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[原创] [RI]Realism Invictus 3.2 玩家指南(中英对照)(更新至宗教部分)

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发表于 2013-6-16 11:00:03 | 显示全部楼层 |阅读模式
Index of Contents
目录

Foreword
前言

  Note for Realism: Invictus 3.1 players
  给RI 3.1玩家的提醒
Before installing
安装之前

  Versions
  版本
  Requirements
  系统要求
  Game settings
  游戏设置
  MAF error
  内存分配错误
Different aspects of Realism: Invictus
RI的各个方面

  Civilizations and leaders
  文明和领袖

  Civilizations
  文明
  Meet the new guys
  见见新面孔
  Leaders and leader traits  
  领袖和领袖特质
  Leader drawbacks
  领袖缺点
  At the start of the game
  游戏开始阶段

  Game speed, game options and difficulty
  游戏速度、游戏选项和难度
  Random Maps and the Scenarios
  随机地图和剧情
  Technological development
  科技发展

  Tech Transfer system
  科技转移系统
  Tech conquest
  科技掠夺
  Tech tree and Eras
  科技树与时代
  Building up your cities
  建设你的城市

  Yield modification
  产出修正
  Luxuries and your cities
  奢侈品与你的城市
  Industrial buildings
  工业建筑
  Civic dependencies
  政体依赖性
  The Ministries
  国家部门
  Military aspects
  军事领域

  Land units
  陆军单位
  Naval combat
  海战
  Combat aid system
  作战支援系统
  National units
  国家级单位
  World units
  世界级单位
  Doctrines and traditions
  军事信条与军事传统
  Religious matters
  宗教事务

  Spread and missionaries
  宗教传播和传教士
  Holy cities and religious restrictions
  宗教圣城和宗教禁忌
  Religious structures
  宗教建筑
  Paganism
  异教信仰(原始宗教)
  Free Religion and Cult of Personality
  信仰自由和个人崇拜
  World maps
  世界地图

  World Map (huge)
  世界地图(巨大)
  World map (large)
  世界地图(较大)
  Crusades era  
  十字军时代

  Crusades era: overview
  十字军时代:综述
  Crusades era: regions and kingdoms
  十字军时代:地区和王国
  Other aspects
  其它方面

  Epidemics
  疫病
  Terrain
  地形
  Food production
  粮食产出
  National Improvements
  特色地块设施
  Civics
  政体
  Events
  事件
  Espionage
  谍报
  Corporations
  公司
  Some multiplayer advice
  一些关于多人游戏的建议
  Conclusion
  总结

Frequently Asked Questions
常见问题
Credits and thanks
制作组和致谢名单


[ 本帖最后由 ikariam 于 2013-9-28 15:30 编辑 ]

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 楼主| 发表于 2013-6-16 11:00:19 | 显示全部楼层
Foreword前言

Realism: Invictus is the Beyond the Sword version of the Civilization 4 mod that was formerly known “Total Realism” when it was being developed for Warlords expansion pack of Civilization 4. Our mod has been with Civ since the earliest days; it was, back when it was called just “Realism”, among the first comprehensive modpacks seeking to rebalance the game.
Realism: Invictus是文明4刀剑之上资料篇的mod,其前身是文明4战神资料篇的mod——Total Realism。我们的mod起步很早;最初它被称为“Realism”,是最早致力于修改游戏平衡性的综合性mod之一。

For many years now, the mod continues its life and its evolution. Although it had its highs and lows, it is still going strong today, and truly stands for what can be called a project of Civ 4 community (“Invictus”, Latin for “Undefeated” wound up being in our title for a reason!). Over the years of its existence, it has given a lot to other Civ 4 community projects, and it has incorporated even more of other people’s work.  It was never intended, and could never happen, as anyone’s personal project  – at any given time of its existence,  the mod had a team of several people working on it, and it was always their collective vision that brought it forward.  
多年以来,本mod不断延续和进化。尽管有过高峰与低谷,它到今天仍然保持着旺盛的生命力,而且它真的是融汇了文明4 mod社区的集体力量(“Invictus”是拉丁语的“Undefeated不可战胜”,用它做我们mod的标题是有理由的!)。自本mod诞生以来,它向其它文明4 mod项目贡献了许多,同时它也吸收了更多其他人的作品。本mod过去不是,今后也不会成为,某一人的个人项目——自这个mod诞生以来的任一时刻都有一个多名成员组成的团队在共同工作,是他们的集体智慧推动着项目的发展。

Note for Realism: Invictus 3.1 players
给RI 3.1玩家的提醒

We know that many of the players who are reading this manual have been previously playing our  mod in its different incarnations, including the previous 3.1 version. While you will find most of the gameplay and design decision quite familiar, there are some changes we would like to highlight. In this manual, many sections will have these smaller-font notes intended for veteran  Realism: Invictus  players, to bring their attention to the changes Realism: Invictus 3.2 has when compared to Realism: Invictus 3.1, of which there are quite a few.
我们知道许多正在阅读这份手册的玩家都玩过本作在不同时期的版本,包括之前的3.1版本。虽然你会发现大多数设定都很熟悉,我们还是要突出指出一些新变化。在本手册里,许多章节会有这些小字体的注解,它们是写给RI的老玩家的,用来提醒他们RI 3.2自RI 3.1以来的不少变化。

Before installing
安装之前


Versions
版本

This is version 3.2 of Realism Invictus. With each new release we seek to  improve significantly the previous version and for this reason our support is  focused on the latest release. We have two download options: Full and Light version.
当前版本是RI 3.2。在每个新的发行版本上,我们都试图对上一个版本做出大幅改进,因而我们的精力都将集中在最新的版本上。我们提供两种下载的选择:完全版和精简版。

The Full version is the download that contains everything that you might need to enjoy our mod as it was intended.
完整版包括所有你享受我们mod时需要的内容。

The  Light version  contains no animated wonder movies  (static pictures are used instead) and no specific Great Person popups. It is otherwise a fully functional version, good for people with slow connection,  limited bandwidth or with  limited space available on the drive.
精简版中没有奇迹动画(而是使用静态图片),也没有每个伟人的专属弹窗。除非之外精简版对于网速慢、带宽窄、硬盘小的玩家来说玩起来是一样的。

Please note that full and light version both have the same system requirements and the same performance; they are only different in the installer sizes and the amount of space they require.
请注意,完整版和精简版在系统要求和运行效率上是一样的;它们仅仅在安装包大小和所需的硬盘空间上有所不同。

Requirements
系统要求

Since this is a mod for Civilization 4, all the requirements that apply to the game itself apply to the mod too, of course. Still, due to the advanced nature of the mod, its requirements are a bit higher than these of vanilla* game. While the game itself can run on videocards not supporting 2.0 shaders, you will need a SM2.0-capable videocard to run our mod without trouble. This means that we can’t guarantee that our mod will run on Intel onboard videocards (often found on laptops).
因为这是一个文明4的mod,所以所有文明4的系统要求也适用于本mod。当然,由于本mod的先进性,所以它的系统要求自然要比原版游戏稍高一些。尽管原版游戏可以在不支持2.0 shaders的显卡上游戏,你需要一块支持SM2.0显卡才能正常运行我们的mod。这就是说,我们不能保证我们的mod可以在使用Intel板载显卡的机器上运行(常见于笔记本电脑)。

Also, due to much more content and functionality compared to vanilla game, it is more hungry for RAM, VRAM and CPU performance. This is especially true for larger maps and for the bundled World Map.
另外,由于相比原版游戏,我们添加了很多的内容和功能,本mod对于内存、显存和CPU都有更高的要求。这一点对于较大的地图和附带的世界地图尤甚。

Our mod is designed to be run on Beyond the Sword or Civ 4 Complete patched to latest available version (3.19). Its installer is designed to be compatible with Steam version of the game as well. Be sure to clean your CustomAssets folder before (or after) installing – it is a common source of troubles with mods in general.
我们的mod运行在文明4刀剑之上资料篇3.19版本之上。安装包与游戏的Steam版本也兼容。请确保在安装前(或后)清理你的CustomAssets文件夹——它常会对mod的安装运行造成麻烦。

Game settings
游戏设置

Generally, you are free to choose any game settings you are comfortable with, graphical settings high or low depending on your performance. One important notice: our mod doesn’t function well with “Frozen animations” option, so it will be switched off with no way of activating it while running our mod. You can turn it back on when you play other mods or unmodded game later.
总的来说,你可以随心所欲地选择你的游戏设置,根据电脑性能选择画面设置。有一个重要的注意点:运行我们mod不适合勾选“Frozen animations”(动画冻结)选项,所以运行我们的mod时,这一选项无法被激活。你可以在运行别的mod或原版游戏时重新勾选它。

MAF error
内存分配错误

The memory allocation error (MAF error) is, unfortunately, the harsh reality we cannot really do anything with. This is the error inherent in the game itself; moreover, it is not even Civ4-specific. I encountered it while playing Half-Life 2 mods! Basically, this error happens due to the way 32-bit operating systems handle memory. The more memory the system needs to allocate, the more likely the dreaded Memory Allocation Failure is to occur. There is no real solution for this error on 32-bit systems, although there are certain methods that allow to postpone it. 64-bit systems and OSes are much luckier here – for BtS, no action is required at all, you will simply not run into MAF errors.
内存分配错误是一个让我们无能为力的严酷事实。它是游戏本身的内在问题;而且,它甚至不是文明4独有的。我在玩半条命2的mod时也遇到过!基本上,这个错误是由32位系统处理内存的方式所造成的。系统需要调配的内存越大,可怕的内存分配错误的发生机率就越高。这个问题在32位系统上并没有真正的解决方法,只有一些特定的方法可以延缓它的发生。64位系统在这一点上就幸运得多了——对于刀剑之上资料篇,你什么都不用做也绝不会遇到内存分配错误。

If you play our mod on 32-bit systems on larger maps, you will likely run into MAFs sooner or later. The only permanent solution for those is upgrading to 64 bit; nevertheless you can postpone those till much later in game if you choose smaller map sizes  –  late enough for the game to be decided at that point anyway. If you have a decent 32-bit system, there are certain methods that you can use to play without errors longer. For these, I’m directing you to CFC:  
http://forums.civfanatics.com/showthread.php?t=225205
如果你在32位系统上玩较大的地图,你就尽早会遭遇到内存分配错误。唯一的永久性解决之道就是升级为64级系统;如果你选择小一些的地图的话,报错就能被推延到游戏后期——至少够让那局游戏的大局已定。如果你有一台性能强劲的32位系统的电脑,有一些方法可以让内存报错问题延后。具体方法请看CFC论坛的帖子:
http://forums.civfanatics.com/showthread.php?t=225205

Once again, to drive the point home:
If you run a 32-bit OS, and play a big map,  your game will crash, sooner or later.

