欧陆风云4国家代码政治地图无地形效果怎么样

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&&&& &第 1 页:战略第 2 页:政府1第 3 页:政府2第 4 页:外交第 5 页:战争1第 6 页:战争2
决定大战略
设立目标:
你要首先决定你的策略;国家应该达到何种目标,用怎样的策略去实现这一目标?
欧陆风云4是个沙盘游戏,你需要自己确定目标。你想西化土耳其,维持自己在西方的地位或者甚至成为世界的霸主?还是带领乌尔姆统一德意志称霸全欧?或者扮演法兰西、英吉利征服全世界?
确定目标是你要做的第一个决定,这会成为战略所围绕的中心。没有目标是不会有计划的。如果你很难抉择,有很多地方可以给你些启发。
第一,主任务列表会提供“你的国家”很难达成的目标。这些目标通常需要10-50年去达成,一步一个脚印地去实现这些目标是你完成第一遍游戏的绝佳办法。
第二个可以获得启发的地方是历史史实:在真实世界里,你的国家发生了什么?他们那些地方做得对,哪些地方做的不对,你会做哪些不一样的决定?对一个历史爱好者来说,扮演西班牙完成游戏是一个挑战,在前100年做着与那时的西班牙人相同的事情,但是在1600年代晚期帮助他们摆脱平庸和停滞不前。
决定你达成目标的方法
一旦目标已经确立,你就应该考虑如何去达成他们。对于欧陆4玩家来说,有很多工具可选,没有一个可以完全忽略(即便是一个内陆国家也需要知道敌军和友军的海军实力),每一个都将在这份指南中被详尽介绍。
第一,你需要了解自己的国家。如下的顺序是个开始的好方法:
领主——领主的强项弱项
经济——收入与支出
外交——盟友与敌人
外交——对邻国的请求与对你的请求
文化,宗教与国家核心
其他国家的文化与宗教
你的军事力量——陆军与海军
敌人的军事力量——陆军与海军
盟友的军事力量——陆军与海军
敌人盟友的军事力量——陆军与海军
国家周边的地形
殖民的可能
如果使用任务决定策略,请用这个开局。不然就得自己选一个不然的话,选择一个符合你
策略的任务
这是“观定决行”循环的基础,“观定决行”代表了观察,确定方向,决定和行动。
一旦观察完,确定好方向后,决定你的目标和行动,也是这份指南的剩余部分讨论的内容。
对待失败是玩家最困难的部分。欧陆4尽量减少极端事情的发生,比如避免玩家变得不可战胜。相反,玩家会看到君主统治不稳而引起帝国的盛衰。千万不要耽搁了用些简单的奖励来稳定军心,维持核心地域的稳定。一个软弱的国王是扶植不起的,动乱是持续存在。但是如果宗教的变革,动乱和过渡扩张同时发生的话会让一个极盛的国家以极快的速度走向灭亡。记住,这些系统都相互依存。战败会导致军心动摇,而动摇的军心会让人民造反,同时造反又会削弱国家的军事实力。情况一旦足够糟糕,你的利益便会被触犯,国家将全面陷入低迷,这包括国家对宗教的包容性。这就是为什么你的第一要务就是以最快速度摆脱这种情形,即便国家经历了一场羞耻的惨败。
牢记,你有数百年的时间让你东山再起,来报一箭之仇。
成功听起来不像是需要处理的东西,这要是为什么新玩家失败的原因。不要以为战争结束了,和平就来临了;不要以为你统治了世界贸易,一切就已经结束。玩家时而会迎来拥有强大君主的黄金时代,达成大部分的中期目标。更进一步是非常让人向往的,但是这时千万不能掉以轻心。
恶名,过度的外扩和人力的不足意味着如果一个玩家一直以高速征服扩张会导致国家的支离破碎,并与整个世界为敌。同时,一个不断向外贸易,派出战舰妄图征服全球,敛财无数的贸易国度,很快也会被守财奴们打得焦头烂额。
然而,这是一个巩固自己地位的好时机。把征服的地区联合起来,产生新的思想,开垦你的土地。如果需要,试着拉拢一些附庸,形成强大的联盟。这并不意味着你要卑躬屈漆,唯命是从。总之,明确自己国家的限度就好。
分页:1/6页
欧陆风云4,战略战术,国家政府,图文攻略
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《肛鐵熊心4》開發日誌之壹 我們的願景
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Hearts of Iron IV - Development Diary 1 - Our Vision
Published on 07-02- Number of Views: 9063
Welcome to the first development diary for Hearts of Iron IV!
