欢迎光临散文网 会员登陆 & 注册

维多利亚3开发日志#10 | 8/12 基础设施

2021-08-14 20:03 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #10 – Infrastructure

Wizzington, Game Director Victoria 3


Hello again and happy Thursday! Today we're going to follow up on last week's dev diary about Markets, which touched on Infrastructure but did not explain how it works. Infrastructure is an important mechanic for the economic simulation of the game, simulating the cost of moving goods over land and creating the necessary, well, infrastructure to support wide-scale industrialization.

大家吼,周四快乐!在上周关于市场Markets的开发日志里,我们简单提到了了基础设施Infrastructure,但并没有深入解释其在游戏里的作用。这周我们就接着上周的日志,继续介绍基础设施。基础设施是模拟游戏中经济的一个重要机制,模拟陆运货物的物流成本,以及模拟修建必要的、良好的基础设施来支持大规模工业化的行动。


So what is Infrastructure then? Infrastructure is represented by two distinct values that each State has: Infrastructure and Infrastructure Usage, which together determine its Market Access. So long as the Infrastructure in the State is greater than or equal to the Infrastructure Usage, everything is fine and the State maintains a Market Access of 100%, but if usage starts exceeding the available Infrastructure, Market Access will be reduced by an amount proportional to how much of the usage is not being serviced.

有同学要问了,什么是基础设施?对每个地区State而言,基础设施由两个独立的数值代表:基础设施Infrastructure基础设施使用Infrastructure Usage,两者共同决定本地的市场接入度Market Access。所以只要该地区的基础设施大于或等于其基础设施使用值,市场接入度就会保持在100%,你也就不用多操心了。但如果使用值开始超过可用的基础设施,市场接入度就会减少,具体减少量和与使用值得不到满足的数值成正比。


For example, if a state has an Infrastructure of 45 with a usage of 90, its Market Access will only be 50%. Market Access and its effects is something we've already covered in the previous development diary, but to briefly go over it again, a low Market Access means that a State is unable to fully integrate its local market into the National Market, which can lead to adverse price conditions from local over-or undersupply of goods.

举个栗子,如果一个地区的基础设施是45,使用值为90,其市场接入度就只是50%。我们已经在之前的开发日志里介绍了市场接入度及其效果,但我会再在这里简要介绍下:低市场接入度意味着该地区的市场无法被完全整合入国家市场,导致本地商品的供应过量或不足,从而导致不利的定价。


Minsk has somewhat overextended their local Infrastructure, but with a large population and mostly staple production both their industries and consumers will probably be fine until the railway arrives.

明斯克的本地基础设施有些负担过重,但得益于明斯克大量的人口和基本稳定的生产,其工业和消费者间的关系在铁路修通前应该会保持稳定。


This imbalance goes in both directions. If you have one bread basket state and one iron mining state, and they both have perfect Market Access, the price of iron and grain will be the same in both. If the iron mining states Market Access is reduced, the markets price of iron goes up while the local price of iron in the mining state goes down. But in addition to this the iron mining state will be unable to source as much grain, raising the local price there but reducing its price somewhat across the rest of the market.

这种不平衡是双向的。如果你有一个以产粮为主的“面包篮子”地区,以及一个以炼铁为主的地区,它们的市场接入度都是完美的,那么铁和谷物在两个地区的价格应该是一样的。如果炼铁地区的市场接入度降低,市场上的铁价格则会上涨,而炼铁地区的本地价格则会下降。此外,炼铁地区的谷物供应也会相应减少,导致本地谷物价格上涨,国内市场其余地区的市价则会相应降低以平衡。


If your consumption matches your local production, as is often the case in rural states where the production consists of staple goods your people require, this isnt such a big problem! You could perhaps even build some simple Textile Mills and Livestock Ranches in the same underdeveloped state to provide cheap wool clothing if the local population is large enough to demand it in sufficient quantity. But if youre looking to manufacture more complex goods (or use more demanding Production Methods) you need goods you might only be able to source from another state in your market, or which you can only import from a foreign nation. These goods in turn might be lucrative but only if there are buyers for them - buyers who can actually afford them. Your schemes to get rich off Luxury Clothes and Porcelain wont work if you cant reach all the far-flung wealthy Pops of your empire.

