@fa93hws
2017-09-20T14:07:39.000000Z
字数 5949
阅读 2573
HOI4
Hello everyone! Today we are going to be talking about National Unity, or rather the fact that it no longer exists…
嗨大家好!今天我们会来谈谈国家凝聚力,一个下一次更新后就不能存在了的东西。
National Unity first made its appearance in Hearts of Iron III, basically as a mechanic to make France surrender at an appropriate time (when Paris fell essentially). It was largely moved over to HOI4 unchanged. While it does accomplish what we wanted it's also a very restrictive currency to work with design wise. A player who is winning doesn't really care what their NU is, making a lot of focus choices meaningless in those instances (or almost, there is always that time your country gets blanketed in nukes and someone dropping paras on one of your big cities seals the deal in multiplayer). We wanted to model different nations better and make sure we could do more interesting focuses and events where picking a loss of NU wasn't always the better choice compared to giving up, say, political power. So what's the answer?
国家凝聚力的概念首先在钢铁雄心3中出现,这个概念的初衷是搞一个让法国尽快投降的机制(巴黎沦陷了就差不多了)。 这个概念基本没有做任何改变就赋值到了本作中。 尽管这个概念达到了它最初的目的,可是现在从设计的角度看,我们更希望这个概念对一个国家有更大的限制。 一个正在攻城略地的玩家可能压根就不在乎国家凝聚力是多少, 这就让国策中许多增加国家凝聚力的国策毫无用处(总体来讲是这样的,当然考虑到联机模式中吃了核弹或者被空降胜利点的话,国家凝聚力还是有点用的)。 因此,我们希望重做国家凝聚力这个概念,这样我们做的国策就绘更加有意思。当事件让你在国家凝聚力和其他数值(比如pp)的选择上,你不会不假思索的就选择降低国家凝聚力。 那么我们到底是怎么改的呢?
These are two new values shown in the topbar that replace National Unity. Stability models the people's unity and support for the current government. War Support on the other hand represent the people’s support of war and of fully committing to fighting that war. As an example Britain in 1936 would be a pretty stable nation, but with very low war support. A nation like France would be much more unstable and with equally low war support, while Japan would have high war support and also high stability (mostly due to the emperor’s influence).
在顶部栏有两个新的数值取代了国家凝聚力。 稳定度表示了一个国民团结的程度以及对政府的支持度。 战争支持度则表示了人民对战争的支持程度以及对参与战争的热情。 举例来说, 1936年的联合王国会有一个比较高的稳定度,但是战争支持度则会比较低。 像法国这样的国家,稳定度以及战争支持度都会很低。反观日本则稳定度以及战争支持度都会很高(很大取决于他们天皇的影响)
Stability average is 50% and nations with higher stability than that gain bonuses to industry, political power and consumer goods. Once you drop below 50% there are penalties instead as well as lowering your surrender limit (although nothing as extreme as how NU affected things). Strong party support helps increase stability, but being in a war - no matter how well supported - is going to lower your stability. Stability also works to protect against coups against your nation as well.
稳定度的分水岭是50%, 稳定度高于50%的国家可以享受工业,pp以及消费品的增益。 当国家凝聚力降低到50%以下时,不仅在这三个方面上会有惩罚,还会提升你的投降倾向(不过没有现在的国家凝聚力影响这么大, ps: 官方回复说新版本默认占领80%的胜利点才会投降)。 对执政党的高支持度绘提升稳定度。但是加入战争,无论这个党派支持率有多高,都会降低稳定度。 国家稳定度在防止政变上也会有效果。
War Support has several passive effects and also limits several of the laws. You can’t switch to full War Economy without enough war support for example.
