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[原创] 【翻译】通货膨胀与公司

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发表于 2008-5-16 11:56:06 | 显示全部楼层 |阅读模式
本人处新帖。
看了很多攻略,但是对于通货膨胀的解释都语焉不详,于是到civf上找了一篇,翻过来。
原文:
http://forums.civfanatics.com/showthread.php?t=232926


I took a look in the file CIV4GameSpeedInfo.xml and noticed how inflation had been seriously increased in BTS. Since inflation seriously increases all types of costs, this will seriously influence all kinds of game balance elements and will especially influence the costs of the expensive corporations.
我看了一眼CIV4GameSpeedInfo.xml发现在BTS中通货膨胀大大加强了。由于通货膨胀言重增加了各类开销,这将大大影响游戏的平衡参数,特别是公司的扩张。

Corporations are very expensive to maintain in this game, but their cost is balanced by their bonuses. However, would these buildings still be balanced when their costs were multiplied by a factor 2.5? Because that is exactly what inflation does at the end of the game.
游戏中,公司的维护费用很高,可是他们的开销可以由其自身的盈利抵消。然而,当这些建筑的开销乘以一个高达2.5的系数后,这还是平衡的么?而这正是在游戏末期,通货膨胀所起的作用。

Inflation in civilization 1.61 and warlords 2.08 in 2050AD:
Marathon speed: 100%
Epic speed: 100%
Normal speed: 102%
Quick speed: 100%
在WL1.6和2.08中2050AD时,不同游戏速度下的通货膨胀
Marathon speed: 100%
Epic speed: 100%
Normal speed: 102%
Quick speed: 100%



Inflation in Beyond the Sword 3.02 in 2050AD:
Marathon speed: 195%
Epic speed: 177%
Normal speed: 171%
Quick speed: 169%
在BTS中2050AD的通货膨胀
Marathon speed: 195%
Epic speed: 177%
Normal speed: 171%
Quick speed: 169%
 楼主| 发表于 2008-5-16 12:01:21 | 显示全部楼层

2

So a corporation in a city with a basic upkeep of 20 gold would cost only 10 gold in a city with a courthouse according to the city screen. However in 2050AD at Marathon speed, the corporation will also increase the inflation by 19.5 gold (195% of 10) and so the corporation would effectively cost 29.5 gold. Maybe when you built the corporation, inflation was only at 60% and so the corporation was effectively costing you only 16 gold. But the cost slowly increase as the year pass while the benefits remain the same.
所以从城市信息界面来看,一个公司的基本开销是20金,如果有法庭则为10金。可是在马拉松速度下,到2050AD,公司开销同样由于通货膨胀增加19.5(195%*10),所以公司的总开销将达到29.5金。也许当你建立公司的时候,通货膨胀只有60%,所以公司只花费你16金,可是开销将随着回合的增加不断增长,而收益却保持不变
 楼主| 发表于 2008-5-16 12:08:14 | 显示全部楼层

3

The corporation can never be a truly balanced game element when it can cost between 10 gold and 10 gold + 19.5 gold while still offering the same benefits.
在收益不变的情况下,当公司的开销可以达到10+19.5金的时候,公司永远不可能成为一个真正的游戏平衡因素。

Oh, inflation doesn't stop at 195%, it keeps increasing if you don't play with the time victory option and play beyond 2050AD. I've already seen a screenshot of a player who had a gold percentage of 80% just to break even because the inflation maintenance was something like 2000 gold per turn.
而且通货膨胀并不会止步于195%,如果你没有打开时间胜利的话,在2050AD后它还将一直增长,我见到过一个玩家的截屏上显示,在保留80%金钱的情况下还濒临破产,原因就是高达约2k每回和的通货膨胀费用。
 楼主| 发表于 2008-5-16 12:17:39 | 显示全部楼层

4

Personally, I've never really understood why inflation was implemented in the game as it was. I guess the game element was there to make buildings like banks meaningful in the late game because the costs would increase along with the increase in commerce due to technological advancement. However, it seems a very artificial game element because the percentage is purely based on the turns played in a game and certain elements of the game start costing more while the benefits don't increase. It was never really a problem because all kinds of maintenance costs were never significant at the end of the game compared to the total commerce output. Therefore, there has never been a real protest against the game element. Most people on this site don't even know how the percentage is derived. However, now that corporations do have a serious maintenance cost and inflation percentages have been increased, people will wonder why inflation was implemented in the game the way it has been done in the original vanilla civ4.
个人而言,我从来没有真正理解为什么通货膨胀会以这样的面目在游戏中出现,我猜想是因为游戏需要增加随科技发展而发展的商业的开销,从而使得银行这样的建筑在游戏末期起到应有的作用。可是,这个游戏元素看起来太假了,因为通货膨胀率只是仅仅随回合数的增加而增加,使得花销增长而利润不变。当然,如果维护费用在游戏末期相对收益很小的话,这永远不会是一个问题。但是,现在,公司的开销和通货膨胀率都十分严重,人们想知道为什么通货膨胀以这种方式出现在文明4中。
发表于 2008-5-16 12:24:33 | 显示全部楼层
插一句,3.13中不是对公司和通彭的问题做出了一定修正吗?这篇文章貌似有点老了.
 楼主| 发表于 2008-5-16 12:27:29 | 显示全部楼层

5

My solution would be to just get rid of inflation. Now that there is a serious cost element in the late game in the form of corporations, it won't be missed. There will be ample reasons to build banks and such to pay for the maintenance of these corporations and an artificial increase in gold upkeep like inflation is really not needed anymore (if it ever was).
我的解决方案是不要考虑什么通货膨胀。现在游戏末期,有一种以公司形式出现的高额支出项目,这是不容忽视的,它将放大建造银行及其他设施的动力,这样一个虚假的通货膨胀就不再需要了。