如果消费和本地生产相匹配,尤其是在乡村地区——当地生产你人民需要的日用商品,生产和消费的关系并不是大问题!如果当地人口众多,对羊毛衣服的需求很充足,你可能还需要在这些欠发达地区兴建一些简易纺织厂和牲畜牧场,以提供便宜的羊毛衣服。但如果你希望生产更为复杂的商品(或者使用前置要求更高的某些生产方式),你可能需要在你市场里的其他地区、甚至是从外国进口获取你需要的商品。这些商品可能获利甚巨,但只有存在

想要购买的客户——买得起这些东西的客户,你才能赚到钱。除非你能把这些东西送到你帝国中远布各地的富裕人士手中,否则你那靠着售卖高档衣服和陶瓷来致富的计划就不会成功。


The Infrastructure Usage of a State is determined by which types of Buildings exist in a State and which level they are. Generally, the more urban and specialized the building, the more Infrastructure it uses per level, so Chemical Industries (a heavy industry building) will use several times more Infrastructure than a Rye Farms building of the same level.

一个地区的基础设施使用值是由地区内存在的建筑类型和等级决定的。通常来说,越城市化、专门化的建筑,每升一级所使用的基础设施就越高。所以化学工厂(一种重工业建筑)会比一间同等级的黑麦农场需要的基础设施高出几倍。


Minsk's urban buildings - the Furniture Manufacturies, Textile Mills, even the Government Administrations - account for 2/3rds of its Infrastructure usage despite employing the same number of people as the Logging Camps and Rye Farms. Subsistence Farms and Urban Centers do not use Infrastructure, the former because its production is nearly all for domestic use and the latter because the Infrastructure it provides cancel out the Infrastructure it requires.

明斯克的城市建筑——家具工场、纺织厂,甚至是政府行政部门——占了整个地区三分之二的基础设施使用,尽管其雇佣的人数与伐木营地和黑麦农场一样多。自给性农场和城市中心并不使用基础设施,前者是因为其产出几乎全部用于内部,而后者则是因为其提供的基础设施超过其使用量。


Infrastructure is provided and modified by numerous sources. Just about all States in the game have at least a little bit of Infrastructure based on the technology level of the country that owns it and its state of incorporation (colonies have lower infrastructure than incorporated states, for example). However, over the course of the game, the most crucial aspect of your Infrastructure is the size of your Railway network. As we’ve previously mentioned, Railways is a Building that produces Transportation, an intangible good sold to Pops, but they are also your main source of Infrastructure.

基础设施的水平受到各种因素的影响。游戏中的绝大多数地区都或多或少有基础设施,取决于其所属国家的科技水平及该地区的整合程度(例如,殖民地的基础设施低于本土地区的基础设施)。然而,在整个游戏进程中,影响基础设施最重要的因素是铁路网的规模。正如之前日志提到的,铁路是一座生产“运输能力”的建筑,这是一种出售给人口的无形商品,也是基础设施的主要来源。


This means that if you want to industrialize a State, it isnt enough to simply build those industries there and have the Pops available to work in them, you also need to ensure that said industries have enough infrastructure to support them. This of course has a variety of costs involved in that infrastructure-providing Railways need both Pops to work them and access to goods like Coal and Engines. There are alternatives that can be used in the short-term, such as using your Authority on a Road Maintenance decree to ensure the populace dont allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. Of course, Railways also grow more efficient over the course of the game with such inventions as Diesel trains and Electricity, requiring less levels of rail to support a certain number of Buildings.

这意味着如果你想使一个地区工业化,仅仅建造工业设施和拥有能在建筑里工作的人口是远远不够的,你还需要确保这些工厂有足够的基础设施来支持它们。当然,这涉及到各种各样的成本,提供基础设施的铁路既需要足够的人口工作,也需要获得煤炭和引擎等商品。也有一些短期可行的替代方案,比如利用“道路维护法令”来确保民众不会让道路年久失修或变得不安全,但这些方案本身永远不足以支撑起大规模工业化。当然,随着柴油列车和电力等发明的出现,铁路会变得更加高效,支持一定数量的建筑所需的铁路水平也会降低。


This early Railway has rapidly become one of Minsks best employers, at least for Pops with the qualifications to become Machinists. Unfortunately few people do, so the Infrastructure production is not currently as high as it might be if the railway was fully staffed. Ticket prices, however, are sky high.

