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【奇迹时代4】开发日志#41:封建文化(中英文对照翻译)

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Greetings Giant Kings and other, more respectable Godir. I am Thomas Schuiten, Designer at Triumph and today I get to share with you the details of the rework to our oldest Culture: Feudal!
向巨人国王们以及其他更受尊敬的神灵们问好。我是 Triumph 的设计师 Thomas Schuiten,今天我将与大家分享我们对最古老文化——封建文化的重制细节!
Alongside the release of Giant Kings on April 1st we are as always releasing a free update to the game alongside it, the Ogre Update, which features improved underground, lava gameplay, more options for your faction creation and most importantly for this particular development diary: a rework of the Feudal Culture.
随着 4 月 1 日《巨人国王》的发布,我们一如既往地发布了一个免费更新——食人魔更新,其中包括改进的地下和熔岩玩法、更多派系创建选项,以及对于这篇开发日志来说最重要的:封建文化的重制。
Queen Lyanne is not to be trifled with. (ok maybe a little as a treat)
莉安妮女王可不是好惹的。(好吧,也许稍微逗逗她也是种乐趣)
Why Feudal? 为什么是封建?
So, why did we choose Feudal to be the next priority to update?
那么,为什么我们选择封建文化作为下一个优先更新的对象呢?
· It is the oldest culture, made at the start of AoW4’s development, when our style and the implied “power level” of cultural units wasn't really laid down as strongly yet. Peasants started looking a bit odd sharing their tier with Dawn Defenders and other more professional unit themes.
· 这是最古老的文化,其雏形诞生于《奇迹时代4》开发初期。当时我们的文化单位的艺术风格与"战力基准"尚未形成统一标准。农民单位与"黎明守卫"等职业化兵种同处一个阶级,难免显得格格不入。
· Strategically they had very little going for them, at release they had the Feudal Lord hero skills which gave them a bit of identity, but didn’t really do much in the grand scheme of things. This was made even more glaring after the Hero rework which left no space for these old skills to be made available.
· 从战略层面而言,该文明体系本就不具备明显优势。首发版本中虽设有封建领主英雄技能为其赋予些许特色,但在宏观战略格局中始终价值有限。随着英雄系统的全面革新,这些旧技能因无法适配新机制而黯然退场,其定位尴尬愈发凸显。
· Lastly the fantasy of a Feudal empire was not really satisfied, no noble lords leading their house to war, and not enough cavalry or classic feudal associated units.
· 最后,封建帝国的幻想并没有真正得到满足,没有贵族领主带领他们的家族参战,也没有足够的骑兵或经典的封建相关单位。
The goal then is to rework Feudal into a culture that can work as a solid, uncomplicated starting point, but also give enough for veterans and players who seek to go into that particular flavor something to sink their teeth into.
我们的目标是将封建文化重制为一个既可作为坚实、简单的起点,又能为寻求深入体验这一特定风格的资深玩家和玩家提供足够内容的文化。
To achieve this, we’ve split Feudal into two subcultures:
为此,我们将封建文化分为两个子文化:
Monarchy, where the ruler is absolute, an uncomplicated culture ideal for beginners that rewards keeping things simple, benefiting a playstyle focused on the Ruler’s armies and defense.
君主制,统治者拥有绝对权力,这是一种适合初学者的简单文化,奖励保持简单,专注于统治者的军队和防御的玩法。
And Aristocracy, where each of your empire’s cities is host to a noble House, led by its governor, which each field cheap and effective armies under their banner.
贵族制,你的帝国中的每个城市都拥有一个贵族家族,由总督领导,每个家族都在其旗帜下组建廉价而有效的军队。
I will tell you about these in detail further below, but first we must speak of the characteristics they share, the Feudal Culture as a whole.
我将在下面详细介绍这些内容,但首先我们必须谈谈它们共有的特征,即封建文化整体。
Feudal as a Culture 封建文化
The Feudal culture represents the more “mundane” type of empire, it covers the classic fantasy trope of the more grounded kingdom as compared to the magic and otherworldliness around them.
封建文化代表了更为“平凡”的帝国类型,它涵盖了经典奇幻作品中更为接地气的王国,与周围的魔法和超自然元素形成对比。
Thus to start with we identified the key aspects of the Feudal “fantasy”, what are their associations?
因此,我们首先确定了封建“奇幻”的关键方面,它们的关联是什么?
· The King’s divine right to rule.
· 国王的神圣统治权。
· The Feudal Systems reliance on lesser lords and their levied armies.