歡迎閱讀鋼鐵雄心4的首篇開發日誌!
My name is Dan Lind and I′m the project lead for Hearts of Iron IV, an updated and improved version of Paradox Development Studio’s World War II themed grand-strategy game.&&
Prepare to lead your armies, upgrade your equipment and deal in subtle (or not so subtle!) diplomacy once again!
我是Dan Lind, 鋼鐵雄心4的項目主任,而鋼鐵雄心4則是Paradox Development Studio(以下簡稱PDS)製作的二戰背景大戰略遊戲系列的最新作.
It has almost been five years since the release of Hearts of Iron III, and though we released a few expansion packs during this time, it is really exciting to finally get the chance to do a proper sequel! We showed off an early pre-alpha build of Hearts of Iron IV at ParadoxCon in Miami last month, so some information is already out there. If you missed it, check out .
鋼鐵雄心3發售以來快五年了,雖然期間也製作了數個資料片,但全新的正統續作更加讓人激動不已.我們一月時在邁阿密舉辦的ParadoxCon上,已經展示了處於早期開發版本的鋼鐵雄心4,已經被人炒得沸沸揚揚了.如果你錯過了,可以點擊.
What is Hearts of Iron?鋼鐵雄心是什麼?
In light of our recent successes like Crusader Kings II and Europa Universalis IV, I realize that we probably have a lot of new faces with us - people might not have tried the earlier Hearts of Iron games. So, before we dig into what makes Hearts of Iron IV different and special, let me talk a bit about what the series is all about so that everyone has some grounding.
基於王國風雲2與歐陸風雲4的成功,我覺得我們多了許多新玩家,許多恐怕沒有嘗試過早先幾作鋼鐵雄心遊戲的玩家.因此在說明鋼鐵雄心4有何不同和特別之處前,容我稍稍說明下鋼鐵雄心這個系列.
The Hearts of Iron series is about taking control of your nation of choice in the years around World War II (1936 to 1948) and leading it to victory. And it all comes down to how well you, as a player, can navigate your ship of state - that is your supreme weapon. Hearts of Iron IV is the wargame where a high level of strategic and military planning is needed for you to secure victory.
Every action you take has the potential to tip the balance of power in your favor, forever altering the political and ideological landscape.
鋼鐵雄心系列著重與讓玩家操控一個第二次世界大戰前後時期的國家,帶領其最終走向勝利.而這一切,都依賴於作爲玩家的你如何引導整個國家,你最強大的工具,前進.鋼鐵雄心4作爲一款戰爭遊戲,需要玩家在大戰略層面做出精密的安排.
A WWII Grand strategy game
有關二戰的大戰略遊戲
Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox. The World War II theme does mean that there is a lot greater focus on the preparation for war, your industrial output and military doctrines and equipment. But in Hearts of Iron IV, you are dealing with the bigger picture and a very high level o this is not a pure old-fashioned wargame. Losing small battles is utterly insignificant to the larger campaign. You have to look at the entire war and take decisions in a multiple of aspects to reach victory - this is truly high level war planning, including production lines, technological advances, securing strategic resources and, of course, making those large armored drives through the plains of Europe.
鋼鐵雄心系列如果同其他PDS的主要作品一樣,是具有沙盒性質的大戰略遊戲.而第二次世界大戰的背景意味著戰前準備,例如工業生產,軍事學說與裝備都是遊戲的重點.但在鋼鐵雄心4中,你將更多地面對總體的戰略安排,因此不會是一個老派的戰爭遊戲.幾次小衝突的失利對一場大戰役的影響微乎其微.要贏得勝利,玩家需要專注於整個戰爭的各個方面才能獲取勝利,這意味著較高層面的戰爭準備,比如生產線,科技進步,確保戰略資源以及生產能在歐陸平原所向披靡的裝甲洪流.
