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十字军之王3开发日志#3 | 11/13 战争

十字军之王3开发日志#3 | 11/13 战争

牧游社 牧有汉化翻译


CK3 Dev Diary #3 – War

Servancour, QA Lead


Greetings!

大家吼!


War. What is it good for? You may ask. A whole lot I'd say. You can use it to press that juicy Claim you have been holding on to for a while, or perhaps you'd rather use it to put the unbelievers to the sword. Whichever strikes your fancy. The topic of the day is war, and more specifically, how we go about waging war.

战争。战争有什么好?你也许会想问。(译注:Edwin Starr著名反战歌曲War歌词。)我会告诉你,好处很多很多。你可以用战争实现握有许久的诱人宣称,你亦可以发动宗教战争,将不信者斩于剑下。宝剑出鞘挥向何方,皆凭君所好。今天的主题便是战争,更具体地说,是我们将如何在CK3中发动战争。


I aim to give you an overview of how wars will be fought. I will not go into details about CBs or anything like that this time. Bear in mind that the game is still very much in development and everything talked about here is subject to change.

我准备大致跟你们讲一下CK3的战争是怎么打的。这次不会详说宣战理由之类的具体细节。注意我们的游戏仍在相当程度的开发之中,所以本文的所有内容都有可能会有所改动。


Let's start by taking a look at what an army is made up of. Just like in Crusader Kings 2, the bulk of your armies consists of Levies. Levies in Crusader Kings 3 are made up of their own unit type, simply called Levy. These are essentially conscripted peasants forced to do your bidding and are not very impressive on their own. In great numbers, however, they are an efficient meat shield meant to complement the troops of your armies that have a far higher impact: Men-at-Arms.

让我们先来看看军队是由什么组成的。与前作一样,CK3中的军队大多由征召兵构成,只不过在本作中,征召兵自成一个兵种,兵种的名称即为征召兵Levy。他们实际上就是一群被迫听从你命令的应征农民,作战能力欠佳,只有一两个的话很难发挥什么作用。但一大群农民就不一样了,人山人海般的征召兵是十足有效的肉盾,有力地辅助着那些在战场上远远厉害得多的勇士——武装兵士Men-at-Arms


全部士兵:7509/7509
重步兵:400
弓兵:200
重骑兵:100(骑士:8)
征召兵:6801


Men-at-Arms are the equivalent to the Retinues of CK2. They are trained troops that come in several different unit types which excel in their given role. There are base variations available for everyone to recruit, such as Light Cavalry and Heavy Infantry, but the really interesting ones are usually unique to certain cultures or specific regions of the map, though all have their own stats and uses. Speaking of stats, there are four different values present on a Men-at-Arms regiment that you need to keep track off:

武装兵士等同于CK2中的常备军,是受训的正规军,因其各有特长而被划分为了不同的兵种。基础兵种诸如轻骑兵与重步兵是通用的,谁都可以招募。但更引人注意的自然是那些专属于特定文化或地域的兵种,他们在属性与功能上都会有所不同。而说到武装兵士的属性,在本作中,你统共需要关注四个数值:


Damage - This is obviously the amount of damage a single soldier of this type is able to inflict on the opponent.
伤害 - 顾名思义,是单个此兵种士兵所能对敌方造成的伤害。

Toughness - This is how much damage a soldier can take.
坚韧 - 即单个士兵所能承受的伤害。

Pursuit - In the aftermath of a battle (more on this below), Pursuit increases the amount of damage you can inflict upon a routing enemy.
追击 - 交战结束后(详情参见下文),追击值越高,你所能对溃逃敌军造成的伤害也越高。

Screen - The opposite of Pursuit, Screen allows you to protect fleeing soldiers from being killed.
掩护 - 与追击相反,拥有高掩护值的军队在败退时不易被敌军追杀。


长枪兵
伤害:20;坚韧:24;追击:0;掩护:0;
克制以下兵种:轻骑兵、重骑兵
地形效果:----
长枪让这些部队能组成枪阵,足以挡下骑兵冲锋。
增援:9金币/月;维护:1金币/月;


Not all Men-at-Arms are equal. You will have access to a few immediately from the start and unlock access to additional regiment types as you progress throughout the game. Some will be similar to each other, but may be tailored towards a certain terrain type. Others may just be a straight upgrade, but will in those cases be much more expensive than their weaker counterpart.

