十字军之王3开发日志#53 | 3/23 北境群雄内容简述(第二部分)

牧游社 牧有汉化翻译
Crusader Kings 3 Dev Diary #53 - Northern Lords Content Rundown (Part-2)
Wokeg, Juniorest Content Designer
篇幅所限,接上篇。

Religious Changes
宗教改动
1. Blots
1、血祭
Blots are an interesting conundrum, and one we took quite a few risks with this DLC.
血祭对我们来说是一个有趣的挑战,我们在这个DLC中进行了一些大胆的尝试。
In CK2, they were heavily modelled after the account of Adam of Bremen, an 11th century German bishop and chronicler who specialised in, amongst other things, Scandinavian accounts. They're fun, but they also require a lot of micro to get the most out of them, and paint a very human sacrifice-happy view of Norse paganism that Adam of Bremen certainly agreed with, but which has somewhat more mixed archaeological evidence.
在CK2中,血祭主要模仿的是来自不莱梅的亚当对其的描述。他是一位公元11世纪专精于斯堪的纳维亚史的德国主教及编年史家。他的记述非常有趣,但是需要很多小细节才能够完全理解它,并描绘出一幅非常热衷于人祀的诺斯异教图景。尽管我们遵循了亚当的记叙,但我们也混合了一些考古发现的证据。
For CK3, then, we wanted to reduce the inherent micro involved in prisoner selection & acquisition, and give the option to throw a grand blot without needing to ensure at least an optimal number of prisoners. Our version is, instead, based on Adam of Bremen, reports from the sagas, contemporary archaeology, and some input from relevant medievalists.
在CK3里,我们希望减少进行血祭时选择和获取囚犯的微观机制,并提供不需要确保至少囚犯数量就能进行血祭的选项。跟这以前不同,现在版本的血祭是基于不来梅的亚当的记叙、萨伽传说的故事、当代考古学以及相关中世纪学者的一些观点。

盛大血祭
尽管每年都会举办许多次血祭活动,但每十年韦姆兰的阿萨神族都会聚集到一起举办盛大的庆祝活动,其中最重要的当属一次盛大的血祭。
尽管许多鲜血已经献给了众神,但作为祭品的大肉往往会眷顾那些虔诚的信徒。这样丰盛的宴席将会带来一场无与伦比宴会。
当然,举办这样一场宴会开销巨大,所以不是所有阿萨神族都有必要被邀请。。。
- 或许只用邀请韦姆兰的人民跟我的廷臣?
- 所有我领地内的自由女性都应该来参加!
- 再想想吧,这真的是太贵了……
Thus, rather than raising money and eliminating prisoners, throwing a colossal feast costs money but brings the realm together by doling out popular and vassal opinion.
也就是说,现在进行血祭不再会通过消灭囚犯来帮你赚钱,而是通过花费金钱举办这样一场盛大的聚会以提高民众及封臣的好感度,团结你统治下的人民。
The player is also always assumed to have enough thralls and petty prisoners to hand to be able to put on a decent human sacrifice if they want to, but can still throw a helluva party even just using animals. Instead, we make a larger deal about selecting a particularly noteworthy sacrifice to take centre-stage, and keep this as optional throughout.
玩家也总是被假定拥有足够多的奴隶和不重要的囚犯,如果他们想的话,他们可以进行像样的人祭,不过他们也可以只用动物举办一场很棒的宴会。跟之前不同,我们现在更关注于拥有高身份地位的目标,将他们推向舞台中央进行血祭。这将是我们可选的方向之一。