Comparison to other PDS titles
與其他PDS作品相比
The big thing that sets it apart from our other game series such as Crusader Kings II and Europa Universalis IV is that it covers a much shorter period of time, namely the years around the Second World War and that it focuses heavily on preparing for and fighting that war. This means that your priorities will largely stay the same throughout the game – your are unlikely to make a dramatic change from one kind of nation to another. You can pick any nation in the world and either ride out the storm on the sidelines, get involved in the grand cataclysm, or try something a little bit in-between. Hearts of Iron is packed full of historical flavor and awesome details, something much harder to accomplish in games spanning hundreds of years.
與王國風雲2或歐陸風雲4這樣的遊戲相比,鋼鐵雄心系列最大的特點就是遊戲內較短的時間跨度,即集中於走向二戰前的準備時間,與實際戰爭的那些年.這意味著遊戲中的先後事項在整場遊戲裡不會有較大變化,至少你很難使一個國家向著完全與以往完全相反的方向前進.你可以選擇從避免戰爭保持中立到站在世界毀滅的中心,以及兩者間任意風格的不同國家.鋼鐵雄心系列在維持相當的歷史內容和精密細節的同時,難以模擬長達數世紀的歷史.
However even if Hearts of Iron IV is a grand strategy game highly focused on war, the role you take on as the player is close to the role you take in Europa Universalis IV - you will play as the guiding spirit behind the nation trying to shape history and
determine the fate of your country, often guided by in-game events and decisions. The game focuses on making choices for your nation, both in warfare as in the character of your country’s technological progress, national ideas and strategic goals. You can pick any nation and decide what role you will take in WW2.
另一方面,雖然在鋼鐵雄心4裡戰爭是絕對的重點,作爲玩家你也還是需要照顧到方方面面,正如歐陸風雲4所表現的一樣.你作爲一個國度守護靈一般的存在,指引其改變歷史,親歷各種決定,帶領國家走向富強.在遊戲中,你得爲國家做出從戰事到科技進步,國家理念到戰略目標方方面面的決定.你可以選擇任意的國家,最終走向第二次世界大戰.
You can choose different play styles depending on your personal interest or based on the different strengths and weaknesses of the historic powers. For example, as Germany you have an incentive to start the war, while the UK and US will likely start on the defensive and will fight massive naval battles. You can even try to survive as a minor nation, whose government continues fighting from exile or be a smaller power taking advantage of the global war to expand your rightful territory. Nothing that says that your goal must be to win WWII&&- since the game is sandbox, victory is determined by the goals you set up for yourself during the WWII timespan.
當然你可以根據個人的喜好與不同國家歷史上不同的優劣來決定如何進行遊戲.比如說,作爲德意志,你有足夠的理由開戰,而英美更可能在戰爭開始時作爲防禦的一方,並進行激烈的海戰.你也可以選擇一個小國嘗試生存下來,在你的政府流亡國外的同時展開戰鬥,最終在戰爭的蛋糕裡分到自己的一份,擴展領土.遊戲的目標並非一定要贏取第二次世界大戰,作爲沙盒遊戲,你可以決定自己的目標.
Vision願景
Our goal for Hearts of Iron IV is to do something similar to what we did with Crusader King II and Europa Universalis IV - keep the flavor and complexity of the game intact while making the game much more streamlined and easier to learn, with much improved interfaces. We also aim for a fresh playing experience so there will be changes from the previous game.
我們希望鋼鐵雄心4能像王國風雲2與歐陸風雲4一樣(賣很多很多DLC麼),保持趣味與複雜度的同時,使遊戲體驗更加流暢,更容易上手,有更好看的UI.同時也希望遊戲體驗與以往的遊戲不同,有些新穎的內容.
More focus on planning and high level decisions.
