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钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统

更新时间:2021-10-14 16:01:10点击:

牧游社 牧有汉化翻译

牧游社 牧有汉化翻译

 

HoI 4 - Dev Diary: America Rework

 

HOI4 Dev Diary – Fuel

Podcat, Oberkommando HOI4

Hi everyone! We have now been working on Man the Guns for a bit and it is time to kick off dev diaries again!

大家吼啊!我们最近一直在忙于开发炮手就位Man the Guns并且已经有了一些进展,现在是让我们重新推出开发日志的时候了!

Archangel85, Vice Deputy Content Lead HoI 4

 

Hello, and welcome back to another dev diary! Today we are going to talk about Freedom. Freedom from Fear. Freedom from Want. Freedom from having to vote for a presidential candidate every four years.

大家吼,欢迎回到新一篇的开发日志!今天我们来谈谈自由。免于恐惧的自由。免于匮乏的自由。以及免于每四年投票给总统候选人的自由。

 

The vanilla US focus tree offered some interesting alternate-history scenarios, but if you wanted to play historical, you pretty much sat around doing very little until the war started. Part of this is the fundamental design problem of the US in a historical grand-strategy game: if we allow the US to freely enter the war when it has even a fraction of its historical economy, the Axis never makes it into Paris and the war ends in 1940. If we restrict the US from entering the war freely until its historical date, the US player sits around until late 1941 doing very little (there is a reason why my usual go-to scenario in HoI2 and HoI3 was “Play France until you lose, then switch to the US”).

 

原版的美国国策树提供了一些有趣的架空历史剧本,但如果你想按照历史的进程来进行游戏,你基本上在战争爆发前能做的事情相当少,就只能干坐着看海。这部分问题是历史大战略游戏中美国的基础性设计通病:如果我们允许美国自由参战,哪怕美国仅达到了历史上经济水平的一小部分,轴心国就永远打不进巴黎,而且战争会在1940年就结束了。如果我们限制美国自由参战直到历史上的时间点,那么玩美国的玩家只能干坐着,一直等到1941年晚些时候(这就是为什么我在钢铁雄心2和钢铁雄心3中游玩的惯常情景是“选法国玩到输,然后切换到美国接着玩”)。

For those who missed it, Man the Guns is the expansion we are currently working on. The main theme is naval warfare and it will be accompanied by the 1.6 ‘Ironclad’ free update. There is no release date yet. We will let you know when we can commit to a date.

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图1)

为那些还不清楚情况的人说明一下,炮手就位是我们最近在开发的最新扩展包。这个扩展包的主题是海战,同时也会伴随着1.6版本号铁甲舰Ironclad免费更新。目前发布时间还未定,但当我们确定发布日期时一定会通知大家。

So without furtherado, rev up your engines! Today we are going to be talking about fuel...

好了废话少说,把你们的引擎马力全开!今天我们来着重讲讲燃料系统。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图2)

 

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图3)

Fuel is something we originally decided to abstract into the production of vehicles in HOI4. The reasons for this were twofold: It simplified things, making the game easier to get into and learn and it avoided issues with fuel stockpiling in HOI3 (I'll get to that later). I still think these were worthwhile tradeoffs with the gameplay impacts it had, but some areas, particularly naval warfare, never felt right without an overall worry over a supply for fuel, which essentially drove Japanese war planning historically. This in combination with a feeling that our fans can for sure handle a little nudge towards complexity now kinda cemented the idea that we couldn’t really make a naval expansion without expanding on this area.

我们最初对于HOI4中燃料的设定,是将它们归纳吸收进载具的生产环节里。这么做的主要目的有两点:首先这简化了机制,可以使玩家更容易上手,其次这可以避免HOI3中出现的燃料储存问题(我们后文会提到)。我仍然认为为了提高游戏体验,舍弃这一设定是相当值得的。但是在某些层面,尤其是海战方面来说,如果没有全面考虑进燃料供应的问题,总归是说不通的,而从历史上看正是这一点推动了日本的战争计划。再加上,我们也相信我们的粉丝一定可以适应新的稍微微提高了复杂度的设定,这更让我们坚定了想法:如果不把燃料系统加进去的话,这就不算是一个真正的海战扩展包。

为防止缩图,将国策树图片分开贴出。

完整大图链接:
https://pan.baidu.com/s/1VNJFEwUnrDjpyW8lhDYtGQ

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图4)

no numbers are final etc

So one of the goals we had for this rework was to give the player a bit more stuff to actually do during the lead-up to the war. Making the path out of the depression a little more involved was an obvious place to start. Instead of a single national spirit, it is now three levels that give a smoother curve out of the depression. But instead of just taking three focuses in a row to do what could previously be done in one, we wanted the player to have to work a lot more to get out of the depression.