盛大血祭
神殿里充满了满心欢喜的阿萨神族,当看到一群被吓坏了的囚犯在牲畜的尾随下缓缓向祭坛走来的时候,他们一致高呼起来。
第一个祭品的生命被戈达尔残忍地终结了。她眼中残存的光芒直到第一只牲畜被屠宰的时候才完全消失。最后人的尸体被高悬于树梢,而动物的遗骸则被放在火中炙烤。所有从祭品体中流出的鲜血都被装在碗里,戈达尔用它把神殿的墙壁里里外外都涂了一遍。
- 献给奥丁!献给芙蕾雅!献给尼奥尔德!
- 是时候着手处理这些污物了!
Per several accounts, even rulers not of the faith can hold great blots to please their blot-faith vassals and lands, though they must be careful not to upset their co-faithists. Particularly if they plan to indulge the blot’s most vicious customs.
根据一些记载,就算统治者的信仰不需要血祭,他也可以举行盛大的血祭活动以取悦他们有血祭信仰的封臣和子民,不过统治者们必须要非常小心,不然会惹恼他们的教友,尤其是在他们打算纵容血祭最残忍之习俗的情况下。

盛大庆典
来参加庆典的来宾们把神殿周围都铺满了,他们在看见一列神圣的,即将被献祭的动物朝祭坛缓缓走去的时候刺耳地大吼大叫。
人们将猪、牛、马等牲畜一只只地带上前去杀死并把残留的血给放干。随后这些肉被放在火中炙烤,然后又被端上餐桌。所有从祭品体中流出的鲜血都被装在碗里,戈达尔用它把神殿的墙壁里里外外都涂了一遍。
我与他们的信仰不同,不过拥有一群高兴的臣民也会让一个小国王开心的。
- 我早早地就离开了;我受够这些东西了
- 献给奥丁!我的发音标准吗?
- 这些阿萨神族的信仰可真是吸引人……
One small bit of flavour I quite like about blots is that they’re responsive to dietary needs: different syncretisms and religions will filter out sacred or unclean animals so that they're no longer served, and those who prefer their food more intelligent likewise have slightly different sacrifice loc.
我很喜欢血祭的一点小特色,是它会随饮食需求而产生变化:不同的宗教和宗教融合会把他们所认为神圣或是不洁的动物剔除出去,而那些希望他们的食物更加有智慧的人会拥有轻微不同的献祭代码。
2. Select Personal God
2、选择个人神灵
An extension of vanilla's Bhakti tenet, selecting a personal god lets characters choose a patron deity whose worship guides their life and attracts relevant specialists to their side.
这是一个对原版游戏“奉爱”核心教义的补充,选择一名个人神灵能让角色将其对神灵的崇拜作为自己生活的指引,并吸引相关专家角色加入他们的阵营。
I've got to say, of these, my all-time favourite has to be selecting Ullr. I know Odin is generally better and more versatile, and Thor has the catchier theme tune, but extra winter movement speed from leading an army that devoutly worships the god of skis tickles me so much.
我必须要说,我的全天候最喜爱选择是乌勒尔。我知道奥丁总的来说适用性更广,也更好,而索尔的主题曲更吸引人,但是领导一支虔诚崇拜滑雪之神的军队所带来的额外雪地移动速度加成真是太有意思了。

乌勒尔的信徒
该角色偏爱的神是乌勒尔——战争和荣耀之神。
军事:+3
在受寒冬影响的省份:移动速度+50%
在受寒冬影响的省份:优势+2
Retrospective
回顾
Originally, this was going to be a much more diverse selection of gods, divided according to local cults from around Scandinavia. Unfortunately, during the research phase of production, we turned up a paucity of sources on the specifics of Norse pagan worship. Since the choice was to go with almost entirely what’s presented in the Eddas or to scale back the feature a bit, we chose to try to cleave to reliable history, and scale back the feature.
最初我们计划的是一个更加多样的、基于斯堪的纳维亚当地宗教信仰的神灵选择系统。不过非常不幸,在制作的研究阶段我们发现自己用来研究诺斯异教崇拜的资料不够。我们可以选择完全呈现《埃达》的记述,或者说裁掉一部分内容;最后我们还是选择依赖可信历史,选择了后者。
A little part of this original functionality still survives in the form of Tyr and Ullr being mutually exclusive for Danes and non-Danes respectively, a division which is moderately supported by current studies in place name archaeology.
起初功能的一小部分,还是能从提尔跟乌勒尔分别对丹麦人跟非丹麦人是互斥这点的看出来,这个区别也是被现在的地名考古学所支持的。
3. Holy Sites
3、圣地
One of our largest changes in 1.3 is shifting the Norse pagan holy sites around, removing the two from Denmark and Holland and shifting them instead to York and Kiev.
我们在1.3版本号中最大的一个改动是将诺斯原始宗教的圣地换位置,把在丹麦和荷兰的圣地移除并安置在约克和基辅。