还是再一次把问题说清楚:
如果你用32位系统,并且玩大地图,
那你的游戏一定会崩溃,迟早的事。


[ 本帖最后由 ikariam 于 2013-7-28 16:17 编辑 ]
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 楼主| 发表于 2013-6-16 11:00:40 | 显示全部楼层
Different aspects of Realism: Invictus
RI的各个方面


Civilizations and leaders
文明与领袖


Civilizations
文明

We have done many things to ensure that every single civilization in Realism: Invictus offers a very different playing experience. This is done by introducing a vast amount of customization into all  playable  civs. All civs in our mod have much more than one unique unit (UU), one unique building (UB) and one or two leaders that they have in vanilla game. Civs are customized on many different levels, and each one offers not only different visual flavors, but also somewhat (or vastly) different playing styles. This also means that adding a new civ is a very labor-consuming task, and therefore we only added a few thus far, but we’re working on adding more with each version.  
我们做了许多事来确保RI中的每个文明玩起来有不同的体验。这是通过对所有文明都添加了大量定制内容来实现的。本作中的所有文明都远不止拥有一个特色单位(UU),一个特色建筑和一两个领袖那么简单。文明在不同层面被修改定制,不光在视觉效果上有不同的风味,而且在游戏风格上也有一定程度(甚至是巨大的)不同。这就意味着增添一个新文明成了一件非常费力的活儿,因而我们目前为止只增加了一部分新文明,但我们仍将在每个版本中不断加入新的文明。

Our very approach to what a civilization is was somewhat different from that of the game’s creators and of many fellow modders. Instead of regarding civilizations as fixed to a single culture/locale/time period, we tried to treat a civilization as a continuum of cultures, influences and nations that were centered around a particular geographic region from ancient times till modern age – which, given Earth’s history, gives almost any place in the world a continuous cultural heritage.  
我们归纳文明的方式与游戏原作者和许多mod同仁有些不同。我们不是将某个特定时间、特定地域的某一文化来当作一个文明,我们试图将以某一特定地理范围为中心的从古至今一系列连续的文化、势力、国家归结为一个文明——如此,世界上几乎任一地方都有了连续的文化遗产。

For example, Romans also include later Italian states like Milan or Tuscany, and also modern nation-state of Italy; therefore, the units you will see for a particular period will not be “fantasy Roman legionaries  of WW2”, but real Italian units of that age. Other examples also include Classical Greece  / Macedonian Empire  /  Byzantine Empire  / Modern Greece and Egyptian civ that doesn’t keep “theme-park” ancient Egypt-like units for later periods, but correctly  displays Hellenic then Arabic influences as it progresses through the ages.
比方说,罗马文明也包括了后来的意大利城邦——像是米兰或托斯卡纳,也包括现代的民族国家意大利;因此,你在特定历史时期就不会再看到“假想中的二战罗马军团”,而是那个时代真正的意大利单位。别的例子还包括像古希腊/马其顿帝国/拜占庭帝国/现代希腊,以及埃及文明在后期不再会有“主题公园式”的古埃及造型的单位,而是会在时代演进中先后经历希腊风格和阿拉伯风格的影响。


What’s new in 3.2: This time the old civilization that was reworked the most is the Incas: they were overhauled to not merely be a civilization with “Inca flavor”, but to much more accurately reflect the historical realities of Inca Empire. And again we have two all-new civs in store for you, the Austronesians and the Transoxians!
3.2版本新变化:这次旧文明中改变最大的就是印加人了。他们被做了彻底的修改,现在不再是个有“印加风味”的文明,而是大大地与历史上真实的印加帝国更为接近了。另外我们还有两个全新的文明,南岛人(南太平洋群岛)和河中人(中亚的河中地区)!

[ 本帖最后由 ikariam 于 2013-7-28 16:32 编辑 ]
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 楼主| 发表于 2013-6-16 13:01:40 | 显示全部楼层
Meet the new guys  
见识新面孔


Realism: Invictus has a long history. The playable civilizations somewhat reflect that: you will quickly notice that we didn’t make most of BtS-added civs playable. For some of those, like Byzantines or HRE, it will never happen, since they don’t match our vision of what a civilization actually is (see above); one can say that these civs are already parts of other playable civilizations in Realism: Invictus. Some others, we just didn’t have enough time to bring to a high standard of what we consider a playable civilization in our mod, but this will certainly happen in the future. Yet some others, while potentially interesting, (Khmer, for example), lack enough material for us to make them into an interesting and realistic playable civ, and are thus put on hold until we can get more sources and ideas on how to make those civs more appealing. One BtS-added civ, Ethiopia, is already fully playable. We have also included several other playable civs of our own choice. Let me introduce those:  
RI的历史很久远。可玩的文明反映了这一点:你很容易注意到刀剑之上中的新文明大都不在我们的可玩名单中。它们中的一些,比如拜占庭和神圣罗马帝国,永远都不会成为我们的可玩文明,因为它们不符合我们对文明的定义(详见之前的解释);这些文明已经是RI中其它可玩文明的一个组成部分。另外一些文明,我们只是没有足够的时间来将它们制作成为高标准的可玩文明,但将来一定会有的。还有一些文明,尽管有潜质,(比如高棉),但缺乏足够的素材让我们把他们制作成一个真实而有趣的文明,要让它们变得更吸引人,我们还得找到足够的资料来源和灵感,在此之前,这些文明将被搁置。有一个刀剑之上资料篇添加的文明,埃塞俄比亚,已经完全可玩了。我们还依自己的想法添加了一些其它的可玩文明。让我来介绍它们:

[ 本帖最后由 ikariam 于 2013-7-28 16:27 编辑 ]
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 楼主| 发表于 2013-6-16 13:01:54 | 显示全部楼层
Armenia
亚美尼亚

The mountains of Caucasus have been inhabited for almost as long as human civilization exists; it is believed that Noah’s ark landed on top of Mount Ararat after the Great Flood. What is certain is that from roughly 1000 BC (“Urartu” is Assyrian exonym for Ararat) and to modern age, these lands had their own indigenous culture, best exemplified by tri-millenarian history of Armenian people. Armenia has a long and difficult history. Basically situated on the crossroads of Eurasia, it was always the destiny of Armenia to be the frontier between superpowers: Greeks and Achaemenid Persians, Romans and Parthian/Sassanid Persians, Byzantines and Seljuks, Ottoman and Russian empires. At times, Armenia was subjugated to one of its mighty neighbors, at times it retained independence for centuries and even carved substantial territory. Whatever the geopolitical situation in the region was, one thing remained constant: Armenians, whether serving their own kings, or the new regional superpower. Byzantine generals, Ottoman statesmen, Soviet ministers – they all shaped the world history in their ways. As the melting pot of Eastern and Western cultures, Armenian contribution to the development of both is often underplayed: Hellenism fused with Zoroastrianism here, Mithraism was born here, Christianity was first
adopted by a reigning monarch here.
高加索山脉几乎从人类文明初生之时就开始有了定居者;据信诺亚方舟的大洪水之后就是停靠在了阿勒山上。可以确定的是,大约从公元前1000年(“Urartu”是亚述外来语中的ararat)到现代,这一地区都保有自己固有的文化,这一点尤其在有着三千年历史的亚美尼亚人身上得到彰显。亚美尼亚有着漫长而艰难的历史。它地处欧亚大陆的十字路口,在超级大国间的冲突中首当其冲成了亚美尼亚的夙命:希腊人和阿契美尼德波斯人、罗马人和帕提亚人/萨珊波斯人、拜占庭人和塞尔柱人、奥斯曼和俄罗斯帝国。亚美尼亚时而被它某个强大的邻国所征服,时而又取得独立甚至取得坚实的领土。无论该地区的地理政治环境如何变迁,有一点始终不变:亚美尼亚人,不管他们是效忠于他们自己的国王,还是新的地区强国,始终屹立不倒。拜占庭将军、奥斯曼政治家、苏联部长——他们都以自己的方式塑造着世界历史。作为东西言文化的融炉,亚美尼亚对于双方的发展所做的贡献常被低估——希腊文化与拜火教在此融合,拜日教在此诞生,基督教第一次被当权的君主所接纳也是在这里。

Armenian civilization gives the player ample opportunity for both peaceful and military expansion. Armenian armies mix reliable heavy infantry with excellent, hard-hitting heavy cavalry, all while backed by increased cultural output from their UB, the scriptorium. Armenia is probably strongest early on, in Classical age, which corresponded to the greatest extent independent Armenian kingdom achieved in our
history.
亚美尼亚文明在和平发展和军事扩张之间,给了玩家充分的选择权。亚美尼亚军队由可靠的重步兵和强有力的精锐重骑兵组成,同时有他们的特色建筑(scriptorium藏经阁、缮写室)提供的额外文化产出作为后盾。亚美尼亚在游戏的早期,古典时代,最为强势。与之相应的是,历史上亚美尼亚就是在独立的亚美尼亚王国时期达到了疆域的最大化。

