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欧陆风云4开发日志 | 2/16 澳洲重做

欧陆风云4开发日志 | 2/16 澳洲重做

牧游社 牧有汉化翻译


EU4 - Development Diary - 16th of February 2021

Meka66, HOI4 Content Design


Hello everybody and welcome back to another EUIV dev diary and it has been a while for me!

大家好,欢迎来到又一篇欧陆风云4的开发日志!对我来说可有一阵子没写日志了。


Shortly before EUIV moved over to sunny Barcelona, I devoted some of my time to reworking Australia as I felt the current map of the continent was a bit lacking and very annoying to own what with all these little unconnected islands amidst the wasteland. On top of that, the continent being an entirely uncolonized block of nothing before colonialism seems a little inaccurate, given how lively the continent actually was before the Europeans arrived.

就在EU4开发组搬到阳光明媚的巴塞罗那之前不久,我花了一些时间重做澳大利亚,因为我觉得当前该大陆的内容有些乏味,在荒芜之地周围互不连接的小岛上填色也非常恼人。更重要的是,考虑到在欧洲人到来之前澳洲大陆实际是多么的活跃,将其完全视作待殖民的空地多少有点不准确。


So, first thing to note is that Australia is now entirely connected through colonisable provinces, with the great Pilbara now connecting the north and west of Australia.

所以,首先要说的就是,澳大利亚现在完全通过可殖民地块连在一起。广袤的皮尔巴拉Pilbara现在将澳洲的北部和西部连在一起。



Another important rework comes in the form of the new states Australia now enjoys. What I wanted out of this is I wanted Australia to be on par with the other colonial regions in the game in terms of province count and strategic importance.

另一项重要的修改是澳大利亚现在享有新的地区。我希望能通过这项改动让澳大利亚和其他殖民地区在省份数目和战略价值上保持一致。



When shaping the states and provinces, I wanted to hit a nice balance between pre and post colonial Australian borders, so state borders are largely determined by colonial Australian state boundaries, while provinces are more determined by the distribution of Aboriginal peoples. All provinces also have both their Aboriginal and colonial names depending on who owns the province.

在确定地区和省的形状时,我想在前殖民时代的边界和后殖民时代的边界上保持平衡。所以地区边界很大程度上取决于澳大利亚殖民政府的州边界,而省份边界更多的由原住民分布决定。省份也有了原住民以及殖民地两种名称,这由省份的拥有者决定。



The Australian Gold Rush can now be yours, with Australian provinces enjoying a high chance of gold and some provinces in the south having a chance for gems, and a few key provinces able to produce coal.

澳大利亚淘金热现在可以掌握在你手中。澳大利亚省份有很高的机率出产黄金,南部的一些省份可能产出宝石,一些关键省份也能生产煤炭。



Next, I’ll highlight some of the playable nations down under. Up north we have the Larrakia Federation composed of all of the top-end nations you see here, with Larrakia and Tiwi enjoying a unique set of national ideas. The Larrakia federation was responsible for much of pre-colonial Australia's wealth through trade with the Makassarians. This trade also brought with it some Islamic influences, though the Aboriginal people of Australia never fully converted.

接下来,我将重点介绍一些下面的可玩国家。 在北部,如你所见,我们有拉拉基亚联邦Larrakia Federation,由所有顶端地带国家组成。其中拉拉基亚Larrakia提维Tiwi拥有独特的国家理念。拉拉基亚联邦通过与望加锡人的贸易,创造了澳大利亚前殖民时代的大部分财富。贸易也带来了一些伊斯兰的影响,尽管澳大利亚的原住民从未皈依。



LAR_ideas = {
start = {
global_trade_power = 0.1
trade_efficiency = 0.1
}

bonus = {
global_ship_trade_power = 0.2
}

trigger = {
tag = LAR
}
free = yes #will be added at load.

LAR_makassar_trade = {
merchants = 1
global_foreign_trade_power = 0.1
}
LAR_federation = {
diplomatic_upkeep = 2
}
LAR_dreaming = {
global_autonomy = -0.05
}
LAR_dowed = {
legitimacy = 1
republican_tradition = 0.2
global_unrest = -1
}
LAR_ceremonial_scarring = {
shock_damage = 0.1
}
LAR_hospitality = {
diplomatic_reputation = 2
}
LAR_kenbi_land_claim = {
core_creation = -0.15
}
}

拉拉基亚理念 = {
传统 = {
全局贸易竞争力 = 0.1
贸易效率 = 0.1
}

野心 = {
船只贸易竞争力 = 0.2
}

条件 = {
国家 = 拉拉基亚LAR
}
free = yes #will be added at load.

