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维多利亚3开发日志#36 | 3/3 建造

2022-04-01 18:08 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Dev Diary #36 – Construction

Wizzington, Game Director Victoria 3


Hello and welcome to another Victoria 3 development diary! Today we'll be returning to more mechanics-oriented dev diaries, starting out with a very important mechanic for the economic development of your 19th century nation - the construction of new Buildings.

欢迎来到又一篇维多利亚3的开发日志!今天我们将回过来讨论更多游戏机制方面的内容,首先就要谈谈对19世纪国家经济发展非常重要的机制——新建筑建造Construction


Construction in Strategy games tends to follow a pretty typical formula: you save up money, order a construction and pay a lump-sum cost, wait some time, and the new building pops into existence. As mentioned in Dev Diary 12, however, the vast majority of expenses in Victoria 3 are not lump-sum costs but applied over time as part of your national budget. So how does it work instead? To answer that, there's a few concepts we need to cover, namely Construction Capacity, the Construction Sector and the Construction Queue.

战略游戏中的建造一般遵循一个非常典型的定式:先攒钱,然后下一个建造订单,一次性付清款项,接着等一会儿,最后建筑pia一下就造好了。然而,就像在开发日志#12里提到的一样,维多利亚3中大部分的花费都不是一次性支出,而是作为国家预算的一部分随着时间慢慢支出的。那么,在建造方面它是如何这样运作的呢?要回答这个问题,我们需要先引出几个概念:建造能力 Construction Capacity建造部门Construction Sector建造队列Construction Queue


Let's start then with Construction Capacity - which is actually just named Construction in-game, but we're calling it Construction Capacity here to differentiate it from the overall concept of building things. This is a country-wide value of your nation's overall ability to make progress on new buildings in a single week. For example, if your country produces a total of 100 Construction and a new Textile Mill costs 300 Construction, you'd expect to be able to build that Textile Mill in a total of 3 weeks. However, it's a little more complicated than that, as we'll see below when we explain the Construction Queue.

我们先从建造能力Construction Capacity开始——在游戏里它实际上就被命名为建造值Construction,但是我们在这里称其为建造容量,从而区分于“建造新东西”这个概念。建造容量是指你整个国家在一周内可以完成新建筑进度的总体能力。举个例子来说,如果你的国家总共生产100单位的建造值(建造容量),而建造一个新的纺织厂需要300单位的建造值,那么你花费三周就可以完成这个纺织厂的建造工作。然而,情况要比这复杂一些,我们将在下面解释建造队列时了解到。


With Construction Sectors present in Lower Egypt, Matruh, Sinah and Palestine, the Egypt in this screenshot generates a respectable amount of Construction for the early game, though their finances may struggle a bit to fund it all.

由于在下埃及、马特鲁、西奈和巴勒斯坦地区都有建造部门,这张截图中的埃及在游戏初期产生了数量可观的建造值,尽管它的财政可能不足以资助所有。


So, how do you produce Construction? This is where the Construction Sector comes in. All countries get a tiny amount of 'free' Construction Capacity to ensure that you never get stuck in a situation where you need Construction Capacity to expand your Construction Sector but need a Construction Sector to get Construction Capacity. This amount is woefully small though, and wholly insufficient even for a small nation, so if you're not planning to run a subsistence economy long-term you will definitely need to invest in a proper Construction Sector by building more Construction Sector buildings in your states.

那么,你怎样产出建造值呢?这里就要说到建造部门Construction Sector了。所有国家都有少量“免费”的建造能力,以确保你永远不会陷入“你需要建造能力来扩建建造部门,但是你需要建造部门来提供建造能力”这种情况。但这个数量少得可怜,即使对于一个小国来说也是不足的。所以如果你不打算长期把经济维持在仅供生存的程度,你就一定要通过在各地区建造更多建造部门的建筑,来创立数量合适的建造部门。


Mechanically speaking, the Construction Sector is a type of government building which employs people and uses goods to output Construction Capacity with a variety of different Production Methods, ranging from simple Wooden Buildings to modern arc-welded Steel and Glass structures. It does work a little bit differently though, in that the amount of Goods used by the Construction Sector each week depends on the actual need for Construction Capacity - if your Country is producing a total of 500 Construction Capacity, but will only need 250 for ongoing projects that week, the total usage of Goods in the Construction Sector is cut by half - though you still have to pay the wages of all the Pops employed there.

从游戏机制来说,建造部门是一种政府建筑。它雇佣人民并消费货物,以不同的生产方式生产建造能力,有着各种不同的生产方式,从简单的木制建筑到现代弧焊钢结构再到玻璃结构。但它的工作机制的确有些不同,每周建造部门使用的商品数量取决于建造能力的实际需求 ——如果你的国家每周产出500单位的建造能力,但是这周正在进行的项目只需要250单位,那么建造部门的商品总用量就会减少一半——尽管你还是要给那里工作的人开满额的工资。


More advanced methods of construction are expensive and require complex goods - but you will find it difficult to build up a true industrialized economy without them.

更先进的建造方法是昂贵的,而且需要复杂的货物——但是你会发现,如果没有它们,你就很难建立起真正的工业化经济。


Ultimately, what this means is that how fast you can build things depends entirely on how much money, goods and research you're willing to throw into your Construction Sector - having only a handful of Construction Sector buildings using only Wood and Fabric will certainly be cheaper and easier than building up a sprawling Construction Sector using Steel-Frame Buildings, but will naturally limit your ability to industrialize your nation.

