cools 发表于 2018-6-18 13:41

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-4-18th-of-june-2018.1106133/
开发日志4 兵种


大家好,欢迎来到《罗马》的第四篇开发日志!
这次我们会看看游戏中军队能够拥有的不同类型单位。


https://forum.paradoxplaza.com/forum/index.php?attachments/archers-png.381027/弓箭手
这些单位可以突击,但倾向于在第二排战斗,任何人都可以建造。他们对抗步兵很有效,遇上骑兵就不行了。建造成本低,用时短。

https://forum.paradoxplaza.com/forum/index.php?attachments/camels-png.381028/骆驼骑兵
这些单位倾向于在两翼战斗,需要贸易货物骆驼才能建造,建造时间短,移动速度快,对轻装甲单位很强力。

https://forum.paradoxplaza.com/forum/index.php?attachments/cavalry-png.381029/骑兵
这些单位倾向于在两翼战斗,需要贸易货物马匹才能建造。他们的建造成本更高,移动速度快,被重步兵和战象克制,但对其他一切兵种都很有效。


https://forum.paradoxplaza.com/forum/index.php?attachments/chariots-png.381030/战车
这些单位需要凯尔特/孔雀传统才能建造,建造成本很低。对轻步兵有效克制,但对其他单位都很乏力。

https://forum.paradoxplaza.com/forum/index.php?attachments/heavy_infantry-png.381031/重步兵
这些单位可以突击,需要贸易货物铁才能建造,建造成本不便宜,但对骑兵,轻步兵和战车真的很强力。

https://forum.paradoxplaza.com/forum/index.php?attachments/horse_archers-png.381032/弓骑兵
这些单位倾向在第二排作战,需要贸易货物草原马才能建造,成本与骑兵类似,对付速度慢的单位是致命的。

https://forum.paradoxplaza.com/forum/index.php?attachments/light_cavalry-png.381033/轻骑兵
这些单位倾向在两翼战斗,需要贸易货物马才能建造,成本不是很贵,移动速度极快。对抗大部分单位时较弱,但能有效对抗弓箭手和轻步兵。

https://forum.paradoxplaza.com/forum/index.php?attachments/militia-png.381034/轻步兵
这些单位能够突击,可以被任何人建造。建造成本低,用时短,但对其他所有类型单位都很弱势。


https://forum.paradoxplaza.com/forum/index.php?attachments/warelephant-png.381035/战象
这些单位需要贸易货物大象才能建造,建造成本极为昂贵,但是对任何不能迅速逃走的单位都非常强势。

再说件对mod制作者有意思的事,你们可以添加任意数量的不同兵种,兵种代码是这样写的:
archers = {
    army = yes
    assault = yes
    is_second_rank = yes
   
   
    enable = yes

    maneuver = 1
    movement_speed = 2
    build_cost = 2
    build_time = 45
   

    light_infantry = 2.0
    heavy_infantry = 1.25
    cavalry = 0.75
    warelephant = 1.0
    horse_archers = 1.0
    archers = 1.0
}
下周我们会谈谈人口系统!

baka9 发表于 2018-6-18 14:05

最后一段是兵种相克没问题,前面有几行看不懂

is_second_rank是可以升级?

assault是干啥的?

maneuver = 1是需要演习一次?

black1991518 发表于 2018-6-18 14:08

象兵诶……这玩意估计维护费要上天

cools 发表于 2018-6-18 14:15

baka9 发表于 2018-6-18 14:05
最后一段是兵种相克没问题,前面有几行看不懂

is_second_rank是可以升级?


is_second_rank是待不待第二排
assault好像是战斗中发动的突击能力,这个要等他继续解释战斗系统
maneuver 是机动性,EU4里步兵炮兵要写1,骑兵写2

jhutu 发表于 2018-6-18 16:37

cools 发表于 2018-6-25 12:20

cools 发表于 2018-7-2 13:05

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-6-2nd-of-july-2018.1108611/

开发日志6:经济

Hi everyone and welcome to another development diary for Imperator. Today we’ll talk about the economy and the buildings in a city.
大家好,欢迎来到另一篇《罗马》的开发日志。今天我们要讨论的是经济和城市建筑。

First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income.
国家收入结构中第一位的是税收。在关于pop的开发日志中我们提到过,一座城市的税收主要取决于城市人口中的奴隶数量。当然还有几个影响税收的因素,比如它能获得的贸易货物,稳定度,大臣,还有一些派系掌权时可以增加你的税收。

Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well.
然后就是商业收入。一座城市在进口或出口贸易货物的时候就会产生商业收入,每个贸易路线提供一定的收入,城市中的公民人口会增加商业收入,提供商业收入加成的还有市场建筑和其他因素。

There are also various economic policies that affects your income and expenses on a country level, but we’ll go through these in a later development diary.
在全国层面上影响你的收入和支出的还有许多经济政策,但这些就要等以后的开发日志详细展开说明了。

Finally, each city have a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
最后要介绍的,每座城市有一些建筑等级。每座城市最少有一级建筑等级,城市中每十个pop允许增加一级建筑等级。

Currently these are the effects of the building types, but that may change during development.
以下是目前每种建筑的影响效果,但开发过程中有可能修改这些数据。

Training Camps : Gives +10% Manpower, and +10% experience to units built in the city.
Fortress: Each gives +1 fort level.
Marketplace: Each gives +20% Commerce Income
Granary: -1 Unrest and +10% Population Growth
训练营:每级+10%人力,该城市建造的军事单位+10%初始经验
堡垒:每级+1要塞等级
市场:每级+20%商业收入
粮仓:每级-1叛乱度,+10%人口增长

Each building type can be built built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
每种建筑类型可以被多次建造(增加建筑等级),如果你有4个建筑槽,愿意的话可以全部建造成粮仓。当然你也可以同时命令建造多给建筑,有(类似群星的)建筑建造计划队列功能。


https://forum.paradoxplaza.com/forum/index.php?attachments/2018_07_02_3-png.385357/

Next week we’ll delve deep into our characters!
下一篇日志我们会深入介绍角色系统!


cools 发表于 2018-7-9 20:23

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-7-9th-of-july-2018.1109789/
日志7:角色
大家好,欢迎来到《罗马》的第七篇开发日志。这次我们要谈谈游戏中的角色们!

The characters in Imperator are deeply detailed, and together with the pops and the politics are part of what makes a vibrant living world.
本作中的人物角色充满了细节,和人口系统与政治系统一起,组成了一个充满活力,栩栩如生的世界。

They have portraits that age gradually, with lots of different ethnicities covering the world.
他们的肖像有着自然的渐变衰老,还有涵盖了整个游戏地图的许多族裔外貌。

There are four attributes that characters have.
这是角色拥有的四种属性。

Martial represents a character's ability to fight and lead troops. Characters with high martial skills make excellent generals.
武力代表着角色的战斗与统帅能力。武力高的角色能够成为优秀的将军。
Charisma is a character’s ability to charm and persuade others.
魅力是角色吸引和说服别人的能力。
Zeal is a character's ability to inspire faith in other characters, and also in calling upon the favour of the gods.
狂热是角色唤起他人信仰的能力,也表示祈求神明恩宠的能力。
Finesse represents a character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent researchers and governors.
技巧代表角色处理需要洞察细节的事务的能力。技巧高的角色能成为优秀的研究者和总督。

For those of you that played the original Rome or the Crusader Kings series will not be surprised to hear that our characters have traits. Traits on a character can be gained or lost.
对你们当中玩过欧陆罗马或十字军之王的玩家应该不足为奇的是,我们的角色拥有特质系统。角色可以获得或失去特质。

Traits can be categorized in the following categories.
特质可以被划分成这几种类别。

Personality - This includes being Brave or Coward, Cruel or Merciful. These impacts the character attributes and stats directly, as well as…..
性格——比如勇敢/懦夫,残忍/仁慈。这些特质即直接影响他们的属性,也......(猜测是影响角色的行为)
Military - Usually a character has a maximum of one of those, that may give a bonus or penalty
军事——一般来说一位角色最多只能有一个这类特质,有加成也有惩罚。
Health - Stressed, Maimed, Lunatic etc. Not beneficial to the character in most cases.
健康——压力,残疾,错乱等等。大部分对角色没有好处。
Status - Some exceptional traits that can be given from actions, like Conqueror
地位——一些特殊的特质可以通过游戏行为得到,比如“征服者”。

Traits can also unlock a variety of unique event options, each tailored to the specific trait in question. Those of you familiar with CKII will be (dis)pleased to see the return of the Lunatic trait.
特质还能解锁一系列特殊事件选项,每一个都转为特定特质设计。你们CK2玩家看到精神错乱特质的回归,一定很(不)爽吧。

A Character also has his or her personal wealth, and four primary stats.
角色还有他/她的个人财富,和四项主要数值。

Popularity - Popularity is a measure of how the people see the character. In republics high popularity characters are more likely to elected leader of the republic. However even monarchies cannot ignore popular people.
人望——衡量人民对这位角色的看法。在共和制下高人望角色更容易当选共和国的领导人。甚至连君主国都不能随意忽视人望很高的角色。
Loyalty - Loyalty is a measure of a character's loyalty to the state. Disloyal characters are more likely to cause problems to a ruler than loyal ones. However even the most loyal of characters has their limit.
忠诚——衡量角色对国家的忠诚度。不忠诚的角色相比忠诚的角色更容易给统治者带来麻烦。然而,即使是最忠诚的角色也有底线。
Prominence - Prominence represents the fame of the character. Jobs and titles help bring characters to public attention.
名声——衡量角色的名气。职位和头衔会给角色带来公众关注。
Corruption - Corruption is a measurement of this character’s willingness to engage in underhanded practices. Greed, bribery and the bending of rules come hand-in-hand with high corruption.
腐败——衡量角色愿意进行卑劣行为的诚度,高腐败等同于贪婪,贿赂和玩弄法规。

Characters have parents, will be able to marry and get children, just as you’d expect. They can also have friends and rivals.
每个角色都有自己的父母,可以婚育,就像你们期待的那样。他们也会拥有朋友和敌人。

Characters can be given various roles. Besides being ruler of a country, they could be assigned to govern a province, command an army, handle research or be given a role in the government. Some countries allow women to be given offices, and some do not.
角色们可以担当许多角色。除了作为地缘模拟器,他们也可以被委任管理某个省份,统帅某支军队,负责某项研究,或者在政府中担任其他官职。有些国家允许女人出任公职,有些则不允许。

There are lots of different interactions you can do with and on your characters, including arranging marriages, bribe them, loan from them, or even sacrifice them if your religions so permit and desire. There will be a deep development diary on those later in development.
你可以和角色进行许多互动操作,比如安排婚姻,贿赂,从角色手中贷款,甚至是献祭他们(如果你的宗教允许并要求)。关于这些互动操作将有一篇日志专门深入介绍。

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_07_09_2-png.387337/


We’ll also talk about the factions characters can be in, what holdings are, and other character related things in future development diaries, but next week we’ll go into trade.

