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“MEIOU and Taxes”的版本间的差异

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*不是靠点数种地,而是通过加入人口、省份基建价值、农业生产效率、城市人口生产熟练度等参数来对省份发展进行动态模拟。战争、瘟疫、花钱给省份盖建筑等都会对这些因素产生影响。
 
*不是靠点数种地,而是通过加入人口、省份基建价值、农业生产效率、城市人口生产熟练度等参数来对省份发展进行动态模拟。战争、瘟疫、花钱给省份盖建筑等都会对这些因素产生影响。
 
*阶级不是手动指定,而是在天高皇帝远的情况下自动控制某个省份(不是直属州也有阶级,在省份修正里体现)。根据阶级手里省份的自制度,他们可以获得金钱以及阶级自己的军备等。
 
*阶级不是手动指定,而是在天高皇帝远的情况下自动控制某个省份(不是直属州也有阶级,在省份修正里体现)。根据阶级手里省份的自制度,他们可以获得金钱以及阶级自己的军备等。
*根据Dharper’s Dei Gratia(一个MOD)重制宗教系统。传教不可一次完成,寺庙现在分为国 和异教两种。
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*根据Dharper’s Dei Gratia(一个MOD)重制宗教系统。传教不可一次完成,寺庙现在分为国 教寺庙 和异教 寺庙 两种。
 
*加入了教育质量、宫廷奢华度、稳定点数、附庸统合度等新指标。原有稳定度、专制度、通胀率与腐败度系统做了大量修正(如稳定度不能手动提升而是靠积累稳定点数实现,中央集权度必定增加腐败度等)。
 
*加入了教育质量、宫廷奢华度、稳定点数、附庸统合度等新指标。原有稳定度、专制度、通胀率与腐败度系统做了大量修正(如稳定度不能手动提升而是靠积累稳定点数实现,中央集权度必定增加腐败度等)。
 
*增加了瘟疫流行事件、动态战争系统、木材贸易系统。叛乱度、劫掠系统和荒废度大改。省份自有财富改为用省份修正来显示,但依然会在敌军破城时被劫掠,数量与进攻方的军纪政策有关。
 
*增加了瘟疫流行事件、动态战争系统、木材贸易系统。叛乱度、劫掠系统和荒废度大改。省份自有财富改为用省份修正来显示,但依然会在敌军破城时被劫掠,数量与进攻方的军纪政策有关。
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==概念与机制==
 
==概念与机制==
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===宗教革命===
 
===宗教革命===
  
From time to time, players ask how the Reformation works. I often give simplified answers, because the truth is - it's complicated. My modding philosophy is that I want to take real, historical events and outcomes, then figure out why they happened and generalize them into an event or mechanic that could occur to any country that meets the same conditions. For this reason, the Netherlands aren't guaranteed to become Reformed, nor is England guaranteed to become Protestant or Spain guaranteed to stay Catholic! However, unless they radically diverge from history - say, by England winning the Hundred Years War, or the Netherlands never falling under foreign control - you often (but not always) get historical results.
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我们的目标是:探寻出一个事件发生的原因,从而在任意一个国家满足这些条件时,发生对应的事件,而不总是拘泥于历史上是否真的发生了这件事。所以你有几率会看到仍然守旧的英国,新教的西班牙等。不过对于AI而言我们会让它们的运行尽量保持历史原貌。作为游戏中的一个大事件,详细讲讲宗教改革这事会提供许多直观例子。
How does it work? The system is complex, but basically breaks down to a few rules that it tries to follow. Each is based on the experiences of different countries during the Reformation, from Naples to Ireland and from Spain to Hungary. Together, they achieve plausible but dynamic results...and weird games, yes. It's possible to see Catholic Sweden and Protestant Italy show up in your games. I try to avoid that kind of thing, but I dislike removing all agency from the AI, so you're going to get strange result sometimes (and sometimes they even make sense!). Here are the most important rules:
 
  
 
'''人文主义的传播和教会的日益腐化'''
 
'''人文主义的传播和教会的日益腐化'''
  
