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EU4开发日志 | 1/18 新年新日志

2022-01-25 15:58 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Europa Universalis IV - Development Diary 18th of January 2022

Pavía, Content Designer Paradox Tinto


Greetings, and Happy New Year to everyone! Today we're coming back to EUIV DD's, after taking a couple of months' break from them (unfortunately not due to long Spanish holidays, as some on the forums have suggested). What we've been doing in that time was already mentioned by Johan in the last DD: working on 1.32.1 and 1.32.2 patches, and then moving on to the next one, 1.33, that will be live later this quarter.

大家好啊,祝大家新年快乐!我们放了几个月的假,现在回来更新EU4的开发日志(很不幸的是,我们假期很长的原因并不是某些论坛网友所说的西班牙超长假期)。我们在那段时间做的事情就像是Johan在上一篇日志里面提到的那样:处理1.32.1版本号和1.32.2版本号,然后去处理本季度更新的下一版本1.33版本号。


As Origins and 1.32.2 release have been mostly well praised (and we're very happy about that!), we thought that we wanted to move on 3 main points for the upcoming 1.33 patch:

因为起源Origins与1.32.2版本号广受好评(我们太高兴了!)【译注:日志发布时起源Origins在Steam上的好评率为55%,勉强过半】,我们想要在接下来的1.33版本号中解决3个主要目标:


1) Fixing most of the remaining bugs from 1.32/Origins.
1.修复1.32版本号和起源Origins遗留下来的大部分漏洞。

2) Balancing some mechanics that had been on our list for a while.
2.平衡我们列表内的一些老机制问题。

3) Continue working to improve AI performance, as some issues appeared in 1.32.
3.继续努力改善AI表现,包括1.32版本号出现的一些问题。


Today I'll be focusing on the game balance changes that we've been working on, as we still have some room for making changes before releasing the patch (although not new content, as we may be adding more in the next immersion pack we will be working on after this patch), and we want to receive some feedback on them from you, the community.

今天我们要关注我们一直在处理的游戏平衡性改动,而我们在版本推出前还有进行一些改动的余地(虽然不是新内容,不过我们可能会在此次版本更新后制作的下一个沉浸包中加入)。我们也想从你们社区那里获得一些对改动的反馈。


With Origins release, we've been able to revamp the setup and balance of Africa, and we're pretty happy with it, in general terms. So, we thought of moving back to the Far East, as there were some balance issues that were not fully resolved by Leviathan although focusing in part on the SEA region. Regarding that, we were aware of the big discussion on Ming balance in the forums, thus it would be a good idea to tackle it for this patch.

随着起源Origins发布,我们终于对非洲进行了改动与平衡,而且我们整体上对此很高兴。所以,我们想回到远东,虽然利维坦Leviathan部分聚焦于东南亚地区,但是那里的一些平衡性问题并没有被完全解决。出于这个原因,我们早已关注了论坛上对于大明的平衡问题的广泛讨论,因此在本次版本更新中解决这个问题会是个明智的想法。


Ming and the Emperor of China is a really hard tag and mechanics to balance out. It starts as the strongest country in the world, and MingBlob was not a desired outcome in past patches, as it hindered Eastern Asia gameplay (even affecting India super-region, as others have said). So, because of that Mingplosion being a regular outcome was useful for gameplay purposes, although Qing and other successors are not usually so successful when it comes to reuniting the EoC, being honest. For players, it's true that it's not the most challenging/rewarding tag to play with it, because it may be not too compelling to handle the disaster if you advance on Mandate of Heaven reforms, while at the same time it won't be a very challenging playtime, if you reach some snowball point early on (which is pretty doable by experienced players).