[ 本帖最后由 ikariam 于 2013-7-28 16:28 编辑 ]
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 楼主| 发表于 2013-6-16 13:02:13 | 显示全部楼层
Austronesia
南岛文明

Austronesian peoples, before the era of European colonialism, were the most widespread group on Earth. The lack of attention this vastly important civilization gets in Western historiography is only recently beginning to be remedied, and I am sure for most people reading this they wouldn’t be an obvious choice for a civ. Let me try to show the reasoning behind it…
南岛人,在欧洲殖民主义时代之前,是地球上分布最广的群体。西方史学对这一重要的文明的忽视直到最近才得到纠正,而我敢肯定读到此的大多数人都不会理所当然地觉得他们是一个文明。那就让我来阐释一下背后的原因。

Austronesian history begins thousands of years ago, around 4000 BC, around the isle of Taiwan (note to the perceptive: yes, they start elsewhere on our World Maps, to better stimulate AI expansion along historical lines). From there, the Austronesians – the first
known seafarers in the world – launched an unprecedented colonization campaign into the islands of Southeast Asia, and from there onwards to other parts of the world – the Pacific islands, from Hawaii to New Zealand, and even to the isle of Madagascar.
南岛人的历史始自数千年前,大约公元前4000年的时候,在台湾岛的附近(可能有读者注意到了:是的,他们在我们制作的世界地图上出生点在别处,这是为了让AI更好地模拟他们历史上的扩张线路)。自那里,南岛人——已知的世界上最早的远航者——开始向东南亚的大小岛屿进行前所未有的殖民运动,并从那里再迈向世界的其它部分——太平洋上的各个岛屿,从夏威夷到新西兰,甚至马达加斯加群岛。

Austronesians were the truest thalassocrats in human history, ruling over archipelagos and along the coastlines, controlling various trade routes of many regions. With the arrival of Western colonialism, most of those island empires fell into European dependency, but the Austronesian history is far from over; for instance, Indonesia has the world’s third largest population, and is often regarded among the more promising of the developing countries (“The Next Eleven”), and is set to overtake Japan in terms of GDP by 2050 according to Goldman Sachs.  
南岛人是人类历史上真正的海洋霸主,统治着大大小小的群岛和海岸线,控制着许多地区间的贸易路线。当西方殖民主义到来之时,这些岛国大都依附了欧洲人,但南岛历史还远未结束;例如,印度尼西亚有着世界第三大的人口,并且常被认为是发展中国家里较有前途的国家之一(“新钻十一国”),根据高盛的估计,该国的GDP必将在2050年超过日本。

Austronesian civilization truly shines in island environments. Their early naval NU ensures their ability to safely colonize over bodies of water earlier than anybody else (and is the earliest available ship in RI!), and both their UB and NI are geared towards getting more food and commerce from water tiles. Austronesia is probably not your choice for a big overland war, though, as their land military, especially on attack, can be found a bit lacking.  
南岛文明在岛屿环境中最为出众。他们的早期海上国家级单位确保了他们能比其它任何文明都更早地向海外无风险地殖民(它也是RI中最早期的船只!),而他们的特色建筑和特色地块设施都是用来从水上地块获得更多的食物和商业的。但是南岛文明恐怕不是你用来打陆上战争的好选择,因为他们的军事力量,特别是在进攻方面,多少有些欠缺。

[ 本帖最后由 ikariam 于 2013-7-28 19:18 编辑 ]
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 楼主| 发表于 2013-6-16 13:02:25 | 显示全部楼层
Dravida
达罗毗荼

I think most of people reading this have just encountered the word “Dravida” for the first time in their lives. This mostly comes from the fact that history of Indian subcontinent is relatively unknown to outsiders. Nevertheless, India is probably even less culturally monolithic than Europe is – while most of Europe at one point in history was a part of Roman empire, imposing its culture on all its subjects, the first time Indian subcontinent was truly united under one state came only in XX century. Before that, India was often very fractured, and at no point in time were the lands of Dravida united with those north of Deccan plateau. Invaders came again and again to the North  – Aryans, Greeks, Sakae, Kushans, Arabs, Mughals  –  but, by virtue of both geography and fierce  resistance of the locals, never advanced southwards enough to reach Dravidian lands.  Even later European imperialists had a hard time subjugating the region, when troops of Mysore time and again defeated invading British.
我相信大多数人读到此的人都是生平第一次遇到“达罗毗荼Dravida”这个词。这主要是因为印度次大陆的历史相对而言不为外人所知。然而印度在文化上甚至比欧洲更加多元化——欧洲大部分地区在历史上某一时期都曾是罗马帝国的一部分,因而受到其文化上的影响。印度次大陆则是直到二十世纪才第一次真正统一为一个国家。在那之前,印度经常处于四分五裂的状态,并且达罗毗荼地区从未与北部的德干高原统一过。入侵者一次又一次地进入北部地区——雅利安人、希腊人、萨卡人、贵霜人、阿拉伯人、莫卧儿人——但是,由于自然地理条件和当地人的激烈反抗,这些入侵者从未抵达过达罗毗荼地区。即使是欧洲帝国主义入侵者在征服这一地区时都步履艰难,迈索尔军队曾屡次击败入侵的英国人。

While the North could rely on overland routes, the sea was much more important for Dravidians in all eras: Sangam ships traded with the Hellenic world and the Roman Empire, Chola traders brought Hinduism to Southeast Asia. Prosperous states of South India gave birth to cultural and scientific marvels; religious tolerance gave birth to diverse communities of Hindu, Buddhist, Jain, Christian and Jewish believers. What Dravida lacks in blunt hitting power, it makes up in more subtle ways. Increased trade incomes and quality navy  can ensure an  economic dominance, guarded by defensively-oriented infantry-centric armies can  ensure its long-term dominance.  It doesn’t really have any exceptional period, with a robust performance across all its history instead.
印度北方地区仰赖陆地贸易,而在所有时代,海洋对于达罗毗荼人重要得多:桑伽姆商船与希腊化地区和罗马帝国交易,朱罗商人将印度教传入东南亚。南印度繁荣的城邦催生了文化和科技的奇迹;宗教宽容带来了印度教、佛教、耆那教、基督教和犹太教信徒共处的多元社会。达罗毗荼在军事力量上的欠缺,都为它更微妙典雅的方面所弥补。商业收入的增长和训练有素的海军保证了经济上的优势,以防御性步兵为核心的陆军捍卫着它的长期统治。达罗毗荼并没有一个特别突出的历史时期,而是在整个历史长河中都保持了稳健的表现。

[ 本帖最后由 ikariam 于 2013-7-6 12:02 编辑 ]
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 楼主| 发表于 2013-6-16 13:03:25 | 显示全部楼层
Poland
波兰

The first custom civilization added to Realism: Invictus, back when the mod was called Total Realism for Warlords. Slavic peoples are one of the largest groups of peoples that make up the humanity, both in terms of population and especially in terms of territory.
It felt unjustified that this large and quite diverse group was only represented by Russian civilization, and therefore we brought in another Slavic civ.  
远在文明4战神的时代,当本作的名称还是Total Realism的时候,波兰就作为第一个新添加的文明加入了进来。从人口数量上、更从疆域面积上,斯拉夫人是波兰民族最主要的组成部分之一。如此庞大而多元的群体,只有俄罗斯文明一个代表,感觉太不公平,因此我们加入了另一个斯拉夫文明。

Poland is the most prominent representative of Western Slavic branch. Unlike their Eastern and Southern brethren, Western Slavs had historically more ties with Western Europe, the Catholic Church and the Holy Roman Empire than they had with the Orthodox Christianity and the Eastern Roman Empire. Poland’s geographical position has put it in peril a great many times throughout its history, both from expansionist European powers to the West and from invaders from the East. Nevertheless, for many centuries, Poland managed to not only hold its own, but to actually prosper, at times being the largest state in Europe. Polish traditions of self-government, elective power and collective decision-making are in a stark contrast with strict hierarchical traditions of many of their neighbors.
波兰是西斯拉夫分支的最突出的代表。与他们东边和南边的同胞不同的是,西斯拉夫人在历史上与西欧、天主教、神圣罗马的关系,要比他们与东正教、东罗马帝国的联系更为紧密。波兰的地理位置在历史曾无数次将它置于危险境地之中,威胁来自于西面的欧洲扩张势力和东面的入侵者两方面。尽管如此,在许多个世纪当中,波兰不仅保住了自己的领土,而且不时地在崛起为欧洲最大的国家。波兰传统中的自治政府、选举制度和集体决策与其许多邻国严格的尊卑等级传统形成了鲜明对比。

Polish civilization offers a player a balanced and flexible playstyle, with good opportunities both for an aggressor and a builder. Poland is most powerful around Renaissance era, which is remembered historically as the Golden Age of Poland. Polish armies rely on excellent cavalry, both heavy and light, and have otherwise a well-balanced roster.  
波兰文明带给玩家的是平衡而灵活的游戏风格,既可做战争狂,也能成种田派。波兰在文艺复兴时期最为强大,历史上这一时期被认为是波兰的黄金时代。波兰军队倚仗的是他们卓越的骑兵,包括轻骑和重骑,以及除骑兵以外颇为均衡的军队。

[ 本帖最后由 ikariam 于 2013-7-6 12:03 编辑 ]
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 楼主| 发表于 2013-6-16 13:03:41 | 显示全部楼层
South China
南中国

