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十字军之王3开发日志#53 | 3/23 北境群雄内容简述

十字军之王3开发日志#53 | 3/23 北境群雄内容简述

牧游社 牧有汉化翻译


Crusader Kings 3 Dev Diary #53 - Northern Lords Content Rundown

Wokeg, Juniorest Content Designer


Welcome comrades, to a very odd diary for me to be writing!

同志们好,这篇日志由我来写可真感觉有点奇怪!


Today, we're going to be taking a look at what new scripted content we've added for CK3: the Northern Lords, and, since it's been out and playable for a week, I thought it'd be fun to go a little bit into some of the design rationales we had and my personal perspective on some of the feedback so far.

今天,我们来看一看在CK的北境群雄Northern Lordsd中,我们所新增的脚本编写内容。既然新DLC已经发布了一周了,我想稍微讲讲我们的一些设计理念,以及我个人对目前一些反馈的看法。


Writing for the Vikings​

为维京人而写


Tackling the Norse was always going to be an interesting affair, since, mechanically, they're pretty well covered for many things already, though most especially warfare and raiding.

改动诺斯人的内容总是一件有趣的事情,毕竟游戏中已经有很多内容覆盖到他们了,尤其是关于战争与劫掠的机制。


Accordingly, this meant that, for this flavour pack, we needed to try and dive more into the daily lives of rural Scandinavians. Other than raiding and reaving across the waterways of the world, what did they get up to? What were their folk beliefs? How did they raise their children? What might you find happening on a lazy summer afternoon at a remote Nordic court?

也就是说,在这个风味包中,我们需要去多做尝试,挖掘斯堪的纳维亚乡野日常生活的方方面面。除了劫掠遍全世界以外,他们还会干些什么?他们民众信什么?他们怎么把孩子养大?在某个慵懒夏日午后的诺斯宫廷中,他们又会在干些什么?


In short, how could we make tribal North Germanics come alive in ways other than running an efficient kleptocracy?

简而言之,除了养出一群脑满肠肥的贵族以外,我们还有没有其它的办法,能让北部日耳曼人的部落活灵活现起来?


Initially, we had intended to keep the focus tightly wrapped to rural Scandinavia, but the more reading and research that was done, the more it became apparent that we were going to have to tackle the Scandinavian colonies and adventurer realms elsewhere. Just as long as we kept everything mostly historically plausible, staying within feasibility as much as we could.

起初,我们打算仅仅把重点围绕在斯堪的纳维亚的农村。但是我们读得越多、研究越多,就越觉得需要改动一下其他地方的斯堪的纳维亚殖民地以及冒险者所建立的王国。我们既要确保大多数内容的历史真实性,也要尽可能保持在可行性的范围之内。


With some exce-*cough*Mann*cough*-ptions.

尊重历史,某些东西——咳咳*马恩岛*咳咳——除外。


Raid-Trade Events​

劫掠/贸易事件


When leading raiding expeditions, rulers with the longboats innovation may occasionally get events allowing them to stop and trade with the locals. This gives them some loot, and a ceasefire with their target (or their target's liege) if accepted.

在领导劫掠探险的时候,拥有“长船”发明的统治者有时会发生事件,可以让他们停止劫掠,与当地人开展贸易。如果对方接受,就可以获得一些战利品,同时与目标(或者目标的领主)达成停战协议。


劫掠还是贸易?
正当我和部队准备要洗劫西弗里斯兰这片土地时,我们第一批探子回来禀报了。
看来当地的城镇很富足,但很多地方都严防死守着,我们很可能还没攻破那些富得流油的目标,就被报复的军队打得措手不及。
但我们并没有一败涂地:高超劫掠的精髓就在于抓住机遇,我们或许可以筹划贸易,收取贡赋,以换取我们的收兵。
- 或许当地的雅尔会乖乖听话?
- 与统治此处的国王停战将会弥足珍贵……
- 经商确实可能赚钱。但是我还是喜欢抢的。
- 哪样的懦夫不靠掠劫赚钱?军队一律不得经商!


We added this because we were quite keen on showing that, for all that they raided extensively, the Norse were just as often traders as looters. That said, keen-eyed observers will note that much weaker holdings are always raided, with only holdings that are a significant challenge for the raiding army potentially getting the softer option.

我们之所以新增了这个事件,是因为想表现出诺斯人在经商方面和劫掠一样频繁。观察敏锐的读者就能注意到,防御薄弱的地产一定是会被劫掠的,只有抢起来有些难度的地产才有可能选择更轻柔的选项。


The Norse may have traded almost as often as they raided, but either choice was fundamentally motivated by practicality, not ethics.

诺斯人的贸易和劫掠的频率或许大致相符,但是无论他们做出哪种选择,都是处于功利的考虑,而不是为了良心。


Retrospective
回顾

These were scripted early and intended to be something of a minor feature, just adding a little extra depth and flavour to Norse raiding. I really didn't anticipate how much both QA and the public would enjoy getting more complex raiding options, though, and if I could go back and expand on any one feature, man, this’d be it.
前面这些早期就写好了脚本,准备作为比较次要的特性来放出,只是为了给诺斯人的劫掠增加一点点深度和趣味。我真的不知道QA和大家是否会喜欢这种更加复杂一点的劫掠选项。不过如果我能穿越到过去,选择一个特性去扩展一下的话,那就是这些内容了!

Scandinavian Adventurer System

斯堪的纳维亚冒险者系统


One thing that the Swedish AI really, really loves to do in the base title is collect holiday homes. Ireland, France, Spain, Sardinia, Stoke-on-Trent… if it's vaguely near a coast, Sweden wants a piece of that action. Preferably just a small piece. For the collection.

原版游戏中瑞典的AI有一件事情真的非常、非常喜欢去做:那就是四处收集度假屋。爱尔兰、法兰西、西班牙、萨丁尼亚、特伦河畔斯托克……凡是靠海的地,瑞典人都要插上一脚,打一两块地下来。简直就像是在收集一样。


We wanted to improve on that by giving a more guided experience for Scandinavian expansion during the Viking Age, something aesthetically pleasing that models historical paths of expansion.

我们想要改进一下这一点,为维京时代的斯堪的纳维亚人扩张增加一点引导。既要让版图上看起来美观,又要符合历史上他们扩张的道路。


Thus: the Scandinavian Adventurer system.

