EU4开发日志 | 5/24 陆战

牧游社 牧有汉化翻译
Europa Universalis IV - Development Diary 24th of May 2022
Gnivom, Revived AI programmer
Hello everyone, Gnivom here today.
大家好,今天的日志由Gnivom带来。
I may return for a future dev diary on the many AI improvements we're making for 1.34, but today's topic is Land Combat.
在未来的开发日志中,我将为大家带来1.34版本号中众多正在制作的AI改进,不过今天的主题是陆战。
First a recap:
首先回顾一下:
For 1.33, we decided to change some things with combat; first mentioned in this January DD and soon amended by making backrow regiments take 60% less morale damage. The core idea was to remove some weird traps that uninitiated players (I would guess a majority) and the AI (without major modifications) would easily fall for. In particular, having a large army without a full back row of artillery could be disastrous.
在1.33版本号中,我们决定为战斗作出一些改动;这一设想最早在一月的日志中提出,然后我们便将后排部队受到的士气打击减少了60%。其核心理念是为了避免新手玩家(我估计大部分玩家都是)和AI(如果没有强力的修正)很容易出现的问题。也就是拥有一支大军却没有能填满后排的炮兵,这是灾难性的。
However, those changes also caused some unintended balance effects:
然而这些改动也造成了始料未及的不平衡问题:
1. Battles last longer, sometimes a lot longer.
1、战斗持续时间变长,有时极长。
2. Morale is much less important.
2、士气变得没那么重要。
3. Stackwipes (officially "overruns") are much less common (though this is mostly caused by the AI accidentally exploiting the Zombie Regiments bug, by shift-consolidating troops before battle).
3、秒杀(官方称呼为“压倒性优势”)变得更难(虽然这主要是由于AI在战斗前使用shift+合并来触发僵尸部队的bug)。
4. Tech Groups' impact through unit pips have been amplified. This has not been addressed so I won't mention it again in this DD.
4、科技组对单位点数的影响被放大。这一点并没人指出过,所以这里我也就不再多说了。
Additionally, some of you have pointed out that what can be seen as a "noob trap" can also be a source of tactical depth in multiplayer.
此外有些玩家指出,一些被视为“对菜鸟专用宝具”的技巧现在也能够在多人游戏中体现出某种战略深度。
Now, let's look at what's new for 1.34 and how this addresses these issues.
下面就来看看1.34版本号的新改动,以及它们如何解决了这些问题的吧。
Passive Morale Damage
被动士气伤害
In 1.33 we made the daily 0.03 "morale damage to reserves" actually only apply to reserves, where it previously applied to deployed troops as well. The intention was to relatively penalize overstacking more as well as to be consistent with the name.
在1.33版本号中,我们将每日0.03的“后备部队士气打击”从原本对参战部队也有效调整为了字面意义上地只对后备部队生效。其目的是对过度堆兵作出更多惩罚,并且修正名不副实的“bug”。
This is a major cause for the longer battles in the early game, and for morale being less important, and has now been reworked in 1.34 to as follows:
这是造成游戏早期战斗持续时间过长以及士气变得没那么重要的一个主要原因,而在1.34版本号中,这将被调整如下:
Deployed troops take a daily morale damage of 1% of max morale.
参战部队每日受到最大士气1%的士气打击。
Reserves take a daily morale damage of 2% of max morale.
后备部队每日受到最大士气2%的士气打击。
Only the reserves are affected by the Professionalism modifier, so it remains mostly a QoL modifier, although its absolute effect is now much bigger.
只有后备部队能受到职业度的修正,因此这仍然是一个基础质量层面的改进,尽管其绝对效果变得更高了。
Max morale is not based on the regiment itself, but on the average of all regiments on the other side. Such that, in a standoff between a Prussian and a regular soldier, where neither is shooting, the regular soldier will run first.
最大士气不取决于部队本身,而是对方所有部队的平均士气。这样假设普鲁士军队和一般军队对线,双方都不进行攻击而只是站着,那么一般军队会先耗光士气而撤退。
The fact that this is now a percentage means that its importance will be consistent throughout the ages, so that late-game battle length is now shorter.
现在士气打击变为一个比例值,这代表着它将在各个时期都发挥重要的作用,因此后期的战斗将会结束得更快。
While on the subject of morale, some of you may know that when entering a battle against someone with higher morale, your morale progress bar starts at less than 100%. This is now changed to show the percentage of your own average max morale, rather than the max of all regiments on either side. This makes it easier in my experience to guess who is winning from just looking at the bars.
说到士气,有些人可能知道,当你与更高士气的敌军交战时,你的初始士气条是小于100%的。现在士气条也改为显示你自己的平均最高士气百分比,而不是双方所有部队中最高士气的百分比。以我的经验,这样更容易通过士气条看出哪一方占据优势。
Zombie Regiments
僵尸部队
As mentioned above, EU4 has always had a bug (feature?) called Zombie Regiments. In 1.34, regiments will always retreat and be replaced once either strength or morale reaches 0, removing the 12 day invincibility.