(Short explanation of inflation on normal speed for the readers who don't know how this game element works. This explanation is for how it works on normal speed in Beyond the Sword 2.02.
Inflation starts at 0% in 4000BC and stays at that level for 120 turns (that's 125AD). From that moment on it starts to increase with 0.45% each turn until you quit the game. So at turn number 140, it will be at 20*0.45% = 9%. At turn number 500, it will be at 380*0.45%=171%. Inflation increases all kinds of costs, unit cost, civic cost, city maintenance and corporation upkeep. There are no other factors that influence the inflation percentage then the number of turns that you have played in the game.)
这里我简介一下通货膨胀是如何计算的。
在4000BC到1250AD之间,通货膨胀率为0。从这开始,每回和增长0.45%,直到你退出游戏。通货膨胀影响你所有的类型的维护费用。除了回合数以外没有任何东西影响通货膨胀率。
 楼主| 发表于 2008-5-16 12:44:39 | 显示全部楼层

旁白,我的看法

先不翻译了,看的眼睛都花了。说点自己的看法。
文明4的设计者对带未来世界的看法绝对不像是未来科技的引言那样“未来会更美好“,相反我认为他对未来充满了绝望之情。他认为世界必然将会在不久的将来毁灭。

1温室效应。即使不发生核战,产生笑脸的大规模交通系统也会引发温室效应。随着时间的流逝,良田变成沙漠。人口减少,曾经的辉煌不再。而这些在游戏中是无法改变的。如果你一回合一回合的一直玩下去,就会发现,所谓的未来科技是骗人的,当人都因为饥饿死亡的时候,那么多笑脸有什么用处呢?如果发生核大战,那么效果更加明显,有一次我打真是地图随便玩,和电脑一起扔了很多核弹。最后拉开镜头,发现全世界几乎都是荒漠,大陆城市的人口都在个位数。那种景象,太恐怖了。不管这个进程的速度是慢是快,只要在游戏中这个进程是不可扭转的,那么毁灭就是必然的了。

2太空胜利。凭什么向遥远的半人马座发射一个太空船就认可为胜利?!只有一种解释,就是设计者认为地球必定会灭亡,所以,发射太空船者必定胜利。星际殖民先到者有绝对优势,就好像游戏中setter已经占据的地方,别的setter是无法占据的一样。反正地球上的文明都会灭亡,所以能够在宇宙中留有种子的文明才有可能是最终的胜利者。这就好像两个仇敌,壮年时期比的是武力,如果势均力敌,到了老年,比的就是寿命,谁活的长,理论上谁就胜利了。另外,其他的恒星系距离地球都ou更加遥远,作者默认半人马座是唯一的希望,这样就可以解释通了。

至于其他的胜利,只是表面的暂时的胜利,在作者看来,是世俗意义上的胜利,仅仅是在文明斗争中取得的胜利,从哲学意义上,这种胜利也是短暂的,因为地球将会灭亡。

正是因为基于这种世界观,作者在对未来的描述很少,通货膨胀率的单项不封顶的增长也就有了理由,因为反正地球要毁灭了,为什么还要吧那个时候的模型搞的那么复杂?

休息。
 楼主| 发表于 2008-5-16 12:46:49 | 显示全部楼层

回5楼

我没有见过关于最新版本的通货膨胀的解释的帖子,本着聊胜于无的原则,所以……
发表于 2008-5-16 13:03:25 | 显示全部楼层
http://www.civclub.net/bbs/viewt ... B%C3%CF%D6%D9%D0%FE有写
Reduced inflation and better normalized it with game speed 减少了通胀,并使其更好的适应游戏速度
Inflation no longer increases after the game time limit has been reached 到达游戏时间限制后通胀不再增加
Adjusted corporation maintenance for inflation 修正了公司的维护费,使其符合通胀变化
Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation公司总部可以给每个有分公司的城市带来4金收入,以抵消通胀

而且玩神级的大大们普遍认为公司还是可取的,看怎么用了.不过还是佩服楼主的奉献精神.
发表于 2008-5-16 16:56:41 | 显示全部楼层
313确实有所改变(顺便说下我当时翻译的313更新也有不少错误
比如这句:Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
实际意思是每个公司只能给公司总部带来4金了

不过还是感谢LZ的翻译
发表于 2008-5-16 19:17:37 | 显示全部楼层
原帖由 孟仲玄 于 2008-5-16 16:56 发表
313确实有所改变(顺便说下我当时翻译的313更新也有不少错误
比如这句:Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
实际意思是每个公司 ...


我的猜测是313中公司的维护费本来应该不受通货膨胀影响,这样每个分公司给总部带来的5金收益就太大了,所以调整为4金。但由于某种原因,
313中公司的维护费仍受通货膨胀影响, 可能这是一个bug。
发表于 2008-6-15 19:10:19 | 显示全部楼层
原帖由 Khyron 于 2008-5-16 19:17 发表


我的猜测是313中公司的维护费本来应该不受通货膨胀影响,这样每个分公司给总部带来的5金收益就太大了,所以调整为4金。但由于某种原因,
313中公司的维护费仍受通货膨胀影响, 可能这是一个bug。


我以前的理解是错的,313中公司的维护费的确不受通货膨胀影响了。虽然F2给出的支出中的corporation payments还要乘以inflation, 但是corportation payments的计算中已经除以过inflation了,所以inflation的影响消除了。
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