于是,就有了斯堪的纳维亚冒险者系统。


正在抵御北民之军的Guðröðr雅尔,在北民之军征服康诺特公爵领的战争。


As lords in Scandinavia lose their last holding, they're added to a pile of other such rulers, from which we select someone every X years. Then, looking down a list of major areas of Norse colonial interest (two lists, technically: one for the west, one for the east), we check to see how the Norse are doing. If we find somewhere in the lists where the Norse presence is either gone or else negligible, we grab one of our landless Scandinavian warlords and send them off to conquer anew.

当斯堪的纳维亚的领主失去最后一块地产的时候,他们就会进入一个统治者池里。我们每X年会在池子里抽一个人,然后检视诺斯人有兴趣建立殖民地的主要区域的列表(一共有两个列表:西边一个、东边一个),看看诺斯人的总体形势如何。如果我们在列表中发现有地方,诺斯人完全或几乎消失了,或者消失了,我们就会研究决定抓出一个无地的斯堪的纳维亚领主,让他去把那个地方给征服了。


The intent here was to make something that meant you couldn't simply push the Norse out of a certain area and assume they'd stay out, whilst not ending up with tiny Norwegian, Swedish, and Danish exclaves scattered across the world. Instead, we get lots of minor/moderate Scandinavian adventurers, raiding and attacking opportunistically in their areas of interest, and generally harrying people as small bandit lordships till the Viking Age passes and things begin to calm down.

这里的目的就是,让诺斯人不能从某个地区被轻易地赶走而回不去,同时也不让挪威人、瑞典人、丹麦人的飞地飞得全世界到处都是。因此,我们选出大量的中小规模的斯堪的纳维亚冒险者,投机地劫掠和进攻有兴趣的地区,像小土匪头子一样反复骚扰,直到维京时代结束才会平息下来。


Fun fact: the Apocalyptic Scandinavian Adventurers game rule setting was initially just for testing purposes. I left it in for a bit of fun, but QA kept coming back after playtesting and telling us how it wasn't truly apocalyptic enough, and how they expected more, and worse, etc., etc. So uhhh, that's how we got to have several perfectly sane settings and one that leads to mass border-gore and terrifying Viking emigres marauding across Europe.

说个笑话:斯堪的纳维亚冒险者的末日Apocalyptic难度最初只是为了测试用的。我把它保留下来只是为了好玩,但是QA的测试员跟我们说,试玩以后感觉真的还不够末日,难度还可以更高更难等等。所以除了一些正常向的设定之外,最后一项设定就是会让版图变得乱七八糟,而可怕的维京流民会在欧洲各处烧杀抢掠。


The Scandinavian Adventurers system also includes various other minor mixed mechanics; there's the attached decision for rulers to go native (though they'll still count as vikings for the purposes of the system, at least till they die), special exceptions to ensure famous vikings get booted up the list if they lose their last county unexpectedly (looking at you, Haesteinn, you terrifying old man), and an auto-grabber that checks for Rollo & Ubbe after a certain period and, if they’re not tied down, throws them out in the world to go a-conquering.

斯堪的纳维亚冒险者系统还包括了各种其他小机制:有一项决议可以让统治者转为本地文化(但是在系统里他们还是算作维京人,至少直到他们去世为止)。还有一些特殊的例外设定,让著名的维京人在不小心失去最后一块伯爵领之后,可以进入列表之中(说的就是你,南特的哈尔斯坦因),还有一个自动检查机制,会在某时期之后去寻找罗洛和乌贝,如果他们没地的话就丢到世界里去开始征服。


Last but not least, the weighting system for selecting adventurers also prioritises player relations, meaning that, if you’re playing within Scandinavia and throw a rival out of their lands entirely, you may not have quite seen the last of 'em...

最后,选择冒险者的权重系统还会优先考虑玩家的关系,也就是说,如果你在游玩斯堪的纳维亚角色,把某个宿敌从他们的地盘上赶跑了,他们还有东山再起的机会……


Retrospective
回顾

If I could pick any one thing to change about this? The name. Having two separate, but related, adventurer systems was not the smartest idea. Not so bad from a player's perspective, as all the adventurers just blend together, but having to specify which type of adventurer you mean when designing is just a little annoying

如果我能再做一点修改的话?那就是名字了。我们现在有两个不同的、却彼此相关的冒险者系统,这个就真的有点蠢。虽然从玩家的角度上来看,反正都是冒险者吗,也无所谓啦。但是在我们设计的时候还是得要区分出具体是哪一种冒险者,那还是挺麻烦的了。

It could also do with a little more variety in attack date, and perhaps feed notifications for visibility. Maybe someday.
另外,这个系统能还可以在攻击日期上作出更多变化,进行更多的信息反馈等等。或许下次一定吧。

Yearly Events

年度事件


The Northern Lords includes a little over 40 mixed yearly events, reflecting a broad cocktail of Scandinavian living: rural mythologising, child-rearing, the impact of raids and slave-taking, and aspects of performative Norse honour like nithings and shieldmaidens. We’ve got holmgangs and hofs, whales and warriors, conversions and curses, all trying to approach different core and esoteric aspects of Nordic life.

北境群雄Northern Lords包含了四十多个年度事件,广泛地反映了斯堪的纳维亚人生活的细枝末节:乡野神话、养育儿童、抢劫财物和奴隶,还有兽头棒、盾女这样表演性质的诺斯荣誉。我们还有荒岛决斗、异教神殿、鲸鱼与勇士、皈依和诅咒——所有这一切都是为了更加接近诺斯生活的不同内核与小众方面。


生死攸关
我的两位勇士,安德列斯和哈拉尼,之间的争执最近急剧升温了。他们似乎开始无端互相侮辱,而安德列斯把哈拉尼说成山羊和喝酒用的角,侮辱性极强。
现在,两位冠军公开互相提出了荒岛决斗。决斗本身肯定很戏剧性,但是他们既然是宣誓为我家族效忠,需要我点头允许这场决斗。
- 图样图森破!我禁止决斗!
- 好啊,我赌安德列斯赢。
- 无论怎么样我都押哈拉尼。
- 他们想打就打吧。


Part of the reason for focusing on small-scale rural living was to try and promote a feeling of being a down-to-earth lordling at the edge of the world, dealing with concerns both petty and practical. Sure, you need to go out raiding and bring back loot for your capital, but you’ve also got to deal with tensions between your elite warrior class and the freeholder farmers that work the land whilst you're gone, or the monsters that the smallfolk tell themselves stalk the forests at night...