This was partly for balance (Norse paganism has some of the strongest holy sites in the game clustered in an easily defensible area), partly to make it a bit more challenging to reform Norse paganism, and partly because these holy sites have been the same since 2013 and not really revisited since the Old Gods launched.
这种做法一部分是为了平衡(诺斯原始宗教有一些在游戏中散布在易守难攻的地区的最强圣地),一部分是为了让改革诺斯原始宗教更有一点挑战,还有一部分是因为这些圣地从2013年开始一直没变,从“逝往神灵Old Gods”DLC发售时便没有被真正重新审视过。
Holland's claim in particular was extremely dubious compared to York, which, as the focal point for a lot of events around the death of Ragnar Lothbrok (who, whether he was historical or not, forms the background legend for much of Scandinavia's major nobility) and centre of Scandinavian colonialism in the British Isles, really needed a priority bump.
与约克的宣称相比,荷兰的圣地特别有争议。约克是与拉格纳·罗斯布洛克之死有关的诸多事件的聚焦点(不论他是否是历史人物,拉格纳构建了大量有关斯堪的纳维亚主体贵族的背景神话),也是斯堪的纳维亚在不列颠群岛的殖民的中心,所以的确需要一个优先地点。
For the Danish holy site being moved to Russia, we more or less had a straight choice between Novgorod and Kiev. Since part of the rationale was to make it a bit harder to reform the faith, though Novgorod was arguably a more important site, we went with Kiev. Denmark's claim to having a holy site to begin with is arguable (certainly significantly more than Holland), but not the strongest, especially not compared to Uppsala or, to a lesser extent, Trondheim.
至于丹麦的圣地被移到俄罗斯的原因,我们在诺夫哥罗德与基辅之间有或多或少的直接选择。尽管诺夫哥罗德可以说是更重要的地点,但出于让改革信仰变得有点困难的部分逻辑,我们选择了基辅。丹麦开局就拥有一块圣地的宣称是可以论证的(很明显比荷兰更重要多了),但是并非是最有力的,尤其没法和乌普萨拉或者弱一些的特隆赫姆去比较。
4. Virtues
4、美德
… has anyone else noticed that, since we added One-Eyed as a virtue to Norse paganism, suddenly everyone's ruler designed characters are all missing an eye? I think we may well have inadvertently drastically reduced the number of eyes in CK3 overall. It's hilarious.
有没有人注意到一点,因为我们在诺斯原始宗教的美德中加入了独眼,所有统治者设计器搞出来的角色一下子都少了一只眼?我想我们可能无意中大量减少了CK3中眼睛的总数。这太逗了。
Including Poet and One Eyed as virtues for Norse paganism is technically part of the free patch, but I think it's one of my favourite little aspects of flavour in 1.3, and especially the randomised poetry system was scripted very partially so that Norse paganism could regain its signature unique virtue.
技术上来讲,把诗人和独眼作为诺斯原始宗教的美德是免费更新的一部分,但是我认为这个是我在1.3版本号中最喜欢的一个小特性,尤其是随机作诗系统可以写的很半生不熟,所以诺斯原始宗教可以重新获得其独特的著名美德。

Dynasty Legacies
宗族传承
As part of the Northern Lords, we've added two new dynasty legacies: Adventure, for those who like to wander the world, and Pillage, for those who wish to see it burn.
作为北境群雄Northern Lords的一部分,我们加入了两条新的王朝传承:为喜欢周游世界的人准备的冒险传承,和为想烧杀抢掠的人准备的劫掠传承。

