維多利亞3開發(fā)日志#10 | 8/12 基礎設施

牧游社 牧有漢化翻譯
Victoria 3 - Dev Diary #10 – Infrastructure
Wizzington, Game Director Victoria 3
Hello again and happy Thursday! Today we're going to follow up on last week's dev diary about Markets, which touched on Infrastructure but did not explain how it works. Infrastructure is an important mechanic for the economic simulation of the game, simulating the cost of moving goods over land and creating the necessary, well, infrastructure to support wide-scale industrialization.
大家吼,周四快樂!在上周關于市場Markets的開發(fā)日志里,我們簡單提到了了基礎設施Infrastructure,但并沒有深入解釋其在游戲里的作用。這周我們就接著上周的日志,繼續(xù)介紹基礎設施?;A設施是模擬游戲中經(jīng)濟的一個重要機制,模擬陸運貨物的物流成本,以及模擬修建必要的、良好的基礎設施來支持大規(guī)模工業(yè)化的行動。
So what is Infrastructure then? Infrastructure is represented by two distinct values that each State has: Infrastructure and Infrastructure Usage, which together determine its Market Access. So long as the Infrastructure in the State is greater than or equal to the Infrastructure Usage, everything is fine and the State maintains a Market Access of 100%, but if usage starts exceeding the available Infrastructure, Market Access will be reduced by an amount proportional to how much of the usage is not being serviced.
有同學要問了,什么是基礎設施?對每個地區(qū)State而言,基礎設施由兩個獨立的數(shù)值代表:基礎設施Infrastructure和基礎設施使用Infrastructure Usage,兩者共同決定本地的市場接入度Market Access。所以只要該地區(qū)的基礎設施大于或等于其基礎設施使用值,市場接入度就會保持在100%,你也就不用多操心了。但如果使用值開始超過可用的基礎設施,市場接入度就會減少,具體減少量和與使用值得不到滿足的數(shù)值成正比。
For example, if a state has an Infrastructure of 45 with a usage of 90, its Market Access will only be 50%. Market Access and its effects is something we've already covered in the previous development diary, but to briefly go over it again, a low Market Access means that a State is unable to fully integrate its local market into the National Market, which can lead to adverse price conditions from local over-or undersupply of goods.
舉個栗子,如果一個地區(qū)的基礎設施是45,使用值為90,其市場接入度就只是50%。我們已經(jīng)在之前的開發(fā)日志里介紹了市場接入度及其效果,但我會再在這里簡要介紹下:低市場接入度意味著該地區(qū)的市場無法被完全整合入國家市場,導致本地商品的供應過量或不足,從而導致不利的定價。

Minsk has somewhat overextended their local Infrastructure, but with a large population and mostly staple production both their industries and consumers will probably be fine until the railway arrives.明斯克的本地基礎設施有些負擔過重,但得益于明斯克大量的人口和基本穩(wěn)定的生產(chǎn),其工業(yè)和消費者間的關系在鐵路修通前應該會保持穩(wěn)定。
This imbalance goes in both directions. If you have one bread basket state and one iron mining state, and they both have perfect Market Access, the price of iron and grain will be the same in both. If the iron mining states Market Access is reduced, the markets price of iron goes up while the local price of iron in the mining state goes down. But in addition to this the iron mining state will be unable to source as much grain, raising the local price there but reducing its price somewhat across the rest of the market.
這種不平衡是雙向的。如果你有一個以產(chǎn)糧為主的“面包籃子”地區(qū),以及一個以煉鐵為主的地區(qū),它們的市場接入度都是完美的,那么鐵和谷物在兩個地區(qū)的價格應該是一樣的。如果煉鐵地區(qū)的市場接入度降低,市場上的鐵價格則會上漲,而煉鐵地區(qū)的本地價格則會下降。此外,煉鐵地區(qū)的谷物供應也會相應減少,導致本地谷物價格上漲,國內(nèi)市場其余地區(qū)的市價則會相應降低以平衡。
If your consumption matches your local production, as is often the case in rural states where the production consists of staple goods your people require, this isnt such a big problem! You could perhaps even build some simple Textile Mills and Livestock Ranches in the same underdeveloped state to provide cheap wool clothing if the local population is large enough to demand it in sufficient quantity. But if youre looking to manufacture more complex goods (or use more demanding Production Methods) you need goods you might only be able to source from another state in your market, or which you can only import from a foreign nation. These goods in turn might be lucrative but only if there are buyers for them - buyers who can actually afford them. Your schemes to get rich off Luxury Clothes and Porcelain wont work if you cant reach all the far-flung wealthy Pops of your empire.
如果消費和本地生產(chǎn)相匹配,尤其是在鄉(xiāng)村地區(qū)——當?shù)厣a(chǎn)你人民需要的日用商品,生產(chǎn)和消費的關系并不是大問題!如果當?shù)厝丝诒姸啵瑢ρ蛎路男枨蠛艹渥?,你可能還需要在這些欠發(fā)達地區(qū)興建一些簡易紡織廠和牲畜牧場,以提供便宜的羊毛衣服。但如果你希望生產(chǎn)更為復雜的商品(或者使用前置要求更高的某些生產(chǎn)方式),你可能需要在你市場里的其他地區(qū)、甚至是從外國進口獲取你需要的商品。這些商品可能獲利甚巨,但只有存在
想要購買的客戶——買得起這些東西的客戶,你才能賺到錢。除非你能把這些東西送到你帝國中遠布各地的富裕人士手中,否則你那靠著售賣高檔衣服和陶瓷來致富的計劃就不會成功。
The Infrastructure Usage of a State is determined by which types of Buildings exist in a State and which level they are. Generally, the more urban and specialized the building, the more Infrastructure it uses per level, so Chemical Industries (a heavy industry building) will use several times more Infrastructure than a Rye Farms building of the same level.
一個地區(qū)的基礎設施使用值是由地區(qū)內(nèi)存在的建筑類型和等級決定的。通常來說,越城市化、專門化的建筑,每升一級所使用的基礎設施就越高。所以化學工廠(一種重工業(yè)建筑)會比一間同等級的黑麥農(nóng)場需要的基礎設施高出幾倍。