The further north a country is, the more likely it is to convert to Protestant. Where Italy and Spain saw only strife if they turned their backs on the Papacy, England and Sweden had long been estranged from it. They saw clearly the corruption of the Church, and the opportunities from converting.
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一个国家离罗马越远,就越有可能改信新教。虽然文艺复兴的起源地是在意大利,然后传到与穆斯林相邻的天主教国家( 如西班牙) ,直到16世纪初才传到达北欧;不过随着它的传播,各省/国可以选择是站在教会一边还是支持人文主义( 各省份根据教会腐败情况做出的选择是隐藏事件,国家事件则不隐藏) 。正如事件中提到的,支持人文主义将鼓励教改。然而,AI被设计成只有在他们遭遇了教会腐败时才倾向于支持人文主义,而腐败度增长是随机事件。因此,靠近罗马或接近穆斯林的国家( 意大利和卡斯提尔) 倾向于保持天主教,而北欧国家( 英格兰和斯堪的纳维亚) 倾向于皈依新教。这有助于反映出这样一种趋势,即北欧国家感觉自己与教皇职位无缘,而且往往比靠近教皇中心的地方更容易受到教会腐败的影响。例如有名的罗拉德派,最先出现在英国,后来传到波西米亚。1419年发生了掷出窗外事件,紧接着就是胡斯战争。这时候宗教改革的种子就已经埋下。
The Renaissance begins in Rome around 1370, then spreads out of Rome and from Catholic provinces adjacent to Muslim ones (e.g. Spain), one province at a time, until it finally reaches northern Europe in the early 16th century. As it spreads, provinces and countries get a choice of whether to side with the Church or support Humanism (provinces invisibly choose based on church corruption, while countries do so visibly in an event). As it mentions in the event, supporting Humanism will encourage Protestantism later on. The AI is coded to only support humanism if they have suffered church corruption, however - something which happens randomly over time. Because of this, countries close to Rome, or those near Muslims (Italy and Castille) tend to stay Catholic, while those in northern Europe (England and Scandinavia) tend to convert to Protestant. This helps to reflect the trend that northern European nations felt cut off from the Papacy and often suffered more from church corruption than places closer to its center.
 
Bottom line: if you're in northern Europe, your provinces are going to want to convert (and all your neighbours will).
 
  
 
'''九十五条论纲与印刷术'''
 
'''九十五条论纲与印刷术'''
  
Provinces and countries that share a common culture or region with the birthplace of the Reformation tend to convert. Lutheranism spread across Germany rapidly, in large part thanks to the role of the printing press. Luther's criticisms of the Church were written in the common vernacular, often supported by drawings for the illiterate, and were easy to understand compared to the Latin the Church used to oppose him. Although translations did emerge, they were slower to appear and often came from foreign lands, making Lutheranism more suspect.
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路德教在德国迅速传播,这在很大程度上要归功于印刷术的作用。路德骂教会是用通俗的德国方言写的(一定程度上还是标准德语产生的源头),而教会骂路德的文章却用拉丁语,对于一个普通德国乡巴佬还是路德更有吸引力。虽然教会批驳路德的文章也有人翻译,但基本都是在德国以外翻译成当地语言,再转译成德语,等传到德国黄花菜都凉了。95条论纲事件发生后,与宗教改革发源地拥有共同文化或地区的省份和国家更倾向于皈依新教。在游戏中改革中心位置是随机的(请参照本大节开头的思想),改革几乎可以在任何地方出现,但必须遵从我们上一小节所说的规则。在大多数时候,除非在特别偶然的情况下改革中心能出现在教会势力强盛的地方(如布列塔尼、西班牙或纳瓦拉),否则一般都会遵从历史逻辑(即改革首先在德国、波西米亚、北欧等地发生)。
The 95 Theses event immediately makes many provinces in the same region or sharing the same culture group far more likely to become Protestant, and the same with countries of that culture group. If the Reformer appears in Wittenburg, then Northern Germany will be likely to become Protestant. If he appears instead in Milan, then northern Italy instead will embrace Lutheranism. The location of the 95 Theses is dynamic but random. The Reformer can appear almost anywhere, but within rules: he can only appear in provinces that have embraced humanism (and so have suffered Church abuses) - which means this rule is unlikely to have a huge effect in most games (but see rule #3) unless you happen to get 'lucky' and end up with him appearing in a place which has mostly sided with the Church, like Brittany or Navarra.
 