· 封建制度对下级领主及其征召军队的依赖。
· Cavalry, Knights and Bannermen charging into battle.
· 骑兵、骑士和旗手冲锋陷阵。
When designing the Culture’s rework, we sought to ensure we could effectively represent these 3 fantasies in gameplay and theme.
在设计文化的重制时,我们力求确保能够在游戏玩法和主题中有效体现这三种奇幻元素。
The unit line-up of the Feudal culture has seen some pretty significant changes to accommodate these new themes. Perhaps most notably, their old passive effect “Stand Together” was removed, in favor of the benefits both subcultures grant their units based on their Monarch or Liege Lord.
封建文化的单位阵容为了适应这些新主题,进行了一些相当重大的调整。最值得注意的是,他们旧的被动效果“并肩作战”被移除,取而代之的是两个子文化根据其君主或领主赋予单位的增益效果。
Stand Together, the old feudal unit passive
并肩作战,旧版封建单位被动
Stand together worked in the sense that it created a specific type of gameplay, one where formations are vital to success. It however also had flaws; it made choosing form traits that grant other adjacency benefits a no-brainer and it was easy to accidentally lose the bonus by moving units in the wrong order.
并肩作战在某种意义上是有效的,因为它创造了一种特定的游戏玩法,其中阵型对成功至关重要。然而,它也有缺陷;它使得选择提供其他相邻加成的阵型特性变得毫无悬念,并且很容易因为以错误的顺序移动单位而意外失去加成。
Most importantly, it runs counter to the behavior one would expect or desire of a Cavalry focused culture, requiring the player to move their cavalry into melee range, send a second unit adjacent to them, before attacking with their charged cavalry unit to get the maximum benefit.
最重要的是,它与玩家期望或渴望的以骑兵为中心的文化的行为背道而驰,要求玩家将骑兵移动到近战范围,派遣第二个单位与之相邻,然后使用冲锋的骑兵单位进行攻击以获得最大收益。
For the units, feudal had a unique feature in their tier 1 Peasant units, who evolved into Tier 2 Defenders upon reaching max rank. A clunky feature that could throw people off, as the unit's role would change between evolutions.
对于单位来说,封建文化有一个独特的特点,即他们的 1 阶农民单位在达到最高等级后会进化为 2 阶防御者。这个笨拙的特性可能会让人感到困惑,因为单位的角色会在进化之间发生变化。
Moreover we judged that the concept of a Peasant of all things evolving into effectively the noble warrior class was simply counter to the very essence of the Feudal system. But as the gameplay implications were interesting we reworked it into something more natural and controllable: promotions.
此外,我们认为农民进化成实质上属于贵族战士阶级的概念与封建制度的本质相悖。但由于其游戏玩法的影响很有趣,我们将其重新设计为更自然和可控的内容:晋升。
These are contained within the new Aspirant traits, which function similarly to evolve but with two key differences: They do not benefit from effects that modify evolution (they are not evolving after all) and they require a particular condition to be met before they are able to promote into the higher tier unit.
这些包含在新的“见习”特质中,其功能类似于进化,但有两个关键区别:它们不受进化修改效果的影响(毕竟它们不是在进化),并且它们需要满足特定条件才能晋升为更高阶的单位。(译者注:测试版译为“拔耀”,个人觉得“见习”更符合其低阶可晋升特质)
The Aspirant Knight trait, letting the Aspirant Knights promote into full Knights.
见习骑士特质,允许见习骑士晋升为正式骑士。
Unit Line-up 单位阵容
Tier 1 1阶单位
Militia (Formerly known as the Peasant)
民兵(以前称为农民)
A tier 1 polearm unit, militia are weaker than most tier 1 units, but extremely cheap to maintain and obtain. Not able to be recruited in cities, but rather “summoned” through a strategic spell that creates two militia in the target owned city. A great way to get a new army up and running, or to scramble a defense!
作为1阶长柄武器单位,民兵比大多数1阶单位要弱,但维护和获取成本极低。无法在城市中招募,而是通过一个战略法术“召唤”出来,该法术会在目标所属城市中创建两名民兵。这是组建新军队或紧急防御的好方法!
Their visuals got updated as well to grant them a little more in the way of armor, representing their role as militia to fill out your ranks.
他们的外观也得到了更新,赋予他们更多的盔甲,以体现他们作为民兵的角色,充实你的队伍。
Scout 斥候
The scout is unchanged, remaining an uncomplicated scouting unit.
