维多利亚3开发日志#23 | 11/11 前线与将军(第一部分)

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #23 - Fronts and Generals (Part-1)
lachek, Victoria 3 Lead Designer
Hello and welcome! Today we will dig into the core mechanics of land warfare, including Fronts, Generals, Battalions, Mobilization, and more. But let's take a moment first to recall the pillars of warfare in Victoria 3 from last week's diary, which should be considered prerequisite reading to this one.
大家好哇!今天的日志我们将深入探讨陆战的核心机制,包括前线、将军、营、动员等。但是让我们先回顾一下上周日志所讲述的维多利亚 3 中战争的支柱内容,这是能理解本篇日志的基础。
War is a Continuation of Diplomacy
战争是外交的延续
War is Strategic
战争即是战略
War is Costly
战争的代价高昂
Preparation is Key
事前准备是关键
Navies Matter
海军很重要
War Changes
战争不是一成不变的
Before we get started I want to point out that a few of the mechanics I will be mentioning below are currently still under implementation in the current build. While development diary screenshots should never be taken as fully representative of the final product, this is especially true in this case. In some cases images will be artistic mockups and visual targets, and in other cases very rough in-game screenshots that will be revised before release.
在我们开始之前,我必须指出,下文提到的一些机制目前版本仍在开发。毕竟开发日志的截图永远不能完整呈现最终产品的样貌,在这种情况下尤其如此。在某些情况下,截图只是显示美工草稿和视觉目标,在另一些情况下,粗糙的游戏截图会在发布前进行修改。
The reason for this is simply because, as we have stressed previously in these dev diaries, Victoria 3 is a game about economics, politics, and diplomacy first and foremost. War is a very important supporting system to all those three which tie them together, but we needed to make sure those three aspects were mature enough before we put the final touches on the military system. Furthermore, being a drastic divergence from how warfare works in all other Paradox games, these systems have required a lot of time in the oven to feel as fully baked as the others. Once we are closer to release we'll make sure to update you on any revisions, and release more finalized in-game screenshots!
原因很简单,正如我们在之前的开发日志中所强调的那样,维多利亚3是一个关于经济、政治和外交(最重要)的游戏。战争是将它们联系在一起的重要的支柱系统,但是在我们对军事系统进行最后润色之前,我们需要确保这三个系统足够成熟。此外,因为与所有其他 Paradox游戏中的战争运作方式都截然不同,维多利亚3的战争系统仍需“在烤箱中精心烘焙”才能和其他的那些游戏一样成熟。一旦我们临近发布,我们将确保更新最新的修改,并发布更多最终的游戏截图!
First I want to present the concept of Fronts. In Victoria 3, rather than manually moving armies around the map, you assign troops (via Generals, as we will see later) to the border provinces where two combatants clash. All combat takes place on these Fronts, where a victorious outcome consists of moving the Front into your enemy's territory while preventing incursions into your own.
首先,我们先来看看前线Front的概念。在维多利亚3中,玩家不会像其他Paradox游戏那样在地图上手动移动军队,而是将军队(通过将军,我们稍后会看到)分配到两方对战的边境省份。所有战斗都发生在这些前线,获得胜利自然是让前线挺进敌方领土,并防止战火烧入己方领土。
Fronts are created automatically as soon as two countries begin to oppose each other in a Diplomatic Play, and consist of all provinces along the border of control between those two countries. Therefore a Front always has one country on either side, but it is possible for Generals from several countries to be assigned to the same Front.
