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[转帖] 维多利亚II:阋墙(A House Divided)开发日志

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发表于 2011-11-26 00:02:09 | 显示全部楼层 |阅读模式
授权转自52。翻译:璇。

ps:翻译略微重口,欢迎大家去52吐槽小璇。

零:E3深入访谈

《阋墙》数据片的开发,是因为我们知道:《维多利亚II》能够在政治和经济上有更多改进的话,会是一款更好的游戏。顾名思义,「A House Divided」意味着将会有一个1861年的全新剧本。不过,事情可没这么简单。今天,有幸能在E3与P社头目约翰哥谈谈:这资料片会带来些什么?

1861年剧本会利用特定的事件串与剧本设定来反映美国内战时的世界。现时能告诉大家的是:不会有新科技、游戏时间不会延长,其他的细节暂时未能公布。

当然,《阋墙》会有更多内容。举例来说,现在玩家可以做海外投资了。接受海外投资的国家将会更不容易变成另一国家的势力范围。在外国营造基建(例如德国人在奥斯曼帝国修铁路)会增加你能从该国购得的资源。

无论叫什么,数据片仍然会带给19世纪的亚洲国家一些重大改变。中国不再显示成统一的,而是分为各种各样的地方势力。每一个势力都能够被附属,或是分别被纳入不同列强的势力范围内。这使得以往将整个中国纳入势力范围内,然后得到莫大优势并笑到最后的不合理情况不再出现。

未开化国家会有2条新的「开化之路」,使再小的国家也能进入工业时代。

新增教育制度的社会改革。另外,《阋墙》的战争借口是「制作」出来的,反映战争的理由其实是一步一步渐渐形成(可以是外交影响,可以是外交羞辱,或者只是政治宣传:例见美西战争)。鉴于编织开战理由需时,对付未开化国家时会快一点。

数据片也会处理一些政治课题,特别在于选举和叛乱系统。考虑到选举系统没有预期中受欢迎,我们将加入一个新系统,这个我们以后会再作详细介绍。政党在某一地区一次又一次胜出,当地就会变成该党的「领地」一样,描绘一国之内的政治地缘分歧。

另一方面,改革运动现在会更优先于革命行动。玩家现在可以有不同的方式去与那些「反对派」交涉,努力防止暴力行为爆发。

如无意外,2011年12月,《维多利亚II:阋墙》会最终完成调整经济系统,经济政策将影响人民或国家购买商品的优先次序。(例如,在资本主义国家,人民能优先买到商品)。

瑞恩哥,E3的人

A House Divided expansion builds up from the idea that Victoria II was a good game that could become even greater as politics and economic mechanics get enhanced. As its title suggests, it features a brand new 1861 campaign, but not only that.
I had the opportunity to sit down with Paradox Interactive producer Johan Andersson at the E3 and get an insight of what the expansion brings to the table.

The 1861 campaign will focus on properly reflecting the American civil war through dedicated events chains and scenario datas. Not much details have been disclosed yet, although we already know there will be no new technologies, nor extended timeline for this expansion.

Yet A House Divided has even more to offer. For players will for instance now be able to undertake foreign investment. Countries in which one invests will in turn be less likely to get dragged into another's sphere of influence. Building infrastructures in foreign countries (e. g. the Germans building railroads in the Ottoman empire) will furthermore increase the amount of resources that can be traded from said country.

Despite its name, the expansion also brings about decisive changes in the ways XIXth century Asia is depicted. China will no longer be a united country, and will, instead, be divided up into cliques. Each of them can be vassaled and brought into great powers' spheres of influence, thus making an end to the irrational situations where a game was basically won just as soon as someone managed to get China into your own sphere.

Uncivilized countries will get two new reforms paths towards “civilization”, which allow even the smallest countries to somehow make their way into industrialized modernity.

New social reforms will deal with school system, whilst A House Divided will feature manufactured casus belli to reflect the build up whereby one makes up reasons to go to war against an enemy (be it by diplomatic influence, insults, or even press propaganda, e. g. USA war against Spain). Whereas this may usually take quite some time, manufacturing a casus belli against uncivilized nations could be quicker.

The expansion also tackles some issues related to the politics, and especially elections and revolts systems. Considering that the elections were not as exciting as first intended, the developers are implementing a new system, which has yet to be introduced in details. Political fiefs will for instance tend to form in areas where the same party wins over and over. This should open the way to portraying more diverse political landscape within countries.

On the other hand, reforms movements will now precede revolts. Players then has different options to interact with the “indignated”, to try and prevent actual revolts from taking place.

Scheduled for december 2011, “if everything goes well”, A House Divided will finally tweak economy mechanics, in such a way that, whether the State of the POPs will buy goods first for example now depends on economic policies (e.g. POPs will be prioritized in capitalist countries).

Rayan Nezzar from the E3

[ 本帖最后由 holyyang 于 2011-11-26 00:04 编辑 ]
 楼主| 发表于 2011-11-26 00:11:58 | 显示全部楼层
一:释名

大家好,欢迎来到《维多利亚II》首个资料片──《阋墙》的首篇开发日志。从「A House Divided」一词,大家也许会想起两件事:

1. 这个资料片集中于美国内战吧?
2. 一切与美国内战相关的都可以叫「A House Divided」?

答案是:
1. 不是的。
2. 没错。

虽说会有个新的美国内战剧本,但《阋墙》里美国内战不会有什么新打法。剧本问题先按下不表。新数据片主要目的是令游戏的整体变得更好。我们正打算加强游戏的政治、经济、未开化国家的改革与现代化、战争、界面、速度等等方面,各种各样!