以后我们也会谈到角色可以加入的各个派系,财产和其他角色相关的东西,但下周的日志主题将是贸易。

g54088 发表于 2018-7-9 21:39

涂鸦恶魔 发表于 2018-7-9 23:34

居然把ck的角色扮演元素加入去了

ataraxianxy 发表于 2018-7-10 02:54

cools 发表于 2018-7-16 17:39

Imperator - Development Diary #8 - 16th of July 2018 (开发日志8:贸易)

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-8-16th-of-july-2018.1110794/

Hello everyone and welcome to the 8th development diary for Imperator. Today we’ll talk about trade system in the game.
大家好,欢迎来到《罗马》的第8篇开发日志。今天我们要讨论游戏中的贸易系统。

The trade in Imperator is about getting access to goods for your cities to make them better, and meanwhile earn money on trade happening. A Trade-Route is import of one trade-goods from another province, either foreign or your own, where it is in surplus, to one of your provinces.
本作中的贸易可以理解成在为你的城市获得贸易商品的带来加成使他们发展地更好的同时,在贸易过程中取得收入。一条贸易路线能让你的一个省份从另一个省份(外国或本国其他省份)进口1单位的某种富余商品。

You can always import any trade goods you have a surplus of from your other provinces, but from foreign nations you need to have negotiated trade access first, and if you fight a war against each other, the import will be cancelled.
玩家任何时候都能从自己的另一个省份进口任何富余商品,但要从外国进口就必须首先谈判取得开放贸易,如果你与该国发生战争,进口贸易会被自动取消。

A province can only export if that province provides a surplus, ie, if it in total produces more than 1 of that trade-goods. A city produces 1 trade-goods, and for each additional 30 population it produces an additional +1 trade goods. There is no limit to how how many exports a province has, other than the amount of surplus goods it has.
一个省份只能出口其富余商品——即拥有超过1单位的某种商品。一座城市继承生产1单位某贸易商品,每30人口额外提供1单位产量。省份能设置的出口路线数量没有上限,只受限于它拥有的富余商品数量。

You can always import a trade-goods if you already have a surplus of it, and that gives you a smaller additional bonus.
某省已经有某种商品的富余时,你也可以进口更多的同种商品,但叠加的加成数值会有所减少(边际效应)。

Surplus in the capital province gives a special bonus on the country level and Surplus is clearly indicated in the UI.
首都省份的商品富余会在全国范围造成特殊加成,并清楚显示在界面中。

Only the capital city in each province gets the benefit of the stacked goods. The other provinces gets counted as they have access to 1 of the trade-goods. Only the province stacking bonus can be applied multiple times, so you can import 20 grain if you so desire to keep up a huge population.
只有每个省份的首府城市获得商品堆叠的加成,省份中其他城市被视为只受到1单位商品的加成。如果希望保持某地庞大的人口,可以为这座城市进口20单位谷物。

Please remember that creating a new import route costs you civic power!
请记住建立新的进口路线需要消费民政点数!

As default you can import one trade goods to your capital province.
默认情况下,玩家可以把一种贸易商品进口到首都省份。

There are multiple ways to get more allowed import routes to your provinces. Larger nations get more import routes to their capitals, there are ideas that allow more import, and there are inventions that can either increase all provinces trade routes or the capitals. There is also economic policies for trade, where you can forgo your income from trade for having more trade routes, or the opposite.
有许多办法增加一个省份的进口路线上限。国家越大,首都能拥有的进口路线越多,有些理念可以增加进口数量,有些发明可以增加所有省份或首都的贸易路线上限。经济政策中也可以选择牺牲贸易收入来增加贸易路线,反之亦然。

Income from Trade uses something we call Commerce in this game. Each commerce level building in a city provides +20% commerce to that city, and citizens will also provide a level of commerce. Trade Income is based upon total amount of trade-routes in & out in province multiplied by commerce.
影响贸易收入的主要因素是一个我们称为“商业”的数值。每级商业建筑使城市的商业值+20%,城市中的公民人口数量决定基础商业值。贸易收入的算法是 某省份进/出的总贸易路线数量 x 省份商业值。

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_07_16_2-png.389248/

The List of tradegoods include the following..
贸易商品包括但不限于....

Grain, Salt, Iron, Horses, Wine, Wood, Amber, Stone, Fish, Spices, Elephants, Base Metals, Precious Metals, Steppe Horses, Livestock, Earthenware, Dyes, Furs, Olives, Leather, Woad, Marble, Honey, Incense, Hemp, Vegetables, Gemstones, Camels, Glass, Silk, Dates, Cloth, Papyrus, Wild Game
谷物,盐,铁,红酒,木材,玛瑙,石材,鱼,香料,大象,基础金属,贵金属,草原马,牲畜,陶器,染料,毛皮,橄榄,皮革,靛蓝,大理石,蜂蜜,熏香,达麻,蔬菜,宝石,骆驼,玻璃,丝绸,海枣,布料,纸草,野获

Next week we’ll talk about Diplomacy, or more specifically about opinions,
下周我们要介绍的是外交系统,或准确的说,关系值系统。

boom33 发表于 2018-7-16 18:59

cools 发表于 2018-7-23 15:41

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-9-23rd-of-july-2018.1111789/

Hello everyone and welcome to the 9th development diary for Imperator. Today we’ll start talking a bit about diplomacy, and cover a few of the features of that type.
大家好,欢迎来到罗马的第9篇开发日志。今天我们要谈的是外交系统和它的一些功能。

Imperator follows the “new” generation of games, if we still consider CK2 new, in that opinions are two-way, where you can love someone that hate you, and you can see in detail what is causing the numbers to be that way.
罗马的外交系统遵循“新一代”p社游戏的机制(如果CK2还算新游戏的话),即双向关系值:你可以爱上一个恨自己的人,并看到导致关系数值变成这样的具体因素。

And as has been common in our games since CK2, the AI will tell you exactly why it will accept or decline a certain diplomatic action.
就和自CK2以来我们的所有游戏一样,AI会告诉你它同意或拒绝某项外交提议的具体原因。

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_07_23_2_cut-png.390952/

Aggressive Expansion is a concept we liked in EU4, but it was awkwardly implemented. In Imperator we have an AE value in your country, kind of like badboy in older games, so you can see how it is decaying etc. This is then applied in the opinion calculations with each nation, depending on where they are and their status with you.
侵略性扩张(AE)是EU4中一个我们很喜欢,但表现的有些尴尬的概念。在罗马中,每个国家有一个AE值,类似过去的恶名系统,这样你可以直观看到它的衰减,等等。国家的AE值会被应用到和其他国家的关系值计算中,对关系的影响视距离和地位而定。

A nation, depending on its rank, can have a number of diplomatic relations. Each Alliance and Tributary counts as 1 relation, while a defensive league occupies just 1 slot, no matter how big it is. For each relation over your limit, all your power costs are increased by 10%.
一个国家,根据它的等级,可以保持一定数量的外交关系。每个同盟国和属国计为一个外交关系,一个防御同盟不论成员多寡只计为一个外交关系。外交关系数量超出上限时,超出的每个关系带来所有点数花费的10%增长。

One cool new thing in Imperator is the Defensive Leagues. This is a purely defensive alliance that allows multiple nations in it, and it is defensive towards anyone outside of the league attacking it. The leader of a league is the one that invites people in. A defensive league takes only 1 relation slot, no matter how many members. Only City States and Minor Powers can be members of a defensive league.
本作中一个酷炫的新外交功能是防御同盟。这是一种完全防御性质的军事同盟,可以包含多于两个国家,在任何同盟外国家进攻任何同盟中国家时,所有成员一起参战。同盟的领袖国可以邀请其他国家参加同盟。无论同盟规模多大,一个同盟都只视为一个外交关系。只有城邦和小国可以加入防御同盟。


The Diplomatic Actions include the following.
Declare War / Sue for Peace
Offer/Dissolve Alliance
Proclaim Guarantee
Ask/Cancel Military Access
Offer/Cancel Military Access
Demand/Break/Cancel Tribute
Request/Cancel Trade Access
Support Rebels
Fabricate Claims
Invite/Kick/Leave Defensive League
Improve Relation
Send Gift
Intervene in War
Threaten War
Enforce Peace
Sell City

外交行动包括以下:
宣战/和谈
结盟/断盟
保障独立
索要/取消军事通行权
给予/取消军事要求权
要求/切断/取消属国关系
请求/取消贸易开放
支持叛军
伪造宣称
邀请/踢出/离开防御同盟
改善关系
赠送礼物
介入战争
威胁开战
强制和谈
出售城市


https://forum.paradoxplaza.com/forum/index.php?attachments/2018_07_23_1-png.390951/

Next week we’ll talk about country ranks, and how that impacts what you can do.

下周我们将谈谈国家等级,以及它如何影响你的游戏内容。

huhu0007 发表于 2018-7-23 17:31

boom33 发表于 2018-7-16 18:59
又是货物系统吗,群星也要加货物系统,大妈已经被吞并了😂

----发送自 STAGE1 App for Android. ...

感觉P社在把旗下的游戏都同质化,这个趋势不好

米兰球迷 发表于 2018-7-24 00:49

huhu0007 发表于 2018-7-23 17:31
感觉P社在把旗下的游戏都同质化,这个趋势不好

不是同质化,是自己抄自己

ataraxianxy 发表于 2018-7-24 01:09

雷之 发表于 2018-7-24 22:02

huhu0007 发表于 2018-7-23 17:31
感觉P社在把旗下的游戏都同质化,这个趋势不好

大家早就想要了

cools 发表于 2018-7-30 16:14

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-10-30th-of-july-2018.1112706/

Hello everyone and welcome to the tenth development diary for Imperator. This time we take a quick look at the country-rank system.
大家好,欢迎来到罗马的第10篇开发日志。这次我们要简单看一看国家等级系统。

Each country in the game is determined to be of a certain rank, depending on their size, and different ranks give different bonuses and abilities. Please be aware that all values will be tweaked constantly during development.
本作中的每个国家都属于某个根据领土大小确定的等级,每个等级能带来不同的加成和能力。
请注意这些数值在游戏开发过程中都可能被调整。

City State
城邦

This is only possible if your country is only 1 city large. A City State can be a part of a defensive league, and have the following bonuses.
仅限一座城市大小的国家。城邦可以加入防御同盟,并享受下列加成:
+20% Commerce Income
+20% Defensiveness
+1 Diplomatic Relation
+20%商业收入
+20%防御能力
+1外交关系上限

Local Power
地方小国

This is countries that have less than 10 cities. Local Powers can be part of defensive leagues, and they have the following bonuses.
拥有少于10座城市的国家。小国可以加入防御同盟,享受如下加成。
+2 Diplomatic Relation
+2外交关系上限

Major Power
主要国家

This is countries that at least 10 cities. They can use the diplomatic abilities Threaten War and Guarantee, and they have the following bonuses.
至少拥有10座城市的国家。他们可以使用外交选项“威胁开战”和“保障独立”,而且享受下列加成。
+3 Diplomatic Relation
+1 Trade Route in Capital
+1 of each Power for matching Ideas to Government Form for a total of +2.
+3外交关系上限
+1首都贸易路线
+1每项理念符合政体时的各项点数加成,上限+2

Great Power
大国

These are countries with at least 20 provinces, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War and Guarantee, and they have the following bonuses.
拥有至少20个行省且不是附属国的国家。他们可以使用外交选项“介入战争”,“强迫和平”,“威胁开战”和“保障独立”,并享受如下加成。
+5 Diplomatic Relation
+2 Trade Route in Capital
+2 of each Power for matching Ideas to Government Form for a total of +3.

+5外交关系上限
+2首都贸易路线
+2每项理念符合政体时的各项点数加成,上限+3

https://forum.paradoxplaza.com/forum/index.php?attachments/egypt_gp-png.393086/


Intervene in War
介入战争
You can join on any side in a war, where you have good relation with the warleader.
你可以加入战争中与你有良好关系的一方。

Enforce Peace
强迫和平
You can force a white-peace on a nation in a war, if you have good relations with their enemies.
如果你与战争中一方有良好的关系,可以强迫其敌人签订维持现状的和约。

Guarantee
You can protect any nation of lower rank from being attacked, giving you casus belli on anyone attacking them.
保障独立
你可以保护比你等级低的任何国家不受攻击,在任何人攻击他们时获得宣战理由。

Threaten War
You can use a claim, to demand a nation to secede a city or province to you, to avoid an expensive war.
威胁开战
你可以用宣称要求某个国家割让一座城市或行省给你,避免昂贵的战争。

Next week, we’ll talk about unit abilities.

