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钢铁雄心4开发日志 | 6/15 意大利其一(第一部分)

2022-07-01 22:06 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Developer Diary | Italy #1 (Part-1)

ManoDeZombi, Content Designer - HOI4


Ciao a tutti! Mano de Zombi here to welcome you all to a new Hearts of Iron 4 Dev Diary! As you know, summer is coming and, before my mind gets too distracted by the pleasures of Swedish summer I wanted to tell you about the first country to be revealed for the upcoming HOI expansion, By Blood Alone! And as you might have guessed the country in question can be none other than la bella Italia!

朋友们雷猴啊! Mano de Zombi恭迎大家阅览钢铁雄心4新开发日志!众所周知,夏天马上就要到了,趁着瑞典夏日乐趣打乱我的思绪前,我想给大家介绍下新扩展包唯有浴血By Blood Alone中第一个揭幕的国家——不出各位所料,这个国家除了美丽的意大利外还能有谁!


Similar to how we did it last time for No Step Back, this first Dev Diary will focus on the content related to the historical and common branches of the Italian focus tree. In short, everything that comes for free with the Avalanche patch. Note that some content might change based on previous DLCs being active or not.

类似上次决不后退No Step Back的发布形式,第一篇开发日志会聚焦于意大利国策树的史实及通用路线相关的内容:一言蔽之,就是所有和“雪崩Avalanche”更新补丁(译注:雪崩行动Operation Avalanche,指盟军1943年9月9日登陆意大利萨莱诺的军事行动)一同添加的免费内容。要注意的是某些内容会根据部分DLC启用与否出现变动。


As usual, keep in mind that everything you're about to see is still WIP so things might change before release and you will see some placeholder art, unlocalized texts and WIP values. Thanks for your understanding!

和往常一样,别忘了日志里的所有内容仍在开发中,所以内容可能会在发布前做更改,你也会在日志中看到很多占位符图像、未本地化的文本和暂定数值。感谢您的理解!


And having said that, cominciamo!

说完这些,让我们开始吧!(意大利语)



Italy joined the Triple Entente in the Great War, after having been promised several territorial gains (Trentino and South Tyrol, Austrian Litorale, Eastern Friuli, Istria, Dalmatia, expansion of African colonies and small parts of Carnolia, Albania and Antalya). However, many of these promises would not be honored by the Allies during the Treaty of Versailles, with Italy receiving only a bit of the land expected (no expansion in Africa, no Fiume, Dalmatia, Carnolia…), while the cost of the war had been dire for the country, which was highly in debt after the war.

第一次世界大战时,意大利因协约国画下领土承诺的大饼(包括特伦蒂诺和南蒂罗尔、奥地利滨海区、弗留利东部、伊斯特利亚、达尔马提亚、非洲殖民地扩张和卡尼鄂拉一小部分、阿尔巴尼亚和安塔利亚)而投奔了协约国。但是,协约国在协商凡尔赛条约期间并未完整兑现承诺。意大利只获得了期望领土中的一小部分(未能在非洲扩张、没有弗留利、达尔马提亚、卡尼鄂拉……),却承担了战争的高昂代价,令其在战后深陷债务泥潭。


All this caused high social unrest, leading to Biennio Rosso and later to the rise of Fascism with Benito Mussolini at the helm. Through propaganda, violence, murder and intimidation, the fascists managed to entrench fascism in Italy, implementing a corporatist economic system and pursuing aggressive foreign policies with the ambition to expand Italian territories in the Balkans. Irredentism sentiment was fairly generalized.

这不公正的对待让意大利民怨鼎沸,导致了意大利的“红色两年Biennio Rosso”(译注:指1919到1920年两年间意大利激烈的社会冲突阶段和革命时期)及日后由贝尼托·墨索里尼掌权的法西斯的崛起。通过政治宣传、暴力、谋杀和恐吓,法西斯主义者最终让法西斯思潮在意大利根深蒂固,并成功实行了一套社团主义经济系统,并追求激进的外交政策,决心扩张其在巴尔干的领土。民族统一主义思潮在当时的意大利也十分普遍。


During the early 20s and 30s, the campaign for the "Pacification of Libya" resulted in the commitment of multiple atrocities and, in October 1935, Italy invaded Ethiopia. This action was condemned by the League of Nations, however the League of Nations did not take strong steps to discourage an Italian military buildup around the Ethiopian border or took any drastic measures against Italy during the war, out of fear of antagonizing Italy to the point of pushing Mussolini to an alliance with Germany. The Italo-Ethiopian conflict soon became the scenario of many more atrocities and war crimes.