大明与中华天子,是非常难以平衡的国家tag和机制。大明是开局世界上最强的国家,而且老版本中天下布狗的大明并不是理想的游戏结果,因为它有碍东亚国家的游戏体验(就像一些人所说的那样,甚至影响了印度大区)。因此为了游戏性,大明自爆成为了正常结果,虽然说实在的,大清和其他后继王朝经常不能成功一统中华。作为玩家,大明的确不是最有挑战性和成就感的国家tag游玩选项,因为如果你继续天命改革,也不一定在处理“明王朝的危机”灾难的时候感到很棘手。同样,如果你一早就开始用大明滚雪球(这对有经验的玩家来说是很容易做到的),你的游戏体验也不会非常充满挑战性。


So, we've come with the following changes to Ming/EoC to try to balance it a bit better:

所以我们设计了下列用来稍微平衡大明/中华天子的改动:


- The Celestial Empire now has a sixth reform available which allows vassalizing your own tributaries at the cost of Mandate.
- 天朝接下来有了第六项改革,允许你花费天命来将朝贡国变为附庸国。

- Confucianism has been buffed:
- 儒教得到了强化:
-- All the modifiers from harmonized religions have been standardized in their power compared to other religions.
-- 和谐其他宗教得到的增益会以该宗教的增益强度作为标准
-- Reduced the base Yearly Harmony from 1 to 0.25.
-- 每年获得的基础和谐度从1减为0.25。
-- Increased the Harmony cost of harmonizing a religion from 3 per year to 3.25.
-- 和谐其他宗教的每年和谐度花费从3提升至3.25。
-- Religious Unity now gives +1 Yearly Harmony at 100% Religious Unity (can not go above that).
-- 100%宗教统一度会提供+1每年和谐度(更高的宗教统一度不会提供更多的和谐度)。
-- Positive Harmony now gives: +3 Tolerance of the True Faith, -10% Development Cost, +1 Meritocracy, +0.5 Legitimacy, +1 Devotion, -0.5 Yearly Corruption, +50% Harmonization Speed.
-- 正和谐度会提供:+3正统信仰容忍、-10%发展度提升花费、+1贤能度、+0.5正统度、+1虔诚度、-0.5每年腐败、+50%和谐速度。
-- Negative Harmony now gives: +1 Yearly Corruption, +20% Stability Cost, -1 Legitimacy, -2 Meritocracy, -2 Devotion.
--负和谐度会提供:+1每年腐败、+20%稳定度提升花费、-1正统度、-2贤能度、-2虔诚度。
-- Negative Stability now decreases Yearly Harmony by 0.25 per missing stability.
--每一点负稳定度会减少0.25的每年和谐度。
-- Eastern Denominations religions harmonized now unlock monuments requiring it.
-- 和谐东方宗教组现在会解锁相应的奇观效果

- The new Holder of the Mandate gains the following bonuses atop of their +0.05 Mandate: +12 Force Limit, -10% Land Maintenance, +15% Manpower Recovery Speed.
- 新朝天子将会获得除了+0.05天命外的下列新增益:+12陆军上限、-10%陆军维护费、+15%人力恢复速度。

- The events of the Ming Crisis disaster now allow you to swap your country with one of the Chinese warlords you release in the event.
- “明王朝的危机”中的事件允许你在事件选项中选择游玩其中一个中华军阀势力。

- Force Tributary CB (along with other CB's with a specific purpose, as Restoration of Union and Subjugation) don't allow taking of provinces any more.
-“强迫朝贡”宣战理由(还有其他有特殊目的的宣战理由,比如“恢复联合统治”与“附庸国家”)不再允许割让省份。


The Idea of the Harmonization Speed increase at high Harmony is to encourage alternating between harmonizing a new religion and accumulating Harmony. It should be possible for you to be just as fast with harmonizing religions as somebody who is chain harmonizing all the time.