This civilization was introduced in an attempt to fix (or at least alleviate) one of the most common misconceptions a Westerner has about Chinese history. It is very tempting for an outsider to see Chinese history as the history of China, the one, the true and the only. In many historical eras nothing could be farther from reality. At many different points throughout its history, China was fragmented into several independent states, more often than not each with culture as distinctive – or even more so  - as, say Spain and England (which, by analogy, we could happily call a “European civilization”, along with Germany, Rome, Scandinavia and so on), numbering from two to dozens. Remarkably, many of these divisions went along North/South geographical lines.
这一文明的加入是试图修正(或者至少是减轻)西方人对于中国历史的普遍错误观念之一。外人很容易将中国的历史看作纯正的、唯一的中国历史。然而在许多历史时期,现实与之大相径庭。在历史上的许多不同的时间点,中国都曾分裂成多个独立的国家,这些独立国家在文化上的差异相当于——甚至大于——西班牙和英国之间的差异(我们不妨在这里愉快地把它们当成一个“欧洲文明”的两个地区,这一文明还包括德国、罗马、斯堪的纳维亚等等),这些分裂的独立国家的数量从两个到数十个不等。值得注意的是,这些分裂国家的分割线常常正是南北地理分界线。

Therefore, South China is our attempt to show more of China’s diverse historical situations: the Warring States period, Three Kingdoms, Southern & Northern Dynasties, the struggle between Song and Liao, between Yuan and Ming, between Nationalists and Communists in XX century – and a lot of others. While we understand that having two civilizations also limits us a lot (note, for instance, the “Three Kingdoms” period above), but it is still much, much better than treating China as a single monolithic entity throughout all of its history.
因此,南中国是我们试图展现中国多元化历史的一个尝试:战国时期、三国时期、南北朝、宋辽相争、元明对峙、二十世纪的国共内战……等等等等。虽然仅仅分为两个国家仍然对我们限制颇多(比如,上面提到的“三国时期”),但这至少要比把中国当作整个历史上始终完整如一要好得多得多。

Due to the fact that the North/South China split is not meant to represent any single period, the unit rosters for the two civilizations remain mostly the same, except for different NUs. Currently, the main difference between  the two civilizations lies in different sets of leaders, accompanied by different NUs and UBs.   
由于南/北中国的分割并不是要用来代表任何特定历史时期,因此这两个文明的单位大多还是相同的,除了他们的国家级单位。当前,两个文明之间的主要差别是不同的领袖以及不同的国家级单位和特色建筑。




Transoxiana
河中文明

The ancient lands beyond Amu Darya (ancient Greek “Oxus”, hence “Transoxiana”) are among the oldest cradles of civilization. Together with neighboring region of Khwaresm, these lands have been occupied by various peoples and states for as long as civilized world keeps records, and likely longer still.  This is the place where Europe meets Asia, where Far East meets Near East –  the land of the Silk Road. For centuries and millennia these lands witnessed the rise and fall of empires: mighty Persia to the South, then Alexander’s empire to the West, then China and later Mongols  to the East, then Russians to the North. It gave birth to its own great conquerors as well, forging
mighty empires: Parthian kings, brilliant and ruthless Tamerlane, Indian conqueror and first great Mughal Babur all hail from here.
阿姆河(Amu Darya,即古希腊语中的“Oxus”,因此英语中称“Transoxiana”)流域的土地是文明最古老的摇篮之一。与相邻的花剌子模地区一起,这片土地自有人类文明史以来,就被各个不同民族和国家占据过,并且这一点很可能仍将继续下去。这里是欧洲与亚洲、远东与近东相交汇的地方——这丝绸之路所经之处。千百年来,这片土地见识过众多帝国的兴衰:南方强大的波斯帝国,西方的亚历山大帝国,之后是东方的中华帝国和稍后的蒙古帝国,再然后是北方的俄罗斯帝国。这里也孕育了许多它自己的伟大征服者,建立起强大的帝国:帕提亚诸王、才华横溢而残忍无情的帖木儿、印度的征服者和莫卧尔王朝第一位皇帝巴卑尔,都出自于此。

Transoxian region is very important, yet oft overlooked when it comes to history. Once you get to know it, it is hard to see why it should be like that: great cities and booming trade along the Silk Road, great cultural monuments and important scientific discoveries, conquerors and humanists who shaped the face of Eurasia – all that can be found here. Situated literally in the center of Eurasian continent, the region both profited and suffered greatly from its location during its long history.  
河中地区如此重要,却常在谈及历史时被忽视。当你了解它以后,就很难理解它为什么被忽视:丝绸之路上的大型城市和繁荣贸易、高大的文化纪念碑和重要的科学发现、塑造了欧亚大陆面貌的征服者和人道主义者——所有这些都可在此找到。河中区域差不多坐落在欧亚大陆的正中间,在漫长的历史上,它从这一地理位置中既获益匪浅,又深受其害。

Drawing from peoples of vast Central Asian steppes, Transoxian unit roster has some very good cavalry, but its other units should not be overlooked either. While they usually lack a bit in blunt power, a good tactician will find the mix of bonuses Transoxian roster has very appealing. Transoxiana is at its strongest in late medieval period, at the age of Timurids.
河中文明的单位序列中,有一些从大量中亚游牧民族中挑选出来的上好骑兵,但它的其它单位也不应该受到忽视。尽管他们时常欠缺一点纯粹的蛮力,但一位好的战术家会发现河中文明的单位序列所拥有的各种加成非常吸引人。河中文明在中世纪晚期,帖木儿的时代,达到它的巅峰。




Derivative civilizations
衍生文明

Derivative civilizations are a large subset of civilizations that aren’t playable through normal means. Currently the only way they can enter a game is by being liberated as a colony from one of  the playable civs.  As a rule, they don’t have a National Improvement  and only have one National  Unit  (you can see their corresponding sections  for more details)  and  usually only  one leader.  They aren’t intended to be playable by humans. These are variously civs on their way to becoming major playable ones or  being added for use in scenarios or introduced specifically for acting as liberated colonies.
衍生文明是许多通过常规手段无法使用的小文明。目前他们加入游戏的唯一方法是从某一个可玩文明中被独立出来。一般来说,他们没有特色地块设施,只有一个国家级单位(相关章节中有更多详情),且一般只有一个领袖。他们并不是设计来给玩家使用的。这些文明或是开发中的未来的可玩文明,或是添加进来以用在剧本任务中,又或是专门加入进来作为独立的殖民地的。

[ 本帖最后由 ikariam 于 2013-7-28 20:14 编辑 ]
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 楼主| 发表于 2013-6-16 13:04:25 | 显示全部楼层
Leaders and leader traits
领袖与领袖特质


A leader is a very powerful way of customizing how a civ plays. That’s why we concentrated on adding several different leaders for  every civ available in Realism: Invictus. There are 3-5 leaders for every civ, and each one will behave differently when played by AI and offer a different feel for a civ when played by human. Indeed, Mongol hordes led by Genghis Khan are very different from Mongols that are ruled by learned and intelligent Ulugh Beg!
领袖是个性化一个文明的有力手段。这就是我们给每个RI中的文明都添加了多个不平领袖的原因。每个文明都有3到5个领袖,每个领袖在AI控制时都会有不同的表现,在玩家控制时也会带来不同的感受。真的,成吉思汗带领的蒙古军团和饱学、睿智的乌鲁伯格治下的蒙古人是非常不同的!

Many leader traits present in game were reworked by us, and we also introduced several new traits to give ourselves more opportunities for mix-and-matching. Here’s an overview of what is available to a player (of course, all the relevant information can be gotten from Civilopedia (Pedia) in-game at any time):
许多领袖特质经过了重做,我们也添加了几个新特质以便混合搭配。以下就是领袖特质的总览(当然,所有的相关信息在游戏中的百科全书中也可以随时查看):

Administrator  is one of the two traits that formerly comprised Organized.  It provides +1 health per city and lowers pandemic chance, and also gives a 25% bonus to the construction speed for all the National Wonders (including Ministries!) and to worker speed.
管理有方 是从原先的组织严密特质中分离出来的两个特质之一。它每城增加一点健康并降低流行病机率,另外它给所有国家奇迹(包括国家部门!)提供25%的建造加速,还让工人工作效率提升25%。

Agrarian  is one of the new traits. It provides +1 food for all squares already producing  4  or more food, and lowers pandemic chances (see  below for this aspect of the game) across the empire, and allows for faster production of workers and food-related city buildings.
农耕为本是新特质之一。它让已产出4粮的地块+1粮,降低整个帝国的流行病发生机率(后有详述),工人和农业相关建筑建造加快。

Charismatic  trait lost its free  extra happiness (but still gets it  from several buildings).  -25% XP required for unit promotions is also a very nice bonus. To compensate the loss of free happiness, it gets a fancy new ability of +1 relations with all other leaders.
魅力超群不再提供免费笑脸(但仍能从几个建筑得到额外笑脸)。-25%晋升所需的经验。为弥补损失的额外笑脸,为它添加了美妙的+1与所有其他领袖关系。

Creative trait now gives both +20% culture across the board and +1 culture per city, so while early on you get less culture, later on the bonus from the trait can  give you vast amounts of additional culture if you invest in it (it also makes this easier, aiding in construction of different culture-related buildings).
崇尚创新现在每城+1文化,+20%文化,所以在早期你得到的文化比原先少了,但在后期如果你向文化事业投入资金,这可以带来大量的额外文化(这一特质还能加快多种文化相关建筑的建造)

Expansive now gives you +50% production for settlers and naval transports, as well as courthouses, and +1 food from city starting plots. Leaders with this civic can both expand quicker and financially support more cities, and in places less hospitable than normally viable.
开拓进取现在对移民、运输船和法庭提供50%的锤子加成,城市起始地块+1粮。拥有这一特质的领袖不仅扩张更迅速,经济上可以支持更多城市,而且更能适应在恶劣地形中建造城市。

