choose between the parts of the world that matters to you. Interests have always been core to the design principles of Victoria 3 but have gone through a number of revisions as well, some of which will be covered by Martin next week!
国家等级设定了你所获得的影响力数量,影响力可以用来建立和维持与其他国家之间的外交条约。贸易协定简化了你们国家之间的贸易,同盟允许你们互相帮助,关税同盟合并了几个市场,还可以要求或索取许多种类的附属关系——不管是宗主国还是附属国任何一方都可以要求,因为享受一个列强的保护可能是值得失去自由的。只有当国家有重叠的战略利益时才能建立盟约,有限的资源迫使你在对你来说重要的世界各部分之间做出取舍。利益存在一直是维多利亚3设计原则的核心,但也经历了一些修改,Martin下周将介绍其中的一些内容。

Rather than fabricating claims or war justifications, in Victoria 3 you can be as bold and brash with your demands as you wish - for as long as you can afford the Infamy and don't endanger the wrong Great Powers. Finding a balance between the ability to strategically pre-plan your Plays and still having to navigate uncertain outcomes is key to making Diplomatic Plays feel satisfying, and a lot of iteration on both mechanics and AI has gone into finding it.与其通过伪造宣称或正当化战争,取而代之的是,在维多利亚3中,你可以随心所欲地提出你的要求——只要你能承受得起恶名,并且不会惹到不该惹的列强。在战略上预先计划你的游戏,但仍然必须应对不确定的结果,在这二者之间找到一个平衡点,是使外交博弈感到令人满意的关键,我们在机制和AI方面都进行了大量的迭代,以找到这个平衡点。
Demands between nations can also be asserted as Diplomatic Plays, where every country with a stated interest in a region may weigh in on the issue by supporting one of the sides. With enough military strength supporting your claims, even a territorial dispute may be resolved without a single shot being fired. But this is much less a negotiation and more a game of chicken, where in a best-case scenario at most one side walks away with what they want. If that would be you, are you prepared to press this issue even to the point of war, knowing the tremendous loss of money and lives that would bring? Or should you make a concession now and start planning your revenge?
国家之间的要求也可以作为外交博弈来进行,在某一区域有公开利益的每一个国家,都可以通过支持其中一方来介入这个事务。如果有足够的军事力量支持你的要求,即便是领土争端,也可以在不开一枪的情况下得到解决。但这与其说是谈判,不如说是一场胆小鬼博弈,在最好的情况下,最多只有一方能带走他们想要的东西。如果那是你,你是否准备把这个问题推到甚至走向战争的地步,而那会带来巨大的金钱和生命损失?或者你应该现在做出让步,并开始计划你的复仇?
Diplomatic Plays is in many ways an evolution of the Crisis system from Victoria 2: Heart of Darkness, where a "flashpoint" somewhere on the globe could spark an international crisis involving several Great Powers picking sides. The mechanic works well to emphasize the importance of international "policing" of world conflict in the era. Instead of it arising from a flashpoint, issuing a Diplomatic Play in Victoria 3 causes an incident which adversely affects the country initiating it. It can also involve a lot more countries than just Great Powers, as regional or local players might also become involved or recruited.
在很多方面来说,外交博弈都是维多利亚2:黑暗之心中危机系统的进化——全球某处的“热点”可能会引发一场导致几大列强选边站的国际危机。这一机制很好地强调了这个时代的世界冲突中国际“治安”的重要性。但是与其让热点引起危机,在维多利亚3中,我们选择发起外交博弈导致外交事变,从而反过来对发起事变的国家产生不利影响。它也可以涉及更多的国家,而不仅仅是列强,因为区域性的或当地性玩家也可能被卷入或被召唤。

The point of going to war is to press your war goals and sign a peace deal as soon as possible. Nothing is worse for the economy than a forever-war (unless the foundation of your economy is arms manufacturing, that is…)战争的意义在于压制你的战争目标,并尽快签署和平协议。对经济来说,没有什么比永远的战争更糟糕的了(除非你的经济基础是武器制造,那就另说……)。
Should war become inevitable, you have many further choices to make. What proportion of your population do you conscript into service, and which parts of the country do you leave to keep the economy running? Which of your generals do you mobilize, and which do you retain in reserve? Which troops do you send where? Do you keep your navy back to defend your shorelines, send them out to protect your trade routes, or try to sabotage enemy trade and supply lines? As generals and admirals have different ranks, skill traits, and force allocations from supporting barracks and naval bases, which resource you utilize where can make a big difference in the outcome of the war. Since generals and admirals also support their own Interest Groups, their performance against the enemy can also cause political shifts that persist even after the war.