斥候保持不变,仍然是一个简单的侦察单位。
Defender 守卫
The Defender is now a Tier 1 unit, filling the role of the primary frontline combatant for Feudal cultures. They retain their heavy shield passive, ensuring they remain a stalwart, simple shield unit to keep the enemy at bay.
守卫现在是一个1阶单位,承担封建文化中主要前线战斗者的角色。他们保留了重盾被动技能,确保他们依然是一个坚固、简单的盾牌单位,以阻挡敌人。
For the Aristocracy Subculture, the defender has the Aspirant: Liege Guard property, allowing them to be promoted into the Tier 3 Liege Guard unit when reaching max rank and the appropriate structure is built in the empire.
贵族亚文化中,守卫单位拥有“见习:领主近卫”属性,当该单位达到最高等级且帝国建造特定建筑后,可晋升为3阶单位“领主近卫”。(译者注:测试版译为“拔耀:家督亲卫”,“家督亲卫”,下同)
The Defender also gained “Optional Cavalry” letting them function as an early mounted unit for cavalry focused builds.
守卫还获得了“候选骑兵”能力,使他们能够作为专注于骑兵的构建中的早期骑兵单位。
Archer 射手
The Archer is a mainstay of the Feudal culture, the baseline ranged unit all others vary from. They have gotten a slight buff to help them fulfill a more synergetic role with the cavalry; their attacks now inflict Sundered Defense. Ensuring that the follow up charge of the nobles will hit all that much harder.
射手是封建文化的主力军,是所有其他远程单位的基础。他们得到了轻微的增强,以帮助他们在与骑兵的协同作战中发挥更大的作用;他们的攻击现在会施加“瓦解防御”效果,确保贵族骑兵的后续冲锋能造成更大的伤害。
For the Monarchy Subculture, the archer has the Aspirant: Longbow property, allowing them to be promoted into the Tier 3 Longbow unit when reaching max rank and the appropriate structure is built in the empire.
对于君主制亚文化,射手拥有“见习射手”属性,允许他们在达到最高等级并在帝国中建造适当建筑时晋升为3阶长弓单位。(译者注:测试版译为“拔耀:长弓手”,下同)
Tier 2 2阶单位
Bannerman 旗手
The Bannerman has long been an excellent support unit, AoE buffs provided it a powerful niche, though the way it functioned incentivized stacking up early to spread the buff, rather than being mobile as a cavalry culture would wish to be.
旗手长期以来一直是一个优秀的支援单位,其提供的范围增益使其占据了一个强大的位置,但其运作方式鼓励早期叠加以传播增益,而不是像骑兵文化所希望的那样保持机动性。
Thus a rework on them was necessary, but in a way that seeks to retain their theme.
因此,对他们进行重做是必要的,但要以保留其主题的方式进行。
The bannerman has a new passive effect; War Banner.
旗手有一个新的被动效果;战旗。
(译者注:所有临近友方单位获得+1防和+1抗)
This ensures the Bannerman is a constant benefit to the units it joins near the frontline, and though this effect doesn’t stack with other bannermen, it does stack with the benefits of Defense Mode: warding.
旗手会为前线部队提供持续增益,此效果无法与其他旗手叠加,但可与防御模式的“庇护”增益叠加。
(译者注:目标单位+25血+10士气,使用后进入防御状态)
Its abilities got rolled into a singular, low cooldown, touch range heal. This can be used every other turn, even while engaged. Healing the target, improving morale and putting the bannerman in defense mode, making them an even more effective anchor for their adjacent allies!
它的能力被整合为一个单一、冷却时间短、接触范围的治愈技能。这可以每隔一回合使用一次,即使在战斗中也能使用。治愈目标,提升士气并使旗手进入防御模式,使他们成为相邻盟友更有效的支柱!
Lastly the Bannerman gained the “Optional Cavalry” trait, letting them follow the cavalry charge closely should you wish to lean into the cavalry theme harder.
最后,旗手获得了“候选骑兵”特性,让你可以更深入地融入骑兵主题,让他们紧随骑兵冲锋。
Aspirant Knight 见习骑士
The Aspirant knight may look familiar, mostly retaining the look of the old Feudal Tier 3 knight. The Aspirant Knight is instead a tier 2 shock cavalry unit with some unique benefits over other shock units, leaning into more of a skirmisher role than a full knight would.
见习骑士可能看起来很熟悉,主要保留了旧封建时代3阶骑士的外观。然而,见习骑士是一个2阶冲击骑兵单位,相较于其他冲击单位有一些独特的优势,更偏向于轻骑兵的角色,而非完全的骑士。
Aspirant knights have exceptionally high damage for their tier, but they function best against isolated targets. Isolation Slayer means that their damage is reduced if they strike non-isolated targets, while Slippery gives them the ability to reposition rapidly and seek out those isolated targets.