武装兵士并非完全相同。一些兵种在游戏开始时便可以使用,另一些则得随着游戏推进才能解锁。部分待解锁兵种在面板上与已有兵种相仿,但对特定地形会有作战加成,其余的待解锁兵种则单纯就是现有兵种更贵更强的升级款。


Men-at-Arms allow you to customize your army for any given situation. If you know where or who you will fight, certain Men-at-Arms will be far superior. Is there a lot of hilly terrain in your region? Then Archers are the way to go. Are you facing a lot of cavalry? Bring Pikemen! A smaller army will stand a much higher chance of winning if you bring a Men-at-Arm type that counters those of the enemy. When a regiment is countered, it's efficiency in battle will be lowered, with its Damage output significantly reduced. If the countered regiment is greatly outnumbered by the countering type, efficiency will reduce even further. There's a limit to how much a Men-at-Arm's Damage can be reduced though, as to not make your expensive troops completely useless.

武装兵士的设定允许你自定义调整军队的构成,这可以帮助你应对各种不同的交战状况。如果你知道会打谁、在哪打,特定的武装兵士兵种就能远远占据上风。你的领土内山脉连绵?上弓兵!敌国千骑来犯?上矛兵!只要你的兵种能克制对手,就可以以少打多。详细来说,当一个兵种被克制时,他们的战斗力会大幅下降,也就是说其的伤害数值会急剧减小。随着克制方数量增大,被克制方对其的造伤会愈来愈小。但也不会一直减小,一个武装兵士兵种的伤害数值是有下限的,我们总不可能让玩家花重金招募的部队在战场上变得一文不值。


Next we have a special kind of Men-at-Arms: Siege Weapons. Medieval warfare was all about sieges. Castles and sieges are very iconic for the time frame, so we felt that it was necessary to have that properly represented. You'll start off with access to a rather weak catapult, but it will still allow you to besiege holdings faster than without one. Later on, you’ll unlock improved siege weapons, such as trebuchets, that are able to speed up sieges significantly.

接下来是一种特殊的“武装兵士”:攻城武器。中世纪战争基本都是围绕着攻城战展开的。人们回忆起中世纪的时候,脑海中首先冒出来的也多半是那些著名的城堡和围城战斗。因此,我们觉得有必要好好模拟一下中世纪的攻城战。游戏开始时,你只能用比较逊的石弩Catapult,但比起没有来说,好歹还是能加快你的围城速度的。之后,你可以解锁巨石炮Trebuchet(译注:有个俗名叫回回炮)之类更强力的攻城器,极大地提升你的围城速度。



You can only own a certain number of Men-at-Arms regiments at any given time, so choose carefully which troops you decide to recruit!

你同时只能拥有一定数目的武装兵士Men-at-Arms,所以最好仔细选择你要招募哪些兵种。


Levies and Men-at-Arms are not the only soldiers available to you. As a ruler, you have a number of Knights at your disposal. These are the vassals and courtiers of your realm with a high Prowess, which is the equivalent to Combat Rating in CK2, and represents how good a character is at fighting and is used when they participate in battles. You can normally only have a few dedicated Knights, but there are various ways to increase the number of Knights, as well as their effectiveness.

你可以使用的军队不仅仅包括征召兵Levy武装兵士Men-at-Arms。作为一个领主,会有一些骑士Knight愿意随时听你差遣。骑士就是你领地里那些战斗能力Prowess高超的封臣和廷臣,战斗能力相当于CK2里的个人实战能力Combat Rating,代表一个角色战斗的能力,并在他们参加战斗时适用。一般来说,你只能拥有几个为你献身的骑士,但是你可以通过很多方法来增加你控制的骑士的数量,以及提高他们的战斗效能。



Finally, we have the Commander. An army can only have a single Commander, who uses his Martial skill to improve the troops under his command. There are plenty of different commander traits available, which either have a direct effect on battles, such as terrain bonuses, or give the Commander bonuses outside of battles. One such example is the ability to have supply last longer (more on this below).

最后还有指挥官Commander。一支军队只能有一个指挥官,指挥官的军事技能会增强手下军队的战斗力。有很多种不同的指挥官特质,每个特质对战斗都会产生直接的影响,例如说各种地形专长的奖益,也会在战斗之外给予一些指挥官加成,其中一个例子是保持补给的时间更长的能力(下文还会讲到更多)。



圣战士
对宗教敌人优势: +10
燃烧着正义的热情,圣战士会一直奋战,直到异教徒被彻底消灭为止。


With armies out of the way, let’s have a look at battles! At the very start of any battle, a combat width is set that decides how many troops are able to fight each other at the same time. The width is set to the relative size of the defender, depending on the terrain type you are fighting in, being larger in flat and open terrain, and smaller in rough terrain and mountains. I would generally advise against attacking larger armies in plains for example...

说完了军队,我们再看看战斗!在每一场战斗之前,会先设置一个战场宽度Combat Width,战场宽度会决定同时可以参加战斗的部队的数量。战场宽度与防御方的数量成比例,也取决于战场地形的种类:在开阔空旷的平原较大,而在崎岖地形和山地则较小。比如说,我会建议大家避免在平原与大军硬抗...


