十字军之王3开发日志#64|6/15 文化恒久远

牧游社 牧有汉化翻译
CK3 Dev Diary #64 - Cultures Are Forever
Servancour, Game Designer
Salutations!
大家吼啊!
Before we begin, first things first. We are working on an additional patch to fix some of the issues introduced in 1.4. The patch is still being worked on, but if everything goes as planned, we should be able to get it out sometime next week or so. We'll let you know once the patch is ready.
首先要说个事儿,我们正在努力制作额外补丁用于修复1.4版本号出现的一些问题。虽然补丁仍在开发中,但若不出意外,我们下周左右应该就能发布了。补丁完成之后我们会立即告诉大家。
With that out of the way, let's talk about something I'm quite excited to share with you all. As you probably know already, we've talked a bit about how we are revisiting cultures for the next expansion: Royal Court. Unlike faiths, which got a lot of attention prior to release as we made them quite dynamic and customizable, cultures can feel a bit static, and aren't anywhere near as interesting as faiths. That is all about to change!
说完这个,我们来讲讲我非常想给大家分享的东西。大家应该已经知道,我们之前提到过下一个扩展包皇家宫廷Royal Court中会重做文化内容。相比于发售前收获大量开发投入、保证动态与可自定义的信仰机制来说,文化机制显得有些固化,而且远没有信仰方面有意思。但如今不是了!
We are revising cultures as you know them. Most exciting is perhaps the possibility to create new cultures! Both for simulating historical events and to create plausible and interesting alt-history scenarios. But I’m getting ahead of myself. For now, let's start by looking at the foundation of a culture and the different components they are made of. This is what the new culture screen will look like.
我们正在重制各位所熟知的文化系统。最激动人心的内容也许就是能够创造新文化!这样既能模拟真实历史事件,也能创造合理有趣的架空历史情景,不过这就有点超纲了。现在先让我们看看文化的根本与构成文化的不同部分。新的文化界面如下。


Cultural Pillars
文化支柱
A culture has five main Cultural Pillars. These are Ethos, Heritage, Language, Martial Custom, and finally Aesthetics. Of these, the Ethos is perhaps the most significant, but all of them play a particular role in how a culture plays and how cultures view each other.
一个文化有五个主要的文化支柱。他们分别是:民族精神Ethos、传承Heritage、语言Language、军事惯例Martial Custom以及美学Aesthetics。其中,民族精神或许是最关键的,但是所有的文化支柱都在游玩方式以及文化之间如何相互看待方面有着独特的作用。
Ethos
民族精神
Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture's ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down). There are seven in total:
每个民族精神都构筑于特定的主题上,并与较为广泛的文化定义相关。文化的民族精神不仅可以提供效果和增益,也决定了获取某些传统时的难易程度(之后有更多说明)。民族精神共有七种:
Bellicose 好战
Communal 集体
Courtly 优雅
Egalitarian 平等
Inventive 创新
Spiritual 宗教
Stoic 坚忍
Here are a few examples of what they may look like in-game:
这里展示了几个它们在游戏里的例子:

[Image of the Bellicose ethos]
[好战精神的图片]
好战 民族精神
可用的雇佣兵军团数量:+20%
所有库曼文化的角色:
勇武+2
兵士招募成本:-10%
兵士维护费用:-10%
所有库曼文化的地产:
征召兵规模+10%
该文化认为冲突与暴力是维持存在所必需的状态。奋起斗争的理念在人们心中根深蒂固。

[Image of the Spiritual ethos]
[宗教民族精神的图片]
宗教 民族精神
所有马什里奇文化的角色:
每月虔诚:+10%
控制力增长:+15%
信仰创建与改革花费:-20%
当其他文化投身于战争或尘世的知识之时,该文化只信任亘古以来唯一的不变者——神灵。 灵性,才是在这残酷无情的世界中唯一正确的前进方向。