见习骑士在其等级中拥有异常高的伤害,但他们在对抗孤立目标时表现最佳。孤立杀手意味着如果他们攻击非孤立目标,伤害会降低,而机敏则赋予他们快速重新定位并寻找那些孤立目标的能力。
(译者注:如果另一敌方单位与目标相邻,-6物理伤害)
As their name implies, the Aspirant Knights uniquely are able to promote into a new unit. A Tier 4 shock unit, the Knight. This is the only way to acquire Knights, as they cannot be directly built, making them rare and valuable assets to your kingdom.
见习骑士如其名,可晋升为全新单位——四阶冲击单位“骑士”。此单位无法直接训练,仅能通过晋升获得,因而成为王国稀有而珍贵的战力。
Tier 3 3阶单位
Longbow (Monarchy Subculture)
长弓手(君主制亚文化)(译者注:经典帝国时代英国长弓兵)
A powerful ranged unit with an exceptionally long reach, not only do their base attacks have additional reach thanks to their “Longbow” trait, they also have access to the Longshot ability, a powerful full action shot that reaches out to a whopping 7 tiles away!
该强力远程单位射程极远,其基础攻击因“长弓”特性获得额外+1射程,更拥有“远程狙射”技能——需消耗完整行动,可对7格外的目标发动致命一击!
This range advantage lets them support even an aggressive cavalry charge and take down high value targets that other ranged units would struggle to strike.
凭借超远射程,该单位不仅能协同骑兵发起的迅猛冲锋,更能精准狙杀其他远程部队难以触及的高价值目标。
Liege Guard (Aristocracy Subculture]
领主卫队(贵族亚文化)
The Liege guard are guardians of their Liege lord, sturdy and uncomplicated shield units, retaining the Heavy Shield property of their lesser colleagues, and uniquely having the Sworn Bond ability.
领主卫队誓死效忠领主,既是朴实可靠的持盾防线,继承了基础持盾兵的“重盾”特性,更独有“誓言连接”技能。
(译者注:连接单位遭受伤害-50%且转移至此单位,每回合开始获得强化)
The Liege Guard is the ideal protector of your valuable Heroes, able to suck up damage that would otherwise lay their mighty lord low and strengthen them in the process.
领主卫队是英雄单位的理想护卫,既能吸收足以击溃领主的致命伤害,又能在此过程中增强他们。
Tier 4 4阶单位
Knight 骑士
Yes you see that correctly, that is a cultural Tier 4 unit. The Knight is an archetype that we wanted to do more justice, especially for the Feudal culture where it is so quintessential.
是的,您没看错,这是文化4阶单位。骑士作为封建文明的精髓象征,我们力求对这一经典原型进行深度重塑,充分释放其战略价值。
The Knight is uncomplicated but potent, only accessible by the promotion of an Aspirant Knight unit.
骑士简单但强大,只能通过晋升见习骑士单位来获得。
It retains the Slippery trait of its squires, but gains Giant Slayer in addition, ensuring that the valiant knight may be the one to strike down the beast.
该单位继承了见习骑士的“机敏”特性,同时新增“巨人杀手”能力,确保战场上唯有英勇骑士能成为终结巨兽的最终利刃。(译者注:测试版中未见巨人杀手)
Knights also gain Graceful Charge, letting them take engagements other shock units would potentially avoid. Lastly, Inspiring Killer lets them grant more morale for any opponent they successfully bring low!
骑士还获得“优雅冲锋”,让他们能够参与其他冲击单位可能会避免的战斗。最后,“振奋杀手”让他们在成功击败对手时为自身和盟友提供更多的士气!


IP属地:江苏1楼2025-03-22 10:44回复
    Subculture: Monarchy 亚文化:君主制
    Your rule is absolute, the people follow their Monarch and fight to defend them and their kingdom.
    你的统治是绝对的,人民追随君主,并为保卫他们和他们的王国而战。
    Monarchy subculture is relatively uncomplicated, serving as a good introduction to the game while supporting the classic kingdom fantasy.
    君主制文化相对简单,作为游戏的入门介绍的同时,支持经典的王国幻想。
    When playing as Monarchy all your units gain “For the Monarch”, a simple but always welcome boost to their effectiveness as long as they are either within the kingdom’s borders, or fighting in battle alongside their beloved Monarch.