Minsk's urban buildings - the Furniture Manufacturies, Textile Mills, even the Government Administrations - account for 2/3rds of its Infrastructure usage despite employing the same number of people as the Logging Camps and Rye Farms. Subsistence Farms and Urban Centers do not use Infrastructure, the former because its production is nearly all for domestic use and the latter because the Infrastructure it provides cancel out the Infrastructure it requires.明斯克的城市建筑——家具工場、紡織廠,甚至是政府行政部門——占了整個地區(qū)三分之二的基礎設施使用,盡管其雇傭的人數(shù)與伐木營地和黑麥農(nóng)場一樣多。自給性農(nóng)場和城市中心并不使用基礎設施,前者是因為其產(chǎn)出幾乎全部用于內(nèi)部,而后者則是因為其提供的基礎設施超過其使用量。
Infrastructure is provided and modified by numerous sources. Just about all States in the game have at least a little bit of Infrastructure based on the technology level of the country that owns it and its state of incorporation (colonies have lower infrastructure than incorporated states, for example). However, over the course of the game, the most crucial aspect of your Infrastructure is the size of your Railway network. As we’ve previously mentioned, Railways is a Building that produces Transportation, an intangible good sold to Pops, but they are also your main source of Infrastructure.
基礎設施的水平受到各種因素的影響。游戲中的絕大多數(shù)地區(qū)都或多或少有基礎設施,取決于其所屬國家的科技水平及該地區(qū)的整合程度(例如,殖民地的基礎設施低于本土地區(qū)的基礎設施)。然而,在整個游戲進程中,影響基礎設施最重要的因素是鐵路網(wǎng)的規(guī)模。正如之前日志提到的,鐵路是一座生產(chǎn)“運輸能力”的建筑,這是一種出售給人口的無形商品,也是基礎設施的主要來源。
This means that if you want to industrialize a State, it isnt enough to simply build those industries there and have the Pops available to work in them, you also need to ensure that said industries have enough infrastructure to support them. This of course has a variety of costs involved in that infrastructure-providing Railways need both Pops to work them and access to goods like Coal and Engines. There are alternatives that can be used in the short-term, such as using your Authority on a Road Maintenance decree to ensure the populace dont allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. Of course, Railways also grow more efficient over the course of the game with such inventions as Diesel trains and Electricity, requiring less levels of rail to support a certain number of Buildings.
這意味著如果你想使一個地區(qū)工業(yè)化,僅僅建造工業(yè)設施和擁有能在建筑里工作的人口是遠遠不夠的,你還需要確保這些工廠有足夠的基礎設施來支持它們。當然,這涉及到各種各樣的成本,提供基礎設施的鐵路既需要足夠的人口工作,也需要獲得煤炭和引擎等商品。也有一些短期可行的替代方案,比如利用“道路維護法令”來確保民眾不會讓道路年久失修或變得不安全,但這些方案本身永遠不足以支撐起大規(guī)模工業(yè)化。當然,隨著柴油列車和電力等發(fā)明的出現(xiàn),鐵路會變得更加高效,支持一定數(shù)量的建筑所需的鐵路水平也會降低。

