【维多利亚3 / VICTORIA 3】开发日志 #5 | 6/24 生产方式 (Production Methods)
Hello again and happy Thursday! Today we will be taking a deeper look inside Buildings to explore Production Methods. These determine the functions of the building, its inputs and outputs, and what employee types it requires to operate.
大家周四吼啊!今天我们将深入建筑系统的内部,谈谈生产方式Production Methods。它们决定了建筑的功能、投入与产出,以及运转所需的员工类型。
Many management games let you upgrade a building to increase its efficiency or expand its functionality. In these games, after the upgrade investment has been paid the impact is permanent and nearly always superior in every way to the building's previous functionality. But in Victoria 3 there are no actions without reactions, and novel innovations don't just make buildings better with no side effects. Improving industrial processes over time is to be expected, but in some cases those improvements might require goods as input that the country has scant access to, while others permit the output of a new type of end product at the expense of the old one. As a result, buildings in Victoria 3 require more flexible upgrade paths than what's afforded by permanent, linear, "no-brainer" improvements.
许多模拟经营游戏都让玩家通过升级建筑来提高效率或扩展其功能。在这些游戏中,一次性的升级投资带来的影响是永久性的,且这些影响几乎在任何方面都优于建筑原本的功能。但在维多利亚3中,不存在没有反应的行动,创新并不会毫无副作用地让建筑变得更好。工业流程随着时间流逝不断改进是可以预期的,但有些情况下这些改进会导致建筑需要国家难以获得的商品作为投入,而另一些情况则允许以牺牲旧产品为代价生产新的最终产品。因此,永久、线性、“无脑”的改良是不够的,维多利亚3中的建筑需要更灵活的升级路线。
All buildings have several categories of Production Methods, usually between 2 and 5. Only one is active at any given time in each category. Most categories fall into one of these types:
所有建筑都有好几种类型的生产方式,通常是2到5种。在任何时间段中,每个类型中都只能有一种生产方式在运行。大部分类型又都属于以下几大类之一:
Base: governs the general "tech level" and efficiency of the building, produces goods typical for the building type
基础:决定着建筑的一般“科技水平”和效率,生产该建筑类型的典型商品;
Refining: reduces output of typical goods in favor of output of specialized or luxury goods, sometimes adding a special input
精炼:减少典型商品的产量,以增加特殊商品或奢侈品的产出;有时会新增特殊投入;
Automation: adds industrial goods as input to reduce the building's unskilled workforce requirement
自动化:新增工业商品作为投入,以减少建筑对非熟练劳动力的需求;
Ownership: determines who owns shares in the building; typically governed by Laws
所有权:决定了建筑份额的拥有者,通常受法律辖制;
With the right technologies Food Industries can make Groceries from both Grain (Bakeries) and Fish (Canneries). They can also refine Grain and Sugar into Liquor (Distilleries). With advanced technologies Food Industries can be partially automated, drastically reducing the need for unskilled labor. Simple Food Industries are operated by Merchant Guilds (Shopkeepers), while more advanced and profitable Food Industries are owned by Capitalists who reinvest some of their dividends.
借助正确的技术,食品工业可以同时用谷物(面包店)和鱼类(罐头厂)生产食品杂货Groceries。它们还可以把谷物和糖精炼成酒(酿酒厂)。随着科技进步,食品工业可以实现部分自动化,从而大幅降低对非熟练劳工的需求。简单的食品工业由商人工会(店主)经营,而更先进、利润更高的食品工业则由资本家所拥有——他们把分红进行再投资。
As one example, an Iron Mine's base Production Method determines if miners use only picks and shovels or if they also use some sort of engine-driven pumping mechanism. There are several different pumping technologies which also determine what fuel is used. The more advanced the pumping mechanism the more deposits can be accessed and the faster Iron can be mined, but the more Coal or Oil is used in the process. With higher tech pumps comes a requirement for more Engineers and Machinists to be on-site to control and oversee its operation. This creates more demand for qualified workers and also opens up a number of better paid positions to those Pops who meet the qualifications.