高和谐度提升和谐速度的想法是为了鼓励你在和谐新宗教和积累和谐度中做出改变。这样一来,你应该可以和从头到尾不停和谐所有宗教的玩家进展一样快。


Apart from that, we're doing the following changes to other countries on the Far East neighborhood:

除此之外,我们正在对其他远东地区的国家做如下调整:


- Manchuria Overhaul with the addition of Nivkh culture, Korchin having a vassal, redistribution of provinces and addition of the Amur Estuary (mostly following this thread in the Suggestions subforum, as we think it was really well thought).
-满洲地区大修,新增尼夫赫文化,为科尔沁新增一个附庸,重新分配省份,新增阿穆尔河口(大多是按照下面这个在建议子论坛帖子的思路,因为我们觉得它的想法真不错:
forum.paradoxplaza.com/

- Moved the Vietnamese culture out of the Chinese culture group
- 将越南文化从中华文化组移出

- Added "Sinicize our Culture" for the Vietnamese and Korean cultures, allowing you to move with your culture into the Chinese culture group. The decision requires you to have a Chinese cultural majority in your country or being the Emperor of China
- 为越南文化和朝鲜文化新增“中国化我们的文化”,允许你将你的文化移进中华文化组。该决议要求你拥有一个中华文化为主流文化,或者成为中华天子。

- Korea's starting heir has been buffed by +1/+1/+1. (The reason being to buff Korea a little bit, while Hyang is a little bit more average of a monarch than the game might suggest. Sickness shortened his life quite a lot, which played a huge factor for us to give him the benefit of doubt and increase his stats a little bit).
- 增强朝鲜开局的继承人,三维各+1。(略微增强朝鲜的原因,是因为Hyang即文宗李珦或许是一位比游戏所示更加平均的君主。疾病大幅缩短了他的生命,在给与他值得怀疑的增益与略微增加他的统计值时,这是个很大的影响因素)

- Hanseong gained +15 Development as it was quite the big city in 1444 and comparable to the many big Chinese cities.
- 增加汉城15发展度,因为在1444年汉城是个可以与许多中国城市媲美的大城市。

- Shinto countries now can use Buddhist monuments.
- 神道教国家现在能使用佛教奇观了。


Finally, we've been also doing some changes regarding Portugal, Indian estates, a combat pips rework, and other stuff:

最后,我们在葡萄牙、印度阶级、战斗点数重做及其它内容方面也做了改动:


- The Castilian/Spanish mission "Recover Portugal" has been moved. Now it requires the completion of the missions "Subjugate Navarra" and "Reclaim Andalucia". The Restoration of Union CB has been moved accordingly too and is only available to Spain if both missions are completed. This change will make Portugal not so easily PU’d by Castile, as we were seeing this a lot in our nightly AI tests in the first 20 years of the game
- 移动卡斯蒂利亚/西班牙任务“光复葡萄牙”的位置。现在该任务要求先完成“征服纳瓦拉”和“收复安达卢西亚”。重建联统CB也已相应的被移动了,该CB只能由西班牙在完成两个前置任务后使用。此项修改将使葡萄牙不再那么容易就被卡斯提利亚联统了,因为我们在看海测试的前20年里中见到得太多了。

- Portuguese ideas have been buffed, as we felt that they were a bit lackluster compared to other Tier 1 countries, and that Portugal was having a rough time in early game against Castile and other powers:
- 增强葡萄牙理念,因为我们觉得葡萄牙的理念与其他T1国家的相比稍逊不足,而且在游戏早期,葡萄牙在对抗卡斯提利亚和其他势力时过得挺不容易的:

- Traditions: +10% Infantry Combat Ability instead of current +15% Trade Efficiency (to give Portugal a bit of punch in early game).
- 传统:+10%步兵战斗能力,取代现在的+15%贸易效率(让葡萄牙在游戏早期的拳头更硬)

- Legacy of the Navigator: +10 Naval Morale instead of current -33% Morale hit when losing a ship (on par with Danish NI's).
- 航海家的遗产。+10海军士气,取代现在的-33%沉船士气打击(与丹麦国家理念中的相同)。

- Encourage the Bandeirantes: +15% Trade Efficiency instead of +1 Merchant (basically reshuffling the older tradition into here).
- 支持班代兰特旗队:+15%贸易效率,取代+1商人团(基本上是把旧的传统又改回来)。