[Image of the Inventive ethos]
[创新精神的图片]
创新 民族精神
所有盎格鲁撒克逊文化的角色:
每月生活方式经验:+5%
文化偏好的进度:+15%
所有盎格鲁撒克逊文化的伯爵领:
发展度增长+15%
该文化求知若饥,虚心若愚,总是能够快速接纳他人嗤之以鼻的新思想和新科技。
Heritage
传承
A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. You'll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance.
一个文化的传承,类似于现有系统里各位或已熟知的“文化组”概念。传承大致能与文化组对等。巴斯克文化和卡斯蒂利亚文化中都有“伊比利亚传承”,而“突厥传承”也会存在于突厥文化中,比如乌古斯文化和库曼文化。在游戏中,两个文化共享同一传承最显著的效果,便是对于文化接受程度的影响。
Language
语言
Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldn't make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of "language group" rather than a specific language.
每个文化都有特定的语言。语言在地图上各个地方和不同文化之间都有很大区别。如阿拉伯语等语言会有好几个文化共同使用,而其他语言可能只会出现在两三个文化间。某些情况下,文化可能会有独特的语言。巴斯克语就是这样一个例子,它与其他语言并没有很近的亲缘关系,将它与邻居组成一起也不合理。大部分文化还是会与其他文化共享语言,构成了一个“语言组”,而非以特有的语言出现。(译注:巴斯克语作为一种孤立语言来源不明,不属于印欧语系,有理论认为公元前4000年左右使用原始印欧语的人类祖先在欧洲扩张时,虽然消灭了许多早期欧洲语言,但未能影响巴斯克人先祖所在的山区。)
Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you.
角色固定掌握与其文化相对应的语言,也可以在生活中学会多种其他语言。会说不同的语言是有优势的。与不同文化的角色或伯爵领使用同一种语言时,可以降低他们对你的好感惩罚。所以,掌握封臣的母语(也就是他们所属文化的语言)是相当有用的,可以作为一种提升好感的手段。
Noble Martial Custom
贵族军事惯例
The martial custom decides which gender you may appoint as knights and commanders. As you’d expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesn't mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that you'll have additional options in shaping your realm.
军事惯例决定了什么性别的角色可以受命成为骑士和将领。可以选择男性、女性或两者皆可。我们一直觉得在信仰的性别教义里裁定角色能否参加战争不太合适,它最应当影响的是统治权与持有头衔的资格。借性别平等教义允许女性统治者,不代表女性自然而然地可以指挥军队或成为骑士。文化机制重做带来了很好的机会,让我们可以将这一功能从信仰转移到文化上。这也意味着玩家会有更多塑造领国的可选项。
Aesthetics
美学
This pillar is really a collection of several smaller properties for what a culture "looks" like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear.
这一支柱其实是一系列较小特性的集合,体现了某种文化“看起来”像什么样子。它决定了角色穿什么样的衣服、王朝盾徽的风格、地产的建筑风格,以及地图上的单位穿戴什么盔甲。
This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture.
这一支柱也包含了文化使用的命名传统。这主要包括用什么样的角色姓名,是否有王朝前缀等等。命名传统也可以用来改变头衔和地产的名字,之前这是与文化挂钩的。这样一来,在你创造新文化时地名就不会改变了。
For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your heart’s content.
Mod作者们:以上这些都可以单独设定给某个文化,这样你就能随意组合不同的审美元素了。