望加锡贸易 = {
商人数量 = 1
非国内贸易节点的贸易力量加成= 0.1
}
联邦 = {
外交关系上限 = 2
}
梦幻时代 = {
全局自治度 = -0.05
}
繁荣 = {
正统性 = 1
共和传统 = 0.2
全局叛乱 = -1
}
仪式疤痕 = {
冲击伤害 = 0.1
}
慇勤招待 = {
外交声望 = 2
}
声索肯毕土地= {
核心化花费 = -0.15
}
}


TIW_ideas = {
start = {
female_advisor_chance = 0.75
shock_damage_received = -0.2
}

bonus = {
leader_land_shock = 1
}

trigger = {
tag = TIW
}
free = yes

TIW_yiminga = {
may_recruit_female_generals = yes
global_manpower_modifier = 0.2
}
TIW_dreaming_totem = {
tolerance_own = 2
}
TIW_kulama = {
production_efficiency = 0.1
}
TIW_purrukapali = {
naval_tradition_from_battle = 0.5
}
TIW_marriage = {
heir_chance = 0.5
global_unrest = -1
}
TIW_isolationism = {
land_morale = 0.1
}
TIW_one_people = {
culture_conversion_cost = -0.25
}
}

提维理念 = {
传统 = {
女性顾问概率 = 0.75
承受冲击伤害 = -0.2
}

野心 = {
陆军将领冲击属性 = 1
}

条件 = {
国家 = 提维TIW
}
free = yes

提维女系宗族 = {
允许招募女性将领 = yes
全国人力 = 0.2
}
梦幻图腾 = {
tolerance_own = 2
}
库拉玛仪式 = {
生产效率 = 0.1
}
普鲁卡帕利 = {
海战获得海军传统 = 0.5
}
婚姻 = {
诞生继承人几率 = 0.5
全国叛乱度 = -1
}
孤立主义 = {
陆军士气修正 = 0.1
}
一个民族 = {
转化省份文化的外交点数花费 = -0.25
}
}


Moving along down south we have the Eora people, the original inhabitants of the Sydney area.

向南方而行,我们有欧拉Eora人,悉尼区域的原住民。


EOR_ideas = {
start = {
diplomatic_reputation = 1
light_ship_power = 0.15
}

bonus = {
num_accepted_cultures = 2
}

trigger = {
tag = EOR
}
free = yes

EOR_lifestyle = {
naval_morale = 0.15
}
EOR_bands = {
state_maintenance_modifier = -0.25
}
EOR_enduring = {
religious_unity = 0.25
tolerance_heathen = 1
}
EOR_protect = {
manpower_recovery_speed = 0.1
global_sailors_modifier = 0.1
}
EOR_sacred = {
own_coast_naval_combat_bonus = 1
}
EOR_pemulwuy = {
land_morale = 0.15
}
EOR_berewaldal = {
merchants = 1
global_foreign_trade_power = 0.1
}
}

欧拉理念 = {
传统 = {
外交威望 = 1
商船战斗力 = 0.15
}

野心 = {
增加可接受文化的最大值 = 2
}

条件 = {
国家 = 欧拉EOR
}
free = yes

生活方式 = {
海军士气 = 0.15
}
帮伙 = {
直辖维护费 = -0.25
}
容忍 = {
国家宗教统一度 = 0.25
对异教信仰的容忍度 = 1
}
保护 = {
后备人力恢复速度 = 0.1
全国水手数量修正 = 0.1
}
神圣 = {
在己方省份相邻海域海战点数加成 = 1
}
潘坶嵬 = {
陆军士气修正 = 0.15
}
遥远国度之人 = {
商人数量 = 1
非国内贸易节点的贸易力量加成 = 0.1
}
}


The Kaurna people, first inhabitants of Adelaide.