在20世纪20年代早期和30年代,“平定利比亚”行动(译注:亦称第二次意大利-萨努西战争)导致了数起惨案。而在1935年10月,意大利入侵埃塞俄比亚。这场入侵遭到了国联的谴责,但国联担心反应过度会刺激墨索里尼寻求与德国结盟,因此并未出手阻挠意大利环绕埃塞俄比亚边境构筑军事力量,也没有在战争期间对意大利实施任何强硬举措。意埃争端很快就成为了众多暴行和战争罪行的背景板。


And after this little piece of historical context, let's take a look at how Italy looks in-game in 1936:

在这点简略的背景知识介绍后,我们来看看游戏里1936年的意大利是什么样的:



As you can see, Mussolini now has a trait, which can be upgraded throughout the focus tree (more on this later).

如你所见,墨索里尼现在有了自己的特质,并会随着国策树进度得到升级(稍后我们会详细介绍)。


There are a fair amount of starting national spirits. The first three on the left you probably know from the current version, no changes there. The other five we’ll go into detail later since they will be recurring elements in the appropriate branches (civilian industry, military industry, army, airforce and navy, respectively).

意大利开局时就已经有一堆民族精神了。左起前三个是你大概在现版本游戏里就见过的,没什么变动。我们稍后会详细介绍后面五个,它们将是各自国策树中反复出现的要素(分别是民用工厂、军工、军队、空军和海军)。


Looking at the map, there's been a few changes, let me briefly talk about some of the most relevant ones:

看看地图,这上面也有几个改动,让我简单介绍下和今天内容最相关的几个:


The split of the former Istria state into Litorale with the city of Trieste, and Istria with the city of Rijeka, whose name has changed to Fiume when under Italian control, and which is now Italian at game start.

旧版伊斯特利亚地区分为了滨海区(带有的里雅斯特市),以及保留旧称的伊斯特利亚(带有在意大利控制下改名阜姆的里耶卡市,该地现在开局时属于意大利)。(译注:现版本中里耶卡被划分在达尔马提亚地区下,其在1920-1924曾以阜姆自由邦身份独立,后被意南两国瓜分。)



In the beautiful coast of Dalmatia, the formerly missing Victory Points of Zadar (Zara when under Italian control) and Kotor have made an appearance, and Dubrovnik’s location has been adjusted. Compliance in Zara has been increased from 0% to 70%, to represent the significantly big amount of Italian population in the city.

在达尔马提亚优美的海岸上,曾经缺失的胜利点扎达尔Zadar(意大利控制下名为扎拉)和科托尔Kotor重回游戏地图,杜布罗夫尼克Dubrovnik的位置也进行了调整。扎拉的初始顺从度也从0%调整到70%,以更好地反映城中占比巨大的意大利人口。



In Albania, the new VP Durrës was added so that Tirana is no longer on the coast. More importantly, Italy will now have resource rights there.

在阿尔巴尼亚,新的胜利点杜拉斯Durrës也添加进了游戏,这样地拉那不再位于海岸线上。更重要的是,意大利现在有该地的资源开采权了。



There are a fair amount of new Victory Points all around Italy. Also, to keep it in line with other countries, VPs and states will now have the Italian name.

我们也给意大利新加了不少胜利点。另外为了向其他国家看齐,胜利点和省份名也都将本土化。



There's a new state in the South, Puglia, split from the former Calabria state, with several new VPs popping up.

我们在意大利南部新增了一个地区:从曾经的卡拉布里亚划分出的普利亚Puglia,还给它新加了几个胜利点。



Compliance in Libya has been drastically reduced (from 70% to 35%) and slightly increased in the East African colonies (from 10% to 20%) to better represent colonial management.

利比亚的初始顺从度大幅降低了(从70%改至35%),而意大利东非殖民地适当提高了顺从度(从10%到20%),以便更好地体现其殖民管理。



In Eritrea, Asmara is no longer on the coast, some provinces have been split and new VPs and railways appeared to better represent the situation in the Ethiopian conflict.

在厄立特里亚,阿斯马拉Asmara不再是沿海城市。部分省份会拆分,并会引入新的胜利点和铁路,以便更好地体现埃塞俄比亚冲突中的实际情况。



Regarding the Order of Battle, there's also been some changes to it, with a couple of new battalions popping up.