战争支持度会有很多减益效果,并且也会限制一些法案的切换。 举例来说,经济总动员在战争支持度不够高的情况下就无法选择。
Note that in the picture below France is getting +30% war support because they have been attacked by Germany. An offensive war on the other hand for Germany actually hurts their war support. This comes with some interesting balancing effects:
下图中法国的战争支持度有一个30%的增益,这是因为他们被德国宣战了。 对德国来讲,一个侵略性的战争则绘降低德国的战争支持度。 出于平衡性考虑,战争支持度被以下规则约数:
Speaking of mobilization speed, you no longer get a chunk of manpower instantly when enacting conscription laws or other changes to recruitable manpower. Instead how quickly the manpower is made available by the law change is controlled by your mobilization speed. The higher the war support the faster new manpower trickles in.
说到动员速度,当你切人力法案或者其他影响预备役比例的国家精神激活时,人力不会在一瞬间添加到人力池,而是会逐渐增加。 逐渐增加的速度取决于你的动员速度,而动员速度与战争支持度正相关。
译者注:图中的说明栏
战争支持度
- 基础值: 10%
- 处于防御性战争:+30%
- 世界紧张度:+2.1%
- 敌军轰炸: -1.3%
- 轰炸拦截: +0.4%
- (国家精神)一战胜利者: -5%
目前战争支持度的效果
- 动员速度: +36.2%
- 核心领土攻击: +3.6%
- 核心领土防御: +3.6%
战争支持度表现了国民愿意奉陪到底的意愿。战争支持度会影响许多法案的颁布。让全国进入备战状态也会需要较高的战争支持度。
The air war also affects things as successful enemy bombing (or nuking) will lower War Support. Shooting down enemy bombers will offset this somewhat, as people are seeing you fight back against the enemy.
空军的战争比如敌方成功的轰炸(包括核攻击)会降低战争支持度。 把敌方的轰炸机打下来则会让降低的程度变小,毕竟国民看到我们有打回去。
Here is an example on what can happen in a nation with low war support and low stability in a war. The severity of these particular options depends on exactly how low your stability/war support are. Here it's pretty bad.
下图的例子说明了一个战时稳定度和战争支持度都很低的国家会发生什么。具体每个选项带来的惩罚取决于稳定度以及战争支持度的值。 图中的是比较极端的例子(非常低)
逃避兵役
在一份陆军部(War Office应该特指英国陆军部)出示的新报告中称,可用人力大幅下降了。看起来最终的人力池会比预期中的少很多。具体的差异现在还在统计中,报告中首先指出的是大量适役人群通过各种方法逃避了兵役。18岁的学生突然就变成了重要军工企业中的熟练技术工,前运动员没有通过身体测试,甚至有些人直接人间消失。
当人们被抓到进行审问的时候,被捕的人表示他们逃避兵役的原因是条件不好的军队,冷漠的军官以及不想在一场战败中送命。 军方高层认为需要对逃避兵役的人施以严刑,但是政界普遍认为改善现役士兵的生活条件才是一个更妥善的解决方案
我们对此无能为力
把逃避兵役的人都给我抓回来!
- 政治点数: -70
- 60%触发事件 “军方打压成功”
- 30%触发事件 “兵役暴动”
- 10%触发事件 “兵役叛变”
还是改善下现役士兵的生活条件把……
For Germany a good way of raising war support is to pull off its diplomatic expansions without being opposed:
对于德国来讲提升战争支持度的方式是执行国策中的外交分支,并且没有被对方拒绝。
德奥合并
现在版本中的游戏就有的事件,就不翻译了,说明栏也只翻译新添加的内容
- 基础战争支持度: +10%
- 基础稳定度: +5%
War support is also affected by how your allies manage. If a major ally surrenders it will lower your war support, so make sure to keep your friends in the war. On the flip side successfully capitulating major enemies increases your war support.
你的友军也会影响你的战争支持度。队友中的主要国家头像会降低你的战争支持度,所以确保你友军的存活。 反过来说让对方主要国家投降则会增加你的战争支持度。
There are also some new ways to affect War Support and Stability outside events, ministers and national focuses that we aren't ready to show off yet ;)
除了事件,部长以及国策外当然还有其他的方式来影响战争支持度和稳定度,不过这些内容我们还没准备好。
See you again next week!
下周见拉,再见。