下周,我们会谈谈单位特有能力。

niyikaowo 发表于 2018-7-30 16:17

那么, 新的作品会有中文吗?

g54088 发表于 2018-7-30 16:20

发条蜗牛 发表于 2018-7-30 16:40

cools 发表于 2018-8-6 16:23

本帖最后由 cools 于 2018-8-6 16:27 编辑

https://forum.paradoxplaza.com/f ... ugust-2018.1113625/

Imperator - Development Diary #11 - 6th of August 2018 开发日志11-单位能力

Hello everyone and welcome to another development diary for Imperator! Today we’ll delve into what we call unit-abilities, and also show off some interesting and fun modding mechanics.
大家好,欢迎来到《罗马》的另一篇开发日志!今天我们会深入介绍被称为单位能力的东西,并展现一些有趣的mod方式。

What we call unit-abilities in Imperator can be one of three categories, where some of them are hardcoded like moving cohorts between legions or detaching a siege force, while others are fully 100% done through our script.
本作中的单位能力可以被划为三种类型,其中一些,比如在不同军团间交换大队和分离出围城部队,是写入程序代码的(无法修改),而其他是通过脚本实现,100%可MOD的。

Reorganisational
重组类能力
Create New Unit - Allows you to create a new unit and transfer cohorts/ships to it, or back.
创建新单位 - 允许你建立新的军事单位,把大队/战船移动到其中或移动回来。
Consolidate - Merges cohorts of the same type, and then disbands empty cohorts.
合并大队 - 把(不满员的)同类大队合并,解散没有人的大队。
Detach Siege - Leaves behind a large enough force to siege or occupy the current city.
分离围城部队 - 分出一只数量足够围攻或占领所在城市的部队。
Split Half - Splits the Unit in Half
一分为二 - 把该军事单位均分为两队。
Recruit To - Opens up the recruit window, so you can recruit cohorts/ships directly to this unit. They will automatically march and merge to this unit.
Disband - For when you don’t want that unit anymore.
招募到 - 打开军队招募窗口,让你把新的大队/战船直接招募到该单位。新大队/战船会自动行军到这个单位,与之合并。
Please be aware that cohorts that are loyal to its commanders will not be possible to reorganise away from that commander.
请注意,对其指挥官忠诚的单位无法被上述功能调离该指挥官的军队。

Toggles
切换类
Select Objective - Can Select an Objective for this unit, and it will perform it without further input from you. More details in a later development diary.
选择目标 - 为这个单位选择一项目标,它就会自动执行这个目标,不需要更多玩家操作。该功能以后会有专门的开发日志详述。
Allow Attachment - Allow other nations units to attach to this one.
允许跟随 - 允许其他国家的单位(友军)跟随该单位一起行动。
Cavalry Skirmish - Trades Defense for Offense on Light Cavalry and Camels.
骑兵前哨战 - 牺牲轻骑兵和骆驼骑兵的防御能力,换取进攻能力。
Phalanx - Slower movement for armies, while heavy infantry defence is much stronger.
密集方阵 - 降低军队移动速度,大幅增加重步兵防御能力。
Padma Vyuha - Slower movement for heavy infantry defence and archer offence
Padmavyuha(一种史诗中的印度战阵)- 牺牲速度增加重步兵防御和弓箭手攻击力。
Unit Reorganisation - Double Maintenance and Slow movement speed, but unit reinforcing and morale recovery is much faster. Without using this, units recover slower than in previous games.
重组单位 - 维护费翻倍,降低速度,大幅加快增援补充和士气恢复速度。不使用该能力时,单位恢复会比过去的P社游戏慢得多。
Force March - Heavier Attrition and No morale recovery while moving much faster.
强行军 - 增加损耗率,取消士气恢复的同时,行军速度大大加快。

Some of these are unlocked by different military traditions, and some of them are always available, and some toggles have a small military power cost.
这些能力中一些是由不同的军事传统解锁,一些是永远可用的,还有一些切换类能力需要少量点数成本。

Actions
行动类
Attach/Detach to Unit - Attach/Detach to another unit present in the city.
跟随/停止跟随某单位 - 跟随/停止跟随在同一个城市中的另一单位。
Shattered Retreat - Gives the order for the unit to perform a shattered retreat. This is handy if you want to save the remnants of your army trapped deep in enemy territory, or when you are cut off by hostile Forts.
溃退 - 命令单位进入溃退状态。如果你的单位被困在敌境深处或要塞区中,这样做可能是有利的。
Construct Border Fort - Creates a colony in an unowned city bordering you, adding 1 freeman pop of your culture and a fort for military power.
建立边境要塞 - 消费军事点数在你边境上的一座无主城市建立殖民地,增加1个属于你文化的自由民pop和一级要塞。
Desecrate Holy Site - Spend religious power in another nations capital to reduce their omen power for a long time.
破坏圣地 - 在另一个国家的首都消费点数,在很长时间内降低他们的预兆力量。
Raise Levies - Spend Military Power to get more cohorts to your unit.
动员征召兵 - 消费军事点数给军事单位增加更多大队。
Military Colonies - Spend Military Power to create a freeman pop of your culture/religion in the current city.
军事殖民地 - 消费军事点数在单位所在城市中创建一个属于你的文化和宗教的自由民pop。
Raid City - Spend Military Power to get gold and manpower from an enemy city.
劫掠城市 - 消费军事点数从敌人的城市获得黄金和人力。
Build Road - Spend Military Power to build a road towards the next city the army moves to.
建造道路 - 消费军事点数建造到军队正在前往的城市的道路。

Some of these are unlocked by different military traditions, and some of them are always available.
这些能力中一些是需要用不同的军事传统解锁的,另一些则一直可用。
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_08_06_1-png.395286/

Modding Support
游戏修改支持

So, making lots of these scriptable was possible due to the new super-powerful scripting tools of Jomini, which is the game-mechanics layer we have on top of Clausewitz these days.
由于约米尼(我们加在克劳塞维茨引擎上的新机制层)的超强新脚本工具,这些能力中的大部分都是可以通过脚本修改的了。

We have some nice ways to get dynamic values in effects, like this in the raiding mechanics. You can basically access any “trigger” from any scope you can switch to as a value and modify with each other.

现在有很多办法在机制效果中获得动态数值,比如在劫掠机制中。你可以在这些脚本中调用来自任何范围的任何trigger将其作为数值并加以修改。

      unit_owner = {
            add_treasury = {
                value = root.unit_location.total_population
                multiply = root.unit_location.civilization_value
                divide = 100
            }
            add_manpower = {
                value = root.unit_location.total_population
                multiply = root.unit_location.civilization_value
                divide = 250
            }
      }
We can also do loops, which is used in the levies.
也可以用使用循环代码,比如在动员征召兵的机制中。

      while = {
            count = {
                value = root.unit_owner.max_manpower
                multiply = 0.25
                round_up = yes
            }
            add_subunit = light_infantry
      }

And for those of you that modded previous games, and know about city, character and country scopes, will be happy to know that Imperator has those and far more, like unit scope, pop scope, party scope, etc..
对于你们这些修改过以前的P社游戏,并了解其中的国家,城市,角色范围的人,有个好消息是,本作不但有这些范围,还有更多如单位,人口和党派的范围。

Next week, we'll be back with a look at the technology system!

下周,我们会介绍科技系统!

ataraxian 发表于 2018-8-7 04:16

学长失格 发表于 2018-8-7 15:25

好奇他们的福利待遇究竟是怎样的

之前有段时间一直在关注群星的开发日志   动不动就 “我们去休假啦~下周停更~”

牛兔子 发表于 2018-8-7 19:26

蛮期待的

cools 发表于 2018-8-13 15:10

Imperator - Development Diary #12 - 13th of August 2018 开发日志12 - 科技
https://forum.paradoxplaza.com/f ... ugust-2018.1114608/

Hello everyone and welcome to the twelth development diary for Imperator. This time we look into the technology system of the game.
大家好,欢迎来到罗马2的第12篇开发日志。这次我们会介绍本作的科技系统。

First of all, there are four different technology field you advance through, where each level gives you a higher bonus in that category. The research of technology is automatic, and depends primarily on your citizens. Inventions and access to certain trade-goods will increase the speed with which you research, while the total amount of pops you have determines the cost.
首先要说明的是科技分成4大领域,每级科技进步增加相应领域的加成。科技研究自动进行,主要依靠你的公民人口提供科研值。某些发明和某些贸易货物可以提升科研速度,而全国总人口数量决定了科研成本。

Each technology-field can have one researcher assigned to it. The finesse of this character impacts the speed with which research is done in that field. This character gets prominence from holding the position, and gets permanent prominence from each month holding the position. Changing researcher increases loyalty in the new researcher, and dramatically drops it in the one being replaced.
你可以给每个科技领域任命一位研究者。研究者角色的技巧值直接影响该领域科研速度。角色在担任该职位时增加一定的名声度,而且担任职务期间每月获得一定永久名声度。更换研究者增加新任研究者的忠诚度,但会极大降低被替换的角色的忠诚度。

https://forum.paradoxplaza.com/forum/index.php?attachments/advances-png.397089/


Research a level takes about 15 years if you are at 100% efficiency, which can obviously be faster or slower, depending on the setup of your nation.
100%效率时,每级研究大约耗费15年,但根据你的国家情况,实际耗时会有很大偏差。

Each level researched in the four technology fields reduces invention costs by 5%, and they have the following individual bonuses.
4大领域中的每级科技进步可以降低发明成本5%,并带来下列加成。

Martial Advances :+10% Naval Morale, 10% Land Morale, -25% Military Tradition Cost
Civic Advances: +2% Commerce Income
Oratory Advances: +1% Civilization Level
Religious Advances: +2% Omen Power
军事进步:+10%陆海军士气,-25%军事传统成本
公民进步:+2%商业收入
雄辩进步:+1%文明等级
宗教进步:+2%预兆力量

While the advances are tied directly to your nation’s progress, and is a slow progress through the years, there is also inventions around, that you can spend civic power on to get immediately.
科技进步直接与国家发展相关,是一个缓慢进行的过程,而发明系统则可以让玩家消费点数立即获得一定加成。

There is always seven inventions to pick from, from a total of over 200 different ones. Each of them have a tech-level they are most likely to appear at, so you can’t stack or get all discipline bonuses in the first decades of the game no matter how lucky you get.
在总共200多个不同的发明中,会产生7个发明随时供你选择。每个发明都有对应的科技等级,在这个科技等级时该发明最容易出现,所以无论有多幸运,你都不可能在游戏头10年点亮所有增加训练度的发明。

https://forum.paradoxplaza.com/forum/index.php?attachments/invention-png.397090/

Each invention costs you 50 civic power, but for each invention you have taken, the cost goes up by 20%, while as we mentioned earlier technology advances reduce it by 5% each.
每个发明的获取成本是50民政点数,但每获得一个发明,成本增加20%,而每级科技进步将其减少5%。

Civic Power is primarily used for three things, Setting up Trade Routes, Moving Pops & Buying Inventions, so it’s a hard choice between global weaker bonuses, or stronger local bonuses.
民政点数主要用于三项事务:设置贸易路线,移动人口和购买发明,所以玩家必须面对更弱的全局加成和更强的地方加成之间的困难选择。


Stay tuned for next week, when we go into politics, and how fun Republics have with their Senate.
尽情期待下周我们关于内政和共和国元老院系统的开发日志!