说说命名:林肯总统真的很喜欢他那「分裂的房子」演说。有些人认为他已经太过超前了,使他最终都背负着那些人的怨恨。总统先生实在太喜欢这次演说了,于是在内战结束后他颁布了这个命令:所有与内战有关的计算机游戏都要用这个演说为名*。

现在,回去说说那个剧本:美国内战的剧本会从1861年7月1日(大清咸丰十一年五月廿四)开始。那时候,邦联已经成立,要加入的州份都加入了。双方正在调动军队,美国内战的第一枪即将打响:





眼尖的童鞋也许已在这两幅截图上找到亮点了。

*这未必是真的。

现在我们正处理新的经济系统。下个星期的日志,我们会说下这方面的改进。

Hello and welcome to the first developer diary for A House Divided, the first expansion for Victoria 2. From the title you're probably thinking two things:

1) So the focus is on the American Civil War?
2) Must everything about the ACW be called A House Divided?

Well the answers to those are “No” and “Yes” respectively.

AHD does not have any particular focus on the ACW, although it does include a new scenario which I will talk about in a moment,  the main aim is to make the game better all round. We plan to improve politics, the economy, uncivilised nation's path to reform and modernisation, warfare, the UI, game speed, and more!

As for the name, Lincoln really liked his “House divided” speech and stuck with it despite everyone  he showed it to telling him it was going too far. He liked it so much that after the war he decreed all computer games based it are required to use his speech as the title*.

Now, back to the scenario: The ACW scenario currently starts on July 1st 1861, the CSA is fully formed, armies on both sides are on the move, and the first real battles of the Civil War are about to take place.

Sharp eyed formites might notice some bonus details in these screenshots too.

*= This may not be true.

We should be back next week with a DD about the economic improvements we're working on now.

[ 本帖最后由 holyyang 于 2011-11-26 08:31 编辑 ]
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 楼主| 发表于 2011-11-26 11:54:02 | 显示全部楼层
二:铁路与商品

欢迎来到本周的《阋墙》开发日志。首先我们来看看新加入的商品信息明细页面:



这个页面能在贸易或生产页面下开启,这将有助玩家决定买卖商品,和某些工厂是否工作。更长时间的历史价格表也会有助评估长期盈利能力,也显示你在世界产量中所占的比例,使得聪明的玩家能知道怎样利用他们的优势。

我们在这个星期也在经济上作出一些改动。资本家对比起政府在投资上得到了强化,他们能以更低廉的成本建厂和修铁路,在放任自由下达到三分之一!不过建设所需的投资自然也大大增加了。另外,他们也不再无脑地在全国各处铺设铁路了。现在投资需求全部都是原来的十倍,不过我们还会因应平衡测试的结果再修订。

现在来谈铁路,铁路现在会受地形影响了。不同的地形上修筑铁路,将需求不用等级的技术。譬如说你要在阿尔卑斯山修铁路,必须有4级的铁路技术才能做到。这个要求也同样作为一项地形限制,使在山脉上的4级铁路只有1级铁路的效率。希望这两项限制能使玩家对铁路建设有更详细的考虑。

下星期我们在说说有关宣战的新系统:我敢说那是很棒的。

Welcome to this weeks development diary for A House Divided. First up we have added a new screen with more detailed information about goods:

This is accessible from both the trade and production screens so will help both with deciding how to trade and what factories to construct or close. The much longer history graph should also be helpful for evaluating long term profitability and it lets you see how much of the total world production you are responsible for which clever players should be able to use to their advantage.

We have also been working on some economic changes this week. Capitalists are getting a big boost (up to 3x in laissez faire) compared to governments when it comes to building factories and railroads cheaply. Overall though constructions are going to get a lot more expensive. It should no longer be a no-brainer to put railroads in each province. Currently costs are up 10x across the board, but we will see if they stay there after balance testing.

Speaking of railroads, they are now affected by terrain. Different terrain types require a certain tech level for you to be able to construct the railroad there, so for example to build in the Alps you might be required to have level 4 researched. This minimum level also works as a penalty so a level 4 railroad in mountains will only effectively work like a level 1 basic railroad. These things combined should hopefully make for some more interesting choices on where to build your railway net.

Next week we will be talking about one of the new major features for how to declare wars. Its going to be pretty neat.

[ 本帖最后由 holyyang 于 2011-11-26 12:58 编辑 ]
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 楼主| 发表于 2011-11-26 12:51:48 | 显示全部楼层
三:义战?

欢迎收看本周的《阋墙》开发日志!今天我们会谈谈发动战争的全新系统。

旧系统里,你只要付出增加恶名的代价,就能获得宣战的理由。现在,你能够编造一些「欲加之罪」了。这个过程需要一点时间,而且每一次你只能罗织一个「罪名」。所需的时间与以下几个因素有关:双边关系、国家状态(例如未开化国家可以更快对周围的小国开战)、政府军事政策、文化科技等级、「欲加之罪」本身的内容。你不能在没有宣战理由的情况下开火,但你仍能在战争爆发后增加战争目标,不过那些目标要是没有相应开战理由的话,仍然会如旧系统般增加恶名。



寻求战争理由的过程中,除非一早被人发现,只有你与你的盟友知道你的野心。野心暴露的话,你的目标也就能提前做好战争准备。编织战争借口的过程中,会发生一些随机事件,影响所需的时间:可以快一点,也可以变慢。你所做的改革也对此有影响:一个爱好和平的民主社会有着出版自由的话,你就别指望战争计划能好好保密了。



一些与战争理由相关的随机事件,譬如边界纠纷之类的,不过这些事件会发生得没有现在频密。

我们又增加了一些新的战争目标。例如现在你能向你的宗主国开战,拥抱自由。这是一个挣脱枷锁的机会,也会令你的旧主子蒙羞(这个声望变动现在不再是固定的,而是成比例的。因此与在后期战争的声望变动会更强烈)。

下个星期我们会谈谈玩家能用得到的新政治工具。

Welcome to this weeks dev diary for A House Divided! This time we are going to talk about the new system for declaring war.