So where will he appear? The most likely place is in the Holy Roman Empire, but not simply because it's the HRE. The game tries to find a province that reflects the historical Wittenburg: a place in which the Elector of Saxony would be likely to side with Luther as a thorn in the side of his liege, the Holy Roman Emperor. In game terms, it looks for a medium-sized country that has suffered Church abuses, does not control cardinals, owes fealty in some way to a more powerful country, and is biased towards appearing within a human player's territory (because the game is, after all, about YOU having fun and experiencing events!)
 
Bottom line: if the Reformer appears next to you, it will be easier to convert and harder to stay Catholic.
 
  
 
'''新教教士寻求德国本地贵族的庇护'''
 
'''新教教士寻求德国本地贵族的庇护'''
  
Most countries won't convert to Protestant until the Peasants War ends. If the Reformer is executed before this, countries will reject Protestantism and become more likely to convert to Reformed instead, if they convert at all. The Peasants War was seen by many as the obvious outcome of supporting heresy. When Luther emerged in response to declare the German princes divinely appointed, it was a signal to them that the new heresy could be used by the state - not just as a bargaining chip or by fanatics, but as a tool to centralize power.
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如果改革发生在德国境内,那么对应的诸侯可以有三种做法:1. 将这位改革者交给教皇或者神圣罗马帝国皇帝;2. 置之不理或者把他赶出领地——就是把选择权扔到另一个诸侯手上;3. 把他保护起来——这正是史实。如果改革没发生在德国,那后续事件可能就没那么刺激——但是传到德国之后依旧能产生该有的效果。实际上在改革发生后不久,德国农民战争也爆发了。如果改革者没有被交付审判或者在战争中遇害,那么德国农民战争结束后,新教将会在德国遍地开花——因为路德的根本目标是反天主教而不是反封建。如果改革者死亡(无论是被审判后处死、战争中被杀或者自然死亡),那么涉及到的省份要么维持信仰,要么转变为更激进的改革宗。如果改革思潮是被传到德国的,机制也基本相同。
This rule is the flip side of rule #2. There are several opportunities for the Reformer to die. He could be simply sent to Rome for trial, or could be placed on trial in his home country, found guilty and executed. His protector might back down and hand him over to the authorities. Or he could be caught by soldiers and dragged from his hiding place in the middle of a war. Either way, if he dies before the Peasants War ends, he will never get the chance to appeal to the nobility. Protestantism will be seen as a radical faith both by rulers (who will not want to convert) and by the population at large (who will see radical revolution as their only way to embrace reform). In this scenario, provinces and countries affected by the Reformer directly (see rule 2) become more likely to stay Catholic, or convert to Reformed if they are going to convert. In these scenarios, Protestantism can end up being a small minority, while Reformed becomes a much larger presence in Europe than it did historically.
 
Bottom line: if the Reformer dies, expect to see a lot of Reformed provinces in his homeland.
 
  
 
'''中央集权程度'''
 
'''中央集权程度'''
  