This early Railway has rapidly become one of Minsks best employers, at least for Pops with the qualifications to become Machinists. Unfortunately few people do, so the Infrastructure production is not currently as high as it might be if the railway was fully staffed. Ticket prices, however, are sky high.這條早期的鐵路已經(jīng)迅速成為明斯克最好的用人單位之一,至少對于有資格成為機械師的人口來說是如此。不幸的是,很少有人能這樣做,因此,目前的基礎設施產(chǎn)量無法與滿員運行的狀態(tài)相比。而火車票價則高得離譜。
Our intention for railways is that they must be able to find their way back to the market capital, or an exit port destined for the market capital, in order to be useful. In effect this means that any railway can only provide infrastructure up to the amount of infrastructure provided by the best adjacent railway that connects it to the market capital. If you want good access to the Sulfur Mines in Aginskoye for your Munition Plants in St. Petersburg, you best get started on that Trans-Siberian Railway sooner rather than later, because it will take a good long while to build.
我們設計鐵路的意圖是,它們必須能找到通往市場首都的道路,或者找到通往市場首都的離岸港口,以便發(fā)揮作用。實際上,這意味著任何鐵路只能提供與市場首都相連的最佳相鄰鐵路所提供的基礎設施數(shù)量。如果你想讓在圣彼得堡的軍火廠有很好的進入阿金斯科耶硫磺礦的通路,你最好盡早開始修建那條橫貫西伯利亞的鐵路,因為它是耗時巨大的工程。
Geography, of course, also plays a significant role in other ways when it comes to Infrastructure, and this is represented in Victoria 3 through State Traits. State Traits are bonuses and/or maluses given to a particular State representing particular geographical features, climate and so on. State Traits have a variety of effects, but the most common ones are to either affect the production of a particular resource (for example, if a State contains high quality coal this may be represented through a State Trait that makes coal mines in the state more efficient) or, more significantly for the topic on hand, to provide or modify Infrastructure.
當然,就基礎設施而言,地理環(huán)境也扮演著重要角色,這在維多利亞3中通過地區(qū)特質State Traits體現(xiàn)出來。地區(qū)特質是一個地區(qū)擁有的正向/負向修正,代表特定的地理特征、氣候及類似的條件。地區(qū)特質的影響多種多樣,但最常見的是影響特定資源的生產(chǎn)(例如,如果一個地區(qū)含有高質量的煤炭,這可以通過一個地區(qū)特質來使該地區(qū)內(nèi)的煤礦生產(chǎn)更高效),或者更重要的是——就應和當前主題而言——地區(qū)特質能提供或修正基礎設施。

The high-yield Russian Forests are of great benefit to the Logging Industry in Minsk, as long as there's enough infrastructure available to ship the wood off to all the Russian factories and construction sites that demand it.俄羅斯豐饒的森林對明斯克的伐木業(yè)有很大的好處,只要你有足夠的基礎設施將木材運到俄羅斯所有需要木材的工廠和建筑工地。

States with significant rivers get a large boost to Infrastructure, making them excellent candidates for early industrialization擁有重要河流的地區(qū),其基礎設施得到了極大的提升,這使它們成為早期工業(yè)化的最佳候選地區(qū)。
Before we finish up for today, I also just want to mention that Infrastructure does tie into a number of mechanics besides Market Access, such as military logistics and migration, and that Infrastructure is only meant to simulate the cost of transporting goods on land - where the sea is concerned, there are other systems at play… but all of those are topics for another day, so for now I bid farewell and encourage you all to tune back in next week as Mikael returns with another economy-related dev diary about Employment and Qualifications.
在本篇結束之前,我還想提一嘴,除了市場接入度之外,基礎設施還關乎許多機制,例如軍事后勤和移民,而基礎設施只是用來模擬陸路運輸?shù)某杀尽秃_\而言,還有其他的系統(tǒng)在起作用……但所有這些內(nèi)容得等到以后再說,所以我先告別,并鼓勵大家下周繼續(xù)收看Mikael回來時的另一篇開發(fā)日志,主題是就業(yè)Employment和資格Qualifications。
翻譯:Raymond 萊恩希德公爵
校對:三等文官猹中堂
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