在战斗序列方面也有一些改动,并添加了一些新的营级单位。


First, we have the militia battalion, which in Italy is used to represent the Blackshirts which, by the way, will have a new 3D model if you have the DLC.

首先是新加的民兵营,在意大利中用于体现黑衫军,如果买了DLC还会附带它的全新3D模型。



Militias are a new type of infantry unit with slightly less organization but also lower training time. Italian militia battalions are used in Blackshirts Divisions, which are "capped divisions", a gift from our amazing coders that allow us to script locked divisions that can be recruited, with a max cap so that you cannot recruit more than the specified limit (which can be set dynamically).

民兵营是一种组织度略低,但是训练时间也更短的新步兵单位。意大利的民兵营用在“黑衫军”这种“受限师编制”内,这是我们的天才程序员给予我们的礼物,允许借脚本制作编制锁定的师,并给其附带最大数量上限,玩家无法招募超过特定上限的此类师部队(上限可设为动态可变)。



As we'll see later, Italian Blackshirts can be improved (both militia battalion stats and division cap) throughout the focus tree.

我们后面会提到,意大利黑衫军的作战能力可以通过国策树提升(包括民兵营属性数值和最大部署上限)。



The second new Battalion is the Irregular Infantry, used to represent the large variety of non-regular units and bands that took part in both sides of the Italo-Ethiopian war and the African Campaign in WW2. They will also have new 3D models in the future.

另一个新的营级单位是非常规步兵,用于体现意大利-埃塞俄比亚战争双方及二战中非洲战区采用的诸多非常备军的单位。这些单位在未来也会有3D模型。



Irregulars are also a new type of infantry unit with overall slightly lower stats (especially org, but to a minor degree also morale, attack, defense…), however, they have slightly more HP, lower supply and equipment needs and, above all, important bonuses in hills, forests, deserts and mountains, so they might be valuable to both garrison your colonies in Africa or fill-in gaps in the frontlines with rough terrain without having too much impact on supplies.

非常规步兵也是整体能力较低的新步兵单位(主要是组织度,但在士气、攻防等方面仅是略弱)。不过,他们的承伤能力稍高一些,并且对补给和装备的需求略低。最重要的是他们在丘陵、森林、沙漠和山地有额外的加成。因此这些部队对于保卫非洲殖民地或填补在崎岖地形的前线空缺很有价值,且不会对补给造成太大负担。


In Italy, these irregular templates are locked, but there are focuses that will unlock decisions to improve them and even spawn more (or disband them if you so desire).

在意大利方面,会锁定非常规步兵的编制,不过有一些国策可以解锁强化及扩招这些部队的决议(如果你想,还能把他们遣散)。


With By Blood Alone DLC, Italy will receive a significant amount of new 3D models for planes and infantry, so allow me to tease you guys with a few of them (kudos to our 3D artist!).

唯有浴血By Blood Alone会为意大利更新一大批飞机和步兵的新模型,让我给大家开开眼(感谢3D美工!)。



Regarding Italian unit leaders, the generals roster has increased greatly. Overall, Italian generals don't have the best skill level or stats compared to other majors, but you now have many characters with a variety of traits to choose from, so you can groom the most suitable guys for your plans. Let me show you a (very) few of the new guys incoming:

关于意大利将领,本次改动极大幅度扩充了花名册。整体来看,相比其他主要国家,意大利并没有技能等级最高或是四维出色的将领,但有诸多特质各异的人物可供差遣,因此玩家可以精挑细选最适合作战计划的人选。让我给大家看看本次改动会添加的(好)几个新人物。



The political advisors list is also way larger than before, and there's also a few new military advisors.

政治顾问的人选也多了不少,还有几个新军事顾问。



There are also a bunch of new Italian Designers, and I'd like to give a big shout out to our artist because the 2D art for this new expansion is looking reaaaally good!

还有一堆新的意大利装备制造商,我要力推我组的美术设计,因为这次的美术图像实在是太棒了!



Last but not least, we will not go too deep into the Italo-Ethiopian war today, so I'll just say that, with BBA, dragging the war forever to farm XP might not be a great idea. There are systems in place that will seriously damage Italy if the war drags on for too long, both diplomatically (League of Nations) and internally (public discontent, resistance in the colonies, defection in the army…). More of this next week!