normalli 发表于 2018-8-13 16:18

古典时代哪有科研可言,而且科技高也没用啊

cools 发表于 2018-8-20 15:54

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-13-20th-of-august-2018.1115536/
Imperator - Development Diary #13 - 20th of August 2018 开发日志13 - 元老院

Hello everyone and welcome to another development diary for Imperator. Today is the lucky number 13, and we’ll talk about how the politics in Republics work, or more specific the Senate.
大家好,欢迎来到另一篇罗马开发日志(幸运数字第13篇),我们会谈谈共和国政治如何运作,或更准确地说,元老院的运行。

The Senate, in a republic, has 100 seats, and each seat belongs to one of of five factions. Every adult character in a republic has a predilection of each faction, and is supportive of one. Each faction also have a leader, generally the most prominent character that supports that faction.
在一个共和国里,元老院有100个席位,每个席位属于5大派系中的某一派系。共和国中的每个成年角色会偏向并支持一个派系,每个派系都有领导人,一般来说是支持该派系的角色中名声最高的那个。

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses.
根据共和国的领导人来自哪个派系,共和国得到以下不同的加成或减成

Civic Faction: +25% Tax Income, 10% Cheaper and Faster buildings.
Military Faction: +25% Land Morale, +25% Naval Morale
Mercantile Faction: +25% Commerce Income, +5 Diplomatic Reputation
Religious Faction: +10% Omen Duration, 33% Cheaper Religious Conversion
Populist Faction: +10% Power Costs
公民派系:+25%税收,-10%建筑成本和建筑用时
军事派系:+25%陆海军士气
商业派系:+25%商业收入,+5外交关系上限
宗教派系:+10%预兆持续时间,-33%传教成本
民粹派系:+10%所有行为点数成本

For Modders: You can freely add or remove factions and make them available to different government types, or have any type of trigger allowing the faction to give unique ones.
致modders:你们可以自由的为不同政体增加或删除各种派系,也可以设定特殊派系的触发条件。

As you may notice there, having populists in power is not entirely beneficial.
你可能已经注意到,让民粹派上台对国家并不是有益的。

The amount of seats in the senate change over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats.
元老院中的席位随着时间流逝会根据许多因素变化,各派系领袖的魅力值总会影响席位的分配。

If you wish to strengthen a parties position in the senate instantly, you can always spend oratory power to convince 10 seats to join that faction instead. Doing so however, increases your tyranny.
如果你想立即加强一个派系在元老院中的势力,可以消费雄辩点数说服10个席位改变阵营,但这一行为会增加暴政度。

So why must you take into account the composition of the senate. Well.. There are three types of activities where the senate will impact your ability to do exactly what you want at any given time, like a ruler in an absolute monarchy.
那么,为什么你必须要在意元老院的派系组织呢?因为元老院可以在批准或阻止统治者的一些活动,不像在君主专制中你可以随心所欲。

The senate can outright block you if the support for the action you desire to do, if less than 40 seats is currently backing that action. And if less than 60 seats back the action, you can force it through, but you will gain some tyranny from it.
当元老院中不足40席支持你要做的事情时,元老院会直接阻止你的行为,支持者不足60席时,你可以强行通过,但会得到一些暴政度。

There are three different categories of actions which require senate approval.
All changing of laws require approval by the senate
A lot of character interactions, like banishing, imprisoning, etc.
All diplomatic interactions with other nations.
有3类行为需要元老院批准:
所有更改法律的行为
大部分与角色的互动,如流放,监禁,等等
所有和其他国家的外交互动

If the senate will approve an action or not depends very much on its composition, and what you want to do. Military Faction is very likely to back new wars, but even some of their seats will be against wars if you have war exhaustion, low at manpower or currently in a war.
元老院是否支持你的某项行动主要由它的派系组成和你的行动性质决定。军事派系会非常乐意支持新的战争,但如果你已经在战争中或厌战度高,人力储备低下,即使是军事派系的席位也会有一部分不支持开战。

When you do an action, a lot of times it has impact on the characters of your nation. Loyalty is lost or gained depending on faction membership, and seats are gained and lost for different factions.
你所做的大部分行动都会对你国家中的角色造成影响。属于不同派系的角色会因为派系对行动的支持与否而增加/减少忠诚,不同的派系也会获得/失去席位。

For Modders: All of this can be controlled entirely through powerful scripting language.
致modders:这些都可以用强大的脚本语言修改。

Here is an example of the Senate Calculations for 'Declare War'
这是一个元老院表决是否宣战的例子

####################################
# Declare War
####################################
declare_war = {

    approval = {
   
      military_party = {
            base = 0
            always_modifier = {
                add = 0.5
                has_civil_war = no
            }
            always_modifier = {
                add = {
                  value = 0
                  add = root.manpower_percentage
                  max = 0.5
                }
            }
            always_modifier = {
                add = -0.3
                war = yes
            }
            always_modifier = {
                add = {
                  value = 20
                  subtract = root.has_war_exhaustion
                  divide = 50
                  max = 0.2
                }
            }
            #######generic
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = military_senate_support_svalue
                  max = 0.2
                }
            }
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = root.current_ruler.martial
                }
            }
            always_modifier = {
                add = 0.15
                OR = {
                  AND = {
                        current_ruler = {
                            num_of_friends >= 1
                        }
                        any_character = {
                            is_friend = root.current_ruler
                            is_party_leader_of = root.party:military_party
                        }
                  }
                  current_ruler = {
                        is_party_leader_of = root.party:military_party
                  }
                }
            }
            always_modifier = {
                add = {
                  value = 0
                  if = {
                        limit = {
                            root.current_ruler = {
                              party = military_party
                            }
                        }
                        add = 0.2
                        add = {
                            value = 0
                            add = root.tyranny
                            divide = 100
                        }
                        max = 0.4
                  }
                }
            }
            always_modifier = {
                add = -0.15
                current_ruler = {
                  num_of_rivals >= 1
                }
                any_character = {
                  is_rival = root.current_ruler
                  is_party_leader_of = root.party:military_party
                }
            }
            always_modifier = {
                add = 0.1
                government = aristocratic_republic
            }
      }
   
      civic_party = {
            base = 0
            always_modifier = {
                add = -0.5
                has_civil_war = yes
            }
            always_modifier = {
                add = 0.15
                NOT = { current_ruler = { has_same_culture_group_as = scope:target.current_ruler } }
            }
            always_modifier = {
                add = 0.15
                NOT = { current_ruler = { has_same_culture_as = scope:target.current_ruler } }
            }
            always_modifier = {
                add = {
                  value = 20
                  subtract = root.has_war_exhaustion
                  divide = 100
                  max = 0.1
                }
            }
            always_modifier = {
                add = 0.2
                scope:target = {
                  is_tribal = yes
                }
            }
            #######generic
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = civic_senate_support_svalue
                  max = 0.2
                }
            }
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = root.current_ruler.finesse
                }
            }
            always_modifier = {
                add = 0.15
                OR = {
                  AND = {
                        current_ruler = {
                            num_of_friends >= 1
                        }
                        any_character = {
                            is_friend = root.current_ruler
                            is_party_leader_of = root.party:civic_party
                        }
                  }
                  current_ruler = {
                        is_party_leader_of = root.party:civic_party
                  }
                }
            }
            always_modifier = {
                add = {
                  value = 0
                  if = {
                        limit = {
                            root.current_ruler = {
                              party = civic_party
                            }
                        }
                        add = 0.2
                        add = {
                            value = root.tyranny
                            divide = 100
                        }
                        max = 0.4   
                  }
                }
            }
            always_modifier = {
                add = -0.15
                current_ruler = {
                  num_of_rivals >= 1
                }
                any_character = {
                  is_rival = root.current_ruler
                  is_party_leader_of = root.party:civic_party
                }
            }
            always_modifier = {
                add = 0.1
                government = democratic_republic
            }
      }
      religious_party = {
            base = 0.1
            always_modifier = {
                add = -0.5
                has_civil_war = yes
            }
            always_modifier = {
                add = 0.2
                NOT = { current_ruler = { has_same_religion_as = scope:target.current_ruler } }
            }
            #######generic
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = religious_senate_support_svalue
                  max = 0.2
                }
            }
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = root.current_ruler.zeal
                }
            }
            always_modifier = {
                add = 0.15
                OR = {
                  AND = {
                        current_ruler = {
                            num_of_friends >= 1
                        }
                        any_character = {
                            is_friend = root.current_ruler
                            is_party_leader_of = root.party:religious_party
                        }
                  }
                  current_ruler = {
                        is_party_leader_of = root.party:religious_party
                  }
                }
            }
            always_modifier = {
                add = {
                  value = 0
                  if = {
                        limit = {
                            root.current_ruler = {
                              party = religious_party
                            }
                        }
                        add = 0.2
                        add = {
                            value = 0
                            add = root.tyranny
                            divide = 100
                        }
                        max = 0.4
                  }
                }
            }
            always_modifier = {
                add = -0.15
                current_ruler = {
                  num_of_rivals >= 1
                }
                any_character = {
                  is_rival = root.current_ruler
                  is_party_leader_of = root.party:religious_party
                }
            }
            always_modifier = {
                add = 0.1
                government = theocratic_republic
            }
      }
      mercantile_party = {
            base = 0.5
            always_modifier = {
                add = -0.5
                has_civil_war = yes
            }
            always_modifier = {
                add = -0.5
                trade_access_with = scope:target
            }
            always_modifier = {
                add = {
                  if = {
                        limit = {
                            root.has_war_exhaustion <= 10
                        }
                        value = 10
                        subtract = root.has_war_exhaustion
                        divide = 50
                        max = 0.2
                  }
                  else = {
                        value = 0
                        subtract = root.has_war_exhaustion
                        add = 10
                        divide = 25
                        max = -0.4
                  }
                }
            }
            #######generic
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = mercantile_senate_support_svalue
                  max = 0.2
                }
            }
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = root.current_ruler.charisma
                }
            }
            always_modifier = {
                add = 0.15
                OR = {
                  AND = {
                        current_ruler = {
                            num_of_friends >= 1
                        }
                        any_character = {
                            is_friend = root.current_ruler
                            is_party_leader_of = root.party:mercantile_party
                        }
                  }
                  current_ruler = {
                        is_party_leader_of = root.party:mercantile_party
                  }
                }
            }
            always_modifier = {
                add = {
                  value = 0
                  if = {
                        limit = {
                            root.current_ruler = {
                              party = mercantile_party
                            }
                        }
                        add = 0.2
                        add = {
                            value = 0
                            add = root.tyranny
                            divide = 100
                        }
                        max = 0.4
                  }
                }
            }
            always_modifier = {
                add = -0.15
                current_ruler = {
                  num_of_rivals >= 1
                }
                any_character = {
                  is_rival = root.current_ruler
                  is_party_leader_of = root.party:mercantile_party
                }
            }
            always_modifier = {
                add = 0.1
                government = oligarchic_republic
            }
      }
      populist_party = {
            base = 0.1
            always_modifier = {
                add = 0.15
                scope:target = {
                  is_monarchy = yes
                }
            }
            #######generic
            always_modifier = {
                add = {
                  value = 0.01
                  multiply = populist_senate_support_svalue
                  max = 0.2
                }
            }
            always_modifier = {
                add = 0.15
                OR = {
                  AND = {
                        current_ruler = {
                            num_of_friends >= 1
                        }
                        any_character = {
                            is_friend = root.current_ruler
                            is_party_leader_of = root.party:populist_party
                        }
                  }
                  current_ruler = {
                        is_party_leader_of = root.party:populist_party
                  }
                }
            }
            always_modifier = {
                add = {
                  value = 0
                  if = {
                        limit = {
                            root.current_ruler = {
                              party = populist_party
                            }
                        }
                        add = 0.3
                        add = {
                            value = 0
                            add = root.tyranny
                            divide = 100
                        }
                        max = 0.6   
                  }
                }
            }
            always_modifier = {
                add = -0.15
                current_ruler = {
                  num_of_rivals >= 1
                }
                any_character = {
                  is_rival = root.current_ruler
                  is_party_leader_of = root.party:populist_party
                }
            }
      }
    }
   
    loyalty = {
      military_party = 0.1
      populist_party = -0.1
    }
   
    support = {
      civic_party = -1
      military_party = 3
      mercantile_party = -1
      populist_party = -1
    }
}

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_08_20_2-png.398612/

Stay tuned, next week we’ll talk even more politics with laws and offices.
尽情期待下期日志,我们会带来更多关于法律和职务的内容。



cools 发表于 2018-8-28 15:32

Imperator - Development Diary #14 - 27th of August 2018 开发日志14 - 共和政府

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-14-27th-of-august-2018.1116455/

Hi and welcome back to another development diary for Imperator! This time we’ll talk about the offices and laws in the Republic!
欢迎来到罗马的又一篇开发日志!这次我们要谈谈共和国的职位和法律!