之所以专注于小规模乡村生活,部分原因是试图在世界边缘之地营造出接地气的贵族感觉:既要解决琐碎问题,又要处理实际问题。你白天要外出掠夺金钱,晚上还要应对某精英战士和某自耕农之间的矛盾,又或者是某个小民说夜晚森林里有跟踪他的怪物……


在世界深处:肆虐的死亡
我们向前走去时,树林里轻轻地窃窃私语,给予我那一小群仆从紧紧的、阴暗的拥抱。我觉得这只是风,但有人说巨魔独自一人时会像风一样唱歌……
在这个空地附近发生了几起失踪事件,很可能成为了野兽的营地。至少,当地人是这么说的。
寂静被打破了——巨人般狂暴的驼鹿突然冲向了现场,有常人两倍身高,鼻孔充满了泡沫和愤怒。不是巨魔,而是我们的猎物!
- 去死吧,怪物!
- 弱点在脖子!准备长矛和弓箭!
- 我军败了我军败了快跑啊——!


Into this, we added a mix of historically-inspired events (like an explorer fresh from the depths of the Atlantic), relatable life events (I know I can empathise with struggling to stay awake at a meeting that's running too long), and some experimental events (like the nithing pole whodunnit).

为此,我们添加了一些由史诗启发的事件(例如由大西洋深处而来的探险家)、生活中可以感同身受的事件(开长会的时候累到睡着的感觉我太理解了),以及一些实验性事件(例如“ 兽头棒杀人事件”)。


受诅咒者
因吉玛沉默不语,看着我我在他住宿对面的马皮图腾周围踱步,在各个角度进行了检查。 他说的没错,这绝对是兽头棒,威胁着他的生命的强大诅咒。
刻在其柄上的符文形状较差,浸满学子,显然是一个业余巫师的标志。诅咒上的文字讲的是自恃甚高或令人恐惧的想象,结尾讲述了以因吉玛的厄运。
我们没有目击者,除了兽头棒也没有任何证据。
- 肯定是格里马!
- 也许是……因格菲?
- 皮欧姆多,有可能。
- 因吉玛,你看不出来这是你自己心里有鬼吗?

Jomsvikings

约姆斯维京人


As an unreformed holy order that's uniquely much easier to found than usual (and which happens automagically even if no characters gets around to such), the Jomsvikings offer some interesting benefits to both their founder (including an event army) and to Norse pagans as a whole.

约姆斯维京人是一个未改革宗教的骑士团,比一般骑士团更容易创建(即使没有人物触发,它也会神奇地自动创建),会为创始人以及全体诺斯原始宗教提供有趣的增益(包括火星军)。


To balance that, we wanted the Jomsvikings to be, basically, bastards.

为了平衡,我们想让约姆斯维京人,基本上,是一群混蛋。


上古众神之怒
灾难! 约姆斯维京人的大团长果姆德尔对迪特马尔申进行了闪电般的袭击,威胁要烧掉一半的乡镇!
原教旨主义的阿萨神族信仰者还大言不惭地认为,基督教对他们的生活方式构成威胁。他们不仅掠夺钱财,还屠杀神父,焚烧教堂,并以他们的假神之名大喊着血腥谋杀。
没有时间来召集军队了!我可以动用已有的任何力量进行打击,或者可以忍到它们离开。
- 所有人,武装起来!
- 也许班·多玛戈可以简单地给我们派个新的牧师?
- 这只不过是个本地问题罢了?


They're religious fundamentalists and they're unhappy that no one is quite as serious as them about the old ways: everyone's either in a rush to reform, which is heresy, or a rush to convert away, which is apostasy.

他们是原教旨主义者,不满于没有人像他们对旧传统那样认真:其他人要么是在急于改革(这是异端),要么是在急于皈依(这是叛教)。


They take it on themselves to roam the Baltic and other areas, rewarding the pious and stealing from literally everyone else, and will continue making a nuisance of themselves against all comers until Jomsberg itself is burnt to the ground.

他们自食其力地在波罗的海和其他地区漫游,奖励虔诚的人,打劫其他所有人,并将继续骚扰所有来访者,直到约姆斯堡自身被夷为平地。


诸神的耻辱
“比约尔!”大团长果姆德尔冲进我的王座间,半裸着。
“你的罪孽和公然的耻辱是对阿萨神族的羞辱,约姆斯维京人不会再忍受了! 没有借口。不要耍花招,我们来决斗,就在此时此地!"
我的守卫们有些困惑,手中握紧武器,准备好瞬间对闯入者采取行动。
无论我做什么,我的行动无疑会被传遍世界。
- 我会带着微笑送你去瓦尔哈拉!
- 你一个人过来真是太傻了。卫兵!
- 你不就是个自命不凡的海盗嘛?快滚快滚。

Shieldmaidens

盾女


Returning in triumph from CK2, for CK3, we knew we wanted to have shieldmaidens be somewhat fewer in number (CK2 tended to inflate them) but also be more impactful as a result. Thus, CK3's shieldmaidens can save you from various types of assassination, grow deadlier the more battles they’re in via the acquisition of special modifiers, and are more likely to turn up in general events than their CK2 counterparts.

盾女从CK2中凯旋回归!在CK3中,我们想让盾女的人数更少一些(CK2里数量膨胀),但结果也能更强。 因此,CK3的盾女可以保护你免于各种类型的暗杀,通过参与战斗得到特殊修正变得更致命,也更容易触发CK2里的通用事件。


盾女获得经验
看阿洛夫训练总是一种体验。她的战斗是如此的凶猛,如此的狂暴,以至于很容易忘记她只是在模拟战斗。
残破的装备和伤痕累累的士兵遍布场地。行动中短暂的休息让她虚弱的对战伙伴们发出了一阵阵如释重负的呻吟声。
但是,就像这样,休息结束了,阿洛夫又回来了。
- 看她指挥盾墙!
- 看她挥舞巨剑!
- 她总是能找到一个缺口!