因此我们这次重制工作的一个目标,就是在战争的预备阶段多给玩家一点事去做。让走出大萧条的方式变得略微复杂是个显而易见的着手点。不同于以前单一的民族精神,现在我们将为其设置三个等级,使得美国摆脱大萧条的过程更加平缓。但是我们想让玩家必须做更多的工作来摆脱大萧条,而不仅仅是一溜儿点完三个国策来完成本来只要点一个国策就能完成的工作。

数值并非最终版本

Land

 

Enter the script-based Congress Mechanic. The Congress mechanic is - for now - unique to the US and simulates the shifting majorities in both houses of Congress. It ties into a lot of things that we will get into in a bit. But on a fundamental level, taking the focuses that reduce the penalties from the great depression will require you to have a majority in both houses, but will also reduce your support once you have taken it to simulate members of Congress who voted for the proposal being unwilling to support you further without getting something in return.

我们加入了由脚本编写的国会机制Congress Mechanic。国会机制,至少就目前来说,是美国独有的机制,能够模拟参众两院的多数党变化情况。这个功能牵扯到很多我们稍后会讲到的东西。但是从最基本层面来说,要选择那些减小大萧条惩罚的国策,需要你在参众两院获得多数党支持,而一旦你没有给那些投票支持提案的虚拟国会成员任何回报的话,那么此举会降低你的支持度,使他们之后更加不乐意支持你。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图5)

陆战

You can gain and lose support from random events as well as midterm and presidential elections. Generally speaking, going with the incumbent means you are more likely to lose support in Congress in the election, and if the situation is particularly dire, going with the challenger will flip support and opposition. Beyond this, a number of decisions allow you to gain support in congress, from simple lobbying to bribing members of Congress by investing in their constituencies to just regularly bribing them.

 

Fuel is used by trucks, tanks and other land equipment with engines in your divisions. They will use much more when fighting and moving than when stationary or during strategic redeployment (in fact right now those consume no fuel, but that might change with balance work). A division carries a bit of fuel with it (much like how supply works), so there is a short grace period if cut off. If a division is in bad supply it will refill its fuel more slowly (meaning you won’t be able to attack or move rapidly as frequently), and you might even be unable to refill at all if totally cut off. Being without fuel will negatively affect the stats of the battalions that need it as well as severely impact speed depending on how low they are.

玩家会在随机事件中获得或者失去支持率,在中期选举和总统选举中亦然。通常来说,与现任统治者保持一致意味着你更容易在选举中失去国会的支持;而如果在非常极端的事态中,跟挑战者站在一边则会扭转支持与反对的境况。除此之外,一系列的决议可以使你获得国会的支持,从简单的游说到贿赂国会议员不一而足,后者要通过投资他们的选区来定期贿赂他们。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图6)

Besides getting out of the depression, you’ll also need to get Congress to sign off on the Selective Service Act, which is the gatekeeper focus of the army modernization branch, and the Two Ocean Navy Act, which is the gatekeeper focus for the naval branch. The amount of support you need depends on your war support (in general, you can assume that every focus with “Act” somewhere in its title ties into the Congress mechanic).

除了摆脱大萧条,玩家还需要让国会签署选择性训练法案Selective ServiceAct,即陆军现代化分支起手的国策;还有两洋海军法案Two Ocean Navy Act,即海军分支起手的国策。你所需要达到的支持率取决于你的战争支持度(总的来说,你可以假设每个带“法案”字样标题的国策焦点都与国会机制联系在一起)。

部队编制中的卡车、坦克以及其它一些包含引擎的陆军装备都会消耗燃料。它们在作战或移动期间会比驻防或战略转移时消耗更多燃料(事实上目前我们的设定是不消耗燃料,但在进行一些平衡性工作之后这个设置就会改了)。一个师部队会自带一些燃料(类似补给机制的运作方式),所以切断补给时玩家的军队不会马上停止,会有一个短的宽限期。如果一个师的补给不足,那么它补充燃料的时间会变慢(意味着你的移动速度和进攻频率会下降),当补给完全被掐断时你的军队还会可能完全无法补充燃料。没有燃料会对需要燃料的营编制的战斗数值产生负面影响,并会根据燃料的缺乏程度极大地降低行军速度。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图7)

Air

空战

 

 

Your active air wings will consume fuel. The amount will naturally depend on the type of plane (strat bombers love to guzzle down that fuel) but also what mission type. Planes on interception will be very fuel efficient as they only take off when there are enemies attacking ground targets or bombing etc. Transport planes on air supply missions will also be able to deliver fuel to pockets etc. When low on fuel air wings suffer big efficiency penalties.

