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維多利亞3開發(fā)日志#3 | 6/10 建筑

2021-06-12 14:48 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Victoria 3 - Dev Diary #3 – Buildings

Wizzington, Game Director (Victoria 3)


Hello again everyone! It's Thursday again, and that means that it's time to talk about Buildings. Buildings are a core mechanic of Victoria 3, as it is where the Pops work to produce resources such as Goods. Buildings represent a wide range of industries, businesses and government functions, from humble subsistence farms to complex motor industries and sprawling financial districts. In this dev diary, we're going to broadly cover the main types of buildings and their function in Victoria 3.

大家吼?。∮值街芩牧?,這次我們來談?wù)動螒蛑械?strong>建筑Buildings。作為Pop生產(chǎn)資源和貨物的場所,建筑是維多利亞3中的核心機制。從小農(nóng)經(jīng)濟的自給農(nóng)場到復雜壯觀的汽車工業(yè)城再到盤根錯節(jié)的金融商業(yè)區(qū),各種各類的建筑表征著廣泛眾多的工業(yè)、商業(yè)和政府職能。在本篇開發(fā)日志中,我們的內(nèi)容將囊括主要的建筑及它們在游戲中的功能。


To talk about buildings though, I first have to mention states! States are a concept that should be generally familiar to anyone who's played some of our other games such as Victoria II or Hearts of Iron IV - a geographic unit of varying size in which much of Victoria 3's gameplay takes place. States are where Pops live and (more importantly for our subject matter) where Buildings are located and built.

在詳談建筑之前,我必須先介紹一下地區(qū)States!如果你是Paradox游戲的老玩家,玩過維多利亞2和鋼鐵雄心4這些游戲,你一定很清楚地區(qū)是游戲中一個地理單位,不同地區(qū)的大小也不盡相同。維多利亞3也保留了和之前相近的地區(qū)的概念。Pop要居住于地區(qū)之中,并且(更重要的是本篇日志主題相關(guān)的)建筑也建造在地區(qū)之上。


The State of G?taland in Sweden

瑞典的約塔蘭地區(qū)


We will return to states more in later dev diaries, but for now let's keep talking about Buildings!

之后的開發(fā)日志會重新介紹地區(qū),但現(xiàn)在我們先把目光放到建筑上!


Before we start on Buildings, something that's important to note is that Buildings are just places where Pops can work and generally do not represent a single building - a single level of government Administration, for example, represents the necessary buildings and infrastructure to support a certain number of Bureaucrats. Buildings always need qualified pops to work in them to yield any benefit, and an empty building is just that - empty and completely useless. This holds true even for buildings like Railroads and Ports that did not need Pops to work in them in Victoria 2.

在開始介紹之前,大家必須明白一個要點:建筑只是Pop工作的地方,并不代表單一具體的建筑物——比如說,一個等級的政府行政部門government Administration代表著可以支持一定數(shù)量官僚的必要建筑和設(shè)施。建筑總是需要符合條件的Pop在里面工作來產(chǎn)出價值,沒有能從事工作的Pop,空蕩蕩的建筑是不能產(chǎn)出任何東西的。之前在維多利亞2中不需要任何工作人員的鐵路和港口現(xiàn)在也要人維護才能運作。


Most buildings are directly constructed, but some (like the Subsistence Buildings below) will appear automatically based on certain conditions. When Buildings are constructed, the construction uses Pop labor and goods, and the costs involved will be subject to market forces.

大部分的建筑是可以直接建設(shè)的,不過有一些建筑(例如下文列出的自給性建筑Subsistence Buildings)將會在某些特定的情況下自動出現(xiàn)。修筑建筑時也需要Pop勞力和貨物,具體所需的成本將取決于市場。


But onto the different building types! First out, we have Subsistence Buildings. These are a special type of highly inefficient Buildings that cannot manually be built or destroyed, but rather will appear anywhere in the world where there is Arable Land that isn't being used for another type of building. The vast majority of the world's population starts the game 'working' in subsistence buildings as Peasants, and much of the game's industrialization process is about finding more productive employment for your Peasants.

下面我們看看具體的建筑!首先是自給性建筑Subsistence Buildings。這一特殊類型的建筑極其低效,且不能手動建造或拆毀,但自給性建筑將會自發(fā)地出現(xiàn)在未被使用的可耕土地Arable Land上。游戲開局之時,世界上絕大多數(shù)的人口都作為農(nóng)民在自給性建筑中“工作”,游戲中的工業(yè)化進程很大程度上也將圍繞著為這些農(nóng)民尋找更多產(chǎn)業(yè)工作而展開。


Peasants eke out a meager living in these Subsistence Farms, contributing little to GDP and taxes per capita

農(nóng)民在這些自給性農(nóng)場里勉強維持貧瘠的生活,對GDP和人均稅收的貢獻微乎其微。


Another special type of building is Urban Centers. Like Subsistence Buildings, these are automatically created rather than built, with the level of Urban Center in a State being tied to the amount of Urbanization generated by its other buildings. Urban Centers primarily employ Shopkeepers and provide a number of important local functions that we will get into at a later point.

另一種特殊類型的建筑是城市中心Urban Centers。正如自給性建筑一樣,城市中心也是自然生成而非建造產(chǎn)生。每個地區(qū)的城市中心的等級與地區(qū)內(nèi)其它建筑生成的城市化Urbanization數(shù)值息息相關(guān)。城市中心主要提供店主Shopkeepers的工作崗位,同時還會提供一些重要的當?shù)毓δ埽@些功能我們之后再討論。


The Urban Center is where you'll find most of your middle-class Shopkeepers

大部分中產(chǎn)階級的店主都聚集在城市中心。


Next up we have government Buildings. These are buildings that are fully funded by the state (ie, you!) and provide crucial civil services required for the smooth running of a Victorian nation. Examples include government Administrations where Bureaucrats produce Bureaucracy for the administration of incorporated states and funding of Institutions, and Universities where Academics produce Innovation for technological progression.