Traditions
传统
Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just "was a thing" and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than "they do". Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map.
传统是这次文化大改的主要内容,提供了额外的多样性与代入感,能够显著影响游戏性。传统的一个重要方面是其为我们提供了一个能够体现并解释现存机制的途径,之前它只是存在而且从未有过说明。以盎格鲁-撒克逊为例:盎撒人可以使用撒克逊选举继承法但却没有实际缘由。现在他们有了对应传统,允许使用撒克逊继承法,阐明了其来源。其次且可能更重要的是,传统能给文化带来额外趣味或游戏加成,能给整个游戏世界添加不少丰富度。
A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, you’ll have the ability to establish new traditions.
每个文化总共可拥有的传统不能多于五个,但这个限制会随着你迈进新的时代而有所提升。大部分文化在开局的时候都会有三、四个传统,为玩家留下足够空间,能随时间推进塑造文化。而作为文化领袖,便能树立新的传统。
Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of cirCumstances, but might require certain conditions, such as 'Hill Dwellers' having the requirement that your culture must be present in a county with hills.
传统不是随处可用的。有的传统因地区而异,也有的取决于文化的传承。绝大部分传统是可以自由树立的,但也会要求满足特定条件,比如说“丘陵居民Hill Dwellers”要求你的文化必须存在于丘陵地形的伯爵领中。
Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you don't have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesn't fulfill a specific and thematic requirement. An example would be a tradition named 'Only the Strong', which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your cirCumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition.
树立传统需要花费威望,这将是获取某一特定传统中最大的障碍。威望的费用取决于文化的民族精神。有些传统在没有相对应的文化精神的情况下,花费比其他传统更高。同理,如果你的文化(或者在某些情况下,文化领袖)没有满足某些特殊的要求,跟传统的主旨相契合,这个传统的费用也会增加。以“唯有强者Only the Strong”的传统为例。如果你作为文化领袖,不拥有至少六名12点勇武以上的骑士的话,这个传统就会变得更贵一点。增加费用是为了作出一种更加软性的限制,让树立特定传统(在某些情况下)变得稍微难一点。但如果你真的想解锁某个特别的传统,也不至于完全无法做到。
Instead of explaining traditions in detail, I'll just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them.
与其向各位解释各种传统的细节,我干脆就直接展示一下传统大概长什么样子吧,还有就是能预期的各类效果。

[Image of the Swords for Hire tradition]
[雇佣兵传统的图像]
雇佣兵 文化传统
流浪者可以随时间推移获得额外的格斗技巧,如军事、勇武或者指挥官特质
雇佣兵宫廷里的骑士能够快速获得勇武
闲置状态的廷臣更加有可能会成为流浪者
可用的雇佣兵团:+50%
所有布列塔尼文化的角色:
相同文化雇佣兵团的雇佣花费:-15%
这个文化十分热衷于雇佣兵工作,并且会鼓励勇士们在战争中作为雇佣兵而追寻荣誉。

[Image of the Chivalry tradition]
[骑士精神传统的图片]
骑士精神 文化传统
能够在单场战斗中与自家骑士相互练习以获得修正
成功实施浪漫密谋就能够获得声望
浪漫密谋失败则会增加压力
统治者更加有可能发起浪漫密谋
诗人和侠义骑士的特质会给予浪漫密谋大量的加成
所有法兰西文化的角色:
暴政获得:+50%
骑士战斗力:+20%
这个文化信奉骑士精神,将骑士行为准则作为规范行为的社会手段。他们看重的是军事勇武、责任、荣誉与道德,以及打油诗和浪漫小说。

[Image of the Esteemed Hospitality tradition]
[热情好客传统的图片]
热情好客 文化传统
廷臣和宾客更少会参与针对统治者的敌对密谋
宾客招募花费:-20%
所有俾路支文化的角色:
廷臣和宾客的好感:+10
个人密谋成功概率:+5%
在这个文化里,统治者都以热情好客著称,对所有可能到来宫廷的人张开双臂欢迎,富丽堂皇地招待宾客与访客。其他人也理所当然地期待这个文化的统治者会这样做。

[Image of the Seafarers tradition]
[航海家传统的图片]
航海家 文化传统
贸易港线的建筑能够提升对该文化伯爵领的统治度增长
贸易港线的建筑能够提升该文化伯爵领的征召兵
解锁在大河里航行的能力
所有乌里舍文化的角色:
登船花费:-25.0%
航行速度:+20%
对这个文化来说,大海的魅力实在难以抗拒。他们或在风平浪静时如梦如幻般航行,或在狂风暴雨中乘风破浪。