重點在於計劃與高層決定
HoI3 could either be played with full manual control, where micromanagement would be pretty heavy (often to the point where you would struggle to pay attention to all aspects of the game) or with AI assistance, where your control over the systems you surrendered to the AI was very limited. We are developing a planning system that gives you greater control while not being as taxing as the detailed manual play from the last Hearts of Iron game. We want to give you time to look at the bigger picture. In my opinion, this also adds a lot of immersion, since it feels more like I am guiding a military campaign rather just shuffling units between provinces.
在鋼鐵雄心3中,玩家可以選擇手動操作,這樣需要大量的微操(有時佔用大量精力以至於不能關注遊戲的其他方面),或是讓AI接管一部分,而這些部分你衹能做相當有限的操作.我們正著手製作一套能給玩家相當的控制權,但又不會被大量細節操作所困擾的計劃系統,讓遊戲比鋼鐵雄心3玩起來輕鬆一些.我們希望玩家能有更多精力關注於整體.在我看來,這會讓玩遊戲的過程真的像是指導一場戰役,而非來回選取各個省份,將會更有帶入感.
For the micromanagers out there - you can still do very detailed plans and update them in real-time, which will basically work like the old manual control but the system will reward successful longer term plans, so expect to have a few things to learn! There won't be any large &automate this& buttons in the game. We want all parts to be fun and playable. If they are not, they get redesigned or replaced.
這樣的微操仍然存在,你仍然可以進行細微的操作,並且實施執行,正如老的手動操作一樣.但系統更加重視長期計劃的成功,因此就沒那麼多東西必須學習啦!當然遊戲內不會有&自動尋路&這樣的按鈕.我們希望把每個部分都做得好玩又有趣.否則就回爐重做.
Less railroading – more historical feel
不再簡單可預測
A big problem with historical games is that people know what happened, especially in such a well-documented period as World War II. The leaders of those days did not have crystal balls or an active forum of amateur historians from the future telling them what would happen next. This is something that we need to deal with without losing the sense of place and realism that people have come to appreciate about our games. A lot of things will require gradual changes and actually living through events, which should give a much better historical feel as well as creating a game where it is easier to try out alternate paths of history and not feel that the only road to success is following whatever plan Eisenhower had.
歷史模擬遊戲最大的問題之一就是,人們已經知道歷史是如何進行的,尤其是二戰這樣被多方詳細記錄的歷史時期.但當年的各國領袖們並沒有水晶球,也沒有一論壇來自未來的網絡歷史學家們告訴他們將會發生什麼.我們認爲需要在不影響玩家所喜愛的真實性和模擬性的同時對此作出修改.因此,有許多東西需要依賴循序漸進的事件來改變,這樣應當會讓人感到稍稍更多的親歷歷史,同時也讓改變歷史進程變得容易一些,而不是看著遊戲走向預測的方向.
Everything at your fingertips
天下宛若反掌間
To play Hearts of Iron you need a lot of information so you can make the right choices, be it long term (where is the best area for my armored spearhead?) or short term (what time does the sun set?). Previously this required you to look around in a lot of places - in Hearts of Iron IV information is much more context sensitive, and most important stuff will be shown directly on the map. You will see more of this in future dev diaries.
玩一個鋼鐵雄心這樣的遊戲,你需要大量信息才能做出較好的選擇,不論是長期(誒我要怎樣才能讓裝甲推進地有效?)或短期(啥時候天黑喲).在之前,你需要到處看才能獲取這些信息,但在鋼鐵雄心4中則不然,信息都被以相關度分劃,而最重要的直接會顯示在地圖上.未來的開發日誌將會進一步說明.
To sum it up:
Our hopes for this game is that you as a player will feel in control of a real global conflict and want to learn the tools of warfare in an open sandbox environment during this intense period of history.&&Our goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.
我們希望玩家能在感覺自己實際參與一場全球衝突的同時,又能在沙盒環境中感受到那個歷史時期裝備的變革.我們將把鋼鐵雄心4的重點放在全球戰略層面的作戰上.
We are aiming to make Hearts of Iron IV the best WWII strategy game yet with a smoother learning curve and deeper gameplay. Its pretty ambitious, but I think we have the experience and passion to pull it off. And the recent experience of Paradox developed games shows that we’re on the right path, I think.