举个栗子,一处铁矿的基础生产方式决定了矿工是仅使用矿镐和铲子,还是在这基础上也使用一些由引擎驱动的泵送装置。游戏中有数种不同的泵送科技,它们进一步决定了装置使用什么燃料。泵送装置越先进,可以开采的矿床就越多,开采铁的速度也越快,但过程中也会消耗更多的煤或石油。更高科技的泵送装置也需要更多的工程师和技工在现场操作和监控其运行。这带来了更多对合格工人的需求,同时也为符合这些要求的Pop提供了一些薪水更高的职位。
The revolution in chemical sciences of the era also enabled the use of explosives in mining, which is a secondary Production Method category used only in mines. Once Nitroglycerin is invented, it can be used in mines to generate even more minerals, at the expense of Explosives produced by the Chemical Industry but also with a higher rate of workplace accidents. By researching less volatile Dynamite, even more minerals are extracted at the expense of even more Explosives, with the additional benefit that far fewer workers will blow themselves up on the job.
这个时代的化学革命也带来了在采矿中使用炸药的能力,这是一个仅在矿山使用的次要生产方式类型。硝化甘油一经发明,就可以被用在矿山中,以获取更多的矿物,而代价就是化学工业生产的炸药和工作场所会有更高的事故发生率。通过研发挥发性较低的炸药,矿山可以用更多的炸药来获取更多的矿物,这还会带来额外的好处——在工作中把自己炸飞的工人会远远更少。
Once invented, portable Steam Donkey engines can be deployed at mining sites to drastically reduce the amount of manual labor required just for hauling. This costs the building some money in the form of Coal and Engines, but reduces the amount of money they have to pay in wages. Perhaps more importantly it frees those Laborers up to do other work in other buildings if the state is running low on workers. But if wages are already very depressed it might not be a great idea to purchase expensive industrial goods just to increase the unqualified labor pool further, so this might not be a no-brainer decision for a player to make.
一旦发明了便携式蒸汽绞车Steam Donkey,它就可以被运用在采矿点,以大幅降低所需的仅用于搬运的体力劳工数量。这增加了建筑在煤和引擎方面的支出,但是减少了它们要付的工资。也许更重要的是,他们解放了劳工:如果该地区缺少工人,这些劳工就可以去其他建筑工作。但是如果工资已经很低,购买昂贵的工业产品也许就不是个好主意,这只会让不满足要求的劳工池更加拥挤。所以使用蒸汽机也许不是一个玩家可以无脑做出的决定。
In most countries, simple mines are owned and operated by Merchant Guilds at game start. These are small-time purveyors of the goods produced represented by Shopkeepers. Once mines start to industrialize, Capitalists step in to take over ownership. In most cases these Capitalists will come from Shopkeepers promoted to these newly created positions, but some might come from other Pops in the state, even other Capitalists in buildings not quite as lucrative as these new mines. There are fewer Capitalists than Shopkeepers but they draw a higher wage, and more importantly they will reinvest some of their earnings into the country's expanding industry depending on how much profit their workplace is generating for them. As new ideas spread across your society you might be able to make the mining industry publicly traded instead of privately held, and later on in the game perhaps even nationalize them to be run by government bureaucrats or turn them into cooperatives where profit is split between workers.