如果战争不可避免,你还有很多进一步的选择要做。你要征召多大比例的人口服役,你要让哪部分的人口留下来保持经济运转?你要动员哪些将军,哪些将军要留作后备?你要把哪些部队派往哪里?你是保留你的海军来保卫你的海岸线,还是派他们出去保护你的贸易路线,或者试图破坏敌人的贸易和供给线?由于将军和海军上将有不同的军衔等级、技能特质,以及不同的兵力分配(来自支持他们的兵营和海军基地),你在哪里利用哪种资源会对战争的结果产生很大影响。由于将军和海军上将也支持他们自己的利益集团,他们对抗敌人时的表现也会引起政局的转变,甚至在战争结束后仍然存在。
After having allocated your resources and issued orders, your generals and admirals perform their duties to their best abilities, letting you focus on managing the home front - expanding or subsidizing industries necessary for the war effort, establishing trade routes, managing your taxes, and dealing with dissidents and radicals that use the chaos of war to further their own causes. The outcome of the war is to a large extent determined by if you can keep your population's spirits high - even if your frontlines are gaining ground, it won't help a people demoralized from lack of bread (or furniture, or coffee, or…). Such a population may insist you sign a peace deal as quickly and favorably as possible, whatever your long-term plans were.
在分配好资源和发布命令后,你的将军和海军上将会尽其所能地履行职责,让你专注于管理后方——扩大或补贴战争所需的工业,建立贸易路线,管理你的税收,以及处理那些利用战争的混乱来推进他们自己事业的异见者和激进派。战争的结果在很大程度上取决于你是否能让你的人民保持高昂的精神状态——即使你的前线取得了胜利,但对于一个因缺乏面包(或是家具、咖啡等等……)而士气低落的人民来说,这并没有什么帮助。这样的人民可能会坚持要求你尽可能快地签署和平协议,而不管你的长期计划是什么。
As you might imagine, the warfare mechanics have gone through extensive iteration to hit the design goals. Moving stacks of variable-sized armies between small provinces and having fights break out when they overlap is a tried and true mechanic that works great in many strategy games, not just Paradox GSGs. But for Victoria 3 it didn't feel right - the pacing felt off compared to the management/society building gameplay, handling multiple simultaneous wars (or multiple fronts) as a global Great Power was a pain, and the element of "tactics cheese" where a human could use trickery to devastate an AI with a superior army actively harmed the dynamics of Diplomatic Plays where armies are measured against each other by statistics.
正如你所想象的那样,战争机制经过了广泛的迭代,才达到设计目标。在小型省份之间移动大大小小的军队,并在它们遭遇时爆发战斗,这是一种久经考验的机制,在许多战略游戏(而不仅仅是Paradox的大战略游戏)中都很有效。但是对于维多利亚3来说,这种感觉并不对头——与管理/社建设社会的玩法相比,这样的战争节奏感不对,作为一个全球列强处理多场同时进行的战争(或多条战线)是一种痛苦。而且“战术奶酪”的元素,即人类可以使用诡计来击败拥有优势军队的AI,会对外交博弈的驱动力有伤害,因为在那里,军队是作为一个统计数据来衡量双方的力量对比的。
Of course, new systems come with new sets of challenges. If you are forced to manage 20 generals and their orders, it's no less work than managing 5 stacks and their locations. Giving the player a sense of presence and an overview of their forces when you can't give a precise location for an army or fleet is a challenge, especially when they're moving to or from something. And most of all, even though we want to reward foresight and strategic thinking, having the outcome of a war virtually predetermined the moment someone starts a Play against you is no fun at all. We're happy with the way it works now, but it has required a lot of experimentation, testing, compromises, and particularly UX work and visual polish.
当然,新的系统也会带来新的挑战。如果你被迫管理20个将军和他们的命令,这操作量并不比管理5堆军队和他们的位置少。当不给出军队或舰队的精确位置时,给玩家带来部队的存在感和对部队的概述是一个挑战,特别是当他们正在向某处移动或离开时。最重要的是,尽管我们想奖励先见之明和战略思维,但当有人开始对你发起外交博弈时,战争的结果就几乎已经注定的话,这一点都不好玩。我们对现在的运作方式很满意,但这需要大量的实验、测试、妥协,特别是用户体验工作和视觉方面的润色。

The true enemy of Victoria 3 is often found inside your borders.维多利亚3中,真正的敌人往往就在你的边境内。
Fail to keep your population content and you may have a revolution or even a cultural secession on your hands. As a populace grows more literate they become class-conscious and politically active, starting or supporting movements to change the nation's laws or demand autonomy. Such situations can be dealt with in several different ways, ranging from the classic bread-and-circus approach of ensuring everyone is so materially satisfied they have no reason to complain, through granting other popular concessions such as welfare programs or a somewhat expanded voting franchise, to suppressing the rowdy Interest Groups and cracking down on protesters with a national guard or secret police. Managing such uprisings before they break out is important even if you have a strong military, since other countries may take advantage of your internal strife and support the revolutionaries in exchange for making you a future puppet state.