Another aspect we wanted to add was to give the US player a choice to become more active in the world earlier. As I said above, that comes with host of issues. We want it to be a viable option, but not a no-brainer. This means that there will be a number of restrictions in the “Limited Intervention” branch. First, you’ll have to have enough support in Congress to take the focus (and a lack of war support means that quite a few member of Congress will break ranks over it). Afterwards, you will have to choose between focusing your efforts on preparing to intervene in Europe or in Asia. Taking either of these focuses unlocks a number of decisions to try and build public support for an intervention. Many of these decisions are tied to events around the world - here the US is protesting the Anschluss.

行动中的飞机编队需要消耗燃料。消耗的量将取决于飞机的种类(战略轰炸机嗜油如命),以及所执行的任务。执行拦截任务将会相对省油,因为它们只会在敌机攻击我们的地面目标或轰炸时才会起飞出动。运输机执行空投补给任务时也可以投放燃料供给包围圈内的地面部队使用等等。低燃料状态下的飞机会受到严重的作战效率惩罚。

我们想加入游戏的另一方面内容,是给予美国玩家一个选择,让美国能够更早地活跃在世界舞台上。就像我上面说的那样,这一选择伴随着大量的问题。我们希望这会是一个可行的选项而不是一个无脑选择。这意味着在“有限干涉Limited Intervention”分支中会有大量的限制。首先你必须拥有国会足够的支持来选择这个国策(战争支持度的缺失意味着会有相当多的国会议员会因此和你反目)。其次,你必须选择是专注于准备干涉欧洲还是亚洲。玩家选择上述任意一个国策都会解锁一系列的决议,以此试着获得公众对于干涉行为的支持。许多这些决议都与世界各地的大***密切相关——下图是美国抗议德奥合并Anschluss的决议。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图8)

However, there is only a small window to utilize these events. Each decision adds something that is internally called an “intervention strike” as in “three strikes and you’re out”, except in this case it’s “three strikes and we start bombing”. A generic decision allows to build support against a target if they do not have specific decisions associated with them. Finally, once a country has two strikes against them, you can petition congress to sanction an intervention, which will again require significant support (it is easier to gain a wargoal against a country that is at war, and easier still if they are in an aggressive war).

Sea

海战

 

Running a lot of active capital ships is something you will need to be careful with in Man the Guns. These behemoths will be going through your fuel stockpile like starved baby whales on the teat. To handle this and make fleets act more realistically and in a more controlled manner we have changed quite a bit here, so stay tuned for future diaries. The main point is that big fleets are costly to run and you will need to make decisions on how to best utilize them and how much to fit into the rest of your fuel use. Speaking of, you’ll be able to control who gets first dibs on fuel through prioritization just like with equipment (but we are also working on adding extra controls on top of this so you can more easily balance between the different branches of the armed forces). A fleet that is low on fuel will suffer penalties to its stats as well as operational range.

在炮手就位中,如果你喜欢经常出动大量主力舰,那你可要当心了。这些铁皮巨兽喝起油来简直就像乳头上饿着肚子的鲸鱼宝宝。为了处理这个问题,让舰队的行动能更贴近实际且更加可控,我们在这里进行了大改,所以请不要忘了关注我们后续的开发日志。改动的重点是使大型船只执行任务非常耗油,所以玩家要决定如何最佳地利用她们,并思考剩余的燃料如何分配。这么说吧,玩家可以通过优先级设置来决定谁会第一时间获得燃料补给,就像陆军装备增援优先级一样(但我们也会做一些额外的不同于此的控制设置,这样你可以更方便地平衡海陆空不同武装力量的燃料分配)。低燃料供应状态下的舰队将会获得战斗数值的惩罚,并会降低执行任务的范围。

Production

然而玩家只有一个弹出的小窗口来利用这些事件。每一个决议都增加某种在内部称为“干预性打击Intervention Strike”的计数,就是“三振出局Three strikes and you’re out”那种,但在这里应该是“三次干预性打击了,我们开始炸吧”。如果一个目标国家没有与之相关联的专属决议,那么有一个通用的决议可以用来获得支持以对抗该国。最后,一旦一个国家受到两次反对他们的“打击”,玩家就可以提请国会批准进行干预,但干预行为仍然需相当一部分议员的支持(对处于战争中的国家来说,获得针对其的战争目标会更容易,如果这些国家处于一场侵略战争中的话则会更加容易)。

 

This will likely make it harder for you to pursue your other goals - so if you want to intervene in Europe on behalf of the Allies, you will most likely have to forego economic reforms, at least for a while.