在大部分国家,简单的矿山在游戏开始时是由商人公会拥有和经营的。这些是由店主Shopkeepers来代表的小型商品供应商。矿山工业化之后,资本家Capitalists介入并接管了所有权。大多数情况下这些资本家将来自晋升到其新地位的店主,但也有可能是该地区的其他Pop,甚至是来自其他利润不如这些新矿山高的建筑的资本家。资本家的数量比店主少,但是他们的工资更高,更重要的是他们会根据工作场所为他们创造的利润,把收入的一部分重新投资到国家正在发展的工业中去。随着新的理念在你的社会中传播,你可以把采矿业从私人持有变为公开交易(译注:所有权公开交易的公司即指公众公司、广义的上市公司),在游戏后期甚至可以收归国有,由政府官僚管理,或是将他们转变为工人合作社,在工人之间分配利润。
Production Methods aren't limited to consuming and producing goods. Government Administrations employ Bureaucrats and Clerks who use Paper to produce Bureaucracy, one of the game's Capacities that let you govern more people and extend more state services to them. Railways consume Engines and a fuel such as Coal to produce both Transportation and Infrastructure, the former which is sold on the market and the latter which allows the state to support more buildings without loss of Market Access. Universities employ Academics that let the state guide research and development of new technologies and ideas. Virtually any kind of currency, modifier, or effect can be produced by Production Methods in buildings and can be applied in a variety of ways to the country, state, or even the building itself.
生产方式并不局限于消耗和产出商品。政府行政部门雇佣官僚和职员,通过消耗纸张来生产官僚力——游戏的能力值之一,可以让你管理更多的人口并为他们提供更多的地区服务。铁路消耗引擎和煤之类的燃料来生产运输和基础设施,前者会在市场上出售,而后者则让地区可以在不损失市场接入Market Access的前提下拥有更多的建筑。大学聘请学者让地区得以进行新科技和理念的研究和开发。几乎任何种类的通货、修正或是效果都可以通过建筑的生产方式产出,且可以通过各种方式应用在国家、地区乃至建筑本身。
A basic Government Administration consumes 10 Paper and produces 50 Bureaucracy per fully-staffed level, but each additional level beyond the first adds a +2% Throughput bonus due to economy of scale. This increases both consumption of Paper and output of Bureaucracy, yielding more productivity from each of the Pops that work the building.
一个基本的政府行政部门建筑,每一个满员级别会消耗10纸张并产出50官僚力,但在规模经济的影响下,每增加一个级别都会增加+2%的生产量。这同时提高了纸张消耗和官僚力产出,从而增加了在建筑中工作的每个Pop的生产力。
This of course adds a tremendous capacity for modding in new Buildings and Production Methods! Embassies that increase your Influence, but which can also be configured to consume Wine and Meat at state expense to increase the speed at which you Improve Relations? Shantytown Temples that can only be built on coastlines, that consume Fish and create jobs for pops qualifying for the Deep Ones profession, increasing state mortality but also the weekly rate of the global cthulhu_rising counter? We can't wait to see what madness you unleash!
当然,这为新建筑和生产方式的模组修改带来了无限可能!可以增加影响力的大使馆,但同时也可以被设置成公款吃肉喝酒可以加快改善关系的速度?只能建在海边的贫民窟神庙,消耗鱼类并为满足“深潜者Deep Ones”职业要求的人口提供工作,增加地区的死亡率但同时也会提高全局“克苏鲁出现cthulhu_rising”计数器的每周增长率?我们迫不及待地想看到你们释放的疯狂脑洞!
If tweaking multiple Production Methods across several categories on every single building in the game sounds a bit complex compared to linear building upgrades - you're right! Thankfully we've built a number of tools to help with this process. Foremost among these are the Buildings panel, where you can get an overview of all buildings in your country organized by major and minor type. For example you could get an overview of all Rural buildings, or all Furniture Manufactories, or all Ports. If you have buildings of the same type in several different states, you can break it down further to view the individual building. On each level you can see how profitable the building is and adjust its Production Methods. You can even set all Production Methods for a certain building type to a specific setting all across your country with one click.