First of all, we have the current ruler, which in Rome is called the Consul. In a decision to make it more into a fun engaging game, where you care about your characters, you only have one consul in rome, and they serve for five years.
首先要介绍的是当前统治者,在罗马被称为“执政官”。为了让游戏更有乐趣,让角色更受玩家重视,我们决定罗马只有一名执政官,每次任期五年。(注:历史上的罗马共和国每年选出2名平等的执政官作为最高领导人)

The next consul, which is called ‘candidate’ is usually the most popular and prominent character from the most powerful faction in the senate. Friendship and backing of other parties influences this as well.
下一任执政官,被称为“候选人”一般是来自国家最有影响力的派系的最有人气和名望的角色。角色的友谊和其他派系的支持也会影响下届执政官花落谁家。

There are eight offices in the government, and they all serve until you replace them or they die. There are two offices for each attribute, and the skill in their attribute determines how big their impact is on your country. Each of them give the character prominence and some give other benefits to the character.
政府中(除了各地总督)有8个公职,他们一经任命都终身在位,除非被你罢免。每个属性对应着两个公职,担任该职位的角色的这一属性决定他们对国家的影响程度。每个公职都会让担任者获得名望,和一定的其他好处。

Censor - Each Charisma gives +0.2 Senate Influence for the Censor’s party.
监察官 - 每单位魅力增加监察官所属的派系0.2元老院影响力。
Praetor - Each Charisma gives +1% Commerce Income.
裁判官 - 每单位魅力增加1%商业收入。
Tribunus Militum - Each Martial gives +1% Discipline
军事保民官 - 每单位武力增加1%训练度。
Praefectus Militaris - Each Martial gives +1% Tax Income
军事行政长官 - 每单位物理增加1%税收。
Augur - Each Zeal gives +5% Omen Power
占兆官 - 每单位狂热增加5%预兆力量。
Pontifex - Each Zeal reduces stability cost by 2%.
大祭司 - 每单位狂热减少2%稳定度提升成本。
Tribunus Plebis - Each Finesse increases freemen happyness by 1%
保民官 - 每单位技巧增加1%自由民幸福度。
Vulnerarius - Each finesse increases health by 0.5.
外科医师 - 每单位技巧增加0.5健康(此处表述不明,不知道增加谁的健康)

Appointing someone to an office increases their loyalty, but removing someone deeply hurt their loyalties.
将某位角色任命到以上职位可以增加他们的忠诚,但罢免他们将会严重降低他们的忠诚。

There are eight categories of laws in a republic, and each of them have four different laws, where only one law can be active in each category. Changing a law costs 250 oratory power, and you must also have the backing of the senate for changing that category of laws.
在共和国里有8种类型的法律,玩家需要在每个法律类别的4个选项中选择1项作为当前的法律。 改变一项法律需要250雄辩点数,而且你必须得到元老院的支持才能改变法律。

Anticorruption Laws : Impacts Corruption & Unrest
反腐败法律:影响腐败度和叛乱度
Religious Laws: Omen Cost & Power, Influence of Religious Party
宗教法律:预兆成泵和力量,宗教派系的影响力
Maritime Laws: Commerce, Wealth, Pirates.
航海法律:商业,财富,海盗
Integration Laws: Pop Happyness, Influence of Civic and Populist Parties
同化法律:人口幸福度,公民和民粹派系的影响力。
Citizen Laws: Pop Promotion Costs.
公民法律:人口升阶成本
(注:此处同化与公民法律疑似写反)
Land Reforms: AE Impact, Unrest, Slave Output
土地改革:AE影响,叛乱度,奴隶产出
Military Reforms: Different Military Bonuses
军事改革:不同的军事加成
Election Reforms: Corruption, Consul Term Duration
选举改革:腐败,执政官任期

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_08_27_1-png.400069/

Please be aware that monarchies and tribes have different offices and laws, and if you like to mod you can have your own unique offices and laws for each nation if you so want.
请注意君主制和部落制国家有不同的公职和法律,而且如果你喜欢做mod,你可以给每个国家设置独有的公职与法律。

Next week we’ll go into military traditions!

下周我们会介绍军事传统!

水边井 发表于 2018-8-28 16:01

执政官5年一任,那这游戏的时间流速估计不会很快了。。

cools 发表于 2018-9-3 17:48

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-15-3rd-of-september-2018.1117370/

Hi everyone and welcome to the fifteenth development diary for Imperator. This time it is about a feature that does not correspond to anything we’ve had in the original Rome, which is our new Military Traditions system.
大家好,欢迎来到《罗马》的第15篇开发日志。这篇日志是关于一个不同于《欧陆罗马》的新系统——军事传统的。

There are seven different military traditions in the world, tied to which culture-group you have, and due to the size of the traditions and how they are structured you will see rather different and unique nations.
世界上一共有7种不同的军事传统,与你的文化组相关联。由于国家会选择不同的传统,玩家将会看到每个国家各不相同。

Military Traditions unlocks unique abilities, unlocks new units and give special bonuses to units.
军事传统可以解锁特殊能力,新单位和单位特殊加成。

Each Military Tradition has one bonus they get from the start, and then three different paths they can go down through, where after you have picked the seventh tradition in that path, you’ll get the a special benefit for that as well.
每种军事传统有一个起始加成和3条不同的路径,当你解锁某条路径中第7个传统时还会得到一个特殊加成。

It is not very likely you will get to the end of all paths by the end of the game, so you really have to think about which path you want to progress down through first. One military tradition currently costs 800 military power, and each tradition taken increases the cost by 50%, and each military technology level reduces it by 25%.
玩家不太可能在游戏结束前解锁完全部路径,所以得好好想想你首先选的路径是哪一条。每个军事传统目前消耗800军事点数,每多获得1个传统增加50%军事传统获取成本,每级军事科技将其减少25%。

Today we’ll take a look at the Barbarian military tradition, which is used most cultures in north-western Europe.
今天我们要介绍的是蛮族军事传统,西北欧洲的绝大部分文化都使用这一军事传统。

They all start with the bonus to unlock Chariots as a unit. Chariots are relatively cheap, and faster than infantry, and utterly destroys light infantry on the battlefield.
蛮族军事传统的起始加成是解锁战车单位。战车相对比较便宜,比步兵速度快,在战场上极度克制轻步兵。

The first path of the Barbarian Traditions is the Britannic Path.
Scythed Chariots: +15%Chariots Offensive
Coming of Age +15% Light Infantry Defensive
Living off the Land -15% Land Unit Attrition
Word of Mouth +25% Manpower Recovery
Chariot Mastery +15% Chariots Morale
Selective Breeding -25% Light Cavalry Cost
Take up Arms +15% Archers MoraleEnd bonus for this path is ‘Trained Cavalry’ which gives +15% Discipline to both Light Cavalry and Chariots.
蛮族军事传统的第一条路径是不列颠路径。
刀轮战车:+15%战车攻击
成年礼:+15%轻步兵防御
荒野求生:-15%陆军损耗
口耳相传:+25%人力回复
精通车战:+15%战车士气
马匹育种:-25%轻骑兵成本
拿起武器:+15%弓箭手士气
完全解锁加成 - 训练有素的骑兵:+15%轻骑兵和战车训练度

The second path of the Barbarian Traditions is the Germanic Path.
Strike and Withdraw +15% Light Infantry Morale
Natural Resources -25% Light Cavalry & Chariots Cost
Ambush +25% Combat Bonus for Light Infantry in Forest
The Glory of the Hunt Allows ‘Raiding’
Shield Wall +15% Heavy Infantry Defensive
The Young Must Serve -25% Light Infantry Cost
Hail of Stones +15% Archers DefensiveEnd bonus for this path is ‘Adaptability’, which gives +15% Discipline to Light Infantry.
第二条路径是日耳曼路径
忽战忽退:+15%轻步兵士气
自然资源:-25%轻骑兵和战车成本
伏击:+25%轻步兵森林敌性作战加成
捕猎的荣耀:允许“劫掠”
盾墙:+15%重步兵防御
年轻人义务兵役:-25%轻步兵成本
石如雨下:+15%弓箭手防御
完全解锁加成 - 适应性:+15%轻步兵纪律

The third path of the Barbarian Traditions is the Gallic Path.
Strike From Afar +15% Archers Offensive
Confederations +15% Global Manpower
The Plains Fight With us +15% Combat Bonus for Light Infantry & Chariots on Plains
In Defense of our Home Allows ‘Levies’
A People on the Move 25% quicker Unit Recruitment
Strong Arm +15% Heavy Infantry Offensive
Scale the Walls! +15% Siege AbilityEnd bonus for this path is ‘Blow the Trumpet, in the New Moon!’, which gives +10% Land Morale.
第三条路径是高卢路径
远程打击:+15%弓箭手攻击
部落联盟:+15%全国人力
平原之助:+15%轻步兵和战车平原战斗加成
保卫家园:允许“征召兵”
迁徙民族:+25%单位建造速度
强臂:+15%重步兵攻击
攀越城墙:+15%攻城能力
完全解锁加成-在新月下吹起号角:+10%陆军士气

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_03_2-png.401343/

Next week we’ll be looking into where all roads lead.
下周我们会把视线转向条条大路都通的那个地方。

cools 发表于 2018-9-10 19:03

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-16-10th-of-september-2018.1118629/

Hello everyone and welcome to the 16th development diary for Imperator! This time we’ll look at a few smaller things.
大家好欢迎来到罗马的第16篇开发日志!这期我们要讲几件小事。

First of all, we have the road building ability, which is unlocked in the Latin Military Traditions, by the 4th tradition in the Roman path.
首先要介绍的是修路功能,由拉丁军事传统罗马路径的第4个传统解锁。

Any army with that tradition and at least 5 cohorts will be able to start building a road towards another city. The movement will be delayed to 20% of normal speed, and the morale is severely reduced as well. When the army reaches the next city, a permanent road is created, giving a movement speed boost of 50% between those two cities.

