
欢迎来到新一期 Tinto Talks,这是我们的第 9 期,我们将在这里讨论我们代号为「凯撒计划」的秘密游戏。今天是我们讨论游戏经济系统的第三期(总共有四期)。那么让我们开始吧……
Welcome to another Tinto Talks, this is the 9th of its kind, where we talk about our very secret game using the codename Project Caesar. And today we continue with the 3rd of the 4 talks we have now about the economy systems of the game. So lets start..
建造项目
Constructions
在之前的开发日志中,我们提到了建造项目以及如何需要木材来扩建矿井。在这款游戏中,几乎所有建造项目都需要不同的材料才能进行,如果当地市场上没有该材料,那么该建造项目就会陷入停滞,直到有充足的材料可用为止。这包括道路建设、造船、招募军团、修建建筑物或扩大 RGO 等。
In the previous development diary, we mentioned constructions and how you needed lumber for expanding the mines. In this game, almost all constructions require different materials to progress, and if that material is not available in the local market, then that construction is stalled until the material is available. This includes things like road building, shipbuilding, recruiting regiments, building buildings, or expanding R.G.O’s.
不知道为什么你想要另一座修道院?
Not sure why you want another monastery?
我们举个栗子,在文艺复兴时期建造一艘轻型船需要船具、木材、武器、铜、锡和金属制品,而移动首都则需要纸张、书籍、石料、木材、大理石和黄金。
For example, building a light ship in the Age of Renaissance requires Naval Supplies, Lumber, Weaponry, Copper, Tin, and Metalworks, while moving your capital requires Paper, Books, Stone, Lumber, Marble, and gold.
建筑
Buildings
建筑在凯撒计划中相当重要。游戏中有数百种不同类型的建筑,有些只能在农村地区建造,有些则要求在城镇或城市建造。有的只能建在港口,有的只能建在其他国家。有些只能在没有地点所有者的情况下建造。许多建筑物对于文化、地区、宗教甚至特定Tag来说都是独一无二的。
Buildings are rather important in Project Caesar. There are hundreds of different types of buildings, some can only be built in rural locations, and some require a town or city. Some can only be built in ports, and some can only be built in other countries. Some you can only build when there is no owner of a location. Lots of buildings are unique to cultures, regions, religions, or even to specific tags.
有些建筑物只能有 1 级,有些则有固定上限,有些有上限且会随人口或发展度而变化,等等。
Some buildings can only have 1 level, some have a fixed cap, and some have a cap that scales with the population or development, and so on.
建筑物也可以分为三种不同的类别:可以生产商品的建筑物、仅产生效果的建筑物以及只能由阶级建造的建筑物。那些由阶级建造的建筑物通常有一些负面影响,而且要消除它们并不容易。
Buildings can also be categorized into three different categories: buildings that can produce goods, buildings that only give effects, and buildings that can only be built by the estates. Those pure estates usually have a drawback to them as well, and it's not easy to remove them
这绝对不是我们都热衷于在这里拥有的东西……它确实增加了对某些商品的需求……
Definitely not something we are all that keen on having in here.. it does increase demands for some goods though..
那么,怎么建造建筑呢?这是经济系统中真正开始变得有趣的部分。凯撒计划拥有大量不同的商品。我们目前有大约 70 种不同的商品,它们有着不同的需求性,有些是军队需要的,有些是人口专用的,有些则是建筑需要的,等等。
So what about producing buildings then? This is where the truly fun parts of the economy start. Project Caesar has a large amount of different goods. We currently have about 70 different ones that have different needs, some are needed for the military, some are needed solely by pops, some are needed for buildings, and so on.
城镇中的生产建筑包括整个游戏过程中的从行会和工坊到工场和制造厂这一系列建筑。其中也包括从造纸商行会到铸造厂的一切。生产建筑物会输出一种或多种类型的商品。
Producing Buildings in towns and cities go from guilds and workshops to manufactories and mills at the of the game. These include everything from Paper Makers Guilds to Foundries. A producing building outputs one or more types of goods.
最后,我们也有纯粹产生效果的建筑物。其中包括增加食物储存量的谷仓、提高识字率的图书馆、不同类型的堡垒、训练兵员的建筑、帮助造船的港口建筑等等。
Finally, we have buildings that are purely giving an effect. These include Granaries that increase how much food you can store, libraries that increase literacy, different types of forts, buildings that train manpower, port buildings to help with shipbuilding, and much more.
有人声称你可以用木头建造栅栏,但我们只相信石头!
Some claim you can build Stockades of wood, but we trust only stone!