一旦两国在外交博弈中开始敌对,前线就会自动创建,并由这两个国家之间边境沿线的所有受双方控制的省份组成。因此,一个前线的两边至少有一个国家,但有可能来自多个国家的将军被分配到同一个前线。
Let's take a look at a screenshot from the current build of the game:
我们来看一眼当前版本的游戏截图:

An early draft view of the Texas Utah Front. This Front belongs to the Texan revolutionary War of 1835, which is in full swing on the game's start date. Two Texan Generals are assigned to this Front, Samuel Houston with an Advance Order and William Travis with a Defense Order. On Mexico's side, José de Romay is advancing with 10 Battalions. The four stars on either side indicates relative average fighting skill compared to the world's best - here Mexico and Texas are tied with 40 Offense and 35 Defense each. From Mexico's perspective this Front has a slight advantage at the moment and indeed one battle on this Front has already been won by them.德克萨斯犹他前线的早期草图。这条前线属于1835年的德克萨斯独立战争,在游戏开始之日就如火如荼地展开。 两名德克萨斯将军被分配到这个前线,塞缪尔·休斯顿Samuel Houston将军收到了进攻命令,而威廉·特拉维斯William Travis将军的指令则是防守阵线。在墨西哥方面,何塞·德·罗迈José de Romay将军率领10个营的兵力推进。两边的四颗星表示相对战斗水平(与世界上最好的战斗水平相比)——这里墨西哥和德克萨斯相持不下,一方取得了40的进攻分数,而另一方则打出了35的防御分数。从墨西哥的角度来看,这条前线目前略占上风,他们确实已经赢得了这一前线的一场战斗。
As mentioned at the top, these visuals - and all other images in this diary - are far from complete! We have many parameters left to expose, more UI layout to do, and more visual effects to add before release. Everything you are seeing today is only to give you a better idea of the mechanics, but is in heavy revision as we speak and will look different on release. As such it is not to be taken as representative of what you will see in the final product.
如前所述,这些视觉效果,以及本日志中的所有其它图像,都仍在开发!我们还有许多要公开的参数、要制作的UI布局,和更多要在发布前添加的视觉效果。你今天看到的一切只是为了让你更好地了解机制,而且和我们说的那样,这些内容正在修改,并且在发布时有更多调整。因此,它并不是你将在最终游戏中看到的内容。
The health and status of your Fronts is a primary indicator of how well the war is going for you. Do you have more troops on the Front than your enemy does? That's pretty good. Have you advanced it far into enemy territory? Great. Are your soldiers there demoralized and dying in droves from attrition? Double-plus ungood.
前线的情况是否顺利,对你来说是评估战争进展如何的主要指标。你在前线有比对方更多的军队吗?不错。 你有将前线推进到到敌方领土吗?很好。 你的士兵有因为损耗而士气低迷,大量减员吗?非常不妙。
In a large end-game conflict you might have hundreds of thousands - possibly even millions - of soldiers in active service, which is a lot to keep track of. The number of active Fronts, however, is likely to be much more manageable. The design philosophy here is the same as with the economic Pop model. Our aim is to make the game playable and well-paced, without requiring frequent pausing, on every scale while retaining the detail and integrity of the Pop simulation. For warfare, the scale ranges from a small border skirmish between minor nations in single-player to a massive multiplayer world war involving every Great Power. Using the Front system we can account for every individual Serviceman and Officer in meticulous detail while giving the player a high-level strategic interface to monitor and manipulate. Much like with the economic interface of Buildings or the political interface of Interest Groups, from this Front view you can drill down through your Generals all the way to the individual Pops that actually do the fighting if you want to.
在一场大型的游戏终局冲突中,你可能有数十万——甚至可能是数百万——的现役士兵,要一直紧盯他们的情况是个很大的工作量。而将数量庞大的士兵变成动态的前线将会更好管理。这里的设计理念与经济系统的人口模型类似。我们的目标是让游戏在每个尺度上都具有可玩性和节奏感,让玩家不需要频繁暂停,同时还能保留模拟人口系统的的细节和完整性。对于战争来说,游戏中既有单人游戏中小国之间的小规模边境冲突,也有多人游戏中涉及各个列强的世界大战。使用前线系统,我们既可以细致考虑每一位军人和军官,也可以为玩家提供一个高层次的战略界面来监控和操纵。这和建筑的经济界面或利益集团的政治界面相似,从前线的视角,你可以深入了解你的将军,或者愿意的话,一直到追踪到实际进行战斗的每个Pop。

After a particularly punishing battle the Texan Barracks are desperately trying to recruit replacements to send to the front.在一场尤为残酷的战斗之后,德克萨斯的兵营正急切地招募更多人送往前线。
Generals are characters who command Servicemen and Officers into battle on Fronts. Every country will start the game with one or a few Generals - many of them straight out of the history books - and can recruit more as needed.
