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維多利亞3開發(fā)日志#36 | 3/3 建造

2022-04-01 18:08 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Dev Diary #36 – Construction

Wizzington, Game Director Victoria 3


Hello and welcome to another Victoria 3 development diary! Today we'll be returning to more mechanics-oriented dev diaries, starting out with a very important mechanic for the economic development of your 19th century nation - the construction of new Buildings.

歡迎來到又一篇維多利亞3的開發(fā)日志!今天我們將回過來討論更多游戲機(jī)制方面的內(nèi)容,首先就要談?wù)剬?duì)19世紀(jì)國(guó)家經(jīng)濟(jì)發(fā)展非常重要的機(jī)制——新建筑建造Construction。


Construction in Strategy games tends to follow a pretty typical formula: you save up money, order a construction and pay a lump-sum cost, wait some time, and the new building pops into existence. As mentioned in Dev Diary 12, however, the vast majority of expenses in Victoria 3 are not lump-sum costs but applied over time as part of your national budget. So how does it work instead? To answer that, there's a few concepts we need to cover, namely Construction Capacity, the Construction Sector and the Construction Queue.

戰(zhàn)略游戲中的建造一般遵循一個(gè)非常典型的定式:先攢錢,然后下一個(gè)建造訂單,一次性付清款項(xiàng),接著等一會(huì)兒,最后建筑pia一下就造好了。然而,就像在開發(fā)日志#12里提到的一樣,維多利亞3中大部分的花費(fèi)都不是一次性支出,而是作為國(guó)家預(yù)算的一部分隨著時(shí)間慢慢支出的。那么,在建造方面它是如何這樣運(yùn)作的呢?要回答這個(gè)問題,我們需要先引出幾個(gè)概念:建造能力 Construction Capacity、建造部門Construction Sector建造隊(duì)列Construction Queue。


Let's start then with Construction Capacity - which is actually just named Construction in-game, but we're calling it Construction Capacity here to differentiate it from the overall concept of building things. This is a country-wide value of your nation's overall ability to make progress on new buildings in a single week. For example, if your country produces a total of 100 Construction and a new Textile Mill costs 300 Construction, you'd expect to be able to build that Textile Mill in a total of 3 weeks. However, it's a little more complicated than that, as we'll see below when we explain the Construction Queue.

我們先從建造能力Construction Capacity開始——在游戲里它實(shí)際上就被命名為建造值Construction,但是我們?cè)谶@里稱其為建造容量,從而區(qū)分于“建造新東西”這個(gè)概念。建造容量是指你整個(gè)國(guó)家在一周內(nèi)可以完成新建筑進(jìn)度的總體能力。舉個(gè)例子來說,如果你的國(guó)家總共生產(chǎn)100單位的建造值(建造容量),而建造一個(gè)新的紡織廠需要300單位的建造值,那么你花費(fèi)三周就可以完成這個(gè)紡織廠的建造工作。然而,情況要比這復(fù)雜一些,我們將在下面解釋建造隊(duì)列時(shí)了解到。


With Construction Sectors present in Lower Egypt, Matruh, Sinah and Palestine, the Egypt in this screenshot generates a respectable amount of Construction for the early game, though their finances may struggle a bit to fund it all.

由于在下埃及、馬特魯、西奈和巴勒斯坦地區(qū)都有建造部門,這張截圖中的埃及在游戲初期產(chǎn)生了數(shù)量可觀的建造值,盡管它的財(cái)政可能不足以資助所有。


So, how do you produce Construction? This is where the Construction Sector comes in. All countries get a tiny amount of 'free' Construction Capacity to ensure that you never get stuck in a situation where you need Construction Capacity to expand your Construction Sector but need a Construction Sector to get Construction Capacity. This amount is woefully small though, and wholly insufficient even for a small nation, so if you're not planning to run a subsistence economy long-term you will definitely need to invest in a proper Construction Sector by building more Construction Sector buildings in your states.

那么,你怎樣產(chǎn)出建造值呢?這里就要說到建造部門Construction Sector了。所有國(guó)家都有少量“免費(fèi)”的建造能力,以確保你永遠(yuǎn)不會(huì)陷入“你需要建造能力來擴(kuò)建建造部門,但是你需要建造部門來提供建造能力”這種情況。但這個(gè)數(shù)量少得可憐,即使對(duì)于一個(gè)小國(guó)來說也是不足的。所以如果你不打算長(zhǎng)期把經(jīng)濟(jì)維持在僅供生存的程度,你就一定要通過在各地區(qū)建造更多建造部門的建筑,來創(chuàng)立數(shù)量合適的建造部門。


Mechanically speaking, the Construction Sector is a type of government building which employs people and uses goods to output Construction Capacity with a variety of different Production Methods, ranging from simple Wooden Buildings to modern arc-welded Steel and Glass structures. It does work a little bit differently though, in that the amount of Goods used by the Construction Sector each week depends on the actual need for Construction Capacity - if your Country is producing a total of 500 Construction Capacity, but will only need 250 for ongoing projects that week, the total usage of Goods in the Construction Sector is cut by half - though you still have to pay the wages of all the Pops employed there.