Instead of the old system where you either have a casus belli or have to spend infamy to declare war you can now manufacture new casus bellis yourself. This is something that takes time and you can only do one at a time. The time it takes to produce a CB is dependent on a number of factors: relations, national status (uncivilized nations have an easier time to declare war on other lesser countries for example), your governments military policy, cultural tech level and the actual type of casus belli you want all matter. You can no longer declare war without a valid CB, but you will still be able to add more war goals once a war has broken out. If you lack CBs for this you will however accumulate infamy in the same way as before.

While we are working on justifying a war only you and your allies can see what you are up to unless it is somehow detected. There is a daily chance for this in which case it will be know to the world (in a new tab in the diplomacy screen), giving your target time to prepare. During creation several events can happen that modify the speed of completion, both to make it go faster, or to really slow down your efforts. Things like your press reforms matter a lot here, so as a peace-loving democracy with free press don't expect to be able to keep your plans for conquest hidden.

There are still going to be a few random events like border friction, but they will be much less common now with the new system.

While we are on the topic we have also added some new wargoal types, you will for example now be able to declare war on your master as a puppet and fight for freedom. A chance to shake off the shackles of outside control and a quite nasty prestige hit on your old master (prestige effects will now scale instead of being a fixed effect so prestige modifying wargoals should still be quite potent late game from now on).

See you again next week when we will be talking about some new political tools you can use as a player.
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 楼主| 发表于 2011-11-26 12:55:24 | 显示全部楼层
四:党支部建设,最新的国家重点工程!

你好!欢迎来到本周的开发日志。今次我们会说说一个新的机制,令玩家可以操纵国内的政治版图。

我们加入了一种新的游戏概念:对政党的忠诚度。用来模拟「我家一向投票给TG!」现像和党支部受到的财政支持与组织度的情况。忠诚度将影响地方选民投票的意向,而由每一次选举所影响。如果在这个州份TG赢了,就会得到一批忠实的支持者。这是因为他们的支部工作做得好,与国家层面的工作无涉。作为玩家,你能以一系列新的国家重点指令去影响地方民众对于政党的支持度。选举事件也会有些变化,现在会更清楚地显示每个政党的想法,也能明白到每个选项会带来甚么影响。





国家重点方面,我们改善了有关的接口,现在可以于右上角的快速显示栏查看。像殖民那种重点执行时,地图上会显示其进度,令玩家能更方便查看各种国家重点的进度。玩家也可以在生产与人口页面设定国家重点。



下星期,我们会谈谈我们那口耐的新信息系统。下次再见!

Hi and welcome to this weeks development diary. This time we are going to talk about some of the new mechanics you can use to steer the political landscape in your country.

To do this we are introducing a new gameplay concept called Party Loyalty. It simulates both the "our family has always voted conservative!" phenomenon as well as how funded and organized certain parties are in your states. It effects how people vote during an election and is also in turn affected by the election, so if the conservatives won in your state they will build up some party loyalty because of their local success no matter the outcome on national level. As a player you can affect the party loyalty in a state using a set of new national focuses as well. Election events have also been changed to show more clearly what parties think and how much the decision will affect things.

Speaking of national focuses we have been improving the interface for them and they now show in the outliner for a quick overview and things like colonization have progress bars shown on the map so it's easier to see how things are going at a glance. You are also able to set national focuses directly from production and population screens where states are listed.

Next week we are going to talk about our nifty new message system. See you then!
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 楼主| 发表于 2011-11-26 12:58:17 | 显示全部楼层
五:讯息系统

大家好,又来到新一篇开发日志。今天的主题是讯息:怎样管理对着玩家排山倒海而来的信息呢?

在《维多利亚II》里,你可以给不同的讯息设定不同的监控级数:跳出窗口、显示图标,或是只在讯息栏显示一下。大部份讯息用以图标显示。这样虽然算是有效控制信息量,但你仍得手动地过滤一大堆你不大感兴趣的消息,而且那真是多得读不完。这问题在联机时更严重──因为你不能暂停游戏,同时又很容易错过重大事件。

我想我们一定要好好解决这个问题。现在你可以在游戏期间,点击旗子来设定你「感兴趣」的国家。同样地,会有一个新窗口使你能更容易去选择与管理。每种讯息都能个别设定:全看你对那国的消息有没有兴趣。例如同样是「获得战争理由」的消息,在你感兴趣的国家传出的话会很有显眼的提示,反之,就只会在讯息栏显示一下。当然你也能让两者都显示成图标,较重要那个国家的图示会有金色外框,令讯息更显眼。



下星期我们会说下我们要怎样处理「中国问题」。同样时间、同样频道再见!

Hi and welcome to another development diary. Today’s topic is messages and how to manage the flood of information given to the player.

In Victoria II you can set different levels on messages: pop-ups, notification icons or only shown in the log. Most of your messages will be shown as notification icons. This works ok to keep down the information level, but you still need to manually filter through a lot of messages you aren’t really that interested in to be able to read the ones you are. This is even more of an issue when playing multiplayer and not being able to pause the game, and missing important happenings can be devastating.