The single most important part of a battle is Advantage, which is essentially a modifier that increases the damage of all troops on either side. When a battle starts, all sources of Advantage is taken into consideration. It can come from traits, terrain, buildings, etc. but most importantly, the Martial skill of your Commander. All of these are added together for both sides of the battle. The difference is then added as the Advantage bonus for the side with the higher Advantage.

在一场战斗中最重要的东西是优势Advantage,这本质上是一个会增加双方军队造成伤害的修正。战斗打响时会计算各种来源的优势。优势的来源包括:特质、地形、建筑等等。但最重要的是你指挥官的军事技能。双方所有的优势都会分别加起来,计入战斗之中。两者之间的差值会作为优势加成Advantage Bonus,加给优势更高的一方。


Example: Your army has a total Advantage of 40, and attacks an enemy army that has a lousy total of 10. This means that you will have an Advantage bonus of 30 during the battle, which then translates into a rather significant damage bonus for your troops.

举例说明:你的部队优势总计40点,去攻击一支优势只有区区10点的军队。这就意味着,你在战斗过程中会得到30点优势加成,这会为你的部队提供相当高的伤害加成。


In addition to the starting Advantage, each Commander also makes a roll every few days in an attempt to increase their Advantage or even it out. This tug of war can be further expanded by various modifiers and traits. For example, the trait 'Cautious Leader' will decrease your potential max roll, but also increase your lowest possible roll, trading a high potential for a higher average. These exist to make even battles a tad bit unpredictable, but will rarely be the deciding factor.

除了开战时的优势以外,每隔几天,每个指挥官会掷骰子,以增加优势或者抵消敌方的优势。这场两军之间的拔河还可以被各种各样的修正和特质所拓展。例如,“谨慎的领导者”这个特质会降低你骰子点数可能的最大值,但是同时会增加你骰子点数的下限,也就是说,牺牲更高的预期换来更高的平均值。这些影响因素存在的目的,是为了让战斗的结果更加难以预料,但是这些因素基本不会成为战斗胜负的决定性因素。


Soldiers on the combat line damage the enemy on every tick. When a soldier "dies", he will be considered to be either a Casualty, or to be Routed. Casualties, you guessed it, are considered dead and will have to be replenished over time. Routed soldiers, on the other hand, are troops that are injured or fled the battle and are added back to the army once the battle is resolved. Battles are resolved once either side runs out of fighting troops.

战线上的士兵们会不停对敌军造成伤害。当一个士兵“死掉”之后,可能会计为伤亡Casualty,也有可能是溃败Routed了。伤亡,正如其名,就是去世了,需要随时间补员。溃败的士兵则是指在战斗中受伤或者是逃跑了的部队,当战斗结束之后,他们就会再次回到部队之中。当一方能战斗的部队全部耗尽之后,战斗就结束了。


Once the battle is won, it enters the Aftermath phase which lasts for a few days. This is when the victor has the opportunity to chase down and kill any survivors (the Routed troops). As mentioned earlier, this is the time for certain Men-at-Arms to shine. With a high Pursuit you can kill a larger amount of the enemy to really capitalize on your victory. Alternatively, you can have a high amount of Screen to make losing battles less penalizing. Keep in mind that battles will grant you a fairly limited amount of War Score. Which brings us to sieges!

一旦一方在战斗中赢得了胜利,就会进入将持续几天的战后阶段Aftermath Phase。在这个阶段里,胜利的一方可以追击并且清剿败方残余(溃败的部队)。我们之前说过,这时武装兵士Men-at-Arms就可以大放异彩了。假如你的追击数值较高,你就可以消灭更多敌人,真正奠定自己的胜局。或者,如果你的掩护数值较高,就可以减少战败所带来的损失。记住,通过战斗可以获得的战争分数是相当有限的。所以,我们需要围城!


Besieging and occupying enemy holdings is the main way of gaining War Score and winning wars. As mentioned in lats week's map dev diary, Baronies are their own provinces. You will not have to siege all of them in order to occupy a full county or seize your War Goal, only fortified holdings have to be besieged. Castles and County Capitals are all fortified by default, with how difficult it is to besiege these holdings being decided by their Fort Level. Fort Level can be increased by certain buildings and modifiers.

围城和占领敌方领地是获取战争分数并赢得战争的主要途径。正如上周开发日志提到的,男爵领拥有他们自己的省份。你不必围攻其所有男爵领来占领整个伯爵领或者夺取你的任务目标,而只需要围攻要塞领地。城堡和伯爵领首府在默认情况下都是设防的,围困这些要塞的难度取决于要塞等级Fort Level。要塞等级能通过特定建筑和修正增加。


Each Fort level increases the amount of Siege Progress you need to get before it gets occupied. You gain a base amount of Siege Progress every tick, which can be increased further by heavily outnumbering the garrison or having Siege Weapons. This constant progress won't change over the course of a siege. It allows you to know what the maximum duration of the siege will be and you can take that into account as you plan your next move. Sieges also have what we call 'siege events', which occur with a fixed interval, and can make the siege progress faster by giving you a one time Siege Progress bonus, or increase your base Siege Progress. Siege Weapons are required to get the 'breached walls' event, which in turn allow you to directly assault the holding. This is a risky maneuver since it will cost you troops, at the benefit of vastly increasing your daily Siege Progress.