This is balanced by the modifier progression event's cooldown being set per host, not per shieldmaiden. If you do acquire lots of shieldmaidens, they'll level markedly slower than one or two truly legendary ones, allowing the player to choose between widespread shieldmaidenry and a few names that echo through the ages.

事件进度的冷却时间是根据她们的领主而不是盾女自身设定的,以此实现平衡。如果你有了很多盾女,她们的等级就会明显低于一两个真正的传奇人。玩家可以在广泛使用盾女,和只选择少数名留青史的盾女之间作出选择。


Needless to say, we're also quite happy to be bringing gender-neutral shieldmaidenry to CK for the first time with the alternate version, the shieldswain, accessible for female-dominated Norse pagans.

与此同时,我们也很高兴能在CK中把盾女做成性别中立的人物。如果诺斯原始宗教是女性主导的,就会以盾士Shieldswain取而代之。


未来的盾士
”女士,我来到您面前,是请您给我一个证明自己的机会“,我父亲比约恩说。我在我的宝座上挪动了一下,很感兴趣,而我们周围的廷臣则紧张地听着。
“尽管我能与你任何勇士媲美,但我无法在你的盾墙中占据一席之地,也不能指挥你的军队。我要和伊莲娜决斗,来显示我的实力!“
- 很好,你可以和伊莲娜决斗。
- 伊莲娜?哦不,你要和我决斗!
- 光是这个要求就足够勇敢了。
- 盾士?可笑!

Decisions

决议


1. Secure the High Kingdom of the North Sea

1、巩固北海至高王国


What needs to be said for forming an empire in the North Sea? In its day, this was tried numerous times, and though each successive polity tended to be incredibly powerful, they never outlasted the short lives of their rulers.

建立北海帝国还有什么好说的呢?在当时,建立这样一个帝国曾被无数个人尝试过,尽管每一次的政权都看似拥有无与伦比的力量,但他们从来没有比统治者的短暂寿命维持得更久。


By living long enough to complete the process of formally tying the kingdoms together within a single lifetime, you can do what Canute the Great could not, and make the binding permanent.

只要活得足够长,你就能在一代人的时间里联合所有的王国,完成克努特大帝未竟之伟业,建立牢不可破的联盟。


Our portrayal of the High Kingdom is thus very much alternate history, but it’s still somewhat plausible alternate history, and thus we tried to keep the requirements and outcomes somewhat feasible whilst still letting them vary according to exactly who is taking the decision.

我们对至高王国的描写相当程度上是魔幻历史,但即便魔幻也是有合理的依据的。因此我们试图使要求和结果在一定程度上可行,同时又让它们根据不同的决策者而有所改变。



Unreformed tribals get an easy conversion to feudalism and a modifier that not only helps them live long enough to use it, it makes it so that you lose minimal power transitioning out of tribal.

建立北海帝国的同时,未改革的部落就能很轻易地转为封建制度,还会得到一个修正——不但可以帮助他们活得足够长有机会用到,而且能尽量减少你在脱离部落制度时损失的力量。


Reformed pagans get a modifier that makes it markedly easier to convert other reformed faiths, letting them propagate their faith around the realm with impunity.

已改革的原始宗教也能得到一个修正,能让他们更容易地转化到其他已改革宗教,让他们能在无惩罚的情况下将宗教传遍全国。


Everyone else gets a strong hook on every powerful vassal with a positive opinion of them which is, understandably, both profitable and stabilising.

其他人能得到针对所有强力封臣的牵制和好感修正,既有利可图,又便于维稳。


Needless to say, no matter which path you go, you get a cool nickname.

不用说,不管走哪条路,你都会得到一个超酷的绰号。


2. Found the Capital of the Rus'​

2、建立罗斯的首都


In the 9th century, the rise of the Rus' is just beginning, and though a glorious future is certainly on the way, exactly what future is up for grabs.

罗斯人的崛起在公元9世纪才刚刚开始,虽然一个光辉的未来已在长路的另一边等候,但这个“未来”究竟会是什么样的还有待商榷。


We wanted to put the player in the driving seat for this by letting them choose where the heart of the Rus' truly lays, setting the de jure capital for Russia by their actions in much the same way Helgi the Seer would do after Rurik's death.

我们想通过让玩家自己决定罗斯首都位置的方式来把他们放到主导历史进程的宝座上。各位,像先知奥列格Helgi the Seer在留里克离世后所做的那样决定俄罗斯的首都吧。


In addition to setting Russia's de jure capital, this decision also gives a hefty development boost and a marked long-term increase to local taxes and levies, making it a decision that you can form a strong core realm around.

在决定俄罗斯的首都之外,这一决策还可以为该地区提供高额的发展度增益及明显的长期税收和征召兵加成,这样你就可以在其周围建设起一圈欣欣向荣的核心地区。


Retrospective​
回顾

… That said, we could probably make the instant development-gain into a growth-over-time instead. Development gain is a really great, tangible reward, and the actual effect should stay at roughly the same level, but it certainly does produce some weird parallels with other major development hubs if you rush it in the 9th century.
……话虽如此,我们有可能令原本即时的发展度获得变成随时间增长的增益。增加发展度是一个非常不错且明显的奖励,而且其实际效果跟增益加成的效果差不多;但是在九世纪一股脑地轰入直接的发展度加成会使目标地区变得跟世界其他地方的发达中心差不多,这就比较不好了。


3. Elevate the Kingdom of Mann & the Isles​

3、升格马恩岛及群岛王国


Oh boi, have I seen some mixed opinions on this'un! Elevating Mann gives you so many bonuses scattered all over the place, most of them extremely good, and it's easily one of the more powerful decisions in the title (which, given it has to catch the Isle of Mann up as a major world player, it sorta has to be). Your whole dynasty gets to raid for a hundred years despite it making you feudal (something we otherwise heavily restrict), you get a large pirate army with many free Men-at-Arms, you get lots of renown, and the Isle of Mann is made into an absolute powerhouse of a county.