從游戲機(jī)制來說,建造部門是一種政府建筑。它雇傭人民并消費(fèi)貨物,以不同的生產(chǎn)方式生產(chǎn)建造能力,有著各種不同的生產(chǎn)方式,從簡(jiǎn)單的木制建筑到現(xiàn)代弧焊鋼結(jié)構(gòu)再到玻璃結(jié)構(gòu)。但它的工作機(jī)制的確有些不同,每周建造部門使用的商品數(shù)量取決于建造能力的實(shí)際需求 ——如果你的國(guó)家每周產(chǎn)出500單位的建造能力,但是這周正在進(jìn)行的項(xiàng)目只需要250單位,那么建造部門的商品總用量就會(huì)減少一半——盡管你還是要給那里工作的人開滿額的工資。


More advanced methods of construction are expensive and require complex goods - but you will find it difficult to build up a true industrialized economy without them.

更先進(jìn)的建造方法是昂貴的,而且需要復(fù)雜的貨物——但是你會(huì)發(fā)現(xiàn),如果沒有它們,你就很難建立起真正的工業(yè)化經(jīng)濟(jì)。


Ultimately, what this means is that how fast you can build things depends entirely on how much money, goods and research you're willing to throw into your Construction Sector - having only a handful of Construction Sector buildings using only Wood and Fabric will certainly be cheaper and easier than building up a sprawling Construction Sector using Steel-Frame Buildings, but will naturally limit your ability to industrialize your nation.

根本上來說,這意味著你的建造速度全然取決于你愿意在建造部門投入多少金錢、商品和科研資源——相比于組建起一個(gè)龐大的、使用鋼結(jié)構(gòu)建筑的建造部門,維護(hù)一個(gè)較小的、僅使用木材和織物的建造部門顯然要便宜和簡(jiǎn)單得多,但這自然也會(huì)限制你國(guó)家的工業(yè)化能力。


So then, how does Construction Capacity actually turn into finished buildings? This is where the Construction Queue comes in. Each country has a nation-wide Construction Queue, with each project in the Queue corresponding to building a single level of a Building in a specific State. For example, a Construction Queue in Sweden might look like this (all numbers are examples):

那么,建造能力究竟是如何變成建筑的呢?這里就要說到建造隊(duì)列Construction Queue了。每個(gè)國(guó)家都有一個(gè)全國(guó)建造隊(duì)列,隊(duì)列中的每個(gè)項(xiàng)目對(duì)應(yīng)著將某個(gè)地區(qū)的某個(gè)建筑建造一級(jí)。舉個(gè)例子,瑞典的建造隊(duì)列可能會(huì)是這個(gè)樣子(其中數(shù)字僅為舉例,不代表真實(shí)游戲數(shù)據(jù)):


1. Expand Government Administration in Svealand (250/300 Construction Capacity remaining)
1、擴(kuò)建斯韋阿蘭的政府行政機(jī)構(gòu)建筑(尚需250/300建造能力)

2. Expand Fishing Wharves in Norrland (155/180 Construction Capacity remaining)
2、擴(kuò)建諾爾蘭的漁港(尚需155/180建造能力)

3. Expand Fishing Wharves in Norrland (180/180 Construction Capacity remaining)
3、擴(kuò)建諾爾蘭的漁港(尚需155/180建造能力)

4. Expand Rye Farms in Svealand (180/180 Construction Capacity remaining)
4、擴(kuò)建斯韋阿蘭的黑麥農(nóng)場(chǎng)(尚需180/180建造能力)

5. Expand Port in G?taland (240/240 Construction Capacity remaining)
5、擴(kuò)建約塔蘭的港口(尚需240/240建造能力)


Each week, your produced Construction Capacity is allocated to projects in the Queue in order of priority, with a maximum speed at which projects can proceed (so it's never possible to, say, build the Panama Canal in a single week). Using the above construction queue as an example, let's say the maximum progress that can be made each week is 50, and Sweden is producing 112 Construction Capacity.