Early in the design process, we were initially only going to have one new dynasty legacy, but the perks it ended up with were pretty wildly variable (imagine Wanderlust and Gift-Givers on the same track as Making a Killing and No Quarter).
在设计的早期阶段,我们一开始只打算设计一条新的宗族传承,但是它闭门的升级相当不寻常地多样(想象一下游历四方和乐善好施与杀戮成性和毫不留情在一条传承线上的感觉)。

We pretty quickly decided that, since we were trying to expand on non-raiding areas of play, we should break the dynasty perks into two separate tracks, so that players could choose one without strictly needing to have both, and so build the Norse legacy that most fits their roleplay.
因为我们试过扩展非劫掠领域的游戏内容,我们很快决定了我们应该把宗族传承的升级分为两个独立路线,因此玩家可以在不强求“我全都要”的情况下选择一条路线,还可以打造最适合角色扮演的诺斯传统。

Regional Innovations & Cultural Mechanics
区域革新与文化机制
1. Varangian Adventurers
1、瓦良吉冒险者
These are, perhaps, my favourite part of the flavour pack! Varangian Adventures allow independent Norse rulers to pick up sticks and, along with a small army of followers, move their entire realm to another part of the world, abandoning their old holdings for pastures new.
也许这些是我在本风味包中最喜欢的部分了!瓦良吉冒险允许独立的诺斯领主抄起家伙、带着一小队仆从,把全部领地搬到世界的另一头去,为了新的地盘而丢下旧土。

宣战借口:对阿布哈兹的瓦良吉冒险
你将得到受争夺的头衔。
- 你将夺取全部处于阿布哈兹公国境内的迪米特二世亲王的领土。
- 斯玛兰伯国被销毁
- 东部沙漠伯国被销毁
- 入侵家族将获得剩下空闲的伯爵领
- 所有旧有的头衔将被销毁或者获得独立
- 所有旧有的入侵家族头衔将被销毁或者…
This has been something that I, personally, have wanted to do in Crusader Kings for years, but previous methods have always required you to manually lose your old holdings and it's honestly just a bit of a chore. Being able to do it automatically whilst gaining an event army, and so build my own version of Haesteinn or Rurik, is so much fun.
这些就是我个人这些年来想在十字军之王里做的一些东西,但是旧有的方法一直要求你手动放弃旧土,这实在是有些麻烦。现在则可以自动完成这些,并同时获得一支事件提供的军队,从而打造出我心目中的哈尔斯坦因或者留里克,这非常有意思。
It's also been an absolute delight to see pictures of other people’s adventurer empires, with Norsemen ending up anywhere from Ceylon to the Sahara, and we love seeing players get into the spirit of wandering the world.
看到别人建立的诺斯冒险家帝国从锡兰到撒哈拉定居下来也是绝对高兴的事情。我们乐意看到玩家领悟到游荡世界的精神。
2. All-Things
2、全民庭会
Since the Norse tend to swim in prestige but can struggle feudalising, All-Things are intended to allow you to equalise these two somewhat. By losing much of your excess prestige, you can transition up and down the realm authority rungs much easier, making for a smoother process if you want to change laws in a hurry.
由于诺斯人常常空有很多威望却在封建化进程上苦苦挣扎,我们加入了全民庭会/阿尔庭来在某种程度上平衡这两点。通过付出大量多余的威望,玩家可以轻松地在领地权威等级间反复横跳。这将使快速更改法律的流程更加顺畅。
A couple of our yearlies are also tied to the possession of this innovation, either yourself, or by your counties.
你或你所控制的伯爵领如拥有这项发明,也会触发其他的一些年度活动。
Retrospective
回顾
I quite like the dynamic with All-Things, effectively loosening some of feudalisation’s harsh requirements, but feel they could perhaps have done with a few more events to make such a notable feature of the innovation.
我挺喜欢全民庭会带来的动态功能,可以有效地放宽一些严苛的封建化要求。但我觉得他们也许应该多加入一些事件,让这项发明的事件特色更加显著。
3. Revamping the Raising of Runestones
3、改造立起符文石事件
Now, I've seen a lot of confusion about runestones out there, so let me clear something up: runestones were (and, in a marginally-improved form, still are) accessible in the base title, fulfilling a very similar role to their CK2 incarnation.
我最近看到了很多关于符文石的困惑,所以我要在这里澄清一下:符文石在基础游戏中是存在的(现在稍微改进了那么一点点),它们起着CK2中的符文石十分相似的作用。
What we've done for the Northern Lords, since we happened to be in the neighbourhood of runestones and wanted to give them a little more attention whilst we could, was expand and improve on that original design. For this flavour pack, we made them more responsive to specific scenarios and events that happen in your character's life, both in terms of triggering and by providing custom flavour for individual runestones related to their contents.
因为我们刚好就在符文石边上,又想在能力范围之内给他们多一点关照,所以北境群雄Northern Lords中我们对符文石原本的设计进行了改造和扩展。在本次风味包中,符文石对角色所经历的特殊场景和事件有了更强的响应能力,这体现在符文石事件的触发机制和每个符文石特殊的可定制内容上。