    当以君主制进行游戏时,所有单位都会获得“为了君主”的效果,这是一个简单但始终受欢迎的提升,只要他们在王国境内或与他们敬爱的君主并肩作战,他们的战斗力就会增强。
    In addition, the Monarch’s own army follows them without question, requiring no Upkeep for the privilege. This lets the Monarch field expensive units earlier, and form a powerful early economy.
    此外,君主自己的军队会毫不犹豫地追随他们,无需支付维护费用。这使得君主能够更早地部署昂贵的单位,并形成强大的早期经济。
    Monarchy additionally has access to the Tier 3 Longbow unit, a powerful ranged unit that their Archers are able to Promote into if their service proves valuable enough.
    君主制还拥有3阶单位长弓手,这是一种强大的远程单位,如果他们的射手表现足够出色,便可以晋升为长弓手。
    City structures also vary for the monarchy, the Workshop and Blacksmith are replaced with the Militia Barracks and Royal Smith respectively, each granting additional stability to reinforce the Monarch’s rule.
    君主制的城市建筑也有所不同,工坊和铁匠铺分别被民兵营和皇家铁匠铺取代,每个建筑都提供了额外的城邦稳定度,以巩固君主的统治。
    Their Unique structure, replacing the Lord’s Manor is the Retainer’s Estate, granting a powerful economic benefit as long as the city is connected to the throne city's domain.
    他们的独特建筑是取代领主庄园的侍从庄园,只要城市与王座城市的领地相连,就能提供强大的经济收益。
    The special province improvement is the Farmstead, and is shared among both subcultures, and provides a very effective source of food for Monarchs or Liege’s who wish to grow their population rapidly.
    特殊的行省改造是农庄,两个子文化共享,为希望快速增加人口的君主或领主提供了非常有效的食物来源。
    Monarchy features three skills, 2 of which are shared with the Aristocracy as well and will be explained below.
    君主制有三个技能,其中两个与贵族制共享,将在下面进行解释。
    Call to Glory is available to both Feudal subcultures and provides a battlefield wide bonus to morale over the course of 3 turns, the seemingly small bonus stacks up rapidly with the amount of units it affects.
    荣耀召唤对于两个封建子文化都可用,并在 3 回合内提供战场范围内的士气加成,看似微小的加成会随着受影响的单位数量迅速累积。
    Call Militia has been discussed in the Militia unit’s section, suffice to say it is a cheap, gold-costing Strategic Summon spell that can only target friendly cities. This gives a quick influx of expendable tier 1 Militia units to defend your kingdom or rapidly replace losses during your campaigns.
    民兵召唤已在民兵单位的章节中讨论过,简单来说,它是一个廉价、消耗金币的战略召唤法术,只能以友方城市为目标。这可以快速引入一批可消耗的 1 阶民兵单位来保卫你的王国,或在战役中迅速补充损失。
    Lastly, uniquely for the Monarchy subculture there is the Monarch’s Decree. A combat enchantment that lets the units on the battlefield know they fight with the blessing of their monarch, activating “For the Monarch” for 2 turns as though the monarch themselves were on the field. A useful tool for when the Monarch is busy elsewhere.
    最后,专属于君主制子文化的是君主的法令。这是一种战斗附魔,让战场上的单位知道他们在君主的祝福下战斗,激活“为了君主”效果持续 2 回合,仿佛君主亲临战场。这是君主忙于他处时的有用工具。
    Subculture: Aristocracy 亚文化:贵族
    The lords and ladies muster on the fields of battle, their house banners flying high over their armies. Each ready to follow their Ruler’s house to war.
    领主与贵妇列阵沙场,家徽旌旗凌空招展,铁血洪流皆向王权之帜奔涌。每一支军团皆誓死追随其主君之族裔,直至战火燃尽天际。
    The Aristocracy subculture places emphasis on each house and their own armies, with each of your Liege Lords fielding their own army to take the field in your name.
    贵族制亚文化强调每个家族及其自己的军队,每个领主都会率领自己的军队以你的名义参战。
    Playing Feudal Aristocracy is a balancing act, requiring investment in multiple cities, and balancing the capability of each city to recruit and field their own house armies, which follow their Lord or Lady into battle.
    游玩封建贵族制犹如走钢丝,既需统筹多城邦协同发展,更要精准把控各城「家族军团」的征募动员能力。这些军队会跟随他们的领主或贵妇投入战斗。
    In the most simple of gameplay terms, this functions as the following:
    用最简单的游戏术语来说,它的功能如下:
    · Each Feudal city in your empire has its own Feudal House, led by that city’s Governor, who becomes its Liege Lord.