兄弟姐妹们,是否有人对这个主意看法不一?升格马恩岛的决议会给你分散在各地的许多加成,而它们中的绝大部分都非常棒;这个决议可以说是在头衔决议中最强而有力的之一(可以让马恩岛变成一个世界主要国家,真的可以)。整个王朝可以劫掠100年之久,尽管这会让你变得封建(在别的方面受到了严格限制),你将得到一只庞大的海盗军队及许多免费的兵士;你会获得大量声望,而马恩岛会成为整个领地最毋庸置疑的动力源。


偷抢之城
本地首府通过鲜血、恐惧和辛劳赢得了这个名号。辛劳是当地人的产物,但鲜血和恐惧则定期从外部带来。


Remember when I said at the start of the diary that we generally wanted to stay historically plausible? Well, that's very true, and everywhere else we've tried to stick quite hard to, at the least, a valid interpretation of historical evidence.

还记得我在日志的开头讲过我们想要大致上尊重历史吗?对,这是很真实的,在别的地方我们已经很努力地尊重历史,或者至少在有根据地解释历史证据。


Elevating Mann is the one major exception we allowed (and a big shout out to everyone who's already found the other, more-hidden major exception and are readying their corrective posts right now, but shhhhhh, let people find it by themselves). It's dumb, it's fun, it's for bringing out your inner pirate-monarch and stealing the wealth of the world away.

但升格马恩岛是一个被我们允许的例外(顺便告诉那些找到了其他例外的玩家们,更多隐藏的非历史内容正等待着他们的纠正目光,不过找到了不要声张,让其他玩家们自己探索)。这从历史的角度来说很蠢,但是很有趣,我们将唤醒你心中的海盗君王,并将全世界的财富搜刮一空!


兵士:海盗战帮(可以继承)


Retrospective​
回顾

… It probably could use a gold-looted requirement, though.
……不过,它本可以设定一个掠劫金钱的前置条件。

Religious Changes​

宗教改动


1. Blots​

1、血祭


Blots are an interesting conundrum, and one we took quite a few risks with this DLC.

血祭对我们来说是一个有趣的挑战,我们在这个DLC中进行了一些大胆的尝试。


In CK2, they were heavily modelled after the account of Adam of Bremen, an 11th century German bishop and chronicler who specialised in, amongst other things, Scandinavian accounts. They're fun, but they also require a lot of micro to get the most out of them, and paint a very human sacrifice-happy view of Norse paganism that Adam of Bremen certainly agreed with, but which has somewhat more mixed archaeological evidence.

在CK2中,血祭主要模仿的是来自不莱梅的亚当对其的描述。他是一位公元11世纪专精于斯堪的纳维亚史的德国主教及编年史家。他的记述非常有趣,但是需要很多小细节才能够完全理解它,并描绘出一幅非常热衷于人祀的诺斯异教图景。尽管我们遵循了亚当的记叙,但我们也混合了一些考古发现的证据。


For CK3, then, we wanted to reduce the inherent micro involved in prisoner selection & acquisition, and give the option to throw a grand blot without needing to ensure at least an optimal number of prisoners. Our version is, instead, based on Adam of Bremen, reports from the sagas, contemporary archaeology, and some input from relevant medievalists.

在CK3里,我们希望减少进行血祭时选择和获取囚犯的微观机制,并提供不需要确保至少囚犯数量就能进行血祭的选项。跟这以前不同,现在版本的血祭是基于不来梅的亚当的记叙、萨伽传说的故事、当代考古学以及相关中世纪学者的一些观点。


盛大血祭
尽管每年都会举办许多次血祭活动,但每十年韦姆兰的阿萨神族都会聚集到一起举办盛大的庆祝活动,其中最重要的当属一次盛大的血祭。
尽管许多鲜血已经献给了众神,但作为祭品的大肉往往会眷顾那些虔诚的信徒。这样丰盛的宴席将会带来一场无与伦比宴会。
当然,举办这样一场宴会开销巨大,所以不是所有阿萨神族都有必要被邀请。。。
- 或许只用邀请韦姆兰的人民跟我的廷臣?
- 所有我领地内的自由女性都应该来参加!
- 再想想吧,这真的是太贵了……


Thus, rather than raising money and eliminating prisoners, throwing a colossal feast costs money but brings the realm together by doling out popular and vassal opinion.

也就是说,现在进行血祭不再会通过消灭囚犯来帮你赚钱,而是通过花费金钱举办这样一场盛大的聚会以提高民众及封臣的好感度,团结你统治下的人民。


The player is also always assumed to have enough thralls and petty prisoners to hand to be able to put on a decent human sacrifice if they want to, but can still throw a helluva party even just using animals. Instead, we make a larger deal about selecting a particularly noteworthy sacrifice to take centre-stage, and keep this as optional throughout.

玩家也总是被假定拥有足够多的奴隶和不重要的囚犯,如果他们想的话,他们可以进行像样的人祭,不过他们也可以只用动物举办一场很棒的宴会。跟之前不同,我们现在更关注于拥有高身份地位的目标,将他们推向舞台中央进行血祭。这将是我们可选的方向之一。


盛大血祭
神殿里充满了满心欢喜的阿萨神族,当看到一群被吓坏了的囚犯在牲畜的尾随下缓缓向祭坛走来的时候,他们一致高呼起来。
第一个祭品的生命被戈达尔残忍地终结了。她眼中残存的光芒直到第一只牲畜被屠宰的时候才完全消失。最后人的尸体被高悬于树梢,而动物的遗骸则被放在火中炙烤。所有从祭品体中流出的鲜血都被装在碗里,戈达尔用它把神殿的墙壁里里外外都涂了一遍。
- 献给奥丁!献给芙蕾雅!献给尼奥尔德!
- 是时候着手处理这些污物了!


Per several accounts, even rulers not of the faith can hold great blots to please their blot-faith vassals and lands, though they must be careful not to upset their co-faithists. Particularly if they plan to indulge the blot’s most vicious customs.

根据一些记载,就算统治者的信仰不需要血祭,他也可以举行盛大的血祭活动以取悦他们有血祭信仰的封臣和子民,不过统治者们必须要非常小心,不然会惹恼他们的教友,尤其是在他们打算纵容血祭最残忍之习俗的情况下。


盛大庆典
来参加庆典的来宾们把神殿周围都铺满了,他们在看见一列神圣的,即将被献祭的动物朝祭坛缓缓走去的时候刺耳地大吼大叫。
人们将猪、牛、马等牲畜一只只地带上前去杀死并把残留的血给放干。随后这些肉被放在火中炙烤,然后又被端上餐桌。所有从祭品体中流出的鲜血都被装在碗里,戈达尔用它把神殿的墙壁里里外外都涂了一遍。
我与他们的信仰不同,不过拥有一群高兴的臣民也会让一个小国王开心的。
- 我早早地就离开了;我受够这些东西了
- 献给奥丁!我的发音标准吗?
- 这些阿萨神族的信仰可真是吸引人……


One small bit of flavour I quite like about blots is that they’re responsive to dietary needs: different syncretisms and religions will filter out sacred or unclean animals so that they're no longer served, and those who prefer their food more intelligent likewise have slightly different sacrifice loc.