Financial  leaders get +1 commerce  from every tile that already outputs 3 commerce, and also get a discount on many cash-related buildings.
擅长理财的领袖在所有已产出3金的地块上额外获得1金,并且建造许多金币相关建筑时有锤子加成。

Humanist leaders  get +50% Golden Age duration, as well as +1 free commerce per city; also, all justice-related buildings can be constructed quicker.
人文主义领袖的黄金时代长度+50%,每城+1额外商业;此外,所有司法类建筑建造加快。

Imperialistic  gives you +100% Great General (GG) emergence and added happiness from barracks. Leaders with this civic will likely find themselves as the recipients of more doctrines and traditions (see below for that aspect of the game).
热衷霸权增加100%的大军事家产生速度,兵营+1笑脸。有这一特质的领袖很可能得到更多的军事信条和军事传统(后有详述)。

Industrious  now gives +1 hammer  to all tiles that have 3 or more hammers, and also boosts the construction of several production-related buildings. Now industriousness impacts all aspects of a civ’s life, not just Great Wonders.
勤奋刻苦在所有已有3锤的地块+1锤,同时还加快多个产能相关建筑的建造。勤奋特质现在影响到了文明的方方面面,而不再仅限世界奇观。

Legislator  is the other half of what was  Organized. It still reduces civic maintenance and also provides +1 production on city plot.
严于律法  是从组织严密中分离出的另外一个特质。它降低政体维护费并且在城市自身地块上增加一点产能。

Militaristic  leaders get +3 XP for newly constructed  melee, gunpowder and mounted units: now you can choose the free promo they get for yourself! Also, of course, this trait hastens the construction of all military training-related structures.
穷兵黩武领袖的肉搏、火器和骑兵部队免费获得+3经验:现在你可以自己选择免费的晋升了!另外,这一特质自然也加快所有军事训练相关的建筑的建造。

Organized leaders have little trouble with keeping their cities healthy. Not only they get free health and lower pandemic chances, they also get a discount on many health-related buildings.
组织严密领袖不愁城市健康问题。他们不光有额外的健康加成和降低的流行病机率,而且建造许多健康相关的建筑都有加成。

Philosophical trait now offers only +50% Great People points (GPp) generation, but it aids in construction of more research-related city buildings.
富于思辨特质现在只提供+50%的伟人点加成,但它给更多的科技相关建筑提供建造加成了。

Political leaders get +50% espionage point output and a huge +3 relations with other leaders, as well as a discount on espionage-generating buildings.
擅长外交的领袖拥有+50%的谍报点加成和巨大的+3与所有领袖外交关系,同时还有谍报相关建筑的建造加成。

Progressive  leaders get 50% discount on upgrading units and +5% research across the board, and, of course, build all research-related buildings faster.
锐意进取领袖升级单位有50%的折扣,+5%科技点,以及建造所有科技类建筑的加成。

Protective trait is largely unchanged from vanilla Warlords, offering free promos for archery and gunpowder units and more Great General points (GGp) inside a civ’s borders, as well as quicker construction of protective structures such as walls.
御敌保国领袖与原版游戏差别不大,对弓箭类和火器类单位提供免费晋升以及国境内大军事家点数加成。除此外还有防御性建筑建造加成,比如城墙。

Seafarer  is  a  new trait in our mod. It offers all naval units a free promo increasing their combat abilities, and +1 trade route in coastal cities.
鼓励航海是新特质。它提供所有海军单位一个增加战斗力了晋升,以及在所有沿海城市增加一条商路。

Spiritual  is largely as you knew it: no anarchy and faster construction of all religious buildings. Therefore, this trait and its gameplay value is almost unchanged.
虔信神灵基本保持原样:没有无政府状态以及宗教建筑建造加成。因此这一特质和它的价值几乎与原版游戏毫无二致。


What’s new in 3.2: Organized was split into two new traits: Administrator and Legislator. Also, there are quite a few new leaders for existing civs. As such, there are new combos available to play with.
3.2版本新变化:组织严密分离成了两个新特质:精于理政和严于律法。另外,一些已有文明有了一些新领袖。这样一来就有了新的特质组合可以玩。

[ 本帖最后由 ikariam 于 2013-8-8 23:03 编辑 ]
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 楼主| 发表于 2013-6-16 14:31:07 | 显示全部楼层

Leader drawbacks 领袖缺点

In addition to two positive leader traits, each leader now has a drawback, reflecting his/her weaknesses. Just as ordinary traits, these can dramatically affect your playing style  –  and you will find that most AIs keep them in mind when formulating their strategies as well… Most of drawbacks act as direct opposites to certain positive traits. Note that, in rare cases, it is possible for a leader to have both a positive trait and its anti-trait! The leader drawbacks in RI are as follows:
除了两个正面特质,每个领袖现在还有一个负面特质,反映他/她的弱点。如果原版的特质一样,这些特质会严重影响你的游戏风格——而且你会发现大多数AI在制订方略时会把这些考虑在内……大多数缺点都是某个优点的相反面。请注意,在某些情况中,一个领袖可能有自相矛盾的优缺点!RI中的领袖的缺点如下:

  Anti-clerical: -1 happiness from temples. Local clergy offers no support to these leaders. Temples are mostly useless for them.
    反对教权:寺庙-1笑脸。当地的神职人员不支持这些领袖。寺庙对这些领袖几乎没有作用。

  Barbaric: -25% culture. This leader never got any formal education, and sees little point in all this fancy stuff “civilized” people do.
    粗鲁野蛮:-25%文化。该领袖没有受过正规教育,并且认为这些“文明”人鼓捣出来的东西毫无价值。

  Arrogant: -20% espionage. This ruler sees other rulers and civilizations as vastly inferior to him, and often dismisses spy reports that show otherwise.
    傲慢自大: -20%谍报点。该统治者认为其它统治者和文明都要比自己低贱,经常忽视不合乎这一观点的情报。

  Cruel: +20% XP needed for unit promotion. This ruler often treats his subjects as his little playthings, especially at times of war  – much less soldiers survive to actually see the promotions for ridiculous feats he demands from them.
    残酷无情:单位晋升需要+20%经验。该领袖将部下视若玩物,特别是在战争中——他手下的将士为他出生入死却很少能活着得到他的提拔。

  Excessive: -10% gold. The extravagant lifestyle of this leader and his court puts a real strain on the state budget.
    挥霍无度:-10%金币产出。此类领袖和他的宫庭的奢侈生活作风使得国家预算紧张。

  Fanatical:  -25% Great Person birth rate. This leader judges the people based on their piety first, and their other merits later. Some of the more controversial but talented people choose to avoid his court.
    宗教狂热:-25%伟人点产出。该领袖将一个人对宗教的虔诚置于所有其它优点之前。一些富有才华又热爱争辨的人选择远离他的宫廷。

  Foreign:  -25% worker speed and worker production. This leader rules a people different from his own. While the higher classes in the society are more open-minded, this can be a problem for simpler folks.
    外来异族:-25%工人劳作速度和工人建造速度。这一领袖统治的是与他自己不同民族的臣民。上层社会的人兴许对此会比较开明,但这对劳苦大众来说是一个问题。

  Idealistic: -20% production for all military buildings. This leader doesn’t believe in violent means of solving the conflicts, with obvious implications on his military.
    理想主义:-20%所有军事建筑的建造速度。此类领袖不相信用暴力手段解决冲突的方法,这直接影响了他的军事力量。

  Isolationist:  -25% foreign trade route income. This leader believes in self-sufficiency up to the point of shutting off his borders to outside influences.
    孤立主义:-25%国外商路收入。该领袖相信自给自足,以至于对外国势力关闭边境。

  Megalomaniac: -20% wonder production. Why settle for second best, if you can have it all? This leader already sees himself as the ruler of the world, and spends additional effort to commemorate himself with ridiculously huge projects.
    妄自尊大:-20%奇观建造速度。如果可以得第一,为什么要屈居第二?该领袖已经把自己视为世界的统治者,花费大量人力物力,用荒谬的大工程来纪念自己。

  Populist: +25% civic upkeep. This leader owes his success to popular  support, and he has to spend extra to keep it.
    平民主义:+25%政体维护费。该领袖将自己的成功归功于大众的支持,因而他需要额外支出来维持这种支持。

  Revolutionary:  -2 relations with other leaders.  This leader came to power violently and thus lacks legitimacy in the eyes of other world leaders.
    热衷革命:-2外交关系。该领袖完全依靠的是暴力手段而获得权力,因此在其它世界领袖眼中缺乏执政的正当性。

  Schemer:  -40% Great General emergence.  This leader  can’t stop  himself from trying to stab every back turned to him, and views everyone else with inherent mistrust as well. This often leads to purges in officer corps in an effort to put out the conspiracies to overthrow him – real or imaginary.
    狐疑猜忌:-40%大军事家产出点数。该领袖不愿放过每次背后捅刀的机会,而且对所有部下都充满疑心。这常导致他对手下官员的清洗以防他们密谋推翻他——不管这密谋是真实存在、还是仅仅存在于他的幻想。

  Temperamental:  -50% great general emergence inside civ borders. This leader will sack any general he sees as overly cautious. He is a firm believer of “offense is the best defense” dogma.
    喜怒无常:-50%大军事家在国境内的产生点。该领袖会将任何他认为过于谨小慎微的将领解职。他的信条是“进攻是最好的防守”。

Remember that you can review the effects of your leader’s traits and drawbacks at any time during the game via a tooltip displayed while hovering the mouse pointer over your civ’s flag in lower right part of the screen.
请记得,在游戏中任何时候,你都可以通过将鼠标悬停在屏幕右下角,你的文明的旗帜上方,来查看你的领袖特质。