将军Generals是指挥军人和军官在前线上奋战的角色。每个国家在游戏开始时都会有一个或几个将军——许多直接就是历史书里的——如有需要也可招募更多。
Generals are recruited from Strategic Regions, and gain command of as many locally available troops in that region that their Command Limit allows. Command Limit is determined by their Rank, which ranges from 1-star to 5-star. If several Generals are headquartered in the same Strategic Region, the troops are split up between them proportional to their Command Limit as well. Military operations can be complex to manage, and to model this every General costs a certain amount of Bureaucracy to maintain. You can promote Generals freely, but while higher-ranking Generals can effectively command more troops they also cost more Bureaucracy.
将军需要从战略区域中招募,并且会在指挥上限Command Limit允许的范围内,尽可能多地获得该区域内本地可用部队的指挥权。指挥上限由他们的等级Rank决定,等级由一星到五星不等。如果几个将军的总部都在同一个战略区域中,部队会根据他们指挥上限的比例分配给他们。管理军事行动可不是件容易事,为了模拟此事,每个将军都需要消耗一定的官僚力Bureaucracy来维护。你可以随意晋升将军,但更高等级的将军在能有效指挥更多部队的同时,也会消耗更多官僚力。
Like other characters, such as Heads of States and Interest Group Leaders, Generals have a set of Traits that determine their abilities and weaknesses. Admirals, their naval counterparts, work the same way. These Traits determine everything about how the characters function and what bonuses and penalties they confer onto their troops, their Front, and the battles they participate in.
如同国家元首和利益集团领袖等其他角色一样,将军有一系列特质Traits,决定了他们的能力和弱点。海军上将Admiral,将军的海上版本,也有一样的机制。这些特质决定了这些角色能够如何起作用,以及他们能为他们的部队、前线和参与的战斗提供什么样的加成和惩罚。
All characters have a Personality Trait, with different effects depending on what role they fill. For example, a Cruel General might cause more deaths among enemy casualties, leaving fewer enemy Pops to recover through battlefield medicine or return home as Dependents, while a Charismatic General might keep their troops’ Morale high even when supplies run short.
所有角色都有一个性格特质Personality Trait,效果随具体职责变化。比如,一个残忍的将军可能会让敌人的伤亡中有更多的阵亡者,使敌人留下更少的能够通过战场急救恢复或变为受扶养人口回家的Pop,而一个富有魅力的将军则可能让他的部队在补给不足的情况下依然士气高涨。
Characters can also gain Skill Traits which are unique to their role. Generals may develop skills like Woodland Terrain Expert that increases their troops' efficiency when fighting in Forest or Jungle, or Engineer that increases their troops' Defense. Freshly recruited Generals start with one of these but can gain more as they age and gain experience. Many Skill traits have several tiers as well, so Generals that remain active across many campaigns may deepen their abilities over time.
角色也可能获得职责独有的技能特质Skill Traits.将军可能会得到林地地形专家这样的技能,从而增加麾下部队在森林或丛林中的作战效率,或者得到工程师技能,从而增加麾下部队的防御。新招募的将军初始有一个此类特质,但随时间经过和获得经验,他们能获得更多技能特质。许多技能特质也有级别,所以经历过多场战役的将军可能随时间加强他们的技能。
Characters may also gain Conditions due to events or simply the passage of time. These often affect the character's health, but might also influence their popularity or ability to carry out their basic duties. Shellshocked is a classic example of a Condition your General might gain.
角色也可能因为事件或者时间流逝获得状况Conditions。这些状况通常会影响角色的健康,但也有可能影响他们的受欢迎程度或履行基本职责的能力。弹震症Shellshocked是你的将军有可能会得到的状况中的一个典型例子。

This fellow (whose full name I refuse to write out) has a Direct personality, prefers to command troops in Open Terrain, and is an expert Surveyor of the battlefield. He's also become Wounded, probably as a result of some recent skirmish.这位老哥(他的全名实在太长,我真的不想写)有着直率的性格,更喜欢在开阔地形上指挥部队,同时也是战场上的专家勘测员。他也处于受伤状态,可能是最近一些遭遇战的后果。
Like all characters, Generals and Admirals are also aligned with an Interest Group - which is often, but not always, the Armed Forces. For Heads of States and Interest Group Leaders the impact of this political allegiance is obvious, but why (you may ask) would this matter for Generals and Admirals?