征服符文石
为纪念女伯爵萨迦“真言者”在与Burghred Beornredson公爵的战争中获得胜利所立。这次战役比其他任何一场都要艰苦。雕刻人:Eadflaed。
控制度增长:每月+0.2
This lets you make runestones work for your more specific needs, shoring up weak counties and boosting strong ones with selectable, flavourful bonuses.
这样,符文石就可以满足玩家更具体的需求;援助贫困的伯爵领,并给富足的地区带来可选择的美妙加成。
We uhhh, we may have gone a bit overboard with some of the flavour loc variants though, honestly. I'm not totally convinced that anyone is ever likely to raise a runestone commemorating a Norse Chakravarti or a Norse Greatest of Khans, but hey, if you do, you can bet it'll be commemorated on their runestone.
我们,咳,老实说我们的某些地区变量可能有些过分了,我并不十分相信任何人曾经竖起过纪念诺斯轮转圣王或是诺斯天可汗的符文石。但是,只要你相信,你可以打赌说他们在符文石上被纪念着呢。

先祖符文石
为纪念至高女王þórunn“萨奥希扬特”(aka祆教救世主),由她的女儿所立。她让圣光重见天日,我们都十分感谢她。雕刻者:Parīya。
民众好感度:+10
Unless you do both, I suppose. Only so much space in the modifier description on the rock.
除非你两个都做。但石头上只给修正描述留下了那么大的空间。
4. Trials-by-Combat
4、比武审判
TbCs! These took the absolute longest time to set up. Not because of the actual interaction, but because we first had to script and localise the single combat system to get a decent implementation. If I recall correctly, localisation for duelling alone wound up at somewhere around 28k words, including dozens of variant ways to die or be injured.
比武审判!这部分绝对花了我们最长的时间。难点不在于实际的交互,而在于我们需要先编写脚本和本地化一个单独的比武系统,来实现理想中的效果。如果我没记错的话,光是决斗一项的本地化就有大概2.8万字,包括了各种死亡和受伤的新姿势。
Our intent with Trials-by-Combat was to present something that worked orthogonally to the usual prison system without replacing it. Serious matters should, predominantly, continue to work via the use of imprisonment or factions, but where these two avenues are unavailable, aggrieved parties can agree on a settlement then settle their dispute in a fair fight.
我们设计比武审判的目的是提供一种和寻常的监狱系统相互独立,但又不至于取代后者的东西。绝大部分的重要事件仍会通过对逮捕和派系的利用来实现,但在没有这两条途径时,感到不公平的一方可以达成和解协议,然后通过公平的决斗来平息纠纷。
This makes them a little tricky to grok at first, but slots them neatly into an unused gameplay groove once you do. I've seen more than a few high-prowess players financing entire civil works programs via TbC cash settlements and, really, who doesn't like beating someone in a fight so hard they start compulsively telling the truth?
刚开始时,这一内容可能会不大好上手,但是一旦熟悉之后,它们就是一项好用的备选手段。我见过好几个高手通过比武审判的金钱和解协议筹集到了用于内战的全部军费。再说了,真的,谁不喜欢在战斗中殴打对手,强迫他们开始讲真话?