What’s new in 3.2: almost nothing is changed. We tried to add some more leaders with rare drawbacks (isolationist and barbaric).
3.2版本新变化:几乎没有变化。我们试着给更多领袖增加了一些稀有缺点(孤立主义和粗鲁野蛮)。

[ 本帖最后由 ikariam 于 2013-7-28 20:35 编辑 ]
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 楼主| 发表于 2013-6-16 14:31:46 | 显示全部楼层

At the start of the game 游戏开始阶段

Game speed, game options and difficulty
游戏速度,游戏选项和难度

For your first game if you are not a veteran Realism mod series player, you should probably pick a lower difficulty level to familiarize yourself with the aspects  of the mod. As you get the hang of it, the mod is balanced to be played at Prince-Emperor difficulty range, although of course both higher and lower difficulties are available for players, especially relevant if there is a need to give a handicap to beginner players in a multiplayer game.
如果你不是RI系列的老玩家,那么在第一局游戏的时候,你应该选个较低的难度来熟悉本作的各个方面。当你觉得一切轻松自如之后,本作在王子到皇帝难度之后是比较平衡的。当然更高和更低的难度也都是可选的,特别是在多人游戏中需要给新手一点优势的时候。

Most game options for custom games are the same as in vanilla BtS. You will notice that Tech Trading is off by default – that is because our mod implements an alternative Tech Transfer system*, where instead of exchanging techs via diplomacy, they are transferred from civ to civ via Open Borders treaties. Turning Tech Trading back on doesn’t break our mod, but if you do so, you should probably turn off Tech Transfer, as the two aren’t meant to co-exist.
大多数的自定义游戏的游戏选项都是和原版刀剑之上资料篇里一样的。你会注意到科技交易默认是关闭的——那是因为我们的mod使用了一种科技传播的替代方式,科技不再通过外交来交换,它们通过文明与文明之间的开边协议得到传播。打开科技交易并不会破坏本作的平衡性,但如果你这样做的话,你最好把科技转移选项关闭,因为这两者本是不该共存的。

Some components of RI can be turned on or off in custom game menu. These are the new options RI adds:
一些RI的组件可以在自定义游戏选项中打开或关闭。以下就是RI新添加的选项:

  Tech transfer on/off. See above.
    科技转移。见上。

  Holy city migration on/off. This determines if non-state religion Holy Cities will migrate to other civs.  You can read more about that game mechanic in the religious section of the manual.
    圣城迁移。这一选项决定了非国教的圣城是否会迁移到其它文明中。在本指南的宗教部分会有更多相关信息来介绍这一游戏机制。

  Protect Valuable Units on/off. This changes the rules for which unit is considered  the best to attack or defend with.   When turned on, valuable units like great generals, national units, units with lots of experience, and medics may be withheld in lieu of another unit even though they have the highest odds of winning. This happens when another less valuable unit has comparable odds, or the odds of winning are very poor.
    保护珍贵单位。这会改变哪些单位在一次作战中被作为最佳进攻、防守单位。当这一选项打开时,珍贵的单位比如大军附身的单位、国家级单位、高经验单位以及医疗单位会被保留到其它单位之后上阵,即便它们其实有着更高的胜率。当有另外一个不那么珍贵的单位有着相近的胜率,或是所有胜率都很低时,这个选项就会起作用。

  AI plays to win  on/off. If turned on, AI will be aware of different victory conditions available and will choose a particular strategy focused on winning the game with the chosen kind of victory. Whether to turn this on or off depends on your own playing style  – whether you yourself play to win or play for fun. If turned off, AI players will try maximizing their score, basically always aiming at Time victory.
    AI争取胜利。当选项打开时,AI会意识到各种可能达成的胜利条件,并从中选出特定的一个来作为目标奋斗。是否打开这个选项取决于你的游戏风格——你自己是喜欢争取胜利的,还是只是图个乐。如果关闭选项,AI就只会试图拿到最高的分数,基本上就是永远只朝着时间胜利努力。

The mod was developed and balanced for Realistic  game speed, which gives an extended “epic” scale to the games. Nevertheless, for players who are short on time, we also provide several other game speeds that lead to faster-paced games. Still, for full enjoyment of all the features in our mod, Realistic speed is recommended. Likewise, a longer playing speed is also available for those who are in no hurry.
本作在开发和平衡的过程中都针对着“真实”这一游戏速度,它能给游戏带来“史诗级的”规模。当然,对于时间紧张的玩家,我们也提供了多种其它的游戏速度以带来更快节奏的游戏。但是,为了尽享本作的各种特色,“真实”游戏速度还是最值得推荐的。类似地,对于不怎么着急的玩家,也有比“真实”更长的游戏速度可供选择。


What’s new in 3.2: exact lengths of the game at all speeds have been tweaked a bit. On most maps, the in-game age will now match the tech progress better. Still, remember, it is impossible to create a one-size-fits-all here; any given game can still progress slower or faster than our history did (and yes, it’s exactly what we wrote for 3.1 as well, because this is a continuous process).
3.2版本的变化:所有速度的游戏准确长度都做了一点调整。在大多数地图上,游戏内年代会与科技进度更吻合。但是,请记得,这里没有完全通用的解决方案;任何一局游戏仍可能比我们现实中的历史演进得更慢或更快(哦是的,这跟我们在3.1上写的一模一样,因为这是一个持续渐进的过程)。

[ 本帖最后由 ikariam 于 2013-7-28 20:41 编辑 ]
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 楼主| 发表于 2013-6-16 20:13:36 | 显示全部楼层
Random Maps and the Scenarios
随机地图与剧情


Another choice you have to make before starting the game is the map you wish to use.
Realism: Invictus comes with three bundled scenarios, and a lot of our effort went into balancing those.
另一个你需要在开始游戏前做的决定是使用哪种地图。RI附带有三张剧情地图,我们在平衡这些地图上做了很多的努力。

Their one drawback is actually caused by their very nature – all of them are huge, with many civs. Therefore,  any of them  will  strain your system, and older PCs will experience very long turn loading times as the game progresses to more advanced eras.
剧情地图的缺点是由它们的自身性质造成的——所有剧情地图都是巨大的,而且上面满布着许多个文明。因此,它们中任何一张地图都会考验到你的系统,老旧的电脑在游戏进行到更后期的时代时会需要在回合之间的消耗很长的读取时间。

Also, of course, the map is fixed, and therefore, although it can be played and enjoyed many times (as our testing shows), still sooner or later you will get used to it.
另外,显而易见的是,剧情地图是固定不变的。因此,尽管它们够得上被享用很多次(如我们的测试所展示的那样),你仍然迟早会感到厌倦。

All these reasons may make you turn to random maps, and you won’t be disappointed. Our mod is designed to be compatible with most random map generators – both vanilla and player-made. A couple of words of warning is in order, though.  
所有这些理由都可能会让你转向随机地图,你不会失望的。我们的mod与大多数随机地图生成器都兼容——包括原版游戏中的和玩家自制的。但还是有几句提醒的话要说一下。

Firstly, we have sometimes experienced that smaller Archipelago maps can lack some resources, due to the simple fact that they don’t have enough land to place them all; still, strategic resources have never been reported as missing, and therefore these maps will definitely be playable.  
首先,我们有时会遇到小型的群岛地图缺乏某些资源,原因很简单,就是因为没有足够的土地来放置所有资源;但是,战略资源从未发生过在某张图上未生成的事情,因此这些地图也同样是可玩的。

Secondly, when you use a custom map generation script for the first time, to ensure that it is working properly, it is very recommended to generate a map and inspect it with WorldBuilder, to see if all resources have spawned properly and nothing is wrong otherwise. Some scripts (especially player-made) can generate maps that don’t have marshes  or scrublands, but this is totally acceptable, as their presence is in no way critical for the playability of the mod (although of course they add some nice flavor).
其次,当你第一次使用自定义地图生成代码的时候,为确保它能正常运作,我们非常建议你生成一张地图并使用世界编辑器(WB)来查看它,以确认是否所有资源都正确生成了,也没有什么别的错误产生。有些代码(特别是玩家自制的)可能会生成没有沼泽或灌木丛的地图,但那也是完全可以接受的,因为这两种地形对于本mod的可玩性来讲并没有那么至关重要(当然它们的确可以增添一些不错的风味)。

Lastly, we must warn you that no premade map for vanilla game or other mod will likely be playable “out-of-the-box”. These maps will be lacking custom resources added by the game, some of which (like sulfur) are critical for proper development of a civ.
最后,我们必须提醒你,任何原版游戏或其它mod的预制地图都不可能直接可用于玩RI。这些地图会缺少RI中独有的一些资源,它们中的一些(比如硫磺)对于一个文明的发展至关重要。

You can get an overview of the scenarios that come with RI in their own dedicated sections.
有关剧情的概述详见它们自己的独立章节。


What’s new in 3.2: one new scenario; read about it in the scenario section or just go play it!
3.2版本新内容:一个新的剧本任务;请在剧本任务相关章节了解它,或是直接进游戏里玩!