然而,几乎所有建筑物都有一种生产方式,这会影响它们的工作方式。
Almost all buildings though, have a production method, which impacts how they work.
生产方式
Production methods
所有建筑都至少有一个生产方式槽位并对应一种生产方式,但是很多建筑有多个生产方式可选,甚至还有一些建筑有多个生产方式槽位。
All buildings have at least one production method slot with one production method, but many have different methods in each slot, and there are plenty of buildings with multiple production method slots.
那什么是生产方式呢?
What is a production method then?
生产方式是建筑正常运行所需的货物清单。生产方式有两类:生产某种东西的方式和不生产某种东西的方式。
A production method is a list of goods that are required for a building to function. There are two categories of production methods, those that produce something and those that do not.
举个例子,城堡不生产任何物品,但它仍然需要石料、金属制品、武器和焦油才能发挥作用,如果没有获得这些物品,那么城堡将无法正常运作。建筑的有效性基于现有货物的最低可用百分比,并且它也仅购买和使用所需百分比的材料。如果市场不能提供足够的资源,那它就不工作。
As an example, a Castle does not produce any goods, but it still requires Stone, Metalworks, Weaponry, and Tar to function, and if it does not get those goods, then the Castle will not function properly. The effectiveness of a building is based on the lowest available percentage of goods present, and it will only purchase and use required materials in that percentage required. If the market cannot supply enough resources, then it will not work.
生产建筑的产量也按上述百分比缩放。
The output of the producing building is also scaled by the percentage mentioned above.
这里有一些选择,但只有木浆造纸在这里才有利可图,可能是因为这个市场上的木材供应量很大。
There are a few options here, but only wood pulp would be profitable here, probably because of the great supply of lumber in this market..
当然,您可以自动化生产方式选择,这将根据每月的情况进行调整,哪些资源可用以及哪种生产方式可以盈利。用户界面还允许对生产方式进行宏观决策。
And of course, you can automate the production method selection, which will adapt it on a monthly basis based on what resources are available and what would be profitable. The UI also allows for macro decisions regarding production methods
其他重要方面
Other important aspects
每座建筑都需要雇佣人口才能发挥作用,而那些需要「上层阶级」人口(如市民、教士和贵族)的建筑物也增加了他们在该位置的潜力,使得他们的影响力慢慢得到提升。这可能会有点尴尬,因为强大的贵族或教士会建造更多的建筑物,使他们的人数更多、权力更大。
Every building requires employed pops to function as well, and those that require “upper class” pops like burghers, clergy, and nobles, also increase the potential for them in the location, making pops slowly promoted. This can be slightly awkward as powerful nobles or clergy construct more buildings that make them more numerous and powerful.
不盈利的生产建筑物将被关闭,POP将在其他建筑物中工作,但是,如果您需要建筑物提供的商品或其他好处,您可以随时补贴建筑物。
Producing buildings that are not profitable will be closed, and pops will work in other buildings, however, you can always subsidize a building if you require the goods or other benefits it gives.
说到利润。建筑物的利润会被添加到一个地点的税基中,并由该地点的人口根据权力进行分配。
Speaking of profit. The profit of a building is added to the Tax Base of a location, split among the power of the population in the location.
如果你想操纵价格,或者如果你想让你的 POP去参与其他的工作,并且你不想永久摧毁一座建筑,你总是可以关闭和打开一座建筑。
You can always close and open a building, if you want to manipulate prices, or if you want your pops to work with other things, and you don’t want to destroy a building permanently.
上周我们提到了获取原材料的不同方式,除了贸易之外,获取原材料的一种方式是通过一组乡村建筑。其中包括您可以在任何木材或森林地点建造用于生产木材的锯木厂、绵羊牧场、采石场等等。
We mentioned last week about different ways to get raw materials, and one way to get it, besides trade, is through a set of rural buildings. These include Lumber Mills that you can build in any wood or forest location to produce lumber, sheep farms, stone quarries, and many more.
是的,这需要一些投入……但这可能是值得的..
Yeah, this requires some input.. Might be worth it..
游戏中有商品库存,但都是附属于市场的。如果你的建筑、军事单位或建造项目因为缺乏商品而无法发挥作用,你可以建造一些建筑来增加它们可以储存商品的数量。
There are stockpiles of goods, but those are in the market. There are buildings you can build that increase the amount they can store, as if you do not have the goods required for a building, unit, or construction, those will not function.
说到市场,这将是我们下周深入研究贸易体系时将更多讨论的话题。
Speaking of markets, that is something we will talk about more next week when we delve deep into the trade system.
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