任何一支有至少5个大队的军队都可以建造通向其他城市的道路。开启修路时,军队移动速度降低到原本速度的20%,士气严重降低。当军队到达另一个城市时,一条永久性道路建成,两城市之间的移动速度增加50%。
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_10_1-png.403093/


All road are drawn on the map, adding bridges as they cross rivers.
所有道路都会显示在地图上,跨河时增加桥梁显示。
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_10_2-png.403094/


Secondly, how unrest works have completely changed from Rome1. Unrest no longer impacts a risk of a rebel unit spawning. Infact, there is no such thing s a rebel unit in Imperator. Unrest instead impact the loyalty of the province, which in the end may cause a Civil War or an Independence War.
第二,叛乱度的机制相比欧陆罗马完全改变了。叛乱度不再导致叛军单位的出现。实际上,在本作中不存在叛军单位的概念。与过去不同的是,叛乱度影响的是行省忠诚度,叛乱太高可能导致一场内战或独立战争发生。
https://forum.paradoxplaza.com/forum/index.php?attachments/unrest-png.403096/

This will make large rebellions more interesting, and remove the disbalance where Rebel units always have larger numbers than real armies in our other games.
这会让大型叛乱更有意思,也不再需要保持其他游戏中刷出叛军数量必然高于军队数量的不平衡设定。

Thirdly, each nation will have a civilization level, which depends on their type of government and technology levels. Each city will slowly increase to that cap, or decay if above it. So civilizing barbarian frontiers is a long-term process.

第三,每个国家有个总体文明水平值,由他们的政体和科技水平决定。某个城市的文明水平值如果低于国家文明水平,就会逐渐向同一水平增加,如果高于国家文明水平,就会逐渐降低文明水平。所以要让蛮族边疆开化是一个漫长的过程。
https://forum.paradoxplaza.com/forum/index.php?attachments/civ-value-png.403095/

Next week we’ll go deeply into the characters!
下周我们要深入了解角色系统!

cools 发表于 2018-9-17 22:02

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-17-17th-of-september-2018.1119837/
Hello and welcome to the 17th development diary for Imperator. This time we’ll talk a bit more about characters and how you interact with them大家好欢迎来到罗马的第17篇开发日志。这次我们要详细介绍角色和玩家与角色的互动选项。
Back in the 7th development diary we talked about Characters for the first time and talked about their attributes, traits and stats. If you haven’t read it yet, I recommend going back to read it HERE.在第7篇开发日志中我们第一次介绍了角色和其数值,如果你还没有读过,建议先去读那篇。
We did not talk about health in that development diary, except mentioning the fact that one of the categories for traits were health-related. In the original Rome 1 & in the Crusader Kings series, health is a hidden value that the player never sees, which impacts hidden probabilities of when you die.在那篇开发日志中我们没有介绍角色的生命值,只提到在角色特性中有一类是关于健康的。在欧陆罗马和CK中,生命值是一个隐藏属性,影响同样隐藏的角色死亡几率。
In Imperator health is a value between 0 and 100, and when it reaches 0, that character dies. Health related traits affects this each month, but don’t expect that a brain-damaged frail leper to have a long life-expectancy.在本作中,生命值是一个介于0和100的值,当它跌到0时,角色就会死亡。健康类特性每月增减一定生命值,但不要指望一个虚弱的脑损伤麻风病人可以活得很长。
Holdings is another thing I promised to talk about. Each character can have holdings in one city. A governor picks a city in the province she is governing as where he’ll have his holdings, while a general picks one from the cities he may have conquered. A character with a holding will get income from that city until death, or until otherwise forced to relinquish it.地产是我要介绍的另一个机制。每个角色都可以在一个城市中拥有地产。行省总督可以在他统治的行省中选一个城市,一个将军可以在他征服的城市里选择一个。拥有地产的角色可以从那个城市获得一份收入,直到他死去或者被迫放弃地产。
Income ties into another concept I’d like to touch upon in today’s diary, ie Wealth. Each character have a pool of money that they may use to their own benefit. Characters gain money, if they have an office that pays them, or if they are a governor that can use their corruption to enrich themselves, or if they have holdings. 收入与角色的财富息息相关。每个角色都可以持有一定的金钱,并为己所用。角色得到收入的方式有:公职薪水,担任总督时用腐败度中饱私囊,或者拥有地产。
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_17_1-png.404799/

So how do you interact with these characters then? Well, Imperator has lots of different ways, besides the normal event interactions like most of our games, we also have the direct character interactions..所以玩家如何与这些角色互动呢?在本作除了类似我们其他游戏的事件互动选项外,还有很多不同的直接互动方式。
Character Interactions usually have costs in power and or gold, and some have different chance of success as well, and in Republics, some of the character interactions require senate approval as well.角色互动一般消耗点数或金钱,有些有成功几率,在共和国有些互动选项需要元老院通过。
Appoint Dictator - Can be done on your ruler in a republic when at war or civil war, and it will allow him to do any diplomacy or character interaction without Senate interfering until the end of the war.任命独裁官 - 在战时或内战时共和国统治者可用,允许他在停战前无需元老院批准进行任何外交和角色互动活动。Assassinate - You can attempt to assassinate a foreign character.刺杀 - 尝试刺杀一个外国角色。Banish - To force a character you have previously imprisoned to leave your country.放逐 - 强迫一个被你监禁的角色离开你的国家。Bribe - Increases the loyalty of that character.贿赂 - 增加角色忠诚度。Execute - Permanently move a prisoner to another plane of existence.处决 - 将角色永久移动到另一个位面。Free Hands - Increases Loyalty and Corruption if that character is one of your Governors.放权 - 增加总督的忠诚和腐败。Hold Games - With a ruler in a republic, you can spend states money to increase the popularity of the current ruler.举办比赛 - 对共和国统治者使用,消费国库资金增加统治者的支持度。Imprison - Attempt to relocate someone to a more secure area for future processing.拘禁 - 尝试抓捕某人,以便进行更多互动。Inspire Disloyalty - Reduces loyalty and increases corruption of a foreign character.鼓励不忠 - 减少某个外国角色的忠诚和腐败。Loan - To get money from a wealthy character. They may want it back though.借贷 - 向某个富有的角色借钱。以后他们可以会想要回自己的钱。Marry Ruler - If different gender and both ruler and character is unmarried.统治者结婚 - 如果互动对象和性别和统治者不同,且均为独身。Recruit - To get a character leave a foreign nation and work for you.招募 - 让某个角色离开外国来为你工作。Recruit General - Get a disloyal foreign general to leave his nation and join your nation. With his army.招募将领 - 让一个不忠诚的外国将领带着自己的军队叛逃他的国家加入你的国家。Release Prisoner - For bleeding-heart liberals..释放囚犯 - 为圣母自由派而设...Repay Loan - Sadly you can’t imprison and execute people you owe money…还款 - 很遗憾你不能逮捕和处决你欠了钱的人...Sacrifice Prisoner - Some religions allow you to sacrifice prisoners taken in war, making your tribesmen happy and productive, and making it easier to stay tribal.用囚犯祭祀 - 有些宗教允许你活祭战俘,让你的部落民幸福而多产,让保持部落制更容易。Seek/Stop Treatment - For characters with bad health that you need to live longer or shorter.寻求/放弃治疗 - 为生命值低下而你需要他们活得更长/更短的角色而设。Seduce Governor - Convincing a foreign governor that it’s far better to officially say they are part of your nation, while they regretfully report that about 105% of all collected taxes were lost due to bad harvests and bandits to your government.引诱总督 - 说服一个外国总督做你的国家的一部分更有利,同时遗憾地报告105%的收税都因为坏收成和土匪而没有了。Smear Character - To reduce the popularity of a character.破坏角色名声 - 减少某个角色的支持度。
There may be more interactions added through development, and they are 100% created by scriptfiles., and here is an example of the simple Hold Triumph interaction.以后的开发可能会加上更多互动,这些互动选项100%由脚本控制,这是互动选项“举行凯旋式”的脚本:

hold_triumph = {

on_other_nation = no
on_own_nation = yes

sound = "event:/SFX/UI/Character/sfx_ui_character_hold_triumph"

potential_trigger = {
hidden:scope:target = {
is_alive = yes
}
}

allowed_trigger = {
hidden:scope:actor = {



can_pay_price = hold_triumph

custom_tooltip = {
text = "TRIUMPH_RECENTLY_HELD"

NOT = { has_variable = triumph_recently_held }
}
}
scope:target = {
is_adult = yes

days_since_last_victory < 720
}
}

effect = {
scope:actor = {
pay_price = hold_triumph

set_variable = {
name = triumph_recently_held
value = 1
days = 365
}

}

scope:target = {
add_loyalty = loyalty_huge
add_popularity = popularity_huge
}
}

}

Stay tuned, there are more things to talk about characters in Imperator, like ambitions and loyalty, but next week we'll go into the Latin Military Traditions.敬请期待更多关于角色系统的内容,还有诸如野心和忠诚的机制有待详述,不过下周我们要介绍的是拉丁军事传统!

槑花林 发表于 2018-9-17 22:54

希望,做完这个下一个就是维多利亚3了

chushou 发表于 2018-9-18 08:48

cools 发表于 2018-9-24 16:29

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-18-24th-of-september-2018.1120827/

Hi everyone and welcome to the eighteenth development diary for Imperator. This time it is we will talk more about the Military Traditions, and delve into another of our Seven Tradition Trees.
大家好欢迎来到罗马的第18篇开发日志。这次我们要继续军事传统的话题,再介绍在七大军事传统中的一组。

To recap from the fifteen diary, there are seven different military traditions in the world, tied to which culture-group you have, and due to the size of the traditions and how they are structured you will see rather different and unique nations.
书接上回第15篇日志,世界上有7种不同的军事传统,直接与文化组关联,由于传统很多,分支很多,玩家将在游戏中看到许多独特而不同的国家。

Military Traditions unlocks unique abilities, unlocks new units and give special bonuses to units.
通过军事传统可以解锁特殊能立,新单位和单位特殊加成。

Each Military Tradition has one bonus they get from the start, and then three different paths they can go down through, where after you have picked the seventh tradition in that path, you’ll get the a special benefit for that as well.
每个军事传统都有起始加成,三条不同的路线,每条路线的第7个传统之后是完成该路线的特殊加成。

It is not very likely you will get to the end of all paths by the end of the game, so you really have to think about which path you want to progress down through first. One military tradition currently costs 800 military power, and each tradition taken increases the cost by 50%, and each military technology level reduces it by 25%.

直到游戏结束玩家也不太可能完成全部三条路线,所以你们必须认真思考哪条路线是你要走的第一条。目前每个军事传统消耗800军事点数,每个已经点亮的军事传统增加50%军事传统成本,每级军事科技减少成本25%。

This time it is the Italic traditions, which is available to all countries in the Latin culture-group.
这次要介绍的是意大利传统,所有拉丁文化组国家可用。

They all start with the “Walled City” tradition, which gives +25% to Defensiveness, which basically makes sieges against your fortified cities take 25% longer
传统起始加成是“围墙城市”传统,+25%城市防御,基本可以理解为使得别人攻下你的城市的时间增加25%。

The first path of the Italic Traditions is the Tribal Path.
意大利传统第一条路线,部落路线。

Artisanal Bronzework: +15% Light Infantry Defence
青铜手工业:+15%轻步兵防御
The Equestrian Order: +15% Light Cavalry Offensive
骑士阶级:+15%轻骑兵攻击
Deus Vult: +15% Omen Power
神意欲此:+15%预兆力量
The Acquisition of Wealth: Enables ‘Raid City’
获取财富:允许劫掠城市
The Aulos: +15% Light Infantry Morale
阿夫洛斯管:+15%轻步兵士气
Mare Nostrum: -25% Trireme Maintenance Cost
我们的海:-25%桨座战船维护费
Rousing Oratory: +15% Manpower
动人演说:+15%人力
End bonus for this path is ‘Hill Dwellers’, which gives to +15% Combat Ability to Light Infantry when fighting in Hill Terrain.
完成路线的加成是“山民”,+15%轻步兵在山地地形的战斗能力。

The second path of the Italic Traditions is the Support Path.
意大利传统第二条路线是支援路线。

State Navy: +15% Trireme Morale
国家海军:+15%浆座战船士气
The Fabri: 25% Cheaper Military Buildings
匠人:-25%军事建筑成本
Scale the Walls: +15% Siege Ability
绕过围墙:+15%攻城能力
Castra: Emables ‘Border Forts’
军团营地:允许“边境要塞”
Logistics of State: 25% Cheaper Light Infantry, Heavy Infantry, Archers
国家后勤:-25%轻步兵,重步兵,弓箭手成本
Scutum: +15% Heavy Infantry Defence
大方盾:+15%重步兵防御
Foederati: +15% Light Cavalry Discipline
仆从联盟:+15%轻骑兵训练度
End bonus for this path is ‘Rome, Ascendant’, which makes Holding a Triumph 50% cheaper.
完成路线的加成是“罗马,崛起”,-50%举行凯旋式的成本。


The third path of the Italic Traditions is the Roman Path.
意大利传统第三条路线是罗马人路线。
Principes: +15% Heavy Infantry Discipline
壮年兵:+15%重步兵训练度
March of the Eagles: +5% Morale Recovery
雄鹰进军:+5%士气恢复
Triarii: +15% Heavy Infantry Offence
后备兵:+15%重步兵进攻
Roman Roads: Allows ‘Military Roadbuilding’
罗马道路:允许“军事道路建设”
Professional Soldiers: -0.05 Monthly Warexhaustion
职业兵:-0.05每月厌战度
Velites: +15% Light Infantry Offence
轻装步兵:+15%轻步兵进攻
The Honor of Service +15% Manpower Recovery
以服役为荣:+15%人力恢复
End bonus for this path is ‘Triplex Acies’, which allows a defensive stance for your armies, similar to the Greek Phalanx.