你產(chǎn)出的建造能力每周會(huì)按隊(duì)列中的優(yōu)先順序,以項(xiàng)目能容許的最大建造速度,分配至隊(duì)列中的各個(gè)項(xiàng)目中(因此像一周挖完巴拿馬運(yùn)河這種事情是不可能發(fā)生的)。以上述的建造隊(duì)列為例,我們假定每周的最大建造速度為50,而瑞典每周能產(chǎn)出112建造能力。


This would mean that projects 1 and 2 would both be allocated 50 Construction Capacity, while project 3 would get the left-over 12 and projects 4 and 5 would not progress at all in that week. It would take 5 weeks for entry 1 to finish at that pace, but after only 3 weeks, project 2 will be down to only 5 progress needed, and so most of the Construction Capacity allocated to it will be freed up for other projects. This also means that project 2 will actually finish before project 1, which is perfectly normal, as different buildings require different amounts of Construction Capacity to complete - it’s easier to build a Rye Farm than a Shipyard.

這就意味著項(xiàng)目1和項(xiàng)目2都會(huì)被分配50建造能力,而項(xiàng)目3會(huì)獲得剩余的12建造能力,項(xiàng)目4和項(xiàng)目5本周則不會(huì)有任何進(jìn)展。按照這樣的速度,項(xiàng)目1完成尚需5周,但3周之后,項(xiàng)目2將僅需5點(diǎn)進(jìn)度就可完成,因此多余出來的建造能力就可以分配給其他項(xiàng)目。這也意味著項(xiàng)目2將先于項(xiàng)目1完成,由于完成不同的建筑所需的建造能力不等,因此這種現(xiàn)象也十分正?!邴溵r(nóng)場(chǎng)總是比造船廠容易蓋的。


With just above 40 construction output and the help of some local Construction Efficiency bonuses, this country is able to make rapid progress on the Wheat Farms and Iron Mines at the top of the queue and even get a bit of weekly extra progress on the Logging Camps.

該國(guó)產(chǎn)出的建造能力剛剛過40,再加上一些當(dāng)?shù)氐慕ㄔ煨始映?,這使得該國(guó)能高效完成建造隊(duì)列靠前的小麥農(nóng)場(chǎng)和鐵礦,甚至每周還能給伐木場(chǎng)增添一點(diǎn)額外的進(jìn)度。


If all this seems confusing, don't worry! All you really need to understand is that the more Construction Capacity you have, the faster things go - but a large Construction Sector will need to be kept busy with multiple projects at once if you want to use its entire output.

如果這看起來讓人費(fèi)解,別擔(dān)心!只需記住建造能力越高,東西造的越快就行了——但如果想要把所有的建造能力都利用上,則需要在維持龐大的建造部門的同時(shí)部署多個(gè)項(xiàng)目。


There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress.

建造還有一個(gè)很重要的點(diǎn),就是一個(gè)叫作地區(qū)建造效率State Construction Efficiency的修正,它能決定你投入該地區(qū)建造建筑物的每一點(diǎn)建造能力被利用的有效程度。比如說,某地區(qū)擁有+50%的地區(qū)建造效率加成,這意味著每一點(diǎn)分配到該地區(qū)項(xiàng)目中的建造能力都會(huì)帶來項(xiàng)目1.5點(diǎn)的建造進(jìn)度,反過來-50%也會(huì)只有0.5的實(shí)際進(jìn)度。


A few factors that will increase or decrease State Construction Efficiency are:
能夠提高或降低地區(qū)建造效率的因素包括:

Terrain-based State Traits, such as mountains or jungle, tends to reduce State Construction Efficiency
與地形相關(guān)的地區(qū)特性,比如山地或叢林,趨向于減少地區(qū)建造效率。

Building a Construction Sector in a State increases the local State Construction Efficiency
在某地區(qū)設(shè)立建造部門建筑能增加當(dāng)?shù)氐牡貐^(qū)建造效率。

Low Market Access reduces State Construction Efficiency
低市場(chǎng)接入會(huì)減少地區(qū)建造效率。


Industrializing the Amazon Rainforest is neither easy nor cheap.

工業(yè)化亞馬遜雨林既不容易也不便宜。


That's it for today! Join us again next week as we continue talking mechanics, on the topic of Market Expansion!

今天就是這些內(nèi)容了!下周我們繼續(xù)來講機(jī)制,是關(guān)于市場(chǎng)擴(kuò)張Market Expansion的話題!



翻譯:沒有V3玩我要死了(AKA.澤連斯基) 摸魚怪

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維多利亞3開發(fā)日志#36 | 3/3 建造的評(píng)論 (共 條)

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