最后,本篇日志不会太深入讨论意大利-埃塞俄比亚战争,所以我就只提一嘴,有了唯有浴血BBA扩展包,让战况停滞用来刷经验可能不太好。相关内容有个独立系统,如果战争拖得太久,会让意大利在外务(国联)和内政(公众不满、殖民地抵抗、军队叛逃等)方面遭受严重影响。不过相关内容下周再细谈!


But now that we know a bit more about the initial status of Italy, let's just take a look at the new Focus Tree (excluding the alt-history branches).

现在我们大致了解了意大利的初始状态,咱来看看新的意大利国策树吧(架空历史分支除外)!



As you can see, the Italian tree has grown considerably, hopefully making future Italian playthroughs more flavorful and with significantly more decision making, allowing for different playstyles and strategies.

如各位所见,意大利国策树有了显著扩展,希望这能让意大利未来的游戏体验更有趣味,通过更多决策让玩家能够选择不同的玩法和策略。


Let's get started with the leftmost branch, the Colonial Branch.

我们从最左侧的分支,殖民地路线开始。



Italian colonies in Africa included Libya in North Africa, unified as a single colony in 1934, and Eritrea and Italian Somaliland in the Horn of Africa, which were unified in 1936 along with Ethiopian territories into the province of Italian East Africa, as governorates.

意大利的非洲殖民地包括1934年在北非整合成单个殖民地的利比亚,以及位于非洲之角的厄立特里亚及意属索马里兰,在1936年与埃塞俄比亚领土合并成意属东非省。


In-game, this branch will allow you to manage and boost your colonial territories and your colonial troops.

在游戏中,这条分支路线有助于管理和加强殖民地及殖民军队。


Once the war with Ethiopia is over, the focus Ministry of Italian Africa will unlock a new Occupation law for Italy, Colonial Police, available in African states.

与埃塞俄比亚的战争结束后,“意属非洲事务部”国策将解锁新的占领驻军法案:殖民地警察。这个法案将在非洲各地区可用。



The focus will also unlock a decision category to deal with colonial management. Initially it will allow you to train, disband and reorganize irregulars, the latter strengthening irregular divisions with more battalions (be it irregular infantry, camelry or cavalry), and a recon company.

这个国策会解锁一系列决策用于处理殖民地管理事务。该国策允许玩家训练、遣散或者重组非常规步兵,后面还能加强非常规部队,包括编入不同营级单位(可以是非常规步兵、骆驼骑兵或是常规骑兵)和一个侦察连。



Developing the different colonies will add a level of infrastructure and a building slot in some states. Completing the focus Regional Development will not only add a factory, naval base and extra building slot to some previously developed states, it will also improve the Colonial Police occupation law and unlock decisions to add a building slot and increase the state category of your less developed states (adding a small Compliance boost in the process).

发展各个殖民地将在一些地区添加1级基础设施和1个建筑槽位。完成国策“区域发展”能为先前开发过的地区添加1座工厂、海军基地和额外建筑槽位,还会提升殖民地警察占领法案的效果,并解锁决议以在未开发地区添加1个建筑槽位和升级地区类型(同时少量提升顺从度)。




Further down the branch, to the left you can improve your Libyan colony to get the most out of it. Here you will find some resources and infrastructure/railway construction, which by the way will also increase compliance in the affected states to represent the employment of local workers in the area.

继续推进,左侧路线可以发展利比亚殖民地,保证其产出最大化。这里还有一些资源和基础设施/铁路建设的内容,同时因工程雇佣了本地劳工,还会提升受影响地区的顺从度。



At the bottom right of the branch you manage your colonial troops (local units from the colonies, called Ascari) and irregular troops. You can choose to assign colonial troops to Police duty, improving your occupation law one last time, or you can strengthen your Ascari corps, getting new divisions in each colony and unlocking Ascari Generals.

右下方分支用于处理殖民地部队(殖民地当地征召的部队,称作阿斯卡里Ascari)和非常规部队。你可以选择指派殖民地部队作为警察,也是增强占领法案的最终一步,或者也可以选择强化阿斯卡里军团,在每个殖民地获得新部队的同时解锁阿斯卡里将领。



Finally, you can boost your irregular troops, spawning some extra divisions and unlocking the iconic irregulars leader Amedeo Guillet, also known as Comandante Diavolo. A very interesting guy, by the way, and imho one of the coolest new focus icons.