完成路线的加成是“三线方阵”能力,让你的部队可以开启一种防御状态,类似希腊方阵。
https://forum.paradoxplaza.com/forum/index.php?attachments/italic-png.406293/


There are a few abilities mentioned above that needs some more information.
上面提到的一些特殊能力也需要详细介绍。

Raid City - This is possible to do when you have taken control over hostile territory, giving you money and manpower, while hurting that province in growth, output and commerce for 5 years.
劫掠城市 - 玩家攻占敌方领土后可进行的操作,带来金钱和人力,5年内损害行省的人口增长,产出和商业。

Border Forts - This creates a colony in an unowned ‘city’ that is adjacent to one of your own cities, adding 1 freeman pop of your culture and a fort for military power.
边境要塞 - 在与你的城市相邻的无主“城市”(即可殖民空地)建立殖民地,包括一个你主流文化的自由民pop和一座要塞,花费军事点数。

Military Roadbuilding - The cheapest and fastest way to build roads in the game.

军事道路建设 - 游戏中最快最便宜的建设道路的方法。
https://forum.paradoxplaza.com/forum/index.php?attachments/raid-png.406294/


Next week we’ll be talking about loyalty and civil wars.
下周我们要介绍忠诚度和内战。

cools 发表于 2018-10-1 20:09

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-19-1st-of-october-2018.1121790/
Hi and Welcome to the 19th development diary for Imperator! This time we delve deeper into the concept of Loyalty.大家好欢迎来到罗马的第19篇开发日志!这次我们要深入介绍忠诚度的概念。
Unrest动荡
So, let’s recap what we mentioned talked briefly about unrest in the 16th development diary, and how unrest in cities affected the loyalty of provinces. Unrest also have two other direct impact, the first is the reduction of commerce, tax, manpower and research from the city, while when it reaches the threshold of 10 unrest, you can no longer recruit regiments in the city, build buildings,or interact with the population.让我们首先回顾一下第16篇开发日志中提到的动荡系统,以及城市动荡影响省份忠诚。动荡还有两个直接效果,第一是减少城市的商贸,税收,人力和科研产出,当动荡达到10时,你将无法在城市中招募军队,建造建筑,以及与人口互动。
Unrest is generated through unhappy pops, low stability in your country, war-exhaustion, governors policies and corruption. It can also be reduced by various laws, positive stability and by assigning armies to the local governor.不够幸福的人口,国家稳定度低,厌战度,总督政策和腐败会产生动荡度。玩家可以用各种法律,正稳定和给总督军队的办法来降低动荡。
The happiness of a pop depends on its culture and its religion compared to the country’s religion and culture. Different pop-types also want different civilization levels to be happy, while a tribesman want it as low as possible, the citizens want it rather high. Different laws makes different types of pops more or less happy as well. Access to different goods in the city will also make pops happier.人口的幸福度主要取决于它的宗教文化是否与国家的宗教文化一致。不同的人口类型还会需求不同的文明水平,文明水平越低部落民越幸福,文明水平越高公民越幸福。不同的法律也会让不同类型的人口幸福度增减。城市与提供不同类型商品的商路连接也能让人口更加幸福。
If a pop has less than 50% happiness, they will contribute to the unrest of the province.如果一个pop的幸福度低于50%,他们就会开始增加行省的动荡。
Now let’s talk about loyalty. There is three types of loyalty we’ll talk about today, as the loyalty of subjects is a subject for another diary. (And I just wanted to type that sentence..)是时候谈谈忠诚度了。今天我们要介绍三种忠诚度,臣民的忠诚度则会是另一篇日志的主题。(我就是要写这句话...)
Province Loyalty行省忠诚度
Each province have a loyalty value to the country. If it goes down to 0, then that province is basically 100% autonomous and provide nothing to you. They will cancel all trade to other parts of your country and every city will be acting as it had at least 10 unrest.每个行省对国家都有忠诚值。如果行省忠诚掉到0,这个行省就基本上100%自治,不给你提供任何产出,切断和你的国家其他部分的所有贸易,其所有城市都具有10动荡时候的效果(前述不可建造,招募等)。
If enough provinces are disloyal, they will either start an independence war, if the dominant culture is not your primary culture-group, or a civil war if they are of your culture-group. 如果不忠诚且主流文化不属于你的国家主流文化组的行省数量够多,他们就会发动一场独立战争。如果不忠诚的是属于你的文化组的行省,则会爆发内战。
There are alerts if your provinces are disloyal, or if you risk a civil war or major revolt.当你的行省不忠诚,或者内战与大规模叛乱迫在眉睫时,屏幕上会出现警告。https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_01_1-png.407685/

Cohorts Loyalty部队忠诚度
Each cohort in an army can become loyal to a single person. This depends on the charisma of the commander during a battle or a siege.陆军的每个大队都有可能对某个人物效忠。这取决于在战斗或攻城中领导他们的将领的魅力值。
When a cohort is loyal to a character the country pays less maintenance for it, as the commander of the unit it is loyal to, starts paying the unit him or herself.当某个大队对个人效忠时,得到效忠的个人会开始支付它的一部分维护费,对于国家来说这支部队的维护成本降低了。
There is a slight drawback or two to having cohorts loyal to a character instead of the country, like for example, a cohort that is personally loyal to a character will not allow it to be transferred away from the unit in any way. Also, a character with cohorts loyal to him tend to become more disloyal over time.拥有对个人而非国家效忠的大队有几个方面上会带来负面效果。比如说,效忠于个人的大队不允许那个角色被调离这支部队。拥有私兵的角色也会变得越来越不忠诚。
Character Loyalty角色忠诚度
Characters loyalty to the Country is one of the more interesting aspects to manage, as disloyal characters is a huge risk, as disloyal characters will refuse to abandon their armies or provinces, and if enough are disloyal they will form a block together to form a civil war.管理角色对国家的忠诚度是本作游戏中比较有趣的方面。不忠诚的角色会带来很大的风险,不忠诚的角色拒绝放弃任命给他们领导的军队和行省,如果有足够的角色不忠诚,他们会联合起来策划内战。
Some forms of government, a few inventions and some ideas increase loyalty of all characters. Giving people titles and offices will increase their loyalty, but removing them decrease their loyalty. Characters of the same faction as the ruler tends to become more loyal over time, while friends and rivals of the ruler will see their loyalty go up and down as well.一些政府类型,少数几个发明和一些理念能增加所有角色的忠诚度。给予角色头衔和职务增加他们的忠诚度,将他们解职降低忠诚度。与统治者同一派系的角色随时间变得更加忠诚,统治者的朋友与敌人的忠诚度也会随时间升降。
When the loyalty of a character is below 33%, that character is considered disloyal.当某角色的忠诚度低于33%时,将被视为不忠诚。
Civil Wars!内战!
While a major revolt is not different from having a large nation revolt from you in other games, civil wars are dramatically different.虽然大型叛乱和P社其他游戏中大型民族叛乱没什么区别,内战就是全然不同的新机制了。
The threat of a Civil Wars will start as soon as either 33% of the army is controlled by a character that is disloyal OR 33% of all provinces are disloyal to the country.内战威胁将在33%的军队被不忠诚角色控制,或者33%的行省不忠诚时开始累积。
During the threat of a civil war, a small timer ticks up each month, where the civil war will break out after a year. During this time you have an alert so you can see that you have a risk of it. Of course, there are alerts as soon as a single province is disloyal or a general is.内战威胁出现后,每月的倒计时确保一年后内战将会爆发。在这段时间内你的屏幕上有一个内战警报确保你明白灾难将致。当然,只要一个将军或行省不忠诚,你就会开始得到警告。
When the Civil War starts, all disloyal characters and provinces will join them.. And possible friends and families as well. 当内战开始时,所有不忠诚的角色和行省都会加入....他们的朋友和家人也有几率加入。
A civil war is a war-to-the-death, where provinces automatically switch owners when you occupy them, and if you lose the civil war, it is basically game over.内战是一场你死我活的战争,所有行省在被一方占领时自动切换所有者,如果你输掉内战,基本上就是游戏结束。
And always remember.. Tyranny is not a help when it comes to get loyalty. Sic Semper Tyrannis!请记住....暴政不会帮助你得到忠诚度。这就是暴君的下场!

cools 发表于 2018-10-8 19:19

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-20-8th-of-october-2018.1122975/

Hello everyone and welcome to the 20th development diary for Imperator. This time it is almost two development diaries in one. First we’ll talk about governor policies, and then we’ll delve into the north african military traditions.
大家好,欢迎来到罗马的第20篇开发日志。这次的日志可以说是两篇日志合一。首先我们要介绍总督政策,然后是北非军事传统。

Governor Policies
总督政策

Every governor will when he is assigned to a province, select a policy he wants to pursue for his reign. The policy picked depend on the personality of the governor, but also on the setup of the province. Not all policies are necessarily beneficial to you as a player, so you can always overrule what policy the governor should have, but that comes at a cost in loyalty of the governor.
每个总督在被任命管理某个行省时,都会选择一项他在任时的政策。总督的性格和行省的格局都会影响他选择哪个政策。不是每个政策都对玩家(国家)有好处,玩家任何时候都可以强行决定总督应采取的政策,但这会降低总督的忠诚。

You can of course change policy as many times as you want in a province, as long as the governor is loyal enough before changing it, but a disloyal governor will change it to benefit himself.
只要总督还足够忠诚,你可以随意改变行省政策,但一个不忠诚的总督会强行选择有利于他自己的政策。



Here are the current policies we have in the game.
以下是现在游戏中有的政策:

Acquisition of Wealth - Reduces tax and commerce income by about 10% of the province, while enriching the governor.
积累财富 - 行省税收和商业收入减少10%,让总督中饱私囊。
Religious Conversion - Adds some minor unrest, but the governor have a chance to convert the religion of a pop each month, depending on his zeal.
宗教传播 - 增加少量动荡,但总督每月都有一定几率同化一个pop的宗教,几率由他的狂热决定。
Cultural Assimilation - Adds some minor unrest, but the governor have a chance to convert the culture of a pop each month, depending on his finesse.
文化同化 - 增加少量动荡,但总督每月都有一定几率同化一个pop的文化,几率由他的技巧决定。
Bleed Them Dry - increases unrest and reduces population growth dramatically, while increasing income from the province, and also give some to the governor.
榨干钱财 - 显著增加动荡和减少人口增长,增加行省收入,并让总督分润一部分。
Borderlands - Increases Manpower and Defensiveness of the province.
边疆 - 增加行省人力和防御。
Encourage Trade - Allows another import route to the province and increases commerce income, for a small decrease in loyalty.
鼓励贸易 - 增加一条通到行省的贸易路线,增加商业收入,少许降低忠诚。
Social Mobility - Reduces output of citizens by 20%, while there is a chance for the governor to change the type of a pop towards a balance of citizens, slaves & freemen, depending on the governors charisma.
社会流动性 - 公民产出减少20%,总督有几率改变一个pop的阶层,使得人口阶层结构趋向平衡,几率由他的魅力决定。
Local Autonomy - Increases Happiness of pops, while reducing their output.
本地自治 - 增加pop幸福度,降低产出。
Civilization Effort - Increase civilization in the province.

