牧遊社 牧有漢化翻譯
Stellaris Dev Diary #152 - Summer Experimentation
grekulf, Stellaris Game Director
Hello everyone!
大家吼!
Summer vacations are reaching their end and most of the team is back as of last week. Work has started again and we're really excited for what we have in store for the rest of the year.
暑假已經接近尾聲,團隊的大部分成員已於上周回到了崗位。工作又開始了,而我們也對我們庫藏中將要在餘下半年推出的內容興奮不已。
While most of us have been away during most of the summer, we』ve also had some people who worked during July. July is a very good time to try out different designs and concepts that we might not otherwise have time to do, and today we thought it might be fun for you to see some of the experiments we ran during that period of hiatus.
雖然絕大部分人在暑假的絕大部分時間裡都不在,但是也有一些人在假期辛勤工作。七月份是個非常好的時機,可以嘗試一些平時沒有時間或者沒有機會嘗試的新設計與新理念。今天準備讓大家看看在這段間斷期間裡我們所做的其中一些內容,我們覺得或許你們會感覺很有意思。
Although we learned some useful insights, these experiments didn’t end up being good enough to make a reality.
雖然我們從這些實驗中學到了不少有用的東西,但是這些實驗仍然不足以讓我們直接實裝這些改動。
Industrial Districts
工業區劃
As I have mentioned earlier, I have wanted to find a better solution for how we handle the production of alloys and consumer goods. I often felt like the experience of developing a planet felt better with an Ecumenopolis rather than with a regular planet. I think a lot of it had to do with their unique districts and that it feels better to get the jobs from constructing districts rather than buildings. Not necessarily as an emotion reaction to the choice, but rather that the choice perhaps feels more 「pure」 or simple.
正如之前提到過的,我想要為合金與消費品的生產尋找一個更好的解決方案。我常常感覺用都市行星進行開發的體驗比用普通行星好。我認為很大程度上要歸功於都市行星獨特的區劃,而且通過區劃而不是建築物來獲得崗位的感覺會更好。這並非一定是情緒上的反應,而是這種選擇也許感覺更加「純粹」或者簡單。
An experiment I wanted to run was to see if it was possible to add an industrial district that provided Laborer jobs, instead of having buildings for Metallurgists and Artisans. Laborers would produce both alloys and consumer goods but could be shifted towards producing more of either.
我進行的實驗之一是,想看看是否可能增加一種工業區劃從而提供勞工崗位,而不是通過建築提供冶金學者和工匠(譯註:官方漢化版本作藝術團...)崗位。勞工將可以生產合金與消費品,同時也可以在兩者之間切換而更傾向於生產其中的一樣。
This meant we added a 5th district, the Industrial District. By adding another district we also needed to reduce the number of building slots available. Since there would be no more need for buildings that produced alloys and consumer goods, this should still end up being similar.
這意味著增加第五種區劃:工業區劃。增加新一種區劃同時也意味著我們需要減少可用的建築槽。雖然不再需要建築進行合金與消費品的生產,但最終的產出結果應該還是相近的。
A Laborer would consume 8 minerals to produce 2 alloys and 4 consumer goods, and that amount could be modified in either direction by passing a Decision. What I wanted was to have an industry that could have a military and civilian output, and where you could adjust the values between these outputs.
每消耗8個單位的礦物,單個勞工就能生產2個單位的合金和4個單位的消費品,並且產出的數量還可以通過行星決議向合金或者消費品的方向側重。我想要的是能夠同時提供軍事與民用產出的工業,並且玩家還要可以調整產出的比例。
Having a laborer job that generates an 「industrial output」, which could be translated into either alloys or consumer goods did feel good, but the specific solution we used didn’t feel quite right.
通過勞工崗位提供「工業產出」,也就是合金與消費品產出,確實感覺不錯。但是我們使用的具體解決方案仍然感覺不太對勁。
City Districts & Building slots
城市區劃與建築槽位
Another experiment was to see how it felt if city districts unlock building slots instead of pops. This experiment didn’t have a specific problem or issue it was trying to address but rather it was to investigate how that would feel and work. It was interesting but ultimately it felt less fun than the current implementation. It would have needed more time to see if it could be made to work.
另一項實驗是,如果由城市區劃來解鎖建築槽位,而不是通過人口數來解鎖,遊戲體驗會變得怎麼樣。這個實驗並不是為了解決某些具體問題,而是嘗試這種方法的可行性與體驗。這種方式有點意思,但是並不如當前的方式有趣。還需要更多的時間來檢驗這是否可用。
This experiment did include increasing the number of jobs you would get for the building, so a research lab would provide 3 jobs instead of 2.
該項實驗內容還包括增加建築所帶來的崗位數量,使得研究實驗室提供3個而非2個崗位。
City District Jobs from Buildings
通過建築增加城市區劃崗位數
At the same time, we also tried a version where buildings applied jobs to city districts instead of providing jobs by themselves. One upside would be that you』d need less micromanagement to get the jobs, but the downside is that it would also be quite a large upswing in new jobs whenever you built a city district. In the end, it felt like you had less control and understanding of what a planet was specializing in.
同時,我們也嘗試了令建築增加城市區劃的崗位,而非由建築自己直接提供崗位。這樣做其中一項好處是可以減少為獲得崗位而進行的微操,但是壞處是當你建造一個新的城市區劃會增加大量的崗位。最終,這就讓人感覺會減少對星球專業化方向的控制和理解。
Summary
總結
Although these experiments were interesting, they didn’t end up quite where we wanted to, so they never became more than just experiments. We did learn some interesting things though, which we will keep in mind for the future. The industrial districts are still something I want to keep looking into, but we have to find a better solution.
雖然這些實驗都很有意思,但是都沒有達到我們想要的效果,所以它們也僅僅是實驗了。不過我們也確實學到了一些有意思的東西,這些有意思的東西我們在以後還是會一直記住的。工業區劃仍然是我們會探討的東西,但是我們仍然需要尋找更好的解決方案。
Dev diaries will now be back on a regular schedule, but we will be looking into changing the format a bit this time around. For now, dev diaries will be coming bi-weekly, which means we will be back again in another 2 weeks with a similar topic.
開發日誌將會回歸常規的日程,不過我們會試著改變一點格式。從現在開始,開發日誌將會是每兩周一篇,也就是說我們將在兩周後回來繼續類似的話題(摸魚的蠢驢-1000)。
翻譯:MatrixEssenes
校對:斯普特尼克 三等文官猹中堂
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