I believe we have found a really neat solution to this problem. Countries can now be flagged as "interesting" to you by right clicking any flag and setting a toggle while playing. There is also a window where you can easily select and manage these. Each message type now has separate settings for when it concerns a country of interest or not, so for things like gaining a casus belli you can have it show as a notifier when it involves countries you are interested in and only in the message log otherwise. You can also have them both as notification icons if you so want as the important ones have a golden frame.

Next week we will be talking a bit about splitting up china so tune in then. Same bat-time, same bat-channel!
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发表于 2011-11-27 07:14:55 | 显示全部楼层
太复杂的系统,我已经望而却步了
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 楼主| 发表于 2011-11-29 20:02:03 | 显示全部楼层
六:中国



今天是星期五,也就是说又到了新一篇《阋墙》开发日志的时间了。今天的日志主角是中国。大家都知道,将中国纳入势力范围内对于经济会有极大的帮助:因为中国人会优先购买你的产品。虽说不算是个「我赢了」的按钮,但总算是个重大优势。

我们对此的解决方法,是将中国拆散成几个部分。有些部分将依然人口密集,很有纳为势力范围的价值,但不会像原来的中国那么广大。当然,这样也意味着中国可以被数个列强纳入势力范围内。

具体上我们做了什么呢?我们新增了一个「次国家」的概念,那就像一种不能独立的傀儡国。次国家可以被消灭,但只要他一日存在就不能脱离宗主独立。你可以对次国家开战,但那就意味着你要和全中国各个次国家一起开战。在其他方面,他们就像傀儡国一样。那些有玩过《神风》的玩家会发现这个概念有点像日本大名,不过这回皇帝不再是个摆设,而是一众势力中最强的一个。

中国当然可以恢复统一:只要中国能开化,就会有事件将所有次国家合并,还原成统一的中国。次国家可以拒绝,但要冒与中央关系决裂的风险,须知道中央政府有着所有地方反对势力的核心,接下来就是……如果一个次国家先开化了,中国与其他次国家也会开化,但这样国家不会统一起来。

对那些不玩中国的人来说,接下来的也许你们会喜欢。部队将会重新对殖民有加成。我们成功教晓了AI将部队开进他们看重的地区,这样玩家就不再独霸殖民地了。不过,没有人喜欢殖民的时候有人在和你争的,所以如果有一片地区有超过一个国家在争殖民地时,这些国家之间将更容易找到战争的借口。派驻更多的部队进去,只会增加擦枪走火的机会而已。



It's Friday, and that means it's time for another AHD dev diary! Today's DD is about China. As most of you know, getting China into your Sphere of Influence could be a massive boon to your economy since all those Chinese pops buy your produced goods first. Perhaps not quite a “Win” button, but it was a big advantage.

Our solution to this was to split China into several parts. Some of the parts are still pretty populous and so are still good SoI targets, but they are not quite as huge as the old China was, and of course multiple GPs can now Sphere separate parts.

So what have we done? Well, we've added something called a “Substate”, a Substate is basically an unbreakable puppet. While a Substate can be conquered, while it exists it cannot be broken away from their masters. It's possible to form CBs on Substates, but to use them you must declare war on China and fight the combined armies of China and their Substates. In other regards, they act as puppets do. Those of you you have played a Daimyo in Divine Wind should find the concept somewhat familiar, although in this case the Emperor is the largest and most powerful state rather than a figurehead.

China can re-unite itself though, an event will be fired when they Civilise, annexing all Substates on good terms with China. Substates that refuse will also Civilise, but will suffer a large relations hit with China, and since they have cores on all the Substates dissenters may be in for interesting times. If a Substate manages to Civilise first China and the other Substates will also become Civilised, but the country will not unite.

For anyone not interested in China, perhaps this might tickle your fancy? Troops now once again speed up Colonisation! Cunning coding has been done to convince the AI that sending out troops to colonial areas may indeed benefit them, so it should no longer be a free ride for the player. However, no one likes having competition in their colonial ventures, so when two or more nations are trying to Colonise the same state they will also find it easier to generate CBs on each other, and adding troops into the mix only increases this bonus.
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 楼主| 发表于 2011-11-29 20:09:23 | 显示全部楼层
七:我的枪!我的炮!

欢迎来到本星期的《阋墙》开发日志。今次我们准备要谈几项不同的内容,不过共通主题都是军事上的改进。

集合点

相信各位已注意到,地图上出现了一些有趣的新图标。有些人猜那是集合点,没错,你猜对了。玩家现在可以在任何一个你的军队能开到的地点上(除了你所有的外,你盟友的土地也可以),设定集合点。新组建的部队会自动开往最接近的集合点,并自动与其他部队合流成军(直至到达补给上限)。当然你可以自行设定是可自动合流。那么,你现在可以将画面停在集合点上等军队过来,而且我们更新了募兵地图,现在会突显各集合点,并显示哪个新部队组建好会开过来。



将领声望

军队的将领现在也能从其战功获得声望(一连串的失利也会导致声望下降)。一位名将、老将会使麾下部队有更高昂的士气,军队组织也更佳。声望系统可以防止我们在每一场战斗前随意解任将领。将一位名将解任,而没有在原地给予他新的部队,将会使你国家的声望受损,这意味着将领不再能让你天天调动。对于做 MOD 的人来说,现在可以在他们的剧本设定名将,使那些国家获得好处,也能给一些部队设定其历史上的将领。



新模块

我们新增了一些军队模块,使你能在地图上就能看出军队的兵种偏重。装甲部队我们还没做好,不过以下有一幅骑兵模块可以让大家看看:



游戏后期改进

游戏到了19世纪末期,你发现一切事情都要慢下来了:大量的部队等着你发出命令(译按:P社谈的竟然不是谈计算机效能!),因此我们改善了一下操作与显示,以期令玩家能更方便控制:

•        组建部队页面上,组建地会将会加入大陆的分组,并有一个概括的标题(看以下的截图)。这样使你能一键招一大堆兵。组建中部队的列表上,也有一个按钮让你可以在不需要这些新兵时(可以是经济崩溃,可以是战争结束),取消所有招兵令。
•        重编部队时,现在有一个新按钮可以将部队等分。
•        所有部队列表,在显示上都有很大的改进(包括重编部队窗口),以减少玩家面对大量部队时的琐事。
  


动员的改变

动员现在会因应你的常备部队数量而有上限。动员量就看执政党当时的军事政策为何。一个和平主义的政党你的动员部队数量会与你的常备军一样,至于沙文主义政党下则可以达到常备军的4倍。

我希望以上能够刺激到你将《阋墙》的兴趣。下星期我们会谈及海外投资与势力范围的变化对市场的造成的改变。   
               
Welcome to this weeks development diary for A House Divided. This time we are going to talk about quite a number of things, but the common theme is military improvements.

Rally Points

As some of you might have noticed there are some interesting looking new icons in the province view and whoever guessed on a rally point system was correct. You can now mark any province you have access to (not just your own but say the front on allied territory) as a rally point. Newly constructed units will head to their closest rally point and merge with the army there automatically (up to supply limit size). The merging is togglable if you prefer to organize yourself but defaults to on. You can keep on top of your rally points in the outliner and there is also an updated recruitment map mode which will highlight rally points and indicate where units under construction will head once done.

Leader Prestige

Leaders can now gain prestige though successful battles (and lose it if things go pear shaped). A prestigious and experienced leader will get more out of his troops resulting in a morale and organization bonuses. Prestige will also help us stop the current exploit of being able to move your best leader before every new battle. Removing a leader with high prestige from command without reassigning to a new army at his current location will incur a penalty on your countries prestige, meaning its not something you want to be doing very often. For modders out there, starting prestige is scriptable so famous generals can start with an advantage and armies can now also be scripted with their historically correct leaders.

New Sprites

We are adding some new sprite types to the game so armies will look different depending on their composition. Tanks aren’t quite ready to be shown yet, but here is a picture of a mounted cavalryman being worked on:

Late Game Improvements

In the late 1800s things can start to slow down when working with large number of units so we have had a look at improving both the usability of things and performance.

•        Units in the construction screen are grouped by continent and type with summary headers (see screenshot below). These lets you queue up all those units for construction with a single click. The list of current constructions also has a button for canceling all active in case of some economic collapse or early end of a war.
•        When reorganizing units there is a quick shortcut button that will balance out your units for you in an even split.
•        All unit lists have been rewritten to give a massive boost in performance (includes reorganization windows) and will no longer be a chore to use with many units.

Mobilization Changes

Mobilization will now be capped based on the size of your standing army. How much depends on your ruling party's military policy. A pacifist party can mobilize as many as they have a standing army, whereas a fully jingoist party can mobilize up to 4 times their standing army.

I hope this wet your appetite for A House Divided. Next week we will talk about investing in foreign countries and changes to the market system for spheres.
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发表于 2011-12-1 19:46:03 | 显示全部楼层
有新功能哦,太好了
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 楼主| 发表于 2011-12-6 16:58:19 | 显示全部楼层
八:海外投资

今天的主题是海外投资。在维多利亚时代,如同今日一样,外交关系与经贸往来往往是手拉着手的好基友。我们现在要将之体现出来,但我们干了些甚么呢?

我们在生产页面下增加了一个新分页,那么你就可以总览你所有的投资,也可以在那里给其他国家建工厂(当然要那个国家允许你这些做)。在外交总览的页面下也可以看看谁是投资者。在外国土地的页面上,你也可以给外国建立铁路和工厂。资本家手上有余财的话,也会想想往国内投资。一个国家的经济政策将决定是否允许往国外投资,同样也会影响是否接受海外资金。不过,要投资海外以前首先你要是列强。



那么,为甚么你要将你的钱送出去呢?投资国外将会给你两个好处。其一:在接受投资的国家发展势力范围将会更轻松(有这种玩法:先在目标国家弄点投资,获得加快影响的奖励同时又令对手国家发挥的影响力减慢,然后就能更容易将目标纳入你的羽翼之下了)。其二是这会决定你能控制多少个市场。在原版里,一国的市场是完全属于势力范围的主人的,但现在这机制只存在于未发化国家里(还会有一些改动,日后我们会再说说)。势力范围的主人现在会控制开化国家的75%的市场,对于次强则只会控制到50%,余下的将会按比例分给在该国有投资的各国。不过,该国自力建立的都会算在份额里,所以多多投资工业和基建也能有助你保持独立,以免于受列强剥削。



要支持这个新机制,我们也增加了些好东西。你将可以与一个国家「割席」,将他踢出你的势力范围(代价是一些恶名与声望)。而非列强国家会有一个新决议「国有化」,使他们可以将所有外国投资收归国有。当然,这样会触怒列强,会给列强一个借口将你变成傀儡,所以你得确知自己能抵抗得了才做这事(或者确知他们将有好一阵子要忙)。

下个星期我们会谈谈散步和打砸抢的改动。也许能给你看看我家新装修的大水柜。

这里有份小甜点,这里是一个约翰哥的访问,内容和《阋墙》有关的:
http://josefvstalin.com/media/vi ... vided-interview.81/

The topic for today is Foreign Investment. In the Victorian era, as well as today, diplomatic and economic influence often go hand in hand and we wanted to capture this, as well as giving some empire building role-playing for the end game. So how does it work then?