最后,你可以增强非常规部队,组建一些额外的师并解锁代表性将领阿梅代奥·吉列特Amedeo Guillet,别称“魔鬼指挥官”。此人身世很有意思,而且我认为这个图标是新国策中最酷的一个。



And now let's talk about the Industrial Branch:

下面来看看工业路线:



First things first, Italy has now two initial national spirits related to industry that can be improved throughout the Focus Tree.

首先,意大利现在拥有两个与工业相关的初始民族精神,通过国策树可以增强它们的效果。


Istituto per la Ricostruzione Industriale (IRI) was born in 1933 as a temporary state institution sponsored by Benito Mussolini and Guido Jung, among others, and with Alberto Beneduce at the helm. The IRI became the owner of the three largest Italian banks and many large companies such as Ansaldo, Alfa Romeo, CRDA and Terni.

工业复兴公司(IRI)于1933年成立并作为临时国家机构,由贝尼托·墨索里尼和圭多·晶等人赞助,并由阿尔贝多·贝内杜斯掌管。IRI掌握了意大利最大的三家银行和许多大公司,如安萨尔多、阿尔法罗密欧、亚得里亚联合造船厂以及特尔尼。


In-game this is represented by a discount in all Designers and a small construction speed boost.

这在游戏中表现为对各种设计商的花费减免和建造速度上的小加成。



Italian military industry was significantly smaller compared to other major countries in the war, most raw materials had to be imported and there was little stockpile of resources when Italy entered the war (in fact, many Italian merchant ships were in foreign ports at that time and were immediately impounded). Furthermore, the Italo-Ethiopian War (also known as Italo-Abyssinian War) and Italian massive involvement in the Spanish Civil War on the side of the Nationalists had an extraordinarily high cost not only for the Italian treasury but also in terms of equipment and lives. Most of the military's budget during the late 30s was consumed by these wars, seriously hampering a very much needed military modernization.

与其他参战大国相比,意大利军工产业规模要小得多,其大部分原材料需要进口,而且意大利在加入战争时资源储量很少(实际上当时很多意大利商船都因位于外国港口而立刻遭扣押)。此外,意大利-埃塞俄比亚战争(也称作意大利-阿比西尼亚战争)以及倾力干涉西班牙内战支持国民军的行动不仅大量耗费了意大利的财政,还造成了严重的装备和人力损失。30年代后期绝大部分的军事预算都投进了这些战争,严重阻碍了极其需要的军事现代化发展。


Finally, the huge influence of the state-owned Ansaldo (part of the IRI as mentioned above) made it harder for other companies to present new designs and get a contract, which reduced competence and didn't help keeping up acceptable production capabilities and quality in some areas, especially in tank production, where this led to an absolute monopoly (in association with Fiat).

最后,国有企业安萨尔多(是前文所提IRI的一部分)的巨大影响力使得其他公司难以提出新设计并获得订单,导致市场能力降低,以及特定领域的生产产能与质量难以保障,尤其是坦克制造方面,这种情形导致了绝对垄断的出现(也有菲亚特方面的影响)。


All these things are represented in-game by a lot of red modifiers for research and production, most of which can be reduced/removed later.

以上这些在游戏中体现为一系列的研究与生产惩罚,其中大部分之后都能减缓或移除。



Back to the Focus tree, the old Italian Highways focus has been moved to the top of the Industrial branch. It will now grant less insta-infrastructure but it will add temporary state modifiers in Italian cores with a significant boost to infrastructure construction.

回到国策树,以前的“意大利高速公路”国策转移到了工业线顶端。现在完成该国策立刻获得的基础设施少一些,但会在意大利的核心领土获得一个临时修正,使得基础设施建设速度得到显著提升。



The sub-branch right below will generally add some civs and improve the IRI national spirit. You can choose between investing in developing Northern Italy or Southern Italy.

下方紧挨着的子路线整体会添加一些民用工厂并加强IRI国家精神。你可以选择投资建设北意大利或是南意大利。


The focus New Industrialization Program will unlock some industrial decisions based on the region you went for, for a final boost to your civilian industry.

国策“新工业化计划”将基于你选择的地区来解锁一些工业决策,带来最后一波民用工厂奖励。


In the central sub-branch you will find some railway lines, Consumer Goods reductions (some are temporary and some are permanently applied to the IRI national spirit) and your fifth research slot.