前面提到过,EU4一直有一个bug(特性?)叫做僵尸部队。在1.34版本中,一旦部队的人数或士气之一降为0,就会立即撤退并换上一支后备部队,因此12天无敌的特性将不复存在。
Additionally, an obscure condition for stack wipes based on the remaining morale of defeated regiments has been removed. You probably didn't know about it (I didn't), but it started mattering when 0-strength full-morale regiments were immediately retreated.
此外我们还移除了一个不为人知的秒杀条件,这个条件主要基于战败部队的剩余士气。你之前也许并不知道这个(反正我是不知道),但如果0人数满士气部队会立即撤退的话那影响将很大了。
All in all, stack wipes are now much more viable than in 1.33, but still less viable than in 1.32 if the losing side has more than a full front row of decent-morale troops.
总之,现在秒杀将比1.33版本号更常见,但仍然比1.32版本号更少见,特别是在战败方拥有足够填满前排且士气还算可以的部队时。

Adding a screenshot here for future readers, as the wiki link may be obsolete.给未来的读者留一张截图,以后这个wiki链接可能就要废弃了。
“僵尸”部队
原则上,前排部队将在士气或人数降为0后会撤退并换上后备部队。然而在战斗的前12天中,如果部队的人数降为0而士气还没有,那么这一机制将不会生效。在这种情况下,0人数的部队将在前排站满12天才会撤退。甚至当0人数部队在前12天内士气也降为0后,其仍然能够站满12天。
Insufficient Support
补给不足
Insufficient Support currently works by applying a flat -25% Combat Ability to all troops of an army that has too much cavalry, even if it's just 1 knight above the limit. Although it's made a bit more complicated by counting armies from different countries separately, as well as mercenaries.
补给不足目前会给骑兵过多的部队造成所有部队-25%作战能力,即使只多了1支骑兵也是如此。当然这也造成分别计算各国军队和雇佣兵的骑兵比例更加复杂。
In 1.34, this will instead be a scaling penalty of -1% CA per percentage point of cav/inf ratio above your limit. The ratio will be calculated based on all deployed front row troops on your side, while the limit will be calculated individually per regiment. Only cavalry gets affected by the penalty.
在1.34版本号中,将会改为骑兵/步兵比例每超过上限1%则获得-1%作战能力惩罚。这一比例将计算所有友方的前排部队,而上限则通过每支部队分别计算。只有骑兵会遭到这一惩罚。
Two things to note:
两个重要点:
A country with a high support can still cause allied cavalry to lose CA.
一个高骑兵比例的国家仍会导致盟友的骑兵受到惩罚。
If you overstack your armies, an overall balance does not guarantee a frontrow balance at every moment of fighting.
如果你过多地堆积军队,则总体比例平衡不能保证前排在战斗中每时每刻都能保持比例平衡。
Artillery Pips
炮兵属性点数
Artillery unit pips have been rebalanced.
炮兵单位的属性点数已被重新平衡了:
Late-game artillery will have less defensive pips and more offensive ones, contributing to shorter late-game battles.
后期的炮兵兵种的防御点数变少,攻击点数变多,从而可以让后期陆战时间缩短。
Techs 7, 10 and 13; which give two options; now have a distinct difference between the two, where neither is strictly superior to the other.
7级、10级、13级军事科技会带来两个炮兵单位选项。现在这三对炮兵单位的差别会更加显著,而且没有谁比谁更强力这一说。

(compare with current values)(与现版本数值相比)
Let me take this moment to briefly explain an existing feature: for each damage calculation, backrow artillery propagates half of the sum of relevant defensive pips to the regiment in front of them (rounding down). For example, the Leather Cannon will propagate 2/2=1 pip to strength damage calculation in the fire phase, and 1/2=0 pips during shock phase. For morale damage, it will propagate (2+1)/2=1 pip during the fire phase and (1+1)/2=1 pip during the shock phase.
让我现在简单讲讲目前的游戏特性:在每一轮的伤害计算中,后排炮兵会为前排部队提供一半的对应防御点数总量(向下取整)。举个例子,轻装加农炮在火力阶段的伤害计算中会提供2/2=1的防御点数,而在冲击阶段是1/2=0的防御点数。至于士气损失,它在火力阶段会是(2+1)/2=1的防御点数,而在冲击阶段是(1+1)/2=1的防御点数。
With this feature in mind:
记住这点之后:
At tech 7, you choose between winning battles quickly (Mortar) or dealing strength damage (Houfnice).
在7级军事科技,你要选择要么快速赢得陆战(大型青铜臼炮)要么杀伤敌方部队(榴弹炮)。
At tech 10, the Pedrero is your anti-cavalry weapon by propagating 1 shock defense to the front row. But the Culverin deals more strength damage.