我們想把鋼鐵雄心4做成市面上最棒的二戰戰略遊戲的同時,又能簡單上手又有深度的可玩性.這並非易事,但我們經驗豐富又飽含熱情.而最近PDS開發的遊戲印證了我們有這個能力,大概吧.
Of course, actual development for Hearts of Iron IV hasn’t been going on for that long yet (we are currently in pre-alpha), even if we have been thinking about it and discussing it for years. As we designed each expansion for HoI3, there were always things too large to implement, or that wouldn’t quite fit into the world, and we had to put those things in our &future& pile. So when starting development we had a few years of notes and discussions to go through. I expect old beta testers and forum regulars to go, &Ohh, I remember this!&, as we start to reveal new things in diaries.
當然,鋼鐵雄心4實際的開發工作還未進行很久(我們還處於早期開發階段),雖然此前已經有數年的計劃和研討.而在我們設計每個鋼鐵雄心3的資料片時,總有一些龐大難以實現,或是不太適合(鋼鐵雄心3)的功能,這樣的內容都被我們丟到&以後再做&的簍子裡.因此在準備開發鋼鐵雄心4的時候,我們手頭已經有幾年分的想法和資料可以用.我們希望聽到beta參與者與論壇核潛艇們在看到未來的開發日誌時呼喊&哦!我記得這個!&
We will start slow and release development diaries about once every month and later speed up their release as we march towards early 2015 so sit back and enjoy the ride!
我們準備一開始每月發一篇開發日誌,而往後稍稍增加頻率.2015年還很遙遠,等著吧!
Oh, I almost forgot! Here is a screenshot of the map (click for larger version). This shows just the terrain currently. It is early and political borders are not yet polished to be accurate enough to show them off. Enjoy!
哦我差點忘了,這是一張地圖的截屏.這裡展現了目前的地形圖,而邊界缺乏考證和精細調整,在這裡就先不放出了.
Twitter: This article was originally published in forum thread
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少校, 积分 1098, 距离下一级还需 1402 积分
少校, 积分 1098, 距离下一级还需 1402 积分
金圆券1871 PB
法币133 FB
开发日志一的翻译现在才出,难怪我怎么翻了那么多也都找不到开发日志一的翻译
积分威望248
金圆券2253 PB小红花0
茶叶蛋0 法币-1 FB
主题帖子积分
少尉, 积分 284, 距离下一级还需 16 积分
少尉, 积分 284, 距离下一级还需 16 积分
金圆券2253 PB
最近老想钢铁雄心还能怎么改进
想出了一个~~
可以把五五制的指挥层级突破了,改成无限或更高容量的..
可以设置一个最优值,超过了然后各种加成都会递减,再设一个值,一旦突破了就会起反效果...
积分威望14593
金圆券0 PB小红花17
茶叶蛋0 法币-1 FB
主题帖子积分
黄党钢铁雄心
准将, 积分 14593, 距离下一级还需 407 积分
准将, 积分 14593, 距离下一级还需 407 积分
金圆券0 PB
2015那还有时间啊
积分威望1240
金圆券2563 PB小红花6
茶叶蛋2 法币0 FB
主题帖子积分
少校, 积分 1354, 距离下一级还需 1146 积分
少校, 积分 1354, 距离下一级还需 1146 积分
金圆券2563 PB
最近老想钢铁雄心还能怎么改进
想出了一个~~
可以把五五制的指挥层级突破了,改成无限或更高容量的..
最优值和反效果下限都可以随科技和指挥官特性变动。
跨国请找原作者,跨省请问人教社。
积分威望7114
金圆券76998 PB小红花31
茶叶蛋2 法币790315 FB
主题帖子积分
金圆券76998 PB
法币790315 FB
最近老想钢铁雄心还能怎么改进
想出了一个~~
可以把五五制的指挥层级突破了,改成无限或更高容量的..
很好的想法,边际效应。
积分威望7114
金圆券76998 PB小红花31
茶叶蛋2 法币790315 FB
主题帖子积分
金圆券76998 PB
法币790315 FB
最优值和反效果下限都可以随科技和指挥官特性变动。
这样的话高级指挥官用处就大了。
有此勋章才可以访问水区
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