生产

这很可能使你变得更难达成其它目标。因此如果玩家想站在同盟国一方来干涉欧洲,至少在一段时间内,你很可能不得不放弃经济改革。

 

Fuel is produced from unused oil, and equipment that used to use oil now no longer need that to be produced. I am currently looking into possibly adding copper or another resource in its place (and in some other places), but we will see if that ends up being a good idea or not ;) Will let you know. Anyways, if you are low on fuel there are several ways to go:

未使用的石油可以用来生产燃料,而曾经需要用石油来生产的装备将不再需要石油就可以生产。我正在考虑是不是有可能加入铜矿或者其他的资源来替代石油在生产中的位置(以及其他一些地方),但我们会最后看看这到底是不是个好主意。到时候我们会表态的。无论怎样,如果玩家缺燃料的话,以下有几种方法来帮助你走出困境。

Acquire more oil rich states.

占领更多石油资源丰富的省份。

 

The intervention mandates are also used to allow the US to intervene in the Americas if someone violates the Monroe doctrine.

如果某一方违逆了门罗主义,干预授权机制也允许美国干涉美洲。

Increase infrastructure on your own oil rich states.

增加你石油资源富集省份的基础设施建设。

Trade for foreign oil.

Intervention in general is something you can prepare a lot better now by using war plans. Completing the focuses unlocks a decision to execute the corresponding war plan and gain a temporary bonus against a country, along with some other temporary bonuses.

一般来说,现在你可以通过战争计划国策把干

从国外交易石油。

Build synthetic refineries.

建设合成炼油厂。

Lend leased fuel.

租借燃料。

Capture enemy stockpiles.

缴获敌方的库存。

Research improved oil to fuel conversion technologies.

研究改进油转换为燃料的科技

Each unit of oil you have access to use your current techs to generate a certain amount of fuel. This fuel is then put into your stockpile for use by your forces.

玩家拥有的每一单位石油都可以根据你目前的科技水平来被转化为一定数量的燃料。随后这些燃料将被放到你的库存中,并供你的部队使用。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图9)

Stockpiling

储备

 

Fuel is possible to stockpile, in fact it is necessary if you can’t guarantee a steady stream of produced fuel during wartime. The size of your national stockpile will depend on the number of states and their infrastructure, your economic law and if you have built Fuel Silos. This is a new building that takes up shared slots and will probably provide the majority of your stockpile space. It is also a building that can be damaged from bombing etc. which in the worst case could lead to a loss of fuel. Capitulating enemy neighbors is also going to be a good way of acquiring more fuel as it will work just like seizing their equipment stockpile in that respect.

燃料将可以被储存起来,实际上当玩家无法在战时稳定地生产燃料的时候,此举是非常有必要的。玩家可以储存石油的数量决定于所拥有省份的数量和各省基础设施水平,玩家的经济政策,和玩家是否建造了储油罐Fuel Silos。储油罐是一种新的建筑物,它会占用公共建筑槽,并且可能会提供你储存燃料空间的主要部分。它也会被轰炸或者其它的攻击破坏,而在最坏的情况下,这会造成你燃料的损失。迫使敌对邻国投降也是一种获得更多燃料的好方法,机制和夺走其装备库存来说差不多。

钢铁雄心4开发日志 | 8/29 美国国策树重制钢铁雄心4开发日志 | 6/27 燃料系统(图10)

HOI3 also had stockpilable fuel, and there it was quite a problem. As a beginner you did not know how much (or even that you had to) stockpile and as an experienced player there was no issue in making a stockpile big enough that you wouldn't ever have to worry. In HoI4 we are aiming to force a tradeoff between building up your industry and increasing the stockpile (have to spend civilian factories to get more oil from trade instead of building more factories) as well as trying to keep the total amount you can stockpile within reasonable bounds. Our goal is fuel as something you’llneed to consider for all your operations and playing it really safe will mean less industrial output in the long run.

在HOI3里也有储存燃料的机制,然而这曾经造成了很大的问题。新手玩家不知道他们应该(或者必须)储存多少燃料,而老玩家们不用太费劲就可以把自己燃料库存扩大到完全不用担心的规模。在HOI4里我们希望在工业建设和提高燃料库存里设置一个取舍平衡(玩家不得不用民用工厂来从贸易中获得更多石油,而无法建造更多的工厂)。与此同时,我们也在试着让玩家能够存储的燃料数量维持在一个合理的区间。我们的目标是让燃料成为玩