在10级军事科技,可以在冲击阶段为前排提供1点冲击防御的攻城炮会是你的反骑兵利器,不过长管炮可以更好地杀伤敌方部队。
At tech 13, the Small Cannon propagates 1 morale defense to the front row in both phases, but the Large Cannon will deal more damage (to both strength and morale).
在13级军事科技,小型铸铁加农炮在火力和冲击阶段都能为前排带来1点士气防御,不过大型铸铁加农炮杀伤力更强(不管是敌方部队还是士气)。
Reinforcement to Back Row
后排支援
This change in particular is still subject to further testing, tweaking and possible removal.
此项改动目前仍在继续测试、调整中并且可能被删除。
Reinforcement to backrow means something very different now vs in 1.32. In 1.32 it was a way to push further infantry/cavalry into the death pit that was the back row. Only after all inf/cav reserves were spent did artillery reinforce to the back, and once there they never left.
相比于1.32版本号,现在的后排支援已经很不一样了。在1.32版本号中的后排支援是把后排的步兵/骑兵推向万人坑的事情。只有全部的步兵/骑兵预备队都被用尽,炮兵才会从后排支援而且决不后退。
Now (since 1.33) only cannons can be in the back row, and they can also retreat from it, which makes back row reinforcement an important (and positive) thing.
现在(从1.33版本号算起)只有炮兵才能在后排,而且他们可以从后排撤退,于是后排支援也成为了重要(并且有正面意义)的事情。
From 1.34, each combat side will be limited to 2 back row reinforcements per day, plus 1 per 2 maneuver pips of the commanding general. This does not limit initial placement of artillery at battle start.
从1.34版本号开始,交战双方每天将最多获得2支后排支援部队,加上指挥将领每2点机动点数所带来的1支部队。这不会限制战斗开始时的初始炮兵布局。

炮兵可以从第二排开火,还能帮助其前方的第一排友军部队减少所受伤害。只有在火力阶段时,炮兵被攻击时会受到双倍伤害。基于指挥将领的机动,第二排的支援每天仅限3支部队。
This is intended to increase tactical depth in multiplayer, by a number of means:
这项改动是为了增加多人游戏的战术深度,有这几条原因:
1. Armies caught low on artillery are more vulnerable, though not as badly as in 1.32.
1、虽然没有1.32版本号中的情况那样严重,炮兵较少的部队会非常脆弱。
2. Cavalry becomes more useful during two distinct phases of the battle:
2、骑兵在战斗的两个不同阶段中更加有用了:
a) Just after the initial line of artillery retreat, which happens roughly simultaneously.
a) 差不多正好在第一排炮兵撤退之后。
b) Later in the battle, when the combat duration modifier is so high that artillery reinforcements can’t keep up with churn.
b) 战斗后期的交战时间修正非常高,而炮兵支援更不上节奏了。
3. This breaks the symmetry of long battles, so that artillery (and by extension, infantry/cavalry as well) don’t all retreat in huge batches.
3、这打破了长时间战斗的平衡,因此炮兵(同样也有步兵/骑兵)不会大批量完全撤退。
4. Quality becomes more important over quantity in long battles, as high quality troops will lower the "artillery saturation" of the enemy.
4、长时间战斗中的部队质量比数量更重要了,因为高素质的部队可以稀释敌方的“炮兵饱和度”。
Breakthrough
突破
After some initial testing and discussion, this feature will probably not make it into vanilla, but it will be available for modders to enable.
在一些早期测试和讨论后,该特性可能不会进入游戏本体,但是可以被模组制作者拿来用。
Two defines have been created: INFANTRY_BREAKTHROUGH and CAVALRY_BREAKTHROUGH, each being a probability between 0 and 1.
我们设定了两个变量:INFANTRY_BREAKTHROUGH (步兵突破)和CAVALRY_BREAKTHROUGH(骑兵突破),每个都是0和1之间的概率值。
When defeating a regiment with artillery behind it, you have a probability (equal to the corresponding define of your regiment) of pulling that artillery into the front row.
当你击败一支后方有炮兵的部队时,你有概率(等同于你的部队所对应的变量)将炮兵拉至前排。
If we don't change our minds, and if you still choose to enable this, there will be no UI or tooltip mentioning this whatsoever.
如果我们不改变我们的想法,而且你打算开发这个特性,则突破特性不会在任何用户界面或者提示信息中出现。
Well, that's all for today!
不错,今天就这些内容了!
Next week, @Ogele will return with a Dev Diary showcasing the new content we've been creating for the first country in the Scandinavian region: Denmark, and its troubled lead over the Kalmar Union.
下周@Ogele会回到开发日志中,秀一秀我们第一个创作了新内容的斯堪的纳维亚国家:丹麦Denmark,还有丹麦在卡尔玛联盟中问题重重的领导地位。
翻译:Strategemata 李勋回来了
校对:113322qwe1 三等文官猹中堂
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