我很喜欢血祭的一点小特色,是它会随饮食需求而产生变化:不同的宗教和宗教融合会把他们所认为神圣或是不洁的动物剔除出去,而那些希望他们的食物更加有智慧的人会拥有轻微不同的献祭代码。


2. Select Personal God

2、选择个人神灵


An extension of vanilla's Bhakti tenet, selecting a personal god lets characters choose a patron deity whose worship guides their life and attracts relevant specialists to their side.

这是一个对原版游戏“奉爱”核心教义的补充,选择一名个人神灵能让角色将其对神灵的崇拜作为自己生活的指引,并吸引相关专家角色加入他们的阵营。


I've got to say, of these, my all-time favourite has to be selecting Ullr. I know Odin is generally better and more versatile, and Thor has the catchier theme tune, but extra winter movement speed from leading an army that devoutly worships the god of skis tickles me so much.

我必须要说,我的全天候最喜爱选择是乌勒尔。我知道奥丁总的来说适用性更广,也更好,而索尔的主题曲更吸引人,但是领导一支虔诚崇拜滑雪之神的军队所带来的额外雪地移动速度加成真是太有意思了。


乌勒尔的信徒
该角色偏爱的神是乌勒尔——战争和荣耀之神。
军事:+3
在受寒冬影响的省份:移动速度+50%
在受寒冬影响的省份:优势+2


Retrospective
回顾

Originally, this was going to be a much more diverse selection of gods, divided according to local cults from around Scandinavia. Unfortunately, during the research phase of production, we turned up a paucity of sources on the specifics of Norse pagan worship. Since the choice was to go with almost entirely what’s presented in the Eddas or to scale back the feature a bit, we chose to try to cleave to reliable history, and scale back the feature.
最初我们计划的是一个更加多样的、基于斯堪的纳维亚当地宗教信仰的神灵选择系统。不过非常不幸,在制作的研究阶段我们发现自己用来研究诺斯异教崇拜的资料不够。我们可以选择完全呈现《埃达》的记述,或者说裁掉一部分内容;最后我们还是选择依赖可信历史,选择了后者。

A little part of this original functionality still survives in the form of Tyr and Ullr being mutually exclusive for Danes and non-Danes respectively, a division which is moderately supported by current studies in place name archaeology.
起初功能的一小部分,还是能从提尔跟乌勒尔分别对丹麦人跟非丹麦人是互斥这点的看出来,这个区别也是被现在的地名考古学所支持的。


3. Holy Sites​

3、圣地


One of our largest changes in 1.3 is shifting the Norse pagan holy sites around, removing the two from Denmark and Holland and shifting them instead to York and Kiev.

我们在1.3版本号中最大的一个改动是将诺斯原始宗教的圣地换位置,把在丹麦和荷兰的圣地移除并安置在约克和基辅。



This was partly for balance (Norse paganism has some of the strongest holy sites in the game clustered in an easily defensible area), partly to make it a bit more challenging to reform Norse paganism, and partly because these holy sites have been the same since 2013 and not really revisited since the Old Gods launched.

这种做法一部分是为了平衡(诺斯原始宗教有一些在游戏中散布在易守难攻的地区的最强圣地),一部分是为了让改革诺斯原始宗教更有一点挑战,还有一部分是因为这些圣地从2013年开始一直没变,从“逝往神灵Old Gods”DLC发售时便没有被真正重新审视过。


Holland's claim in particular was extremely dubious compared to York, which, as the focal point for a lot of events around the death of Ragnar Lothbrok (who, whether he was historical or not, forms the background legend for much of Scandinavia's major nobility) and centre of Scandinavian colonialism in the British Isles, really needed a priority bump.

与约克的宣称相比,荷兰的圣地特别有争议。约克是与拉格纳·罗斯布洛克之死有关的诸多事件的聚焦点(不论他是否是历史人物,拉格纳构建了大量有关斯堪的纳维亚主体贵族的背景神话),也是斯堪的纳维亚在不列颠群岛的殖民的中心,所以的确需要一个优先地点。


For the Danish holy site being moved to Russia, we more or less had a straight choice between Novgorod and Kiev. Since part of the rationale was to make it a bit harder to reform the faith, though Novgorod was arguably a more important site, we went with Kiev. Denmark's claim to having a holy site to begin with is arguable (certainly significantly more than Holland), but not the strongest, especially not compared to Uppsala or, to a lesser extent, Trondheim.

至于丹麦的圣地被移到俄罗斯的原因,我们在诺夫哥罗德与基辅之间有或多或少的直接选择。尽管诺夫哥罗德可以说是更重要的地点,但出于让改革信仰变得有点困难的部分逻辑,我们选择了基辅。丹麦开局就拥有一块圣地的宣称是可以论证的(很明显比荷兰更重要多了),但是并非是最有力的,尤其没法和乌普萨拉或者弱一些的特隆赫姆去比较。


4. Virtues

4、美德


… has anyone else noticed that, since we added One-Eyed as a virtue to Norse paganism, suddenly everyone's ruler designed characters are all missing an eye? I think we may well have inadvertently drastically reduced the number of eyes in CK3 overall. It's hilarious.

有没有人注意到一点,因为我们在诺斯原始宗教的美德中加入了独眼,所有统治者设计器搞出来的角色一下子都少了一只眼?我想我们可能无意中大量减少了CK3中眼睛的总数。这太逗了。


Including Poet and One Eyed as virtues for Norse paganism is technically part of the free patch, but I think it's one of my favourite little aspects of flavour in 1.3, and especially the randomised poetry system was scripted very partially so that Norse paganism could regain its signature unique virtue.