Provinces belonging to your state culture are likely to follow your ruler's example. The king of Sweden and Elector of Saxony had few problems converting their people to Lutheranism. However, while the Archduke of Austria was able to force Protestants out of Austria, he failed to keep control over them in Bohemia or Hungary.
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当宗教改革传播开后,德国诸侯们有一次机会来表明他们接下来的道路: 是坚持信天主教还是改宗新教。国内的省份会对集权程度高的统治者有样学样,例如瑞典国王和萨克森选帝侯在使人民皈依路德宗时并没有遇到什么困难。而像奥地利大公这样的除了把新教徒赶走或者杀掉就没啥别的能干的了。当你选择自己的立场时,你也会对其他国家产生一种无形但强大的影响:如果其他国家的领地里有你的主文化省份,那么这些被异族统治的你的族人会支持你的决定。后续的事件,如耶稣会和新教的权威改革,遵循类似的规则。在很大程度上,这意味着小而统一的国家可以在宗教改革中避免许多麻烦——但是大而多民族的帝国呢?如果你是个多民族大国,被每个外界小国来这么一下,那问题就很严重了(参见下一小节)。即便你国内的不相容文化此时并没有一个以它为主文化的的国家存在,系统还有办法对付你。
When the Reformation begins, countries get one last chance to signal which way they wish to go in the Reformation: stay Catholic or embrace Protestantism. When you choose your side, you are also having an invisible but powerful effect on your country: provinces of your primary culture from the 'wrong' side become very likely to support your monarch's decision instead. Later events, such as the Jesuits for Catholics and the Magisterial Reformation for Protestants, follow similar rules - they will spread your state religion within your culture group, but not outside it. For the most part, this means that small, unified states can avoid many troubles at all during the Reformation - but large, multiethnic empires? They follow the French model...which isn't pretty.
 
Bottom line: Small states can convert freely - go ahead and make Milan Protestant!
 
  
 
'''民族主义的诞生'''
 
'''民族主义的诞生'''
  
Provinces belonging to a different culture group and those cut off from your capital become likely to oppose you, no matter which religion you choose. When England converted to Anglican, many Irish Catholics became even more fervent in their religion as a way to distinguish themselves from their hated occupiers. Meanwhile, many Dutch saw the Reformed Church as a way of throwing off the Spanish yoke.
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不相容文化的省份和那些与你的飞地省份可能会反对你,无论你选择哪种宗教。如果一个省份碰巧满足这两种条件,那么该地是毫无疑问的要造反。例如当英格兰改信英国国教时,许多爱尔兰天主教徒对他们的宗教更加狂热,以此将自己与英格兰征服者区分开来。而与此同时,许多荷兰人将改革宗视为摆脱西班牙枷锁的一种方式,并促成了荷兰独立战争的发生。欧洲的多民族国家将遭受严重的宗教动荡,无论他们怎么选,肯定是不能全都要。希望你的多民族大帝国能避免一场宗教战争。
This rule is the flip side of rule #4. Provinces belonging to a different culture group are likely to side against you in the Reformation, while provinces cut off from your capital (exclaves) are also likely. Provinces that fit both criteria become almost certain to do so! There is also a related event which makes small countries likely to convert to Reformed if they border larger Catholic countries that own provinces of their culture, spreading it - and unrest - among their brethren at the same time, in hopes of throwing off your yoke.
 
Bottom line: Multiethnic empires are going to suffer a lot of religious turmoil, no matter what they choose. Hope you can avoid a War of Religion.
 
  
'''God's Judgment on the Church'''
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''' 上帝审判教会'''
  
Provinces owned by heathens are likely to embrace the Reformed faith. The fall of Hungary came as a shock to the Christians living there. Many of them saw their occupation by the Turks as Divine Judgment against the Church - and the Turks had no reason to fight heresy among their heathen subjects as long as they paid their taxes. Calvinism spread rapidly through Hungary, especially in the parts controlled by the Ottomans.
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异教徒控制的省份更易接受改革后的信仰。例如,匈牙利大部陷于奥斯曼帝国对当地的基督徒来说是个很大的冲击。他们中的许多人认为,他们的祖国败于土耳其人是天主对教会的神圣审判——况且只要他们交吉兹亚,土耳其人对他们甚至更温和。这也造成加尔文主义在匈牙利迅速传播,特别是在奥斯曼帝国控制的地区。非基督徒国家所占的天主教省份极有可能皈依改革宗,特别是如果该国决定站在改革派一方( 就像奥斯曼在三十年战争中浑水摸鱼那样) 。不过由于这种省份一般很少,所以实际上并不常见。
Provinces owned by non-Christians become very likely to convert to Reformed, especially if their owner decides to support the Reformation (which they often do if they rival a Catholic country). Unfortunately, this often doesn't happen in the game - the Turks rarely occupy enough of Europe to have many Catholic provinces - but it's still a rule that occasionally comes up, and in theory could apply in other situations - a resurgent pagan Lithuania, for example. It occasionally also shows up when a Crusader state in Greece converts a province to Catholic, then gets conquered - something I should really fix.
 