而中央的子路线则包括一些铁路线、生活消费品工厂减免(部分为临时、部分为永久,会添加至IRI国家精神)以及第5个科研槽。



To the right, the military sub-branch will grant some military factories, some forts along the Alps and research and production bonuses.

右侧的军事子路线将带来一些军用工厂、一系列沿阿尔卑斯山建立的要塞以及生产加成。



At the end of the branch there's another decision to be made in order to boost your production lines, which will have a small Consumer Goods penalty in exchange (this will be a recurrent thing in the military branches).

在分支的最后你需要决定如何加强你的生产线,作为代价,这将带来一个微小的生活消费品惩罚(这在军事线中会十分常见)。



Let's move on to the Army Branch.

现在让咱们一块看看陆军分支。



The Italian Royal Army (Regio Esercito) was not in great shape by 1936. There was a concerning lack of modern equipment, Italian tanks were of poor quality (they "kinda" worked in Ethiopia, since enemy forces basically lacked tanks or anti-tank equipment), and most of the artillery guns dated from World War I.

1936年的意大利皇家陆军(Regio Esercito)状态并不好。当时意军在现代化装备上的短缺令人忧心,而且其坦克质量水平也堪忧(它们在埃塞俄比亚战争期间好像“能”打的主要原因,要归功于对手基本没有坦克或反坦克装备),而绝大多数火炮也都是第一次世界大战时期的遗老。


In-game, the initial national spirit Regio Esercito will provide some penalties at game start in order to represent that. However, this national spirit can be greatly improved throughout the Focus Tree.

在游戏中,起始民族精神皇家陆军Regio Esercito会带来一些负面效果,以此体现当时意大利陆军的窘境。不过,这个民族精神会随着玩家推进国策不断改善。



Back to the Army Branch, Army Primacy is still at the top (it is a 35-days focus now), and right below it there are two options: Will you keep a traditional warfare approach or will you go for mobile warfare?

让我们回到陆军分支,“陆军为主”这一国策还在顶部(现在它只用35天就可以完成了,)而在它之后的是两个选项:你会选择传统的作战方式,还是会投入机动作战的怀抱?



The central focus of this branch, Superesercito, represents the military reorganization that Italy undertook in mid 1940. All three military branches have a central focus like this. These focuses require Italy to be at war against a major country, they will remove or significantly reduce some penalties in their related starting National Spirits and also grant some XP.

这条分支的核心国策是“陆军最高统帅部”, 它代表了意大利从1940年年中进行的军队重组。意大利海陆空三军的分支都有一个这样的核心国策。这些国策的前置要求,需要意大利处在一场对抗一个主要国家的战争中,它们会移除或者显著减少与它们相关的初始国家精神中的惩罚,并且提供一些三军经验。



The focuses to the left are mostly focused on boosting Special Forces stats and cap, so that, if you so desire, you can make a very specialized army out of the Italian military.

左侧路线上的国策主要专注于提高特种部队的属性值与数量上限,如果玩家有意向的话可以在意大利军队内组建一支非常专业的特种部队。



To the right, the branch emphasizes more on military industry (production, tank templates, research…), and you can choose between Ending the Fiat-Ansaldo Duopoly (removing research penalties from your starting NS), or Modernizing Ansaldo Facilities for a bit more production and military factories. Either way, just like we saw with the Industry focuses, these focuses will also slightly increase your Consumer Goods needs, representing the big industrial endeavor necessary to get such bonuses.

右边路线的国策更专注于军事工业(生产、坦克模板、研究……),玩家有两个选择:结束菲亚特-安萨尔多双头垄断(移除初始民族精神中的科研惩罚),或是推动安萨尔多生产设施现代化来提高一点生产力并加一些军事工厂。不论如何,与工业国策路线情况相同,这些国策也会稍微增加生活消费品需求,以此体现获得这些加成所需要的巨大工业投入。



And now to the Airforce Branch!

现在让咱们一块来看看空军路线!



The Italian Royal Airforce, Regia Aeronautica, became an important propaganda tool for the fascist regime during the 1920s and 1930s: Italian aviators established numerous records and won multiple world championships. However, the first tests for the Italian Airforce were not that successful: During the Italo-Ethiopian war, even though Italy faced literally no opposition in the air, the Regia Aeronautica lost over 70 aircraft and 100 personnel.