技术上来讲,把诗人和独眼作为诺斯原始宗教的美德是免费更新的一部分,但是我认为这个是我在1.3版本号中最喜欢的一个小特性,尤其是随机作诗系统可以写的很半生不熟,所以诺斯原始宗教可以重新获得其独特的著名美德。



Dynasty Legacies

宗族传承


As part of the Northern Lords, we've added two new dynasty legacies: Adventure, for those who like to wander the world, and Pillage, for those who wish to see it burn.

作为北境群雄Northern Lords的一部分,我们加入了两条新的王朝传承:为喜欢周游世界的人准备的冒险传承,和为想烧杀抢掠的人准备的劫掠传承。



Early in the design process, we were initially only going to have one new dynasty legacy, but the perks it ended up with were pretty wildly variable (imagine Wanderlust and Gift-Givers on the same track as Making a Killing and No Quarter).

在设计的早期阶段,我们一开始只打算设计一条新的宗族传承,但是它闭门的升级相当不寻常地多样(想象一下游历四方和乐善好施与杀戮成性和毫不留情在一条传承线上的感觉)。



We pretty quickly decided that, since we were trying to expand on non-raiding areas of play, we should break the dynasty perks into two separate tracks, so that players could choose one without strictly needing to have both, and so build the Norse legacy that most fits their roleplay.

因为我们试过扩展非劫掠领域的游戏内容,我们很快决定了我们应该把宗族传承的升级分为两个独立路线,因此玩家可以在不强求“我全都要”的情况下选择一条路线,还可以打造最适合角色扮演的诺斯传统。


Regional Innovations & Cultural Mechanics

区域革新与文化机制


  1. Varangian Adventurers

1、瓦良吉冒险者


These are, perhaps, my favourite part of the flavour pack! Varangian Adventures allow independent Norse rulers to pick up sticks and, along with a small army of followers, move their entire realm to another part of the world, abandoning their old holdings for pastures new.

也许这些是我在本风味包中最喜欢的部分了!瓦良吉冒险允许独立的诺斯领主抄起家伙、带着一小队仆从,把全部领地搬到世界的另一头去,为了新的地盘而丢下旧土。


宣战借口:对阿布哈兹的瓦良吉冒险
你将得到受争夺的头衔。
- 你将夺取全部处于阿布哈兹公国境内的迪米特二世亲王的领土。
- 斯玛兰伯国被销毁
- 东部沙漠伯国被销毁
- 入侵家族将获得剩下空闲的伯爵领
- 所有旧有的头衔将被销毁或者获得独立
- 所有旧有的入侵家族头衔将被销毁或者…


This has been something that I, personally, have wanted to do in Crusader Kings for years, but previous methods have always required you to manually lose your old holdings and it's honestly just a bit of a chore. Being able to do it automatically whilst gaining an event army, and so build my own version of Haesteinn or Rurik, is so much fun.

这些就是我个人这些年来想在十字军之王里做的一些东西,但是旧有的方法一直要求你手动放弃旧土,这实在是有些麻烦。现在则可以自动完成这些,并同时获得一支事件提供的军队,从而打造出我心目中的哈尔斯坦因或者留里克,这非常有意思。


It's also been an absolute delight to see pictures of other people’s adventurer empires, with Norsemen ending up anywhere from Ceylon to the Sahara, and we love seeing players get into the spirit of wandering the world.

看到别人建立的诺斯冒险家帝国从锡兰到撒哈拉定居下来也是绝对高兴的事情。我们乐意看到玩家领悟到游荡世界的精神。


2. All-Things

2、全民庭会


Since the Norse tend to swim in prestige but can struggle feudalising, All-Things are intended to allow you to equalise these two somewhat. By losing much of your excess prestige, you can transition up and down the realm authority rungs much easier, making for a smoother process if you want to change laws in a hurry.

由于诺斯人常常空有很多威望却在封建化进程上苦苦挣扎,我们加入了全民庭会/阿尔庭来在某种程度上平衡这两点。通过付出大量多余的威望,玩家可以轻松地在领地权威等级间反复横跳。这将使快速更改法律的流程更加顺畅。


A couple of our yearlies are also tied to the possession of this innovation, either yourself, or by your counties.

你或你所控制的伯爵领如拥有这项发明,也会触发其他的一些年度活动。


Retrospective
回顾

I quite like the dynamic with All-Things, effectively loosening some of feudalisation’s harsh requirements, but feel they could perhaps have done with a few more events to make such a notable feature of the innovation.
我挺喜欢全民庭会带来的动态功能,可以有效地放宽一些严苛的封建化要求。但我觉得他们也许应该多加入一些事件,让这项发明的事件特色更加显著。


3. Revamping the Raising of Runestones

3、改造立起符文石事件


Now, I've seen a lot of confusion about runestones out there, so let me clear something up: runestones were (and, in a marginally-improved form, still are) accessible in the base title, fulfilling a very similar role to their CK2 incarnation.

我最近看到了很多关于符文石的困惑,所以我要在这里澄清一下:符文石在基础游戏中是存在的(现在稍微改进了那么一点点),它们起着CK2中的符文石十分相似的作用。


What we've done for the Northern Lords, since we happened to be in the neighbourhood of runestones and wanted to give them a little more attention whilst we could, was expand and improve on that original design. For this flavour pack, we made them more responsive to specific scenarios and events that happen in your character's life, both in terms of triggering and by providing custom flavour for individual runestones related to their contents.

因为我们刚好就在符文石边上,又想在能力范围之内给他们多一点关照,所以北境群雄Northern Lords中我们对符文石原本的设计进行了改造和扩展。在本次风味包中,符文石对角色所经历的特殊场景和事件有了更强的响应能力,这体现在符文石事件的触发机制和每个符文石特殊的可定制内容上。


征服符文石
为纪念女伯爵萨迦“真言者”在与Burghred Beornredson公爵的战争中获得胜利所立。这次战役比其他任何一场都要艰苦。雕刻人:Eadflaed。
控制度增长:每月+0.2


This lets you make runestones work for your more specific needs, shoring up weak counties and boosting strong ones with selectable, flavourful bonuses.

这样,符文石就可以满足玩家更具体的需求;援助贫困的伯爵领,并给富足的地区带来可选择的美妙加成。


We uhhh, we may have gone a bit overboard with some of the flavour loc variants though, honestly. I'm not totally convinced that anyone is ever likely to raise a runestone commemorating a Norse Chakravarti or a Norse Greatest of Khans, but hey, if you do, you can bet it'll be commemorated on their runestone.