[Image of the Land of the Bow tradition]
[弓箭之地传统的图片]
弓箭之地 文化传统
能够在武装兵士界面征召尼罗河弓箭手
猎场线的建筑会提升弓箭手
所有努比亚文化的角色:
防守方优势:+5
所有努比亚文化的伯爵领:
漫滩地形的征兵规模:+10%
所有努比亚文化的地产:
卫戍部队规模:+25%
尼罗河的丰饶以及努比亚人民的聪明才智,让这片土地变得生机勃勃起来,世世代代他们都在这里繁荣发展。自古以来,弓箭一直是他们武器的选择,用来震慑周围沙漠里的劫掠者和强盗。

Cultural Acceptance
文化接受度
Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences.
文化接受度可以被理解成两个文化之间相互融合、以及它们相互之间认同的程度。这就意味着,只要时间足够长,文化之间相互的敌视会变得越来越少。所以说面对文化差异,就不再把全国所有的地都洗一遍文化这一种对策了。
The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the "different culture" opinion penalty will gradually be reduced. At 0% acceptance, you'll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective.
文化不同所导致好感惩罚,以前通常是个固定不变的数值。但现在,它会取决于你的文化和目标文化之间的文化接受度。所有文化对所有其他文化都有个接受度的数值,体现为一个百分比。根据接受度的不同,“不同文化”的好感惩罚会逐渐减弱。在文化接受度为0%时,你会承受百分百的好感惩罚。在文化接受度为100%时,这个惩罚就会被完全移除。文化接受度是双向的。所以如果法兰西文化对诺曼文化有20%的文化接受度,诺曼文化对法兰西文化也是一样的。
There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline.
有两种方法能够改变文化接受度。首先是接受度的基准值。如果两个文化共享些相同之处的话,基准值就会提高。游戏中有大量不同的修正能提供基准值。就比如说,看两个文化之间是否为相同的宗教/信仰、民族精神或语言。然而,影响程度最大的修正其实是传承。如果两个文化共享同样的传承,它们在基准值上就能够获得极大的加成。
If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures won't disappear overnight.
如果接受度在基准值之上,它就会随着时间慢慢衰减下来回归到目标数值。而反过来说,如果接受度低于基准值,文化接受度就不会随之增加。毕竟文化之间的糟糕关系并不会一夜之间就消失殆尽。
Secondly, acceptance very much changes depending on the cirCumstances. Don't expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn't huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.
其次,文化接受度更多会根据实际情况而发生改变。千万不要期望两个从不互动的文化之间还能出现接受度。但如果多种文化在同一领国内一起出现的话,接受度就会随着时间推移而增加。这个规则既能够适用于你领国内不同文化的伯爵领,也能够适用于不同文化的封臣。文化接受度同时还是有反馈的。对不同文化的角色采取特定行为——比如宣战或者剥夺头衔——会对你们之间的文化接受度产生一定的后果。这些后果通常会根据行为的大小而表现为不同程度的影响。虽然不同程度之间差异并没有很大,但是剥夺一个小文化的伯爵领所能产生的后果(即文化接受度减少),反而要比从一个大文化处剥夺伯爵领所能产生的后果要大得多。到头来,如果你希望保持很高的文化接受度,让你法兰西境内的欧西坦文化封臣开心,那你至少还是得尽量对它们保持友好。

[Image of what the cultural acceptance between two cultures may look like]
[两个文化之间的文化接受度界面的图片]
文化接受度:10%
法兰西文化和巴伐利亚文化之间互相的文化接受度
年度获得:+0.14
领国内的相互融合:+0.15
当前的文化接受度:-5%
文化接受度基准值:+10
两个文化共享相同的多数宗教:+5
两个文化共享相同的多数信仰:+5
There we go. That's what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion!
就是这样。这就是文化以后会变成的样子。啊!以防我之后忘了说,接下来这一条应该是所有消息中最好的部分:文化重做是完全免费的,并且会包含在伴随着皇家宫廷Royal Court扩展包一起推出的免费更新中!
Until next time!
下次再见啦!
翻译:AntiAccess 斯普特尼克
校对:阿尔法一世 zzztotoso
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