Bottom line: If the Turks conquer Hungary, you'll see a lot of Reformed Hungarians.
 
  
'''The Radical Reformation'''
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''' 改革宗'''
  
When countries oppose moderate Protestants, radical Reformed Christians appear instead. When the Scottish rejected Lutheranism, they sent many Reformers into exile on the continent - where they mingled with Zwingli and Calvin and returned in triumph to drive out the monarchy and institute a Reformed Church of Scotland. Meanwhile, in France, the king's refusal to countenance Lutheranism meant that it was driven underground, where the Huguenots found fertile ground for the Reformed faith.
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当国家压迫温和的新教徒时,会有几率让他们更激进。当苏格兰压迫路德教时,他们把许多新教徒赶往欧洲大陆——在那里他们与慈运理和加尔文混在一起,然后组成了苏格兰还乡团,最终革了旧苏格兰教会的命。与此同时,法国上层也在迫害新教(胡格诺战争),路德宗被迫转入地下,而胡格诺派就在这里找到了传播改革宗信仰的沃土。总之,当改革派认为没有合法的途径来获得发言权时,他们就会铤而走险,甚至于很多新教徒看改革宗都觉得他们太过火了。
Protestantism only appears in large numbers where it's wanted, or at least tolerated. When Reformers saw no legitimate way to gain a voice, they sometimes turned to more extremist views. In the 16th century, the works of Zwingli or Calvin were considered radical by many Lutherans (and we haven't even gotten into the Anabaptists!). When countries choose to reject the Reformation entirely, provinces that would ordinarily have spawned Lutheran minorities will instead spawn Reformed ones.
 
Bottom line: Got humanist provinces and want to avoid Protestants? You'll get Reformed Christians instead.
 
  
'''A Leap of Faith, or the Great Experiment'''
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''' 是信仰的飞跃还是伟大的实践'''
  
Smaller countries, especially republics, are far more likely to convert to Reformed than larger states. When Jean Calvin was chased out of France, it was the city of Geneva that welcomed him and his radical ideas.
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较小的国家,特别是一个小共和国,比较大的国家更有可能进行改革。当加尔文被赶出法国时,他便去了瑞士。改革宗比路德教更民主(虽然并不宽容),因为路德本人更强调统治者作为教会领袖的应有地位。总的来说,16世纪欧洲的大多数统治者认为改革宗是异端邪说,应该被消灭。在一开始,较大的国家是不太可能改宗的,而较小的国家将会这么做——要么是因为它们的省份不自觉地皈依,要么是因为它们遭遇了一场叛乱。一旦这种情况发生,更多的小国家将加入改革宗。而共和国因为相对于君主制已经是很激进了(在当时),那么在宗教方面更进一步也没什么。
The Reformed faith is more democratic than Lutheranism, which emphasizes the ruler's rightful place as head of the Church. In general, most rulers of 16th century Europe saw the Reformed Church as a heresy that ought to be stomped out. Although many would eventually change their minds, in the beginning major states are very unlikely to convert to Reformed. Instead, smaller countries will do - either because their provinces have involuntarily converted, or because they have suffered a revolt. Once this happens, more countries will join the Reformed faith, but mostly smaller ones which have few provinces to convert. Republics, who already embrace radical new ideas such as voting, are much more likely to allow a radical reformer to preach in their lands, and so become Reformed.
 
Bottom line: Want to become Reformed early? Change to a republic.
 