    · 你帝国中的每个封建城市都有自己的封建家族,由该城市的总督领导,总督成为其领主。
    · Units produced in these cities become part of that Feudal House, gaining Experience as their Liege Lord gains Renown.
    · 在这些城市中生产的单位将成为该封建家族的一部分,随着其领主的声望提升而获得经验。
    · When a unit is in battle with the Liege Lord of its house, it gains powerful bonuses that scale with their Liege Lord’s renown.
    · 当单位与其家族的领主一同作战时,将获得强大的加成,这些加成会随着领主的声望提升而增强。
    The basic effect this has is that your heroes become much more important, since their Renown improves their army as well as the city they govern. Match each Liege Lord with an army of their house and reap the benefits!
    其基本效果是,你的英雄变得更加重要,因为他们的声望不仅提升了他们领导的军队,还提升了他们所治理的城市。将每个领主与他们的家族军队匹配,并收获好处吧!
    When you first assign a governor to a city the new House is born, it’s given a name and banner that you can edit any time to make them what you want them to be. Note that any units produced in that city before this point will still join this house, so no need to wait with starting to draft your new house’s army!
    当你首次指派一位总督到城市时,新的家族便诞生了,它会获得一个名字和旗帜,你可以随时编辑这些内容,让它们成为你想要的样子。请注意,在此之前在该城市生产的任何单位仍会加入这个家族,所以无需等待,立即开始组建你的新家族军队吧!
    You can change the name, emblem and secondary color of any house at any time to be what you want them to be!
    您可以随时更改任何家族的名称、徽章和次要颜色,使其成为您想要的样子!
    The banner and sigil of the house will be visible in the army panel as well as on the city, letting you easily match which units follow which ruler (also a neat little detail is that it calls out which house the army belongs to).
    家族的旗帜和徽章将在军队面板以及城市中可见,让你轻松分辨哪些部队效忠于哪位统治者(另一个精巧的细节是,它会标明军队所属的家族)。
    The Liege Lords give benefit to both their own army and any units of their house that may join them on the field of battle. Units in their army that share the same house gain increased regeneration and reduced upkeep, while any unit of their house in a battle alongside their Liege Lord gains increased max HP and Morale. Both of these benefits increase as the Liege Lord gains higher Renown levels, so show your Lieges the way to glory and they will bring you victory!
    领主不仅对自己的军队有增益,还对战场上可能加入他们的家族单位有增益。与他们同家族的军队单位会获得地图血量恢复速度的增加以及维护费用的减少,而与领主并肩作战的家族单位则会获得最大生命值和士气的提升。随着领主声望等级的提升,这些增益也会增加,所以带领你的领主走向荣耀,他们将为你带来胜利!


    IP属地:江苏2楼2025-03-22 11:21
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      The Feudal House mechanic has a bunch of complicated rules under the hood that you won’t have to know of as intimately. But I will call out a few here regardless since they were explicitly included in this design to make the experience as natural as possible:
      关于封建家族机制,其底层运作包含一系列复杂的规则,不过玩家无需深入了解这些细节。尽管如此,我仍要特别指出其中几点——这些规则在设计中被刻意融入,正是为了确保游戏体验能尽可能自然流畅:
      · Summoned Units and Units gained through pickups or events join the House of the nearest non-scout led army.
      · 召唤单位及通过事件/地图资源获取的单位,将自动编入最近的非侦察编队所属家族。
      · If the unit is summoned in the domain of a city, it will always join that city’s House instead.
      · 如果单位在某个城市的领土内被召唤,则该单位必归属此城家族。
      · Units recruited through Rally of the Lieges join the House of the city they were sent to, letting you reinforce your noble houses through your Vassals.
      · 通过“群雄集结”招募的单位,将归属其派遣目标城的家族(可利用附庸强化贵族家族军力)
      · If a House’s city is lost, captured by the enemy or destroyed, it remains the home of that House and must be retaken if they are to gain new members. The Liege Lord and their units remain however, and still get the benefits from fighting alongside their Liege Lord, letting them quest to retake their ancestral home!
      · 一个家族的城市如果失守、被敌人占领或被摧毁,它仍然是该家族的精神家园,必须重新夺回才能招募新成员。然而,家族领主及其现有部队可保留,继续享受「随领主作战」的增益,让他们可以踏上夺回家园的征程!
      · Even if another empire absorbs it, as long as you retake it and absorb it once more, the house is restored.
      · 即使被其他帝国吞并,只要你重新夺回并再次吞并它,家族就会恢复。
      · If a Liege Lord is replaced, the city and units of that house will suffer a Stability/morale penalty for a few turns as they adjust to the sudden change in leadership.