Game interface
游戏界面


User convenience is a major concern for us; therefore, RI comes bundled with BtS Unaltered Gameplay mod (BUG), which  greatly improves user interface  and,  in our opinion, is absolutely essential for any player regardless of any gameplay changes present. One of the nicer things about BUG is that it is highly configurable. You can find the configuration options by clicking the briefcase-shaped button on upper left of the screen.
玩家的方便是我们的一大考量;因此,RI捆绑了BUG mod,它大大改进了界面,而且在我们看来,不论游戏如何改变,它对任何玩家来说都是必需的。BUG的一大好处就是它是高度可定制的。你可以点击屏幕左上角公文包样子的按钮来进入BUG的自定义选项。

Moreover, we introduced a lot of our own tweaks into user interface, and probably the most important of them is the totally rewritten pedia, which  is powerful, easy to use, presents a lot more information and is better organized than the one in vanilla game. This particular pedia layout is (so far to our knowledge at least) exclusive to our mod.
另外,我们加入了许多我们自己对界面的修改,其中最重要的是完全重写的百科。它强大、易用,展示了大量的信息而且比原版游戏中的百科组织得更好。这个百科的特殊布局(据我们所知)是我们的mod所独有的。


What’s new in 3.2: we have a 100% new pedia. You can see screenshots from it at various points throughout this
manual. Hopefully, you will like it as much as we like it ourselves!  
3.2版本新变化:我们有了一个100%全新的百科。在这本手册中的多处你都可以看到它的截图。希望你和我们一样喜欢它!

[ 本帖最后由 ikariam 于 2013-7-28 20:55 编辑 ]
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 楼主| 发表于 2013-6-16 20:33:56 | 显示全部楼层

Technological development 科技发展

Tech Transfer system
科技转移系统

Tech Transfer is a feature of Realism: Invictus mod that is intended  to replace an unrealistic aspect of vanilla game that has civilizations diplomatically trading technologies – something that wasn’t there till at least mid-XX century. Historically, technological developments spread passively, and all that the kings and governments could do was encouraging or preventing that process by means of general diplomacy.
科技转移系统是RI的一个特色,它被用来取代原版游戏中很不真实的科技交易——一种至少在20世纪中叶之前都从未有过的事情。历史上,科技发展的传播是被动的,而所有的国王和政府所能做的就是依靠总体的外交手段来鼓励或避免这一进程。

Therefore, in our new system, when a civ is researching a technology that another civ with open borders to this one already knows, it gets an additional significant research bonus towards that technology: 50% for first such civ and additional 25% for every next civ.
因此,在我们的新系统中,当一个文明在研究一个另一文明已知的科技,且这两个文明签订有开边协议时,这一文明会得到显著的科研点数加成:第一个已知此科技的文明+50%加成,此后第一个已知此科技的文明都再额外+25%。

Open borders treaties, thus, become a very important decision with a lot of possible implications to consider. Since tech transfer process works both ways, if you have a tech lead, you will be aiding tech advancement of other civs that have open borders with you – so you will have to choose the civs you want to sign open borders with carefully, and also keeping in mind other important aspects of having open borders with another civ: free passage of troops, trade routes and spread of religions. Additionally, if your relations with another civ are high, you will get bonus culture from having open borders, as your peoples exchange their cultural trends with each other.
开边协议因此成为了一个牵连到很多事情的重要抉择。因为科技转移的进程是双向的,如果你在科技上领先,你就会对所有与你签订开边协议的其它文明提供科技进步上的帮助——所以你就必须仔细挑选签订开边协议的对象。此外还要记得开边协议带来的其它重要方面:部队的自由过境权、商路和宗教的传播。还有,如果你与另一文明的关系很好,你还会从开边协议中获得额外的文化产出,因为两国人民互相交流着他们的文化潮流。


Tech conquest
科技掠夺

When you capture an enemy city in RI, you will get some progress towards a tech known by your enemy but unknown by you. This may sound familiar to the veteran players who enjoyed the previous installments of Civilization series, but this mechanic was cut from Civ 4. We brought it back!
当你在RI中攻占一座敌方城池,你会从中得到一个敌方已知而你仍未知的科技的一些进度。这对玩过文明系列前几作的老玩家来说肯定挺耳熟,只不过这一机制在文明4中被去除了。我们把它加了回来!

The amount of research gained is a percentage of that tech’s cost, and is dependent on the size of the city, with a random factor. Large cities can give you a whole tech when taken, while cities with population of 1-2 will give about a quarter of a tech.
所获的科技点数将是该科技总瓶子数的一定百分比,而这一百分比取决于该城市的大小,以及一个随机因素。攻占大型城市可能会直接送你一个完整的科技,而一座1到2人口的城市会提供大约四分之一个科技。

[ 本帖最后由 ikariam 于 2013-7-6 12:06 编辑 ]
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 楼主| 发表于 2013-6-16 20:40:10 | 显示全部楼层

Tech tree and Eras 科技树与时代

You will quickly notice that we almost completely overhauled vanilla tech tree to suit the needs of our mod. The number of tech is increased more than twofold, and every single technology unlocks some benefits for your civilization.  
你很快会留意到,我们几乎把整个原版科技树都颠覆了,以适合我们mod的需要。科技的总数翻了两番都不止,而且每个科技都会解锁一些对你的文明有利的东西。

Some aspects of technological progress are handled slightly differently from vanilla game: for example, many strategic resources are revealed by techs much earlier than they really become useful: this gives players time to secure them by the time first units/buildings requiring them are unlocked by further techs.
科技演进的一些方面与原版游戏的处理方式有少许不同:比如,让许多战略资源显示在地图上的科技,要比让这些资源可以得到真正利用的科技要早上许多:这给了玩家时间,让他们可以在需要这些资源才能建造的单位/建筑被解锁之前,就先确保这些资源的供给。

Eras of technological advancement are no longer just cosmetic changes to your city art. As you progress technologically, people in your civilization become more refined in their tastes and start making increased demands  – which, in game terms, means that each new era (except Classical) brings one or more points of unhappiness and unhealth to all your cities. Because of that, it is not really recommended to “beeline” to next era techs; the later you advance to a next era, the better you are prepared for that.
时代的演进不再只是让你的城市外观发生一些视觉变化。当你的科技进步时,你的人民的品味会更加高雅,要求会增添更多——在游戏中来说,就是每个新的时代(古典时代除外)都会给你所有的城市增加一点或更多点的红脸和绿脸。因为这个原因,直冲下一时代的科技就真的变得很不值得推荐了;你越晚演进至下一时代,你的准备才越充分。

Therefore, it is also recommended that before advancing to a new era, all your cities are at least 2 below the happiness limit – or they will become unhappy after you advance into the new era.
由此,在演进到新的时代之前,你的所有城市最好都至少有富余的2笑脸——不然在进入新时代之后,城市就会变得不快乐。

It is a good idea to research most techs belonging to current era before pressing onwards to the next era, unless you feel very confident about the happiness of your cities. This is also one of the reasons why it is not recommended to start the game in advanced eras – not past Classical and definitely not past Medieval: your cities will be very unhappy right from the start (especially on higher difficulty levels) and you won’t have the economic/industrial base that you are assumed to have when you advance to later eras naturally – although Advanced Start feature can help alleviate this somewhat.
在进入下一时代前先把本时代的绝大多数科技都研发出来是个好主意,除非你对自己城市的笑脸数非常有信心。这也是我们不推荐游戏从中后期时代开局的原因之一——不要晚于古典时代,绝不要晚于中世纪:因为你的城市从开局就会非常不快乐(特别是在高难度下),而相较于正常游戏时的情形,你这时肯定没有足够的经济/工业基础——尽管高级开局机制可以多多少少减轻这一状况。

Information on techs belonging to certain eras is provided in the tooltip for any particular techs. They are also color-coded for your convenience in the tech screen (you can see in the screenshot above that medieval techs have a green underlay).
任一科技的时代归属都可在提示信息中找到。在科技界面中可以看到它们按时代区分了颜色。


What’s new in 3.1: technology transfer code has been rewritten from scratch. In practice, it will be mostly the same for you, with a significant exception that now it will not generate surplus research on the last turn of researching a transferred tech, so tax rate can’t be manipulated to easily squeeze more out of your research. Also, tech capture code has been rewritten too, and you will notice that it provides much more benefit than before.
3.1版本的新变化:科技转移的代码被完全重写。从实际效果上来说,它基本和以前一样,唯一的显著例外是,在研究一个有科技转移加成的科技的最后一回合,它不再产生科技点盈余,所以玩家无法再简单地依靠操纵税率来压榨出额外的科研点数。另外,科技掠夺的代码也重写了,你会发现它提供的奖励比过去多了很多。

What’s new in 3.2: tech tree screen has been recoded and will now display much more conveniently. Also, tech tree can now be viewed from pedia, even in main menu.  Lastly, many tech prerequisites were tweaked, so don’t automatically trust your memory for the best research paths.
3.2版本新变化:科技树界面得到了重新编码,现在显示方式更为便洁。另外,科技树可以从百科中、甚至是主菜单中进入阅读了。最后,许多的科技前提条件做了修动,所以不要再依靠记忆来做科技路线的选择了。

[ 本帖最后由 ikariam 于 2013-8-3 13:30 编辑 ]
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 楼主| 发表于 2013-6-16 21:15:12 | 显示全部楼层

Building up your cities 建设你的城市

When it comes to buildings and wonders you can construct to improve your cities, the first thing you will notice is that there is a lot of new stuff. There are several important categories of buildings that aren’t present in vanilla game, but are nearly essential to properly developing your civ in Realism: Invictus. It wouldn’t be reasonable to cover each of hundreds of new buildings and wonders in detail here, especially since in-game Pedia makes a good job at that, but we will try to cover some of the broader categories here.
当说到可以建来提升城市的建筑和奇观,你会注意到的第一件事就是多了许多新东西。有几大类的建筑在原版游戏中是没有的,但在RI中却对文明的发展至关重要。在此涉及所有的上百种建筑和奇观是不理智的,特别是游戏内的百科全书在这方面已经很到位了,但我们会尝试更宽泛地介绍一下它们。

Yield modification
产出修正


One of the effects that wasn’t there in vanilla Civ 4 is the ability of buildings to modify
yield outputs of everything  –  terrain improvements, specialists, even other buildings.
为原版游戏所不具备而RI独有的一个效果是,建筑对各种东西的产出产生影响——地块设施、专家甚至是其它建筑。

For instance, all temples now give +1 gold to priests, sawmills provide +1 production to lumbermill improvements within city radius and Roman Castrum (their new UB)
provides a yield bonus to three different other buildings!
比如,所有的寺庙都能让僧侣+1金,锯木厂使城市工作范围内的伐木场+1锤,古罗马兵营(他们新的特色建筑)对另外三种不同的建筑产生增益效果!