  
 
===其他新机制===
 
===其他新机制===
  
*Many new triggered modifiers representing specific statuses of your country, including possessing holy lands for your religion, a centralisation meter giving both maluses and benefits to high versus low centralisation
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* 设计了许多新的触发式修正,例如你的宗教圣地(如果有)被自己人控制/沦于异教徒产生的影响、科技提升导致的最大专制度提升等。
*Totally reworked development system which develops based on factors affecting your nation (such as policies, buildings, war, stability, and innate development bonuses)
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* 彻底重制的发展度系统(点数种地实在是太蠢了)。开局的时候有一些省份因为历史原因有着大量的城市人口和大量受过教育的上层人口,投资这些省份的效果要远远好于扶贫,当然前提是这些大城市的自治度不能太高。
*New westernization mechanic available for Eastern, Turkish, Muslim, and Indian tech groups.
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* 因为思潮,旧的西化方式已经被彻底废弃。现在游戏中的思潮系统大致与原版相同,不过因为不能种地以及修改了思潮产生条件,还是有不小差别。
*New and reworked religions with Dei Gratia, new crusade, papal, and reformation mechanics
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* 由DG带来的新宗教系统。
*War dynamism allowing the taking of provinces during war if certain conditions are met if you are doing well (cores, china, ottomans)
+
* 动态战争系统允许在战争期间花点点数来占领省份,比如中国统一、奥斯曼征服、俄罗斯打游牧、收回核心省份等情景下,你不用消耗战争分就能获取这些省份。有些情况(如中国统一)会自动送核心,有些情况(如俄国打游牧)则不会,得自己造。
 
+
* 联系效率,这用来模拟你在首都发出的政令到达地方需要花时间这一事实。偏远地区的信息传达效率可以低的惊人,比如云贵的山区,可能当叛乱的消息传到紫禁城,叛军已经占了好几座城池了。而路途过于遥远 身也会增加当地 叛乱。
*Communication efficiency mechanic which relies on local autonomy modifiers to represent how much control a state truly has over its country.
+
* 很多新的理念组。有的理念组是其他理念组的先决组,例如必须点满经济才有工程理念组,必须点满管理才有扩张组等,在游戏中可以看到制约关系。
 
+
* 科技和国家理念带来的直属州数量加成大大减少。你必须通过理念组理念和修造政府(Regional Capital)的方式控制一个大帝国。
===基 上重做了 机制===
+
* 新增了“制造业中心”,用来衡量一个省份的制造水平是否突出。与此同时改动了就有的贸易系统,贸易中心现在不是固定的,可以产生,转移或者是消灭(制造中心亦然)。如果一个贸易中心/制造业中心在瘟疫/战争中被重创并没有恢复的话,那它可能就此衰落下去,并由其他发展良好的省份取而代之;或者因为老贸易中心/制造业中心里既得利益太强大、就业竞争过于激烈,而一片新的土地有着优良的条件,那么这片新土地可能后来居上成为更高级的贸易中心/制造业中心(典型如曼彻斯特的崛起)。除此以外,两种中心现在有四个等级:小型(用铜币/铜质扳手和锤子表示)、重要(银)、主要(金)、巨型(宝石紫),越高级的修正对省份的提升越大。另外这四个等级是相对而言,一般不会出现一个贸易区内遍地巨型贸易中心的情况(例如在中国,玩家通常只能把北京,杭州和广州种成巨型中心)。
 
+
* 人口。这是本MOD的核心之一,这个参数几乎是这个MOD的基础。人口被分为3种类型:农民,市民,贵族。他们的产出按照各种因素折算为发展度。有的国家(如中国)虽然有着巨量人口,但是绝大多数都是农民,显然他们并不能成为工业化的主力。在欧洲,虽然集权程度远不如中国并且贵族们对农民也是一样的剥削,但是上层社会对投资最终促成了文艺复兴并为近代科学的发展奠定了基础,这是原版所无法办到的。本MOD中有的建筑需要城市人口达到一定规模才能建造,而文化类建筑需要一定艺术力量才能建造——这归根结底需要你有市民这个阶层,毕竟吃不饱饭是没有别的功夫去搞艺术和教育的。城市化的潜力则用“Base Urban Gravity”这个参数来衡量,建筑、完成某些任务、某些事件可以增加之。开局的时候世界上会有几十座规模不小的城市,但也可以凭空把城市种出来。这个过程要比原版更加富有趣味性。
*Coring: While M&T still requires the player to click the button to begin coring that part is very cheap and takes many years, instead coring is mostly done via events which require coring in progress. The event has two different phases, one where there is no modifier and when it fires it applies a modifier called Gaining Control which gives roughly half the bonuses of a core. When the event fires for a second time it clears the modifier and adds a proper core.
 