We have added a new tab under production where you can get an overview of investments and can build factories in other countries (that have governments that allow it). The diplomatic overview for a country now also show who the investors are. Railroads and factories can also be built from the province interface on foreign provinces. Capitalists are also allowed to do investments if they have spare cash. A country's economic policy controls if you are allowed to do foreign investments, as well as if you allow them to be performed. You also need to be a Great Power to be able to do this.

So why would you want to give away your money? Having investments in another country gives you two benefits. First of all it works to slow down other countries influence gain and keep your sphere safer from tampering (this works the other way as well, you can start off with some investment to get an edge versus someone else in the race to put someone in your sphere). Secondly it decides how much of their market you get control over. The way it used to work in Victoria II was that everything on your market would be under the control of your sphere master. Now this only true for uncivilized countries (with some modifications, see future diary on unciv changes). Civilized nations let you control 75% of their market and second rank powers only 50%. The rest of the market control is dependent on investments, so if say you funded half of a second rank countries industry you can grab 75% of it, without investments you would only get 50%. The country's own industries count for this as well, so building up some industry and infrastructure will help you stay independent easier and keep you from being exploited.

To support this we have also added some more cool things. You will now be able to sever ties with a country and kick them out of your sphere (this will cost some infamy and prestige however) and non-great powers all get a new decision "Nationalize" where they basically grab all invested industry in their nation for themselves. Since this might be frowned upon it will also give a CB for the investors to puppet you, so make sure you can hold your own before doing this (or expect your previous partners to be very busy for a while).

Next week we will be talking about popular movements and changes to the rebel system. There might also be some cool pictures of tanks.

As a little bonus, here is an interview about A House Divided with Johan:
http://josefvstalin.com/media/vi ... vided-interview.81/
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 楼主| 发表于 2011-12-6 17:04:22 | 显示全部楼层
九:散步运动会

又一个星期,又一篇日志!废奴运动──之类的各种各样运动会社是19世纪的重要一部分,在游戏内应有更佳的表述。同时,也有玩家认为那些一小撮人参加打砸抢也参加得太没理由了。希望在《阋墙》中的改进,能同时解决这两个问题。

当一个议题比其他的得到大众强烈支持的话,人民将会投身于改革运动里。普遍不满的人,更加会投入民族主义,甚至是泛民族主义之中,而非留在体制内寻求改进。一旦他们加入了某个运动,就会全副心思都放在所争取的议题当中,不会管其他的。直至他们认为该议题不再有价值:可以是失去兴趣而不再参与,也可以是争取成功了。前述的民族主义运动,也可以是因为没有其他重要的议题而出现的,因此你可以看看下列图例:各界戮力一心争取爱尔兰从万恶的大英帝国主义下独立!



每一个运动都会有一个数值来显示参加者有多激进。激进程度达到100%的话,便会演变成打砸抢。只有两个方法可以使事情不会如此发展,要不满足他们,要不请他们吃河蟹。河蟹不是无限量供应的,要获得河蟹就要靠公爹集团给你捞,政策配合和一些发明都促进河蟹收成(控制出版或秘密警察之类的)。不过有些政策也会影响收成,譬如出版自由和散步自由等等。河蟹吃饱了,运动支持者便都回家睡觉不玩了。但民众会记得河蟹的滋味,使得该运动的基本激进度上升,当下次再集合起来时你就得准备更多的河蟹了。这意味者无论你的河蟹煮得多好,最终你都要面对一小撮人,或是换个餐牌,满足他们。

上议院议员现在会因应民间的运动而决定是否支持改革。要是你满足了一派人的要求,他们当然是高高兴兴地散去,但你也会激怒主张另一个议题的人:「为甚么不是我们,我们说的比较重要啊!」所以,你也得好好想想改革的顺序。

水柜节!(按:美国感恩节 Thanksgiving Day 节期就是这几天开始,没错这就是个烂梗)

接下来,每个星期我都会展示一至两个《阋墙》内会见到的新水柜。首先来看看德国的A7V,绰号「移动要塞」。(按:索姆河之役后德国开始研发自己的「大水柜」,第一代产品即下图的 Sturmpanzerwagen A7V。当年一共订制了200台,但最终只有20台交货,其中3台用于训练,只有17台投入实战。1918年3月首度进入战场。大部分在当年战场报废,幸存的也因条约而废弃,只有两台保存在协约国手中,一台保存至今。)



下星期将是零碎修改大合集,但会集中于势力范围的改进,和历史风味的表现。

Another week, another development diary! Movements like abolitionism were an important part of the 19th century that deserve to be better represented in the game and many players still feel that the way pops join rebel factions feels a bit random. This addition hopes to solve both issues.

A pop will join a reform movement if it has one issue that has stronger support than others. Pops with general dissatisfaction are more likely to go nationalist or pan-nationalist instead of working inside the system to get a reform enacted. Once they have joined a movement they will effectively have 100% desire for that reform and not care about others until they leave the movement or it gets its goals fulfilled, although they can also lose interest and leave on their own. As mentioned earlier nationalist movements can also form when no other issue is more important, so you will be seeing groups advocating for the independence of Ireland for example.