这条早期的铁路已经迅速成为明斯克最好的用人单位之一,至少对于有资格成为机械师的人口来说是如此。不幸的是,很少有人能这样做,因此,目前的基础设施产量无法与满员运行的状态相比。而火车票价则高得离谱。


Our intention for railways is that they must be able to find their way back to the market capital, or an exit port destined for the market capital, in order to be useful. In effect this means that any railway can only provide infrastructure up to the amount of infrastructure provided by the best adjacent railway that connects it to the market capital. If you want good access to the Sulfur Mines in Aginskoye for your Munition Plants in St. Petersburg, you best get started on that Trans-Siberian Railway sooner rather than later, because it will take a good long while to build.

我们设计铁路的意图是,它们必须能找到通往市场首都的道路,或者找到通往市场首都的离岸港口,以便发挥作用。实际上,这意味着任何铁路只能提供与市场首都相连的最佳相邻铁路所提供的基础设施数量。如果你想让在圣彼得堡的军火厂有很好的进入阿金斯科耶硫磺矿的通路,你最好尽早开始修建那条横贯西伯利亚的铁路,因为它是耗时巨大的工程。


Geography, of course, also plays a significant role in other ways when it comes to Infrastructure, and this is represented in Victoria 3 through State Traits. State Traits are bonuses and/or maluses given to a particular State representing particular geographical features, climate and so on. State Traits have a variety of effects, but the most common ones are to either affect the production of a particular resource (for example, if a State contains high quality coal this may be represented through a State Trait that makes coal mines in the state more efficient) or, more significantly for the topic on hand, to provide or modify Infrastructure.

当然,就基础设施而言,地理环境也扮演着重要角色,这在维多利亚3中通过地区特质State Traits体现出来。地区特质是一个地区拥有的正向/负向修正,代表特定的地理特征、气候及类似的条件。地区特质的影响多种多样,但最常见的是影响特定资源的生产(例如,如果一个地区含有高质量的煤炭,这可以通过一个地区特质来使该地区内的煤矿生产更高效),或者更重要的是——就应和当前主题而言——地区特质能提供或修正基础设施。


The high-yield Russian Forests are of great benefit to the Logging Industry in Minsk, as long as there's enough infrastructure available to ship the wood off to all the Russian factories and construction sites that demand it.

俄罗斯丰饶的森林对明斯克的伐木业有很大的好处,只要你有足够的基础设施将木材运到俄罗斯所有需要木材的工厂和建筑工地。


States with significant rivers get a large boost to Infrastructure, making them excellent candidates for early industrialization

拥有重要河流的地区,其基础设施得到了极大的提升,这使它们成为早期工业化的最佳候选地区。


Before we finish up for today, I also just want to mention that Infrastructure does tie into a number of mechanics besides Market Access, such as military logistics and migration, and that Infrastructure is only meant to simulate the cost of transporting goods on land - where the sea is concerned, there are other systems at play… but all of those are topics for another day, so for now I bid farewell and encourage you all to tune back in next week as Mikael returns with another economy-related dev diary about Employment and Qualifications.

在本篇结束之前,我还想提一嘴,除了市场接入度之外,基础设施还关乎许多机制,例如军事后勤和移民,而基础设施只是用来模拟陆路运输的成本——就海运而言,还有其他的系统在起作用……但所有这些内容得等到以后再说,所以我先告别,并鼓励大家下周继续收看Mikael回来时的另一篇开发日志,主题是就业Employment资格Qualifications



翻译:Raymond 莱恩希德公爵

校对:三等文官猹中堂


欢迎关注UP主和主播小牧Phenix

欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!

B站在关分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!

欢迎加入牧有汉化,致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145! 

维多利亚3开发日志#10 | 8/12 基础设施的评论 (共 条)

分享到微博请遵守国家法律