每一级要塞等级会增加其被占领前所需的围城进度Siege Progress。每个计时周期都会增加一个基础数目的围城进度,大量增加部队或者拥有攻城武器可以进一步增加这个数值。在围城过程中,这个持续性增加的基础数值不会改变。这使你能够知道最大围城时间,并在计划下一步计划行动时将之考虑在内。围城同样有我们所说的“围城事件”,它们以固定间隔出现,通过给予你一次性的围城进度加成或者提高基础围城进度数值,能使围城更快结束。攻城武器对“攻破城墙”事件必不可少,这个事件将允许你直接进攻守军。这是一种冒险的操作,因为它将会消耗大量兵力,作为回报将大幅提升每日围城进度。


Being attacked while besieging a holding will make you the attacker of the battle, making you lose out on any usual defender bonuses you would get from the terrain. Sieges are therefore slightly riskier, and assaulting the holding to gain control of it before the enemy attacks might well be worth the cost.

围攻要塞时受到攻击,将使你成为战斗的攻击方,使你失去从地形上获得的任何通常的防御加成。因此,围攻的风险稍大一些,在敌方来袭之前突击要塞以取得控制权也可能是划算的。


A few final words on moving armies around. As I mentioned briefly in last week’s DD thread, major rivers have designated fords for crossing. You can no longer cross them freely as in CK2, and will often have to move your army to find a good place to cross. Beware though, crossing a major river will make you lose Advantage should you engage an enemy in battle on the other side, making river crossings for perfect places to catch your opponent. Along with the increased amount of Impassable Terrain, there are plenty of bottlenecks that you can use to your advantage (pun intended).

最后的几句话是关于部队移动的。正如我在上周开发日志主题中简要提到的,主要河流已经指定了渡口。你不能再像CK2那样随便跨过河流,而且经常需要调动你的军队去寻找一个好的渡河地点。不过要小心,跨过主要河流在另一侧遇敌将会让你失去优势Advantage,这使得跨河点变为寻机击溃敌人的最佳位置。再加上不可通行地形的增加,这使得游戏中有许多你可以用来增加优势(双关)的“瓶颈”地点。


Have you ever been annoyed by walking into a province just for a short while in CK2, only to go above the Supply Limit and lose a bunch of troops? Fear not. Armies now carry an amount of Supply with them. Supply is drained whenever armies are in Baronies with a lower Supply Limit than their size. You can therefore safely march through a few Baronies with a low Supply Limit without troops dying. If you army runs out of Supply however, it will start to take attrition and lose troops over time. Supply is increased as long as you are below the Supply Limit in territory you control. Beware though, your army might not take attrition on low Supply, but it will suffer an Advantage Penalty in battles!

你是否曾经因为在CK2短暂进入一个省,只因为超过补给上限就失去一堆部队而烦恼?不要怕。军队现在随身携带一定数量的补给Supply。只要军队处于补给上限Supply Limit低于其规模的男爵领中,就会消耗补给。因此,你可以安全渡过一些补给上限低的男爵领,而不会导致部队死亡。但是,一旦你的军队用光了补给,将开始会随时间受到损耗并失去部队。只要军队处于你控制的并有盈余补给上限的领土上,军队携带的补给就会增加。但是请注意,低补给可能不会导致你的军队遭受损耗,但会在战斗中会遭受优势惩罚!


Chasing armies deep into enemy land is certainly not recommended. Marching into a County controlled by the enemy, that doesn't border anything you control and is not on the coast, will make your army take a single and quite significant attrition hit. If you have a huge amount of troops to spare though, then perhaps you don't need to worry about it.

绝对不建议追随敌军深入敌方领土。进入由敌人控制、不与你接壤并且不在海岸上的伯爵领,将会让你的军队遭受一次性的非常严重的损耗打击。不过如果你能腾出大量的兵力,或许你不必担心这个问题。


Phew. That turned out to be a bit lengthier than expected. I hope you've gotten a fairly good (although slightly summarized) picture of what to expect when waging war in Crusader Kings 3!

嘿唷,这次开发日志比预期的要长了一点。关于在CK3中发动战争这件事,我希望你对此已经有了一个较好的了解(虽然略微有些概括)。



翻译:狸狸狸狸狸 一个幽灵 口袋姚怪

校对:zzztotoso 三等文官猹中堂


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编辑于 2019-11-14 11:28