      · 如果领主被替换,该家族的城市和单位将在几回合内遭受城邦稳定度/士气惩罚,因为他们需要适应突然的领导层变动。
      · Note that a Hero remains the Liege Lord even in death, in case they are revived. They have to be actively replaced should you wish to do so.
      · 请注意,英雄即使在死亡后仍然是领主,以防他们被复活。如果你想替换他们,必须主动进行替换。
      · The Liege lords themselves benefit from the morale and HP bonus they grant their house as they gain renown.
      · 随着声望提升,领主自身也能从他们为家族提供的士气与生命值加成中受益。
      · Units built in a city before it has its governor assigned (and thus “founds” the house) are still assigned to that house, it just isn’t visible until the house is founded. Thus units built in a house city before the house is founded will still join that house as one would expect.
      · 在城市分配总督(从而“建立”家族)之前建造的单位仍然属于该家族,只是在家族建立之前不可见。因此,在家族建立之前在城市中建造的单位仍会如预期那样加入该家族。
      These rules are complicated if you go in depth, but as a player you will not have to think of these, the experience should work as you expect it to, supporting the fantasy of a kingdom of noble houses naturally.
      底层规则虽复杂,但玩家无需手动干预——系统将自动处理这些机制,确保贵族、家族、王国的沉浸体验符合直觉。
      Economically the Aristocracy subculture leans more into Food and Draft than the Monarchy does, since they want to get new cities up and running quickly to field their House armies. They have alternate structures for the Store House and Granary; the House Hunting grounds and Serf Quarters, each giving Draft in addition to their regular food benefit to help the house field its new army quickly.
      在经济上,贵族制亚文化比君主制更倾向于食物和征召,因为他们希望快速建立新城市来组建家族军队。他们有替代粮仓和谷仓的结构;家族猎场和农奴宿舍,每个除了提供常规的食物收益外,还提供征召,以帮助家族快速组建新军队。
      Their unique structure is a redesign of the old Feudal Lord’s Manor:
      他们的独特建筑结构是对旧封建领主庄园的重新设计:
      This is quite a hefty bonus for a Renowned governor, befitting their status as the House’s Liege Lord.
      对于一个知名总督来说,这是一笔相当丰厚的奖励,符合他们作为家族领主的地位。
      Aristocracy shares most of its research skills with the Monarchy, but uniquely has access to Hold the Line.
      贵族制与君主制共享大部分研究技能,但独有“坚守阵线”技能。
      This is a unique buff spell, letting you prepare for an incoming charge or otherwise augment your defense for the upcoming enemy turn while still dishing out the damage with your units.
      这是一个独特的增益法术,让你既能针对即将到来的冲锋做好防御准备,又能在敌方回合前强化己方的防御,同时还能让作战单位持续造成伤害。
      And that should be it for the Feudal Culture, they are relatively straightforward in both their units and mechanics, and should reward a playstyle that leans into their themes.
      这就是封建文化的全部内容,他们的单位和机制都相对直接,应该会奖励那些倾向于他们主题的玩法。
      If you wish to create an equivalent to Rohan, the kingdoms of Westeros, a classical fantasy kingdom or anything in between or beyond, this should be the culture for you!
      如果你想创建一个类似于罗翰、维斯特洛王国,一个经典奇幻王国或介于两者之间或超越这些的王国,那么这种文化应该适合你!
      I sincerely hope you enjoy playing with it and find your conquests interesting. May your reign be prosperous!
      我真诚地希望你喜欢玩它,并发现你的征服之旅有趣。愿你的统治繁荣昌盛!
      Next week we will take another peek into Bas’s mind, as he elaborates on the Lava and Underground gameplay updates. All of that (and this Feudal rework) will be in the Ogre update, if you play the game through Steam there is currently an Open Beta available if you wish to give it a try early. Otherwise, you wont have to be patient for too much longer as it is releasing for everyone for free alongside Giant Kings on April 1st!
      下周我们将再次深入了解 Bas 的想法,他将详细阐述熔岩和地下游戏的更新内容。所有这些(以及这次封建文化的重做)都将包含在食人魔更新中,如果你通过 Steam 玩游戏,目前有一个公开测试版可供你提前尝试。当然如果不这么做的话,你也不用等太久,因为它将在 4 月 1 日与《巨人国王》一起免费发布给所有人!