如同所有角色一样,将军和海军上将也有自己的利益集团——通常是武装部队,但也有例外。对于国家元首和利益集团领袖来说,这种政治拥护的影响是显而易见的,但是(你可能想问)为什么这对于将军和海军上将来说也很重要呢?
In addition to industrialization and revolutions, the 19th Century was also known for its revolving door between military and political office. Often given assignments far from the capital with very limited communications, Generals and Admirals were given access to enormous man- and firepower and sent off with little possibility of oversight to see to the nation's best interests. This autonomy not only granted them considerable geopolitical power while in the field, but also made them extremely popular figures once returning home from a successful campaign. As such, in Victoria 3 your decisions on who to recruit, promote, and retire - which should ideally be based on meritocratic concerns - sometimes have to be tempered also by concerns for internal power balance and stability due to the impact Generals can have on the country's Interest Groups.
除了工业化和革命之外,19世纪也以军队和政府官员之间的旋转门而闻名。将军和海军上将时常会在沟通不畅的情况下在远离首都的地方执行任务,掌握着无数的人力和火力,还得在没什么监管的情况下被派出去为国家的最高利益奋战。这样的自主权不仅在战场上给了他们巨大的地缘政治权力,也会在他们从战争中胜利归来时把他们变成广受欢迎的人物。因此,在维多利亚3中你关于招募谁、晋升谁、让谁退休的决定有时也必须考虑到内部力量平衡和稳定问题——尽管理想情况下应该是基于精英政治考量的,因为将军对于国家的利益集团有巨大的影响。
First off, the character contributes directly to their Interest Group's Political Strength, which as we know determines their Clout. The amount provided is dependent on their rank, so granting a promotion to a promising young General will also increase the influence their Interest Group wields.
首先,角色可以直接为他们的利益集团贡献政治力量Political Strength,我们都知道,这会决定他们的影响力Clout。贡献的数量取决于他们的等级,所以晋升一位年轻的将军也会增加他们的利益集团拥有的影响力。
Second, if a General is becoming a little too big for their boots - or perhaps crippled by adverse Conditions, like that 79-year old fossil who just won't leave active service despite senility and various ailments - and you want to force them into retirement so someone else can take command of their troops, their Interest Group's Approval will be impacted. Understandably so, since you just robbed them of some political power!
其次,如果一位将军架子摆得有点太大了——或者因为不利状况而健康严重受损,就像那个79岁的老家伙,就算大病小病得了一堆也死活不肯退役——而你想强制他们退休,来让别人指挥他们的部队,他们的利益集团满意度就会受到影响。这当然可以理解了,因为你刚抢走了他们的政治力量!
Third, and most important, if an Interest Group becomes revolutionary - which will be the subject of another dev diary - their Generals and Admirals will take up against you. If you've put all your eggs in the basket of some farmer's boy who turned out to be a strategic genius and you suffer an agrarian uprising, you may end up fighting a rebellion against that same brilliant commander using fresh recruits still wet behind the ears.
第三,也是最重要的一点,如果一个利益集团倒向革命——这将是后面另一篇开发日志的主题——所属于他们派系的将军和海军上将便将与玩家对抗。如果玩家把所有的期望都压在某个拥有天才战略的农家男孩身上,且正遭受着一场农民起义,那么玩家最终可能会在对叛乱的镇压中与这位才华横溢的指挥官进行对抗,而自己使用的还是刚招募的、乳臭未干的新兵。

Commanders can also be the focal points of special events, caused either of their own volition or by a situation you have put them in. Your decisions in these events may end up affecting your country in any number of ways.指挥官也可以是特殊事件的焦点,这些事件可能是出于他们个人意志造成的,也可能是由玩家给他们安排的情况造成的。玩家在这些事件中的决定最终可能会以多种方式影响自己所游玩的国家。
篇幅所限,后续请移步第二部分。
翻译:莱恩希德公爵 AntiAccess 黑夜龙人 口袋姚怪 铿尔舍瑟
校对:三等文官猹中堂
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