嘎纳Kaurna人,阿德莱德的第一批居民。


KAU_ideas = {
start = {
female_advisor_chance = 0.75
global_tax_modifier = 0.3
}

bonus = {
development_cost = -0.1
}

trigger = {
tag = KAU
}
free = yes

KAU_totemic_matriarchy = {
may_recruit_female_generals = yes
tolerance_own = 2
}
KAU_pangkarra = {
governing_capacity_modifier = 0.1
}
KAU_coastal_pangkarra = {
global_ship_trade_power = 0.2
}
KAU_redgum_shelters = {
build_cost = -0.15
}
KAU_communal_ownership = {
global_unrest = -2
}
KAU_old_tjilbruke = {
stability_cost_modifier = -0.1
reform_progress_growth = 0.15
}
KAU_south_australia_act = {
core_creation = -0.2
}
}

嘎纳理念 = {
传统 = {
女性顾问概率 = 0.75
全局贸易修正 = 0.3
}

野心 = {
开发成本 = -0.1
}

条件 = {
国家 = 嘎纳KAU
}
free = yes

母系图腾 = {
可以雇佣女性将军
正统信仰容忍度 = 2
}
邦加拉 = {
行政容量修正 = 0.1
}
海岸邦加拉 = {
全局船只贸易力量 = 0.2
}
赤桉居所 = {
建造花费 = -0.15
}
公有财产 = {
全局动乱度 = -2
}
旧提布鲁克人 = {
稳定度花费修正 = -0.1
改革进度增长 = 0.15
}
南澳大利亚艺术 = {
造核花费 = -0.2
}
}


Palawa, first people of Tasmania.

巴拉瓦Palawa人,塔斯马尼亚的第一批人。


PLW_ideas = {
start = {
stability_cost_modifier = -0.1
land_morale = 0.1
}

bonus = {
monarch_military_power = 1
}

trigger = {
tag = PLW
}
free = yes #will be added at load.

PLW_oyster = {
production_efficiency = 0.1
}
PLW_dual_identity = {
legitimacy = 1
num_accepted_cultures = 1
}
PLW_darwin = {
shock_damage = 0.2
}
PLW_parlevar = {
ae_impact = -0.15
}
PLW_writers = {
technology_cost = -0.1
}
PLW_survivors = {
fire_damage = 0.1
}
PLW_enduring = {
manpower_recovery_speed = 0.25
}
}

巴拉瓦理念 = {
传统 = {
稳定度花费修正 = -0.1
陆军士气 = 0.1
}

野心 = {
君主军事能力 = 1
}

条件 = {
国家 = 巴拉瓦PLW
}
free = yes

牡蛎 = {
生产效率 = 0.1
}
双重身份 = {
正统性 = 1
可接受文化数量 = 1
}
达尔文 = {
冲击伤害 = 0.2
}
帕利瓦尔人 = {
侵略扩张影响 = -0.15
}
书写者= {
科技花费 = -0.1
}
生存者 = {
火力伤害 = 0.1
}
绵远流长 = {
人力恢复速度 = 0.25
}
}


Kamilaroi, one of the most populated collective of Australian nations.

卡米拉罗Kamilaroi人,澳大利亚人口最多的原住民集体之一。


GMI_ideas = {
start = {
land_morale = 0.1
shock_damage = 0.1
}

bonus = {
land_forcelimit_modifier = 0.33
}

trigger = {
tag = GMI
}
free = yes #will be added at load.

GMI_sacred_caves = {
core_creation = -0.15
}
GMI_land_of_languages = {
num_accepted_cultures = 2
}
GMI_fertile_soils = {
development_cost = -0.1
}
GMI_dhulu = {
diplomats = 1
envoy_travel_time = -0.25
}
GMI_matrilineal_lineage = {
legitimacy = 1
republican_tradition = 0.2
female_advisor_chance = 0.5
}
GMI_familial_law = {
global_autonomy = -0.05
}
GMI_red_kangaroo = {
global_unrest = -2
}
}

卡米拉罗理念 = {
传统 = {
陆军士气 = 0.1
冲击伤害 = 0.1
}

野心 = {
陆军上限修正 = 0.33
}

条件 = {
国家 = 卡米拉罗GMI
}
free = yes

神圣洞穴 = {
造核花费 = -0.15
}
诸多语言之地 = {
可接受文化数量 = -2
}
富饶土地 = {
开发成本 = -0.1
}
都胡鲁 = {
外交团 = 1
外交团在途时间 = -0.25
}
母系氏族 = {
正统性 = 1
共和传统 = 0.2
女性顾问概率 = 0.5
}
家族法= {
全局自治度 = -0.05
}
红色袋鼠= {
全局动乱度 = -2
}
}


I would have loved to have made ideas for all nations in Australia, but alas time was not on my side there so if you do not have unique ideas, you will get the shared Aboriginal Ideas.