意大利皇家空军(Regia Aeronautica)在20世纪20年代到30年代之间成为了法西斯政权的重要宣传工具:意大利飞行家们创造了许多纪录,并赢得了多个世界冠军。不过,意大利空军的首次出航就没那么顺利了:意埃战争期间,虽然意大利空军在天上没有任何抵抗,却还是损失了超过70架飞机和100名人员。


Shortly after, during the Spanish Civil War, more than 700 aircraft and 6000 personnel were sent to aid the Nationalists. The Italian fighter Fiat CR.32 proved superior to the Soviet Polikarpov I-15 and I-16 used by the Republicans, which helped making the Nationalists have the upper hand both in terms of quantity and quality of aircraft, leading the Air Ministry to believe that the Italian biplanes could in fact still dominate the skies in major conflicts. Not long after, they would be proved wrong.

紧接着就是西班牙内战,意大利派遣了超过700架飞机和6000名人员去支援国民军。意大利的战斗机菲亚特CR.32在空战中证明了其作战性能优于共和军所用的波利卡波夫I-15和I-16的作战能力,让国民军在飞机数量和质量取得了双重优势,导致航空部误以为意大利双翼机仍能在主要冲突中掌握天空。过不了多久,事实就会证明他们错了。


The National Spirit Regia Aeronautica is meant to represent these factors and, as usual, can be improved throughout the branch.

“皇家空军”这一民族精神意在体现这些因素,它同样可以通过国策树获得提升。



Similar to the Army Branch, Superaereo is the central focus of the Airforce Branch. To the right, Expand Rome Flying School and Officers of the Service Role will mainly help with some of the penalties, representing better-trained pilots and better maintenance for the aircraft, which might help prevent some catastrophic air accidents (will you be able to change the fate of Pietro Pintor and Pellegrini, who perished in an air accident in late 1940? Maybe Italo Balbo could have survived had there been better coordination between the Regia Aeronautica and the Regia Marina?).

和陆军路线相似,“空军最高指挥部”是空军路线的核心国策。在路线右侧,“扩大罗马飞行学校”和“勤务军官”两个国策有助于减缓相关惩罚,其代表的是飞行员素质提高和对改善飞机的保养工作,这或许能防止某些严重空难发生(你能扭转皮埃特罗·平托和佩莱格里尼两位将军在1940年末坠机身亡的命运吗?如果皇家空军和皇家海军能够协调得更好的话,伊塔洛·巴尔博也可能活下来?)。



Standardization and Specialization present another decision to make: Production cost reduction or Design cost reduction? (very much WIP values yet)

“标准化”和“专业化”带来了另一个抉择:是降低生产花费还是降低设计花费?(数值还处于非常早期的开发之中。)



At the bottom part of the tree you will have multiple aircraft templates, air-warfare bonuses and production bonuses.

在这条路线末尾,你可以解锁多个飞机模板、空战加成和相关的生产加成。



And we've made it into the Naval branch.

现在我们可算摸到了海军路线。



The Italian Royal Navy, Regia Marina, also suffered some issues.

意大利皇家海军(Regia Marina)也面临着与其他兄弟单位相似的问题。


One of the main issues was the lack of modern equipment, such as radar and sonar, due to which the Italian Navy had really hard times detecting enemy vessels under foul weather (or just at night).

皇家海军的主要问题之一也是缺少现代化装备,比如雷达和声纳,导致意大利海军在恶劣天气(主要是夜间)下索敌时往往会面对很大的困难。


Probably even more important was the really poor Coordination between the Italian High Command (Comando Supremo) and the Regia Marina, which made it especially difficult to coordinate the Airforce and the Navy during naval operations. Even though the situation improved later on after the establishment of Supermarina, during the early stages of World War II critical mistakes were made (such as the disapproving of the plan to invade a still weakly defended Malta) and the whole Italian military suffered from them.

而影响可能更深刻的,是海军与意大利最高统帅部Comando Supremo之间低劣的沟通协调,这让海上行动期间海军和空军配合相当困难。尽管后来因设立海军最高指挥部让情况有所改善,但第二次世界大战早期意军还是因此犯下了许多严重错误(比如说不赞成对防守仍薄弱的马耳他执行入侵计划),而最终让意大利三军全为这些重大失误受苦。


In-game this is represented in the Regia Marina national spirit by the penalties to Coordination, Spotting and Detection.

游戏内以“皇家海军”这一民族精神来体现以上问题,它会带来协同性、索敌和探测方面的惩罚。



In this branch you can expect a bunch of dockyards, naval bases, research and production bonuses, and some naval combat bonuses, along with some design templates.