比武审判:胜利!
轻松地回到乌尔法海峡,战斧躺在我的膝上,而我沉浸在胜利的喜悦之中。
斧头的沟槽中还留存着女首领Auðr结块的鲜血,和斧柄上的缺口一起提醒着我那个女人临死的样子。
昨天,我们的争端被摆到了诸神面前,而神灵也做出了正确的选择。
- 正义得到了伸张。
5. Men-at-Arms
5、兵士
The Northern Lords introduced four new MaA types: Bondi, Vigmen, Varangian Veterans, and Jomsviking Pirates. We wanted each of these to be situationally useful, generally a bit more specialist than the standard MaA types, and almost universally better winter fighters.
北境群雄Northern Lords中新加入了4种兵士类型:邦迪、维格曼、瓦兰吉老兵和约姆斯维京海盗。我们希望这4种兵士都能在某些情况下发挥自己的作用,且总的来说比普通兵士类型更加专业,同时也都是更好的冬日战士。
Bondi are the freeholding smallfolk of the land, the people who make up most of the attendees at the Thing-meets, and are represented as a cheaper (but also somewhat worse) alternative to pikemen.
邦迪隶属于自由小地主阶层中,他们也是庭会集会的主要参与人员。他们是一种更便宜(也更差)的矛兵替代品。

Vigmen are professional warriors by trade, but not the most experienced or best equipped. Relying on massed short-range archery and firm shield walls, they're at their best when fighting massed light infantry.
维格曼是经过训练的职业战士,但不是最有经验或装备最好的那一批。他们的招牌绝活就是短程的密集箭雨和坚实的盾墙,因此他们在与大量轻步兵交战时表现最佳。

Varangian Veterans represent the adventurers, wanderers, and, in later centuries, alumni of the Varangian Guard that permeate Scandinavia. They’re individualistic, they're deadly, and they charge a frankly exorbitant sum for their services.
瓦兰吉老兵是由冒险家、流浪者,以及在之后的几个世纪中遍布斯堪的纳维亚的瓦兰吉卫队成员组成的。他们是信奉个人主义的嗜血战士,同时他们也收取着十分高昂的服役费用。

Finally, Jomsviking Pirates are a special MaA type, only given out through events and decisions (usually those involving the Jomsvikings). As skirmishers, they're fairly easily countered, and they lack a terrain speciality like most other MaA types, but they make up for this by having good all-round states including both pursuit and screening. A force of anarchy on the battlefield, the Jomsvikings come into their own when substituting for a lack of light horse, either harrying the enemy as they flee or covering their comrades as they escape.
最后是一个特殊的兵士种类:约姆斯维京海盗。他们只能通过事件和决议获得(通常是有约姆斯维京人参与的那些)。作为散兵,他们很容易受到打击,也缺少很多兵士种类所拥有的地形特长。但是他们良好的全面数据(包括追击和掩护)弥补了这一点。作为战场上的一支无组织力量,他们会在缺乏轻型战马的情况下自由加入,干扰敌军逃跑或掩护队友撤退。
With these MaA types, we wanted to cover some (though not all) of the Viking deficiencies in the earlier centuries of the title, whilst still leaving them open to being out-teched by better MaA in the mid to late game.
通过这些兵士种类,我们希望弥补维京人在游戏前几个世纪的一些不足之处,同时又为游戏中后期他们被其他更好的兵士种类超越留下了可能。
That's All Folks!
兄弟们,以上就是全部内容了!
We hope this has been an interesting dev diary for you, even after release, and don't forget to drop a screenshot of your Varangian Adventure kingdom in the thread!
虽然现在风味包已经发布了,但我们希望这仍是一篇有趣的开发日志。不要忘了把你们的瓦兰吉冒险王国截图发到论坛上哦!
翻译:一个幽灵 Yakuky 一只走地鸡 Strategemata Parapinakes
校对:阿尔法一世 三等文官猹中堂
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