如果你觉得和线性建筑升级相比,调整游戏中的每个建筑多种类别的生产方式更为复杂——你是对的!不过我们设计了许多工具来帮助你完成这件事。首先要提到的是我们的建筑界面,你可以在这里总览全国的所有大小建筑。比如说,你可以查看所有的乡村建筑,或是所有的家具厂,或所有港口。如果你在几个不同的地区拥有同类型的建筑,你也可以进一步细分查看每一个单独的建筑物。在每个级别上你都可以看到建筑的盈利情况并调整它的生产方式。你甚至可以一键将全国某一建筑类型的所有生产方式调整成一个特定设定。
From the Buildings panel you can get a birds-eye view of all industries in your country and see at a glance how they're doing financially. You can change Production Methods on an individual building or on all of them at once. You can even expand buildings directly from this screen if you so choose, or click on one to get an in-depth view of its balance sheet and workforce.
你可以在建筑界面鸟瞰全国的行业,并简单了解它们的财务状况。你可以改变某一单独建筑或所有同类建筑的生产方式。在这个界面你也可以直接扩建建筑,或是点击某一建筑以深入了解其收支表和劳动力构成。
To minimize the requirement for mental math we have also created prediction tools that give you a breakdown of what to expect from choosing a certain Production Method, based on profitability predictions taking adjusted production and consumption into account, and summarizing which new job positions will be created and which will disappear. While it may on the surface seem obvious to just enable the Production Methods that make the buildings more profitable, keep in mind the societal effects as well - are there enough Pops in the state that qualify for the more advanced jobs this new process requires? Will the wage for these new jobs be sufficient to entice those Pops to switch professions? Will you inadvertently create a whole new class of well-to-do Machinists that may have pro-labor union sentiments? Or will the increased profits not lead to higher wages in the building because they're already competitive and fully employed, and will simply result in more dividends for the shareholders which will be funneled into increased luxury consumption? Which you choose might depend on your population's social mobility, what politics you favor in your country (a socialist uprising may not be in your plans!) and whether you're able to supply luxuries yourself without benefiting your rival. More profitable domestic industries are never bad, but should be far from the only consideration when building your society.
我们还加入了预测工具来减少对心算的要求。根据预期的盈利能力和调整后的建筑产出与消耗,它能为玩家提供选择某种生产方式带来的影响的详细分解列表,并总结出哪些工作岗位会出现而哪些会消失。虽然表面上看,我们只需要使用让建筑产生更多利润的生产方式,但请不要忘记社会影响——该地区有足够的Pop能胜任这一过程需要的更高级的工作吗?这些新工作的工资足以吸引Pop改变职业吗?你是否会在不经意间创造出一个全新的、支持工会的富裕技工阶级?又或者新生产方式带来的新增利润,因为目前的工资水平已经足够有竞争力且人口已经充分就业,不会带来更高的工资,而只会为股东带来更多的分红,进而增加奢侈品的消耗?你的选择将会取决于人口的社会流动性、你在国家中支持的政治理念(一场社会主义者起义可能不在你的计划之中!),又或者你是否可以在不让对手受益的情况下满足国内的奢侈品需求。利润更高的国内产业总没有坏处,但是这远远不能成为你打造社会时唯一考虑的因素。
Predictive tooltips will explain the anticipated impact on the building's Balance as a result of changes in production, consumption, and wage requirements, as well as the changes in employment that could also impact the country's politics over time. You will also be forewarned if there aren't enough qualifying Pops to take on any new professions created, as this could limit your industry's effectiveness.
预测提示框将会把对建筑收支的预期影响分为在生产、消耗、工资诉求领域的变化,同时也提供了就业的变化,随着时间变动这可能会影响国家的政局。如果新职业缺乏足够的符合要求的Pop,你也会收到提前通知,因为这限制了行业的效率。
That is all for this week. We will return to discussing more economic intricacies later, but for the next little while we'll be exploring domestic politics - starting next week when Martin will be presenting Interest Groups!
以上就是本周的全部内容了。以后我们还会继续讨论更加错综复杂的经济问题,但接下来的一段时间我们想要谈谈国内政治——从下周Martin带来的利益集团Interest Groups开始!
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