我其实很想给澳大利亚所有的土著民族都编写理念,但是可惜我的时间不够,所以如果玩家没有独特的理念,将会得到共有的澳大利亚土著理念。


generic_aboriginal_ideas = {
start = {
tolerance_own = 1
stability_cost_modifier = -0.1
}

bonus = {
shock_damage = 0.1
}

trigger = {
culture_group = aboriginal_australian
}
free = yes

aborig_art = {
prestige = 1
}
aborig_fire_stick_farming = {
development_cost = -0.1
}
aborig_walkabout = {
movement_speed = 0.1
}
aborig_outback = {
land_attrition = -0.1
}
aborig_sacred = {
global_tax_modifier = 0.1
}
aborig_dreamtime = {
religious_unity = 0.2
}
aborig_music = {
improve_relation_modifier = 0.2
}
}

通用澳大利亚土著理念
传统 = {
正统信仰容忍度 = 1
稳定度花费修正 = -0.1
}

野心 = {
冲击伤害 = 0.1
}

条件 = {
文化组 = 澳大利亚土著
}
free = yes

土著艺术 = {
威望 = 1
}
火棒耕作 = {
开发成本 = -0.11
}
澳洲奇谈 = {
移动速度 = 0.1
}
内陆腹地 = {
陆军损耗 = -0.1
}
神圣之地 = {
全局税收修正 = 0.1
}
梦幻时代 = {
宗教统一 = 0.2
}
土著音乐 = {
改善关系修正 = 0.2
}
}


But Aboriginal culture is not a single monolithic entity, so it has been divided into its own group. If we were being entirely accurate about this, almost all provinces in Australia would be their own culture, so some generalization has been done for gameplay purposes.

但是澳大利亚土著Aboriginal文化并不是一个单一的整体,所以他们也被划入各自的小团体。如果我们真的要做到完全准确,几乎所有的澳大利亚国家都会有自己的文化,所以为了游戏性,我们做了一些通用化处理。



On top of all these new nations, the Aboriginal Australians also have access to the new Alcheringa religion! Most commonly known to colonizers as "Dreamtime", Alcheringa refers to the vast distinct religions found among the Australian population. Though each people usually have their own distinct faith, most Australian faiths have a concept of "Dreamtime" or "The Dreaming", a time of myth and legend that simultaneously occurred in the distant past and continues to occur around us every day.

在以上这些新国家中,澳大利亚土著民同样有新的澳大利亚土著宗教——阿尔彻灵迦Alcheringa阿尔彻灵迦Alcheringa指的是在澳大利亚人口中发现的各种不同的宗教,其中最为殖民者们所知的是“梦幻时代Dreamtime”。尽管每种人都会有不同的信仰,大多数信仰都会有“梦幻时代”或者“梦想”的概念,这指的是在遥远的过去,神话与传说共存的时代,并且持续到了现在,在我们身旁依然每天发生。



Every Aboriginal people has their own pantheon of gods and "Dreaming Stories". Alcheringa uses a system similar to the Fetishist cult system, with new stories becoming unlocked via missions.

每一群澳大利亚土著居民都有自己的万神殿和“梦幻故事”。阿尔彻灵迦Alcheringa使用类似于拜物教崇拜的系统,通过任务来解锁新的故事。


These missions vary in what you must do, from defeating enemies in battle, to building an oceangoing vessel for the first time, to turning the Makassar trade on its head and dominating trade in the Moluccas.

这些任务要做的事各有所不同,从在战斗中击败敌人,到建造一艘远洋船只,再到扭转望加锡贸易和统治摩鹿加群岛的贸易。


The Aboriginals also enjoy all new unit models.

澳大利亚土著同样全都享有新的单位兵模。



That's all for this week, hope you all enjoy my last hurrah of EUIV content.

这就是这周的所有内容了,希望你能够享受我最后一次EUIV内容大放送!



翻译:Yakuky 口袋姚怪

校对:113322qwe1 三等文官猹中堂


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编辑于 2021-02-21 14:59