      IP属地:江苏3楼2025-03-22 11:25
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        省流:
        1. 封建文化重制
        背景与动机:封建文化是游戏中最古老的文化之一,开发初期设计的单位风格和战力基准尚未统一,导致农民单位与职业化兵种同处一个阶级,显得格格不入。此外,封建文化在战略上缺乏优势,旧有的英雄技能在新机制下无法适配,且封建帝国的幻想(如贵族领主、骑兵等)未能充分体现。
        目标:将封建文化重制为一个既适合新手入门,又能为资深玩家提供深度体验的文化。
        2. 封建文化的两个子文化
        君主制(Monarchy):适合初学者,强调简单直接的玩法,专注于统治者的军队和防御。所有单位在君主带领下获得“为了君主”的增益效果,君主的军队无需维护费用,且可以更早部署昂贵单位。
        贵族制(Aristocracy):每个城市由一个贵族家族领导,总督成为领主,家族军队在领主带领下获得强大的战斗加成。贵族制强调多城市协同发展,玩家需要平衡各城市的征召和军队组建能力。
        3. 单位调整与新增
        民兵(Militia):1阶单位,成本低廉,通过战略法术召唤,适合快速组建防御或补充兵力。
        守卫(Defender):1阶单位,承担前线战斗角色,贵族制下可晋升为3阶“领主近卫”。
        射手(Archer):基础远程单位,攻击附带“瓦解防御”效果,君主制下可晋升为3阶“长弓手”。
        旗手(Bannerman):2阶支援单位,新被动“战旗”为邻近单位提供增益,且具备治疗能力。
        见习骑士(Aspirant Knight):2阶冲击骑兵,可晋升为4阶“骑士”,骑士单位只能通过晋升获得,具备强大的冲锋和士气增益能力。
        4. 新机制:晋升(Promotions)
        封建文化的单位可以通过满足特定条件晋升为高阶单位,取代了旧版的“进化”机制。晋升机制更加自然和可控,且不受进化修改效果的影响。
        5. 建筑与经济调整
        君主制:城市建筑如工坊和铁匠铺被替换为民兵营和皇家铁匠铺,提供额外的城邦稳定度。独特建筑“侍从庄园”提供强大的经济收益。
        贵族制:城市建筑如粮仓和谷仓被替换为家族猎场和农奴宿舍,提供食物和征召加成,帮助快速组建家族军队。
        6. 技能与法术
        荣耀召唤(Call to Glory):封建文化共享技能,提供战场范围内的士气加成。
        民兵召唤(Call Militia):战略召唤法术,快速召唤民兵单位。
        君主法令(Monarch’s Decree):君主制独有技能,激活“为了君主”效果,仿佛君主亲临战场。
        坚守阵线(Hold the Line):贵族制独有技能,增强防御并允许单位在敌方回合前造成伤害。
        7. 其他更新
        地下与熔岩玩法改进:更新日志提到,下周将详细介绍地下和熔岩玩法的改进内容。
        食人魔更新(Ogre Update):本次更新是免费的“食人魔更新”的一部分,将于4月1日与《巨人国王》DLC一同发布。


        IP属地:江苏4楼2025-03-22 11:26
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          b站图文:【奇迹时代4】开发日志#41:封建文化(中英文对照翻译) - 哔哩哔哩


          IP属地:江苏5楼2025-03-22 11:29
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            IP属地:江苏6楼2025-03-22 11:31
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              看完了觉得这次封建的改动确实是风味拉满了,很好的体现了传统的中世纪奇幻风格,骑士与领主,剑与魔法。尤其是贵族子文化的家族概念,怎么说呢,很有沉浸感,毕竟奇迹4由于其bd的高度可定义性是缺失了很多角色扮演的风味的(就是种族文化的特性模糊了,我玩奇迹3或者无尽帝国都是有那种哦我在扮演这个种族的感觉的)。这次的封建文化更新可以说很有东西了


              IP属地:浙江来自Android客户端7楼2025-03-22 12:54
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                IP属地:广东来自Android客户端8楼2025-03-22 13:05
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                  旗手都能骑马了,干脆也做个晋升,晋升成方旗骑士多好


                  IP属地:北京来自Android客户端9楼2025-03-23 02:20
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                    队里带支援终于不是自断双腿了


                    IP属地:湖北来自Android客户端10楼2025-03-23 16:55
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                      原本封建的农民好像是唯一一个可以进化的种族单位吧?现在进化魔典变得很幽默,种族单位吃不到进化附魔,进化单位吃不到龙族活力


                      IP属地:上海来自iPhone客户端11楼2025-03-24 06:18
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