在这条线中,你会得到一堆船坞、海军基地、研究和生产加成,以及一些海战加成,还有一些设计模板。


Just like in the previous branches, Supermarina is the central focus where you'll be able to remove the initial doctrine penalty and get some minor bonuses. Just to its right, Stockpile Fuel should help with the dire situation of Italy in terms of oil.

就像之前的其他线一样,“海军最高指挥部”是核心国策,你可以消除开局初始的学说惩罚,并获得一些微弱的加成。右侧的“储备燃油”应该有助于缓解意大利在石油方面的严峻状况。



Naval Cooperation Programs will send an Event to Sweden to represent the historical purchase of some old Italian Escort ships, in exchange for a minor Consumer Goods bonus for Italy. It also unlocks the homonymous decision category with decisions to get small boosts for Doctrines and create a naval-focused Research Sharing Group. A few more decisions will populate this category later through other focuses.

海军的“合作项目”将向瑞典发送一个事件,代表历史上瑞典购买了一些旧的意大利护卫舰,从而为意大利换取的少量消费品奖励。它也解锁了同名的决议组,能为学说提供小幅加成,并创建一个以海军方向的研究共享同盟。之后还会通过其他国策解锁更多的决议来充实这个决议组。



There are also choices to be made in the Naval Branch: emphasizing on screen ships or going for brutal force with capital ships.

在海军线中同样也要做出选择,是强调屏卫舰还是追求有强大火力的主力舰。



At the bottom left you have yet another choice, this time between sizes of submarines: will you go for long range Cruiser Submarines or will you rely on easy-to-produce Midget Submarines to harass enemy convoys in the Mediterranean? Both focuses grant a couple of dockyards and some doctrine and research bonuses, and both will unlock the appropriate hull (Cruiser Submarines and the new Midget Submarine), and will add a couple of them to your production lines. Additionally, Midget Submarines unlocks decisions to sell these cute things to your minor allies.

在左下角,你还有另一个选择要做出,这次是在潜艇的尺寸之间进行选择:你是选择长航程的巡洋潜艇,还是依靠容易生产的微型潜艇来骚扰地中海的敌方舰队?这两个国策都会带来几个船坞和一些学说和研究方面的奖励,而且都会解锁相应的船体(巡洋潜艇和新的微型潜艇),并会在你的生产线上增加几个此类舰船。此外,微型潜艇还能解锁将这些可爱的小东西卖给你的小盟友的决议。



To the opposite side, the choice is about carriers. Italy had no carriers during WW2, but there were plans to convert a couple of fast liners into proper carriers with powerful engines. Here you can go for that option and get the design for the decent Aquila Class carrier, or you can choose to go for an even cheaper design representing the fast refitting of civilian ships to get very-mediocre-yet-operational carriers as soon as possible.

而在另一侧,要做的是关于航母的选择。意大利在二战期间没有航母,但有计划将几艘快速邮轮改装成具有强大引擎的正规航母。在这里,你可以选择这个方案,从而获得性能不错的鹫座级航母的设计;或者你可以选择更便宜的设计,代表对民用船只进行快速改装,以尽快获得非常平庸但能开的航母。



The focuses in between will grant some more dockyards, research and naval combat bonuses and templates, culminating with Flotta d'Evasione which is the ultimate focus to help you dominate the seas, granting (among other things) a significant amount of dockyards (including in certain states in North Africa, Iberia and France, if controlled by Italy) and boosting some of your admirals so that you can project Italian power beyond the Mediterranean.

在潜艇线和航母线之间的国策将会给予更多的船坞、科研、海军战斗加成以及舰船模板,最后是“突破舰队”(译注:Flotta d'Evasione,breakout fleet,意指突破英国皇家海军对地中海的控制)国策,这将是这是帮助你统治海洋的最终国策,它会给你大量的船坞(包括在北非、伊比利亚和法国的某些地区,如果这些地方由意大利控制),并提升你的一些海军将领,以便你可以将意大利的力量投射到地中海之外。



篇幅所限,后半部分请移步下篇:


国策树完整大图:imgur.com/a/Vibpw2N


翻译:Raymond 人间面包 李勋回来了 一只走地鸡 铿尔舍瑟 视力不好的胡德 雷敏Duke 月蚀

校对:zzztotoso 三等文官猹中堂


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