我们,咳,老实说我们的某些地区变量可能有些过分了,我并不十分相信任何人曾经竖起过纪念诺斯轮转圣王或是诺斯天可汗的符文石。但是,只要你相信,你可以打赌说他们在符文石上被纪念着呢。


先祖符文石
为纪念至高女王þórunn“萨奥希扬特”(aka祆教救世主),由她的女儿所立。她让圣光重见天日,我们都十分感谢她。雕刻者:Parīya。
民众好感度:+10


Unless you do both, I suppose. Only so much space in the modifier description on the rock.

除非你两个都做。但石头上只给修正描述留下了那么大的空间。


4. Trials-by-Combat

4、比武审判


TbCs! These took the absolute longest time to set up. Not because of the actual interaction, but because we first had to script and localise the single combat system to get a decent implementation. If I recall correctly, localisation for duelling alone wound up at somewhere around 28k words, including dozens of variant ways to die or be injured.

比武审判!这部分绝对花了我们最长的时间。难点不在于实际的交互,而在于我们需要先编写脚本和本地化一个单独的比武系统,来实现理想中的效果。如果我没记错的话,光是决斗一项的本地化就有大概2.8万字,包括了各种死亡和受伤的新姿势。


Our intent with Trials-by-Combat was to present something that worked orthogonally to the usual prison system without replacing it. Serious matters should, predominantly, continue to work via the use of imprisonment or factions, but where these two avenues are unavailable, aggrieved parties can agree on a settlement then settle their dispute in a fair fight.

我们设计比武审判的目的是提供一种和寻常的监狱系统相互独立,但又不至于取代后者的东西。绝大部分的重要事件仍会通过对逮捕和派系的利用来实现,但在没有这两条途径时,感到不公平的一方可以达成和解协议,然后通过公平的决斗来平息纠纷。


This makes them a little tricky to grok at first, but slots them neatly into an unused gameplay groove once you do. I've seen more than a few high-prowess players financing entire civil works programs via TbC cash settlements and, really, who doesn't like beating someone in a fight so hard they start compulsively telling the truth?

刚开始时,这一内容可能会不大好上手,但是一旦熟悉之后,它们就是一项好用的备选手段。我见过好几个高手通过比武审判的金钱和解协议筹集到了用于内战的全部军费。再说了,真的,谁不喜欢在战斗中殴打对手,强迫他们开始讲真话?


比武审判:胜利!
轻松地回到乌尔法海峡,战斧躺在我的膝上,而我沉浸在胜利的喜悦之中。
斧头的沟槽中还留存着女首领Auðr结块的鲜血,和斧柄上的缺口一起提醒着我那个女人临死的样子。
昨天,我们的争端被摆到了诸神面前,而神灵也做出了正确的选择。
- 正义得到了伸张。


5. Men-at-Arms

5、兵士


The Northern Lords introduced four new MaA types: Bondi, Vigmen, Varangian Veterans, and Jomsviking Pirates. We wanted each of these to be situationally useful, generally a bit more specialist than the standard MaA types, and almost universally better winter fighters.

北境群雄Northern Lords中新加入了4种兵士类型:邦迪、维格曼、瓦兰吉老兵和约姆斯维京海盗。我们希望这4种兵士都能在某些情况下发挥自己的作用,且总的来说比普通兵士类型更加专业,同时也都是更好的冬日战士。


Bondi are the freeholding smallfolk of the land, the people who make up most of the attendees at the Thing-meets, and are represented as a cheaper (but also somewhat worse) alternative to pikemen.

邦迪隶属于自由小地主阶层中,他们也是庭会集会的主要参与人员。他们是一种更便宜(也更差)的矛兵替代品。



Vigmen are professional warriors by trade, but not the most experienced or best equipped. Relying on massed short-range archery and firm shield walls, they're at their best when fighting massed light infantry.

维格曼是经过训练的职业战士,但不是最有经验或装备最好的那一批。他们的招牌绝活就是短程的密集箭雨和坚实的盾墙,因此他们在与大量轻步兵交战时表现最佳。



Varangian Veterans represent the adventurers, wanderers, and, in later centuries, alumni of the Varangian Guard that permeate Scandinavia. They’re individualistic, they're deadly, and they charge a frankly exorbitant sum for their services.

瓦兰吉老兵是由冒险家、流浪者,以及在之后的几个世纪中遍布斯堪的纳维亚的瓦兰吉卫队成员组成的。他们是信奉个人主义的嗜血战士,同时他们也收取着十分高昂的服役费用。



Finally, Jomsviking Pirates are a special MaA type, only given out through events and decisions (usually those involving the Jomsvikings). As skirmishers, they're fairly easily countered, and they lack a terrain speciality like most other MaA types, but they make up for this by having good all-round states including both pursuit and screening. A force of anarchy on the battlefield, the Jomsvikings come into their own when substituting for a lack of light horse, either harrying the enemy as they flee or covering their comrades as they escape.

最后是一个特殊的兵士种类:约姆斯维京海盗。他们只能通过事件和决议获得(通常是有约姆斯维京人参与的那些)。作为散兵,他们很容易受到打击,也缺少很多兵士种类所拥有的地形特长。但是他们良好的全面数据(包括追击和掩护)弥补了这一点。作为战场上的一支无组织力量,他们会在缺乏轻型战马的情况下自由加入,干扰敌军逃跑或掩护队友撤退。


With these MaA types, we wanted to cover some (though not all) of the Viking deficiencies in the earlier centuries of the title, whilst still leaving them open to being out-teched by better MaA in the mid to late game.

通过这些兵士种类,我们希望弥补维京人在游戏前几个世纪的一些不足之处,同时又为游戏中后期他们被其他更好的兵士种类超越留下了可能。


That's All Folks!

兄弟们,以上就是全部内容了!


We hope this has been an interesting dev diary for you, even after release, and don't forget to drop a screenshot of your Varangian Adventure kingdom in the thread!

虽然现在风味包已经发布了,但我们希望这仍是一篇有趣的开发日志。不要忘了把你们的瓦兰吉冒险王国截图发到论坛上哦!



翻译:一个幽灵 Yakuky 一只走地鸡 Strategemata Parapinakes

校对:阿尔法一世 三等文官猹中堂


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编辑于 2021-04-24 16:19