Each movement has a value describing how radical they are. Once a movement becomes 100% radical it will transform into a rebel movement. The only way to stop them from doing so is to either give in to their demands for reform or suppress them. To suppress a movement you spend suppression points which are gained through bureaucrats, reforms and inventions (like state controlled press and secret police). There are also things that will make it harder like free press and allowing public meetings. When a movement is suppressed all supporters leave it, but its basic radicalization rating is increased because your people will remember how it was put down, so next time it gathers enough followers it might not be so easy to suppress. This means that no matter how good you are at suppressing, eventually you will have to either fight a rebellion or enact reforms.

Upper house support of reforms is now influenced by the strength of movements looking for reform changes. If you enact a reform a movement is striving for, it is finished and pops will happily leave it, however once you do this it will anger proponents of other reforms, so it will be important to consider the order in which you enact them.

Tanksgiving!

I'm going to be presenting one or two of the new tank sprites every week from now on. First up is the German A7V, nicknamed "The Moving Fortress":

Next week is going to be a collection of different smaller things, but focus will be on sphere mechanics improvement and historical flavor.
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 楼主| 发表于 2011-12-11 20:14:21 | 显示全部楼层
十:小白兔大放送

欢迎来到这个星期的《阋墙》开发日志。就像海盗的短铳一样,很多很多混杂的东西要塞在这一篇里。

有时候,你的势力范围会变成一个微观管理的课题──就是搞微操啦──所以我们也就要改进一下。其中一个方法是你在日志八里读到的,利用海外投资去支持你对该国的掌控,不过这是要很长的时间才有效果。要立竿见影的话,我们有以下的改动:当你的影响力满了不用,而仍在增强你的影响力的话,「溢出」的影响力会转向扣减你最强对手的影响力。这样你就能更方便地保护你的利益。

伊里奇同志说过:「任何革命的和平发展道路是,一般来说,极为罕见和困难......」那么为甚么不帮他一把?我们给大白兔政体国家增加了一个新的战争理由,协助牠将小白兔送出去。小白兔成功送达的话,该国的政府就会变得和你的一样。要是你还是列强的话,该国就会直接加入你的势力范围里。大部分该国的对外关系会陷入低谷甚至解除,因为小白兔已经来了。不过如果你要直接将该国变成你的傀儡,还是要另一个战争理由才能做到。小白兔放送还有一个特别的规则:其他国家(或者他们的盟友)干涉的话,在干涉失败后也会得到一个特别的战争借口,使他们能将小白兔送回大白兔那里,恢复该国原有的政府。不过,他们未必会这样做。

大量充满历史风味的决议是《维多利亚II》的特色,我们也希望能使这个变得更加帅。我们给每一个决议都加上图片了(我想大概有点像那个甚么145幅特色图片)。



我们也在地形上做了点改动。某些边界(就像喜玛拉雅这种)可以设定成不可通行的,使从印度打进大清变得更复杂。地形也会影响战场宽度,山地战场会更狭窄,使你在选择战场(如果有选择的话)时有多一点战术元素。另一个改动是,玩家反映军队应优先使用铁路,我们已经改善了。



最后,是更有味道的战争名称。我们增加了一些战争的名称,使之能够对应上参战国。譬如说,英国以特家的理由攻打美国的话,这场战争会称为「第二次美国独立战争」;如果是说英国征服南非的话,你会看见「布尔战争」。其他例子有「鸦片战争」、「拳乱」、「糕点战争」(译按:发生于1838-1839年,法国以一家在墨西哥的法国面包店受到损失为理由对墨宣战)。另一趣味是,战争名称会因应你的屁股而改变。以美国内战为例,围观众会看见「美国内战」,参战双方(包括各自的盟友)就会有不同的表达方式了。南方会将战争称为「北方入侵」,北方则会指这只是「平叛」。

下个星期,我们就会谈谈未开化国家会变得有多有趣!

Welcome to this week's development diary for A House Divided. Much like a pirate's blunderbuss it's going to be filled with a mix of all sorts of stuff.

Dealing with your sphere can sometimes be a micromanagement task, so we set out to improve this. As you found out in diary 8 you can help support your sphere claim by investing in their infrastructure or factories, but this is more of a long term help. To help with the more immediate influence battle we have now changed how influence is used once you fill up influence to max (without spending it on an action). What happens now is that any "overflowing" influence gets deducted from your strongest competitor removing the need to be quick about hitting ban embassy etc and will help automatically protect yourself when someone is moving in on your sphere.

To quote Lenin: "The peaceful development of any revolution is, generally speaking, extremely rare and difficult ... ", so why not give it a helping hand? We are adding a new wargoal available to proletarian dictatorships to help spread the communist ideology. If you use this goal on a country their government type and ruling party will switch to yours and if you are a great power they will be put in your sphere. Most other political relations with other states get toned down or removed due to the new rulers. If you also want to make them your puppet you will have to add an extra goal for this. Spreading your ideology also has some special rules: If another country (or their allies etc) intervene they will be given a special CB they can use in case of losing to help bring back the government from the claws of communism. However they are not forced to try this.

The many flavorful decisions are one of Victoria II's strong points and we wanted to make this even cooler. To have more room for reforms and popular movements we have split them off to their own tab which let us put in a picture for each one (I think we have something like 145 unique pictures).

We have also been doing some changes on terrain. Certain borders (like Himalayas) can be set as impassable making things like an invasion from India into china a much more complex affair. Terrain also affects combat width, so hills and mountains will have much reduced width of combat and make selecting where you do battles (if you have the option) a bit more tactical. Another change that people was asking for in an earlier diary was for railways to increase the movement speed of your troops, which it now does.