如果不能让你的人民满意,你可能面临一场革命,甚至是一次文化分离。随着民众识字率的提高,他们变得有阶级意识,政治上开始活跃,开启或支持改变国家法律或要求自治的政治运动。这种情况可以用几种不同的方式来处理:比如“面包和马戏团”的经典方式,确保每个人都在物质上得到满足,使他们没有理由抱怨;再比如通过给予其他民众让步,如福利计划或某种程度上扩大的投票权;再比如镇压这些吵闹的利益集团,用国民警卫队或秘密警察压制抗议者。即使你有一支强大的军队,在起义爆发前管理这些起义也很重要,因为其他国家可能会利用你的内乱来支持革命者,以换取你成为未来的傀儡国。
One system we thought we'd knocked out of the park on the first attempt was the algorithm for determining which states would rise up against you in case of a revolution. The number would be largely based on the total Political Strength share of the revolting Interest Groups, so if 25% of the Political Strength was against you and your country had eight states, two of them would revolt. Furthermore they would tend to revolt in a cluster, so you wouldn't be fighting on a number of fronts against individual states but as a unified force. The state with the highest proportion of revolutionary Political Strength would be selected as the epicenter, with states neighboring the epicenter likely to follow them.
在第一次尝试时就让我们感到非常惊艳的一个系统,是确定哪些地区在发生革命时将起来反对你的算法。这个数字主要是基于叛乱的利益集团的政治力量所占的份额,所以如果25%的政治力量反对你,而你的国家有八个地区,则其中两个地区会叛乱。此外,他们会趋向于抱团造反,所以你不会在多个战线上与个别地区作战,而是会与一个统一的力量进行作战。拥有最高比例的革命政治力量的地区将被选为中心,中心附近的地区可能会跟随他们。
That worked quite well for large, terrestrial countries like for example France, USA, Brazil, and Russia. But for some reason, every progressive reform in Sweden would result in Gotland - a small sheep-farming island between Sweden and the Baltic states - rising up in lone protest. Can you guess why? The very small population of Gotland consists of only politically apathetic Peasants, and those few Aristocrats who own the land. Therefore, the conservative Landowners held the most dominant position there - relatively speaking - by far. And, in order to be guaranteed more than 1 rebellious state out of Sweden's 5, the Landowners would need to hold 40%+ of the Political Strength. The current algorithm is substantially less elegant but a lot more nuanced, producing results that don't require launching naval invasions against angry shepherds with every social reform you make!
这对法国、美国、巴西和俄罗斯等大型陆地国家来说效果相当好。但由于某些原因,瑞典的每一项进步改革都会导致哥特兰岛——夹在瑞典和波罗的海国家之间的一个放羊小岛——孤独地站起来抗议。你能猜到原因吗?哥特兰岛的人口很少,只包括对政治漠不关心的贫农,以及那些拥有土地的少数贵族。因此,保守的地主们在那里占据了最主要的地位——相对而言——到目前为止。而且,为了保证在瑞典的5个地区中的叛乱地区超出1个,地主们需要掌握40%以上的政治力量。目前版本的算法在很大程度上不那么优雅,但却更加细致入微,产生的结果不会让你每次在社会变革时都需要对愤怒的牧羊人发动海军入侵!
This is of course just scratching the surface of all the systems and dynamics that emerge within Victoria 3's simulation of the modern era. I didn't even get into technology, colonization, infrastructure, slavery, literacy and qualifications, enactment of laws, population growth and migration, national unifications, and all the journal entries and events that shake the game up and keep it eventful throughout the century-long campaign. You can look back at previous dev diaries to get more details on all of these, or wait a mere 8 weeks to see for yourself!
当然,以上谈及的只是在维多利亚3对近代世界的模拟中出现的所有系统和驱动力的表面内容。我甚至没有涉及到科技、殖民化、基础设施、奴隶制、识字率和资格、法律的颁布、人口增长和迁移、民族统一,以及所有的任务日志和事件,这些都会在长达整个世纪的游戏战役中驱动游戏,并保持其多变性。你可以回顾以前的开发日志,以获得关于所有这些的更多细节,或者等待区区8周的时间,然后自己去看一看!
As mentioned, next week Martin will return to discuss the revisions we have made to the Interests mechanics. Tomorrow the team will head out to PDXCON to see several hundreds of you play the game for the very first time, help moderate a massive Victoria megagame, and run panels about the game and its development. We'll be back to continue polishing the brass and tweaking the knobs on Monday, getting everything just right for when you get your hands on the game on October 25th!
如前所述,下周Martin将回来讨论我们对利益Interests机制所作的修改。明天,团队将前往PDXCON,见证几百人第一次玩这个游戏,帮助主持一个大规模的维多利亚对战局,并举办关于游戏及其开发的小组讨论。我们会在周一回来继续打磨铜板和调整旋钮,以便让你在10月25日拿到游戏的时候能把一切都弄得恰到好处!
Victoria 3 is now available for pre-order!
维多利亚3现在已经可以预购了!
https://pdxint.at/3KlLWgf
翻译:AntiAccess 摸鱼怪 李勋回来了 子炎君
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。