文明开化 - 增加行省文明水平。

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_08_4-png.409279/


Governor policies are designed to get indirect influence over provinces, while having a trade off, where constantly micro-managing it is not beneficial.
总督政策的设计是为了间接影响行省,使得海量微操对玩家无益。

Of course, all are moddable, and you can make as many of these as you’d like.
当然,这些全部可mod,你想做多少政策就可以做多少。

North African Military Traditions
北非军事传统

So, time to take a look at another military tradition tree, and this time the North African one, which is available to the north african & numidian culture groups, and the carthaginian culture.
那么接下来是时候介绍另一个军事传统树了,这次是北非军事传统,所有北非,努米迪亚和迦太基文化组国家可用。

They all start with the ‘Seafaring People’ tradition which gives 25% cheaper Triremes.
传统开门:“航海民族”: -25%桨座战船建造成本

The first path is the ‘’Tribal Path”.
第一条路线是部落线。

Born in the Saddle +15% Light Cavalry Discipline
生于马鞍 +15%轻骑兵训练度
Man and Horse +15% Combat Bonus on Plains for Cavalry
人与马 +15%骑兵在平原战斗加成
Sure-footed, as Wild Horses 25% Cheaper Light Cavalry
步履如野马 -25%轻骑兵建造成本
Wild Charge Enables Cavalry Skirmish Stance
狂野冲锋 允许“骑兵前哨战”技能
Local Knowledge 25% less attrition.
本地知识 -25%损耗
Call to Arms +15% Manpower
动员号令 +15%人力
Ululating Cry +15% Light Cavalry Offensive
啼号 +15%轻骑兵攻击
End bonus for this path is ‘To Each, Their Own’, which gives +10% output from tribesmen.
路线关门 “各有所好” +10%部落们产出。

The second path is the “Naval Path”.
第二条线是海军线。
Phoenician Heritage +15% Offensive for Triremes
腓尼基遗产 +15%浆座战船攻击
Iberian Draft +15% Defensive for Light Infantry
征兵伊比利亚 +15%轻步兵防御
Naval Dominance +15% Defensive for Triremes
海上霸主 +15%浆座战船防御
A Life at Sea Allows Repair at Sea ability
海上人生 允许“在海上修理”能力
Noble Warlords +2.5% Loyalty for Generals
贵族军阀 +2.5%将军忠诚度
Imposing Edifices +15% Defensiveness
巍峨大厦 +15%要塞防御
Putting our People to Work -25% Trireme Maintenance
人人有活 -25%浆座战船维护费
End bonus for this path is ‘Maneuverability Above All’, which gives +15% Discipline for Triremes.
路线关门“机动性高于一切”,+15%浆座战船训练度。

The third path is the “Army Path”.
第三条线是陆军线。
Skilled Recruiters 15% cheaper mercenary maintenance
熟练征兵官 -15%雇佣兵维护费
Professional Marines +15% Trireme Morale
职业陆战队 +15%浆座战船士气
The Sacred Band +15% Heavy Infantry Discipline
圣军 +15%重步兵防御
Uneasy Relations More Manpower from Subjects
紧张关系 从附庸国得到更多人力
The African Elephant +15% Warelephant Discipline
非洲战象 +15%战象训练度
Numidian Cavalry 25% Cheaper Heavy Cavalry
努米底亚骑兵 -25%重骑兵建造成本
Devastating Charge +15% Warelephant Morale
毁灭冲锋 +15%战象士气
End bonus for this path is ‘A Hard Bargain’, which gives 25% cheaper mercenaries to recruit.

路线关门“据理力争”,-25%雇佣兵建造成本

https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_08_5-png.409280/


Next week, we’ll talk a bit more about combat!
下周我们要讲讲战斗系统!

cools 发表于 2018-10-23 08:24

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-21-22nd-of-october-2018.1124887/

Hello and welcome to the 21st development diary for Imperator. This time we’ll go into how land-combat works in the game, and talk about Combat Tactics.
大家好欢迎来到罗马的第21篇开发日志。这次我们要解释游戏中的陆军战斗如何进行,和战术机制。

https://forum.paradoxplaza.com/forum/index.php?attachments/parthian-png.412405/

Combat
战斗

Combat in Imperator occurs when two armies is in the same city. The army first in the city is considered the defender, unless the other side has control over fortifications in the province.
当两支敌对的军队在同一座城市相遇时,就会发生战斗。除非一方控制着这个行省的防御设施,先抵达这座城市的一方会被视为防御方。

The battlefield have 60 different positions for each side, as well as a reserve where cohorts currently not fighting will be. Armies will be organised with infantry in the middle, cavalry on the flanks and ranged support in the backline when possible.
战斗上每方有60个不同的位置,以及一个预备队,没有投入战斗的大队会出现在这里。战斗时军队的步兵会处在中间,骑兵在两翼,远程兵种在后排。

Each day, each unit will fire on one target in front of them, or towards the side, if they have a high enough flanking ability.
每天,每个单位都会选择一个敌方单位开火,默认目标是在前方的敌方单位,如果单位兵种有足够的侧翼包抄能力,就可以选择侧面的目标攻击。

Damage is determined by adding up the dice with the combat modifiers from terrain and leaders, where a total of 0 or below gives 2% damage, and the maximum of 15 from terrain and dice gives 30% of damage.
攻击伤害由投骰子和来自地形和将领的战斗加成来决定,这些值加起来为0时输出2%的伤害,最大值15时输出30%伤害。

The impact of diceroll on a battle is far less in Imperator than games like V2, EU4 and CK2, as the range of dice is smaller with just a 1d6 being rolled, rather than the usual 1d10.
本作中骰子数值的影响远小于在V2,EU4和CK2中的情况,这些旧作中骰子数值是1-10,本作仅为1-6。

Crossing a river, or doing a naval landing, gives -1 to the attacker.
跨河/两栖登陆给攻击方-1减成。

Mountains gives +2 to the defender, while Hills, March and Forests gives +1 to the defender.
山地给防御方+2,丘陵,沼泽和森林给防御方+1。

Leaders impact combat as well, with the difference in martial giving a bonus to the one with the highest martial.
将领也影响战斗,战斗双方中将领武力值更高的一方获得加成。

Then the damage value is modified by the following before being applied to the target. (Please note that all damage is done after the round of combat is calculated, so it’s not beneficial to fire first.)
伤害数值在输出到目标身上之前还要经过如下修正:(请注意伤害是每回合结束后统一计算的,并没有先开火者赢的说法)

If you are firing from the back line, you are basically at 50% efficiency.
后排开火的伤害效率是50%。

The attacking units discipline is a positive modifier for damage, and this discipline can be either the country, or individual modifiers of discipline down to cohort., and loyal regiments will do slightly more damage.
攻击方单位的训练度对伤害起到加深作用,训练度加成可以是全国加成,也可以是单独大队的加成,对个人忠诚的大队能输出更多伤害。

Each type of unit can also have bonuses for fighting better or worse when doing damage or receiving damage, and also for fighting in certain terrains. Of course, they could also have generic bonuses that makes them all around better or worse.
每类单位的加成可以让他们在输出或者承受伤害时的战斗效率更高,也可以提升他们在特定地形的战斗效率。当然,也存在全面提升他们总体战斗效率的加成。

Some units perform better versus other types, where Chariots are good versus Light Infantry but bad versus Heavy Infantry.
有些单位对付特定敌人类型有奇效,比如战车克制轻步兵,被重步兵克制。

And then the comparison of the combat tactics between the opposing forces.
还有战斗双方的战术也会影响战斗的结果。

The experience a unit has reduces how much damage that unit takes.
单位拥有的经验减少他们要承受的伤害。

Then this damage is multiplied by a value to scale damage so combat lasts over a desired amount of ticks.
然后伤害数字要和一个系数相乘,让战斗能持续足够长的时间。

Combat Tactics
战术

One of the more major difference-makers in combat is the tactics. For each army you can determine one offensive and defensive tactic, which each has 1 they are great versus, and 1 they are bad versus.
本作一个较大的战斗变量是战术。每支军队可以设置一种防御战术和进攻战术,每种战术都克制一种对应战术,也被一种对应战术克制。

The offensive tactic is used if you are the ATTACKER in a battle, and the defensive tactic is used if you are not the attacker.
战斗中的攻击方会使用选择的进攻战术,防御方使用选择的防御战术。

https://forumcontent.paradoxplaza.com/public/399757/battlewtooltip.PNG

Offensive Tactics
进攻战术

All Out Assault
全面突击
+30% versus Withdraw
+20% versus Probing Counter Attack
-20% versus Hard Defence
Both sides takes +10% casualties.
+30%对 撤退
+20%对 试探性反击
-20%对 静态防御

Frontal Assault
正面突击
+20% versus Withdraw
+10% versus Probing Counter Attack
-10% versus Hard Defence
+20%对 撤退
+10%对试探性反击
-10%对 静态防御

Outflanking Attack
包抄进攻
+10% versus Strong Counter Attack
-10% versus Mobile Defence
+10%对 强力反击
-10%对 机动防御

Echelon Attack
梯次进攻
+10% versus Mobile Defence
-10% versus Probing Counter Attack
+10%对 机动防御
-10%对 试探性反击

Probing Attack
试探性进攻
-10% versus Strong Counter Attack
+10% versus Hard Defence
Both sides takes 25% less casualties
-10%对强力反击
+10%静态防御

Defensive Tactics
防御战术

Strong Counter Attack
强力反击
+10% versus Probing Attack
-10% versus Outflanking Attack
+10%对 试探性进攻
-10%对 侧翼包抄进攻

Probing Counter Attack
试探性反击
+10% versus Echelon Attack
-10% All Out Assault
-10% Frontal Assault
+10%对 梯次进攻
-10%对 全面突击
-10%对 正面突击

Hard Defence
静态防御
+10% All Out Assault
+10% Frontal Assault
-10% Probing Attack
+10%对 全面突击
+10% 对 正面突击
-10%对 试探性进攻

Mobile Defence
机动防御
+10% Outflanking Attack
-10% Echelon Attack
+10% 对 包抄进攻
-10%对 梯次进攻

Withdraw
Both sides takes -25% casualties.
撤退
双方承受伤亡减少-25%。


Stay tuned, next week, Trin Tragula will be writing a bit about the game..
敬请期待下周Trin Tragula准备的日志.....


页: 1 2 3 4 [5] 6 7 8 9 10
查看完整版本: [专楼]P社新作 英白拉多:罗马 12/3 更新1.3版本+5天免费试玩