Last for today is flavor names for wars. We have extended the number of custom names for wars and they can be matched to participating countries. So if England attacks USA with certain types of wargoals the new system kicks in and you can get a "2nd American War of Independence" or English conquests in south Africa gets you Boer Wars. We a have a few of these, like The Opium War, Boxer Rebellion or The Pastry War. Another cool thing is that the point of view affects the name of the war so for outsiders the American Civil War will be called that, but for participants (or closely aligned countries) it will be shown as "War of Northern Aggression" for CSA and "War of the Rebellion" for USA.

Next week we'll be talking about making uncivilized countries more interesting to play!
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 楼主| 发表于 2011-12-11 20:17:28 | 显示全部楼层
十一:起来!全世界高贵的野蛮人

欢迎你,来到这个星期的《阋墙》开发日志,这回会集中于未开化国家。在《维多利亚II》原版里,未开化国家似乎是被忽略了,并且存在着一些问题:政治及社会改革不太适用于祖鲁社会里;祖鲁人要开化的难度没有比中国人难多少──都不太正常,所以我们决定将整个未开化国家系统重做。

首先,未开化国家会多了两个新的改革:军事改革与经济改革,并取代原有的两个。要完整拥抱西方化,你需要完成一定量的改革(可以是全部的军事改革,或是全部的经济改革,两者各改一些也可以)。不同的改革会带来很不同的效果。例如说,成立军校可以给你的部队带来可观的起始经验;允许国际借款使你可以向外国借钱;改良运输则会给你的首都地区带来免费的铁路网。实行这些改革将花费研究点数(不再是从上议院议员提出),而未开化国家也不再可以从原有的科技树中进行研究。另一方面,在迈向西方化的路上,国家将会有不同的标签:从原始社会开始,渐渐变成未开化国家、部分西化国家,最后成为开化国家。



当西方化达到100%,就可以按下西化的按钮,然后变成开化国家,并会送你科技。送给你甚么科技,就看你是以甚么路向进行西化改革(侧重于军事还是经济?),或者会看你是不是在列强的羽翼之下。如果你有一个「老大哥」在上,你所得到的科技就会基于他的科技水平。如果不是,就会得到列强科技水平的「最小公因子」。在势力范围里的话,你的主子会对你的西化过程带来影响,他所处的科技「学派」将令你对应的改革更容易。因此,要是你在普鲁士的势力范围内,你将花费更少研究点数去改革军事,同时又令你的经济改革变得贵一点。给未开化国家的一个小小的「老板选择权」就是,良好外交关系将会带成一点点的影响力加成,这样你的友好邻邦列强将会更容易、更有倾向将你拉入势力范围内。

未开化国家的一小撮人又会多了一个新的打砸抢理由:你新建的铁路坏了他家门前的风水。要是这帮人得势了,将会令你的改革倒退。你的改革也会令国内的保守派和反动派更加的「别有用心」起来。

水柜!

继续大家都爱的秀水柜时间,今天还有双重喜悦:我们来带了1916年的法制22公吨试作型圣夏蒙,还有苏联在1928-31年生产的6公吨MS-1。



Welcome to this week's development diary for A House Divided. This time the diary is dedicated to uncivilized nations. In the original Victoria II uncivs were a bit overlooked and had a few problems. The political and social reforms don't really fit in well in Zulu society and trying to have a westernization process that is possible for said Zulus without making things way too easy for China wasn't really possible. So we decided to redo the entire system for uncivs.

First up uncivilized nations get two new types of reforms: Military and Economic, replacing the old reforms. To fully embrace westernization you need to pass a certain amount of these (either the entire military track, or the entire Economic, but mixing it up also works). Different reforms have very different effects. Some, like Army Schools, gives a boost to starting experience of all troops where as International Debt lets you take loans from other nations and Improved Transportation System give you free railroads constructed in your capital state. Enacting unciv reforms cost research points (modified a bit by upper-house composition), and it is no longer possible for uncivs to research technology through the regular trees. As you progress towards westernization another nice flavour thing is that your country's label changes. You can go from primitive, uncivilized, partially westernized to fully civilized.

Reaching 100% westernization progress unlocks the action to westernize. When you do you will become a civilized nation and given technology. What technology you get depends on how you have decided to enact reforms (mainly military or mainly economic?) as well as if you are in a sphere of influence. If you are in a sphere you will be given technology based on your sphere master. If you are not in a sphere it is instead based on the lowest common technologies among the great powers. Being in a sphere also affects your westernization progress as your masters tech school will make different reform tracks easier. So for example if you are in Prussia's sphere military reforms will cost less to enact but you will get a bit costlier economic reforms. To give you as an uncivilized nation some little choice in the matter of sphering, good relations now give a small boost to influence so your friendly neighborhood great power are more likely to influence and win any competition of influence.

Uncivilized nations also get a new type of rebel faction that long for the good old days of pointy sticks and who are not impressed at all by your new railroads. If these rebels rise to power they will reverse reforms and whenever you enact a new reform you will anger the conservatives/reactionary risking that more people join this faction.

Tanks!

To have a chance to present all the new tanks you are getting double the tanky goodness this week. We have the French 22 ton Saint-Chamond tank prototyped in 1916 and the later 6 ton Russian MS-1 tank produced in 1928-1931.
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发表于 2011-12-27 21:16:28 | 显示全部楼层
~~~这几周的更新啊~~~
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发表于 2011-12-28 14:21:32 | 显示全部楼层
这还是游戏?我装过一次没打下去
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 楼主| 发表于 2012-2-6 18:02:23 | 显示全部楼层
小璇表示后几篇日志没什么亮点,所以不翻译搬运了。52近期又挂了,加上游戏已经出来,大家尽情享受大妈2:家暴吧!
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