接下來是政府建筑government Buildings。它們的經(jīng)費完全由國家(也就是你?。┨峁?,并且提供治理國家所必須的民政服務(wù)。這方面的例子包括政府行政部門government Administrations,在這個地方官僚們提供官僚力來管理核心地區(qū)Incorporated States以及資助機構(gòu)Institutions,還有大學Universities,能讓學者Academics產(chǎn)生創(chuàng)新值Innovation來促進科技進步。


Bureaucrats work in government Administrations to provide Bureaucracy - the lifeblood of the government

官僚們在政府行政部門產(chǎn)出官僚力——這就是政府的生命線。


The counterpart to government Buildings is Private Industries. The vast majority of Buildings in Victoria 3 fall under this category, which includes a broad range of industries such as (non-subsistence!) farms, plantations, mines and factories. Unlike government Buildings, Private Industries are not owned by the state but rather by Pops such as Capitalists and Aristocrats, who reap the profits they bring in and pay wages to the other Pops working there (usually at least - under certain economic systems the ownership of buildings may be radically different!).

與政府建筑相對的是私人產(chǎn)業(yè)Private Industries。游戲中的絕大多數(shù)建筑都屬于這一類,其中包括各種行業(yè),例如(非自給性!)農(nóng)場、種植園、礦山以及工廠。與政府建筑不同的是,私人產(chǎn)業(yè)并非國有,而是由諸如資本家和貴族等Pop所擁有,他們用這些產(chǎn)業(yè)獲利,再向在那里工作的其他Pop支付工資(這是通常情況——在某些經(jīng)濟體制下,建筑的所有權(quán)會完全不同?。?。


Many of these buildings are limited by locally available resources such as Arable Land for agriculture and simply how much iron is available in the state for Iron Mines. Urban Buildings such as Factories however, are only limited by how many people you can cram into the state, simulating the more densely populated nature of cities. In short, there is no system of building 'slots' or anything like that, as we want limitations on buildings to function in a sensible and realistic way.

諸多此類建筑受到當?shù)乜衫觅Y源的限制,比如農(nóng)業(yè)就看地區(qū)中有多少可耕土地,而鐵礦就只是看地區(qū)內(nèi)有多少可用鐵礦石。然而,像工廠這樣的城市建筑,只受地區(qū)中能涌入多少人口的限制,這可以模擬城市的人口密集的性質(zhì)。簡而言之,游戲中沒有“建筑槽”之類的設(shè)定,因為我們希望限制建筑使其以一種合理且現(xiàn)實的方式運作。


Several different types of Private Industries are shown below

這里為幾種私人產(chǎn)業(yè)的類型。


Finally there are Development Buildings. These are often (but not always!) government buildings that distinguish themselves by providing vital state-level functions. A couple examples are Barracks that recruit and train soldiers from the local population and Railways that provide the Infrastructure other buildings need to bring their goods to the Market.

最后我們來看看發(fā)展性建筑Development Buildings。這些建筑往往是(但不總是?。┨峁┲匾獓壹壒δ艿恼ㄖ@得與眾不同。幾個例子是從當?shù)厝丝谥姓心己陀柧毷勘?strong>兵營Barracks,以及鐵路Railways,它提供其他建筑所需的將貨物運到市場的基礎(chǔ)設(shè)施Infrastructure。


From left to right: Barracks, Port, Naval Bases and Railway

從左至右:兵營、港口、海軍基地和鐵路。


To finish up this dev diary I just want to mention that building up your country is meant to be more of a hands-on experience in Victoria 3, as this is absolutely core to the society-building aspect of the game and forms a major part of the game's core loop. This naturally also means that we need to give the player the necessary tools to manage their buildings in a large empire, which may involve some form of autonomous building construction, though we haven't yet nailed down exactly what form that would take (and whether it will involve decision making on the part of the investor class). Ultimately though, we want the player, not the AI to be the one primarily in charge of the development of their own country.

總結(jié)一下本篇開發(fā)日志:建設(shè)你的國家更多地意味著由你在游戲中親手實踐的體驗,因為“構(gòu)建社會”的概念是維多利亞3中絕對核心的游戲部分,也塑造了游戲核心邏輯的主要部分。這自然也意味著我們需要給玩家提供必要的工具來幫助他們管理自己龐大帝國中的建筑,這可能涉及某種形式的自動化建造,盡管我們還沒有確定具體會采取什么形式(以及是否會涉及投資者階層的決策過程)。但最終,我們希望玩家而不是AI可以負責自己國家的發(fā)展。


Well, there you have it. There is of course a lot in here (such as Production Methods) that will receive further explanation in the many more dev diaries we have planned, so be sure to tune in next week as I talk about Goods. See you then!

那么本篇日志差不多就到這里。日志里有很多內(nèi)容(比如生產(chǎn)方式Production Methods)會在我們計劃的諸多后續(xù)開發(fā)日志得到進一步的解釋,所以請保持關(guān)注,我們下周的日志將會討論貨物Goods。大家再見!



翻譯:萊恩希德伯爵

校對:三等文官猹中堂


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維多利亞3開發(fā)日志#3 | 6/10 建筑的評論 (共 條)

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