- Royal Academy of Fortification, Artillery and Drawing: +1 Artillery instead of +10% Artillery Combat Capacity (so it gives some land punch in early-mid game while diminishing in late game, and extra naval punch, which is WAD).
- 王家工事、炮兵与设计学院:+1炮兵火力(应为+1 Artillery Fire,与西班牙/阿拉贡相同),取代+10%炮兵战斗能力(因此它在游戏前中期会增加些许陆地战力,而同时在后期会减少,并且额外增加了海军战力,它将按设计的目的生效Works As Designed)

- The Indian Estates now have access to their versions of powerful estate privileges such as "Strong Duchies", "Religious Diplomats", "Religious Culture" and "Nobility Integration Policy".
- 印度阶级现在能获得他们版本的强力阶级特权,诸如“强大公爵”、“宗教外交官”、“宗教文化”和“贵族整合政策”。

- Added a new decision for Muslim Indian countries, which allow you to replace the Brahmins with the Dhimmi if you own any province outside the Muslim or Dharmic religion groups.
- 为印度穆斯林国家新增一个决议,允许你用齐米代替婆罗门,如果你拥有任何穆斯林或者达摩宗教组以外的省份。

- Added events for Alcheringa nations, which allow them to unlock their cults without the need to complete their missions. The events, however, have the same requirements to trigger as their mission counterparts.
- 为梦创神话国家(即澳洲土著)新增事件,新事件允许他们不必完成任务就能解锁他们自己的宗教崇拜物。但是,这些事件的触发要求和任务的是对应且相同的。

- Forming Rome will now convert all provinces of your culture group to Roman.
- 重建罗马将把你的文化组的所有省份都转换为罗马文化。

- Ottoman missions are now available to Rûm.
- 奥斯曼任务现在可供罗姆使用。

- Regiments' fire and shock pips now also count toward morale damage in their respective phases. Many of you will know that morale pips have been superior to fire and shock pips. This change will make the pips more equal in value, although morale pips may still be the better pick most of the time. To preserve the overall flow of battles, we're thinking not to apply this to artillery protection from backrow, as it is asymmetrical.
- 军团的火力和冲击点数现在会在他们各自阶段中算入士气伤害。你们中的许多人都知道,目前士气点数比火力和冲击点数更胜一筹。这一改变将使得各点数在价值上更平等,尽管士气点数或许在大多数时间仍旧是更优的选择。为了维持战斗的整体流程,我们在考虑不将这个改动应用到对后排炮兵的保护。


So, after most of these changes being implemented, and some still WIP, this is what we’re seeing in our nightlies AI tests:

那么,在大多数改动被实装后(有些改动仍旧处于半成品阶段),下面是我们在看海测试中见到的:



In some games Portugal is performing really well, while in others Spain is still a top dog in the Iberian Peninsula and America. Regarding China, you can see that Ming sometimes manage to stay stable, while Mingplossion still happens regularly, and even some of the successor states are able to blob a bit after it, recovering MoH.

在某几局游戏里,葡萄牙表现得很不错,而在其他几局里西班牙依旧是伊比利亚半岛和美洲的鱼塘霸主。关于中国,你能看到带明有时能成功稳住,但带明自爆也经常发生,甚至某些继任者国家还能在带明自爆后稍有发展,恢复天命。


This is all for today. We're open to feedback and suggestions given by you to further improve the balance for 1.33, if possible; just remember to have civil discussions about them, as there were some hot-heated ones a couple months ago (basically regarding Ming balance), and we don't want that to be repeated.

以上就是今天的全部内容。我们对来自你的反馈与建议持开放态度,以此来改进1.33版本号的平衡性,如果可能,请牢记进行文明讨论,因为几个月前曾经有一些过热的讨论(基本上关于大明的平衡),我们不希望这种情况再次发生。


Next week my fellow colleague @Gnivom will talk about the changes made to AI in the upcoming 1.33 patch (and yes, he will be tackling the AI deleting forts issue, among others). Hope you enjoy the DD!

下周,我的同事@Gnivom将讲讲在即将到来的1.33版本号补丁中针对AI的修改(是的,他将会解决AI删堡垒的问题,以及其他问题)。希望你喜欢这篇日志!



翻译:Strategemata 伦敦

校对:113322qwe1 三等文官猹中堂


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