Of course, wonders now also make good use of these abilities. You will find that many
wonders have new effects along those lines.
当然,各种奇迹也好好地利用了这一能力。你会发现许多奇迹也拥有了新的效果。

(图)

Pyramids are an example of one such reworked wonder; they provide significant bonuses to pagan temples.
金字塔就是这样一个被重做的奇迹的例子;它对异教寺庙产生显著的加成。



Luxuries and your cities
奢侈品与城市


In vanilla game, as soon as luxuries are hooked up by a terrain improvement and a road, your cities start getting happiness. Very few luxuries work this way in Realism: Invictus (the only exception that immediately comes to my mind is wine). Most luxuries will only have an effect if you construct a specific building in your cities.  This has an important implication that your cities will start with a low base happiness even if they are connected to your trade network from the start – you will have to build up their happiness infrastructure. This also means that you will probably have significant problems managing the happiness of a large city that you took from your enemies.
在原版游戏中,奢侈品只要有了相应的地块设施和连接的道路之后就会给城市提供笑脸。RI中却少有奢侈品是如此(立刻从我脑海中闪出的例外就是酒)。大多数奢侈品只有当你在城市中建造了特定建筑后才会发挥功效。
这就是说,你新建的城市即使已经与商路网络相连,也仍然只有一个很低的基础笑脸——你必须建造笑脸建筑才行。这也意味着你在攻占敌方的大城市后,在处理笑脸上多半会遇到难题。

Buildings such as this Jeweler are required to harness the potential of your luxury resources – and they almost always offer additional benefits too!  
类似珠宝铺这样的建筑就是用来让你的奢侈资源发挥功效的——而且它们通常都会提供额外的一些奖励!

For example, gold bars aren’t by themselves doing anything for the local population – but if you construct a jeweler, he provides a way to turn this gold into jewelry that provides happiness to the population. Such buildings  should be individually constructed in every city and provide benefits only to the city that they are built in.  
举例来说,金条本身对当地人口来说没有什么作用——但如果你建了珠宝铺,它就会把金条转化为提供笑脸的金饰。这样的建筑在每座城市都需要单独建造,它们只对所在城市提供笑脸。

What’s new in 3.1: no significant changes.
3.1版本的变化:没有明显变化。
What’s new in 3.2: there have been many changes in what buildings are associated with what luxuries, with a couple more buildings added.  You should keep that in mind, since the desired happiness from a resource can now be available at a different tech than in 3.1.  
3.2版本的变化:在哪种建筑与哪种奢侈品相关这方面,有了很多变化,还添加了多种新建筑。你需要留意的就是,奢侈品提供笑脸的相关科技与3.1版本相比现在可能已经不一样了。



Industrial buildings
工业建筑

This category is totally new compared to vanilla game. These buildings take one or more resource and convert it into another one. For example, a steel mill takes one iron and one coal and turns them into one steel. These output resources are treated just like those harvested on the map – all your cities connected to the trade network will benefit from them and you can trade them via diplomacy.  
这一类别相较原版游戏就是全新的了。这类建筑吸收一种或多种资源,将它转化成另外一种资源。比如,钢铁厂吸收一铁一煤,将它们转化成一钢。这些产出的资源就和从地图上采到的资源一样——你所有连接入商路网络的城市都能从中得到加成,你也可以在外交界面交易它们。

Both strategic resources and luxury resources can – and indeed should – be produced that way. From early industrial era on, you will not be able to have a modern military that is not backed by steel mills, armament industries, artillery yards and other such buildings. Likewise, there are many luxuries that are only available through the industrial system.
战略资源和奢侈资源都可以,也应该,以这种方式生产。从工业时代早期开始,你没有钢铁厂、军械厂、火炮厂和其它此类建筑的话,就别想建立起一支现代军队。类似地,还有许多奢侈品只有通过工业体系才能被生产出来。

Input resources aren’t “consumed” by these buildings and can still be used to construct units and otherwise benefit your civ. The reasoning it works that way is quite simple really, come to think of it, and comes from the way that resources are initially implemented by Firaxis: if one iron can be used to construct an infinite number of swordsmen, why can’t it be used to construct infinite swordsmen and to make enough steel to construct infinite ironclads?
输入的资源并不会被这些建筑“消耗掉”,它们仍能用于单位的建造等等。其中的道理其实很容易理解,这就跟Firaxis在原版游戏中对资源的应用方式一样:如果一铁可以用来生产无数的剑士,那么它为什么不能用来生产无数的剑士,并且用来生产出无数的钢,从而生产出无数的铁甲舰?

Still, if you have more than one instance of a prerequisite resource, you will have to construct more than one instance of that industrial building to get multiple output resources. Let me stress this again: the buildings don’t consume resources away! One unit of coal can power one steel mill (with iron) and, at the same time, one brick factory. You are not faced with a choice of directing your resources down one of the several different production paths (mostly because we don’t trust AI to make wise choices there)  –  you can put every resource you have to all the possible uses it has simultaneously.
但如果你拥有多份原材料资源,你必须建造多座工业建筑来获得多份产出品资源。让我再强调一次:这一建筑不会将资源消耗掉!一单位的煤可以给一座钢铁厂供能(与铁资源一起),与此同时,它还能给一座砖厂供能。你不需要为资源该调配到哪一条生产路线上而做出抉择(主要是因为我们对于AI在这方面的做出明智抉择的能力的不信任)——你可以把将你拥有的每种资源同时投入到所有可能的用途中去。

What’s new in 3.1: no significant changes, except for the fact that key industrial prerequisite resources such as coal, sulfur and aluminum were tweaked so as to be almost guaranteed to spawn on any given map.
3.1版本中的新变化:没有明显变化。唯一的变化是,核心的工业原材料资源,比如煤、硫磺和铝都做了调整,保证它们几乎在任意地图上都能确保生成。

What’s new in 3.2: no significant changes.
3.2版本中的新变化:没有明显变化。

[ 本帖最后由 ikariam 于 2013-9-28 13:11 编辑 ]
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 楼主| 发表于 2013-6-16 21:16:16 | 显示全部楼层
这手册还挺长,只翻了大约一半,累了,今天就到这儿了。

未完待续……
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发表于 2013-6-23 12:07:10 | 显示全部楼层
直接汉化了吧。。。
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 楼主| 发表于 2013-6-29 22:41:40 | 显示全部楼层

Civic dependencies 政体依赖性

Several buildings and wonders in our mod require specific civics to be constructed and to be operational. They are usually a means to “augment” a civic and extend its effects. Some civic-related buildings have drawbacks as well as advantages, and thus a player can choose to construct or not to construct those. If you switch out of that civic otherwise, the buildings and wonders will stop functioning.
在我们的mod中 ,有一些建筑和奇观是需要在特定的政体下才能建造和生效的。它们通常是用来扩展某一政体并提升其功效的手段。有些政体限定的建筑除了正面的加成,还会有负面效果,因此玩家需要在造与不造之间做出选择。如果你切换到了别的政体,这些建筑和奇观就会停止发挥作用。

A special case of that is Monarchy –  it enables a number of “buildings” that represent different kinds of monarchies throughout history and depend on civics of Legal category to function. Effectively, these “buildings” depend on two civics at once.
一个特殊的例子是君主制——它会开启一系列代表着历史上不同种类的君主制的“建筑”,这些建筑同时还需要依靠“法律”类别的政体才能生效。这些“建筑”实际上同时需要两种政体才能发挥功效。

What’s new in 3.1: some civics were reworked, added and removed, and thus some dependencies changed as well.
3.1版本新内容:一些政体得到了重做、添加或删减,也因此政体依赖性也有了一些变化。
What’s new in 3.2: most civics were reworked, some were added or removed, and thus some dependencies changed as well.
大多数政体都重做过了,有增有减,因此一些政体依赖性也都变了。

[ 本帖最后由 ikariam 于 2013-9-28 13:10 编辑 ]
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 楼主| 发表于 2013-6-29 22:42:07 | 显示全部楼层

The Ministries 国家部门

The ministries are special national wonders that become available later in game. Their aim is to lessen the amount of micromanagement for the player: each ministry provides the benefits of some basic building (sawmill, school etc.) to all the cities of a civ, so you don’t waste time constructing them. They don’t provide any additional benefits, so they should only be constructed if you have several undeveloped cities that can benefit from their effects.  
国家部门是在游戏后期才开始出现的特殊国家级奇观。他们的作用是减轻玩家的微操量:每一种部门都会在本文明的所有城市发挥某一种基础建筑(锯木厂,学校等等)的功效,所以你就不必浪费时间在每座城市重复建造它们了。国家部门不提供任何额外的加成,所以只有当你有多个未发展起来的城市能从中获得好处时,才值得去建造国家部门。

Each ministry costs as much as 5 instances of the building tied to it
每个国家部门的造价都相当于与之相关的基础建筑的5倍。
Also notice that due to abundance of different national wonders in Realism: Invictus, we have lifted the limits on national wonders per city; you can build as many as you like in any one city.
还请注意,由于RI中不同的国家级奇观数量很多,因此我们提高了每城造国家级奇观的数量上限——你可以在一座城市中愿意造多少就造多少。

[ 本帖最后由 ikariam 于 2013-7-6 12:11 编辑 ]
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