根本上来说,这意味着你的建造速度全然取决于你愿意在建造部门投入多少金钱、商品和科研资源——相比于组建起一个庞大的、使用钢结构建筑的建造部门,维护一个较小的、仅使用木材和织物的建造部门显然要便宜和简单得多,但这自然也会限制你国家的工业化能力。


So then, how does Construction Capacity actually turn into finished buildings? This is where the Construction Queue comes in. Each country has a nation-wide Construction Queue, with each project in the Queue corresponding to building a single level of a Building in a specific State. For example, a Construction Queue in Sweden might look like this (all numbers are examples):

那么,建造能力究竟是如何变成建筑的呢?这里就要说到建造队列Construction Queue了。每个国家都有一个全国建造队列,队列中的每个项目对应着将某个地区的某个建筑建造一级。举个例子,瑞典的建造队列可能会是这个样子(其中数字仅为举例,不代表真实游戏数据):


1. Expand Government Administration in Svealand (250/300 Construction Capacity remaining)
1、扩建斯韦阿兰的政府行政机构建筑(尚需250/300建造能力)

2. Expand Fishing Wharves in Norrland (155/180 Construction Capacity remaining)
2、扩建诺尔兰的渔港(尚需155/180建造能力)

3. Expand Fishing Wharves in Norrland (180/180 Construction Capacity remaining)
3、扩建诺尔兰的渔港(尚需155/180建造能力)

4. Expand Rye Farms in Svealand (180/180 Construction Capacity remaining)
4、扩建斯韦阿兰的黑麦农场(尚需180/180建造能力)

5. Expand Port in Götaland (240/240 Construction Capacity remaining)
5、扩建约塔兰的港口(尚需240/240建造能力)


Each week, your produced Construction Capacity is allocated to projects in the Queue in order of priority, with a maximum speed at which projects can proceed (so it's never possible to, say, build the Panama Canal in a single week). Using the above construction queue as an example, let's say the maximum progress that can be made each week is 50, and Sweden is producing 112 Construction Capacity.

你产出的建造能力每周会按队列中的优先顺序,以项目能容许的最大建造速度,分配至队列中的各个项目中(因此像一周挖完巴拿马运河这种事情是不可能发生的)。以上述的建造队列为例,我们假定每周的最大建造速度为50,而瑞典每周能产出112建造能力。


This would mean that projects 1 and 2 would both be allocated 50 Construction Capacity, while project 3 would get the left-over 12 and projects 4 and 5 would not progress at all in that week. It would take 5 weeks for entry 1 to finish at that pace, but after only 3 weeks, project 2 will be down to only 5 progress needed, and so most of the Construction Capacity allocated to it will be freed up for other projects. This also means that project 2 will actually finish before project 1, which is perfectly normal, as different buildings require different amounts of Construction Capacity to complete - it’s easier to build a Rye Farm than a Shipyard.

这就意味着项目1和项目2都会被分配50建造能力,而项目3会获得剩余的12建造能力,项目4和项目5本周则不会有任何进展。按照这样的速度,项目1完成尚需5周,但3周之后,项目2将仅需5点进度就可完成,因此多余出来的建造能力就可以分配给其他项目。这也意味着项目2将先于项目1完成,由于完成不同的建筑所需的建造能力不等,因此这种现象也十分正常——黑麦农场总是比造船厂容易盖的。


With just above 40 construction output and the help of some local Construction Efficiency bonuses, this country is able to make rapid progress on the Wheat Farms and Iron Mines at the top of the queue and even get a bit of weekly extra progress on the Logging Camps.

该国产出的建造能力刚刚过40,再加上一些当地的建造效率加成,这使得该国能高效完成建造队列靠前的小麦农场和铁矿,甚至每周还能给伐木场增添一点额外的进度。


If all this seems confusing, don't worry! All you really need to understand is that the more Construction Capacity you have, the faster things go - but a large Construction Sector will need to be kept busy with multiple projects at once if you want to use its entire output.

如果这看起来让人费解,别担心!只需记住建造能力越高,东西造的越快就行了——但如果想要把所有的建造能力都利用上,则需要在维持庞大的建造部门的同时部署多个项目。


There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress.

建造还有一个很重要的点,就是一个叫作地区建造效率State Construction Efficiency的修正,它能决定你投入该地区建造建筑物的每一点建造能力被利用的有效程度。比如说,某地区拥有+50%的地区建造效率加成,这意味着每一点分配到该地区项目中的建造能力都会带来项目1.5点的建造进度,反过来-50%也会只有0.5的实际进度。


A few factors that will increase or decrease State Construction Efficiency are:
能够提高或降低地区建造效率的因素包括:

Terrain-based State Traits, such as mountains or jungle, tends to reduce State Construction Efficiency
与地形相关的地区特性,比如山地或丛林,趋向于减少地区建造效率。

Building a Construction Sector in a State increases the local State Construction Efficiency
在某地区设立建造部门建筑能增加当地的地区建造效率。

Low Market Access reduces State Construction Efficiency
低市场接入会减少地区建造效率。


Industrializing the Amazon Rainforest is neither easy nor cheap.

工业化亚马逊雨林既不容易也不便宜。


That's it for today! Join us again next week as we continue talking mechanics, on the topic of Market Expansion!

今天就是这些内容了!下周我们继续来讲机制,是关于市场扩张Market Expansion的话题!



翻译:没有V3玩我要死了(AKA.泽连斯基) 摸鱼怪

校对:三等文官猹中堂


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