 
 
*Colonization is much slower but happens over a larger area at once
 
 
 
*Ideas: Many, many new idea groups, including advanced idea groups and idea groups which have prerequisites before being able to take them.
 
 
 
*States: Significantly less states than in vanilla to represent the difficulty of controlling a large empire
 
  
 
==国家特色==
 
==国家特色==

2019年12月3日 (二) 22:08的版本

M.E.I.O.U. and Taxes
MEIOU & Taxes logo.png
LOGO
类型 游戏内容大改
作者 Gigau and the M&T team
版本 v2.51 Open Beta 5 (b28b) for EU4 v1.28.3.0 Spain (3ba8)
论坛/贴吧 Paradox Sub-forum
STEAM创意工坊 201884397


Meiou&Taxes是一个大型游戏性MOD,对地图、机制等做了大量而且全面的修改。由三代的两个著名MOD合体而成,名字亦然。

MEIOU and Taxes介绍

特点总览

  • 重制地图,4000多个省份以及900多个新国家
  • 游戏时间为1356(神圣罗马帝国皇帝查理四世颁布金玺诏书)~1856年
  • 不是靠点数种地,而是通过加入人口、省份基建价值、农业生产效率、城市人口生产熟练度等参数来对省份发展进行动态模拟。战争、瘟疫、花钱给省份盖建筑等都会对这些因素产生影响。
  • 阶级不是手动指定,而是在天高皇帝远的情况下自动控制某个省份(不是直属州也有阶级,在省份修正里体现)。根据阶级手里省份的自制度,他们可以获得金钱以及阶级自己的军备等。
  • 根据Dharper’s Dei Gratia(一个MOD)重制宗教系统。传教不可一次完成,寺庙现在分为国教寺庙和异教寺庙两种。
  • 加入了教育质量、宫廷奢华度、稳定点数、附庸统合度等新指标。原有稳定度、专制度、通胀率与腐败度系统做了大量修正(如稳定度不能手动提升而是靠积累稳定点数实现,中央集权度必定增加腐败度等)。
  • 增加了瘟疫流行事件、动态战争系统、木材贸易系统。叛乱度、劫掠系统和荒废度大改。省份自有财富改为用省份修正来显示,但依然会在敌军破城时被劫掠,数量与进攻方的军纪政策有关。
  • 全新的城市生产、贸易及殖民系统
  • 40多个理念组,新的国家理念(其中有两个和你的主文化相关),新任务树及新事件
  • 一些特殊区域有自己的独特机制: 意大利、日本、低地、神罗等
  • ciadude2作曲的一些新音乐

来源

由三代的两个著名MOD合体而成, MEIOU和Death & Taxes. MEIOU由Gigau在2007年创作。 一开始只是简单地改图改界面,但是很快就停不下来了。 Death and Taxes由Lukew在2011年创作,对机制进行了改动。

制作团队

MEIOU and Taxes Crest
  • Gigau: Co-founder
  • Lukew: Co-founder
  • Aldaron
  • Beorsferth
  • Ekinda
  • Evander
  • FireKahuna
  • Hadhod
  • Inimicus
  • Ispil
  • Jervaj
  • khardinal
  • KJH
  • Malorn
  • MinerSebas
  • Myzael
  • Pelpel
  • Phlopsi
  • Redwallzyl
  • Sturmvogel
  • Sun Wu
  • TisAFleshWound
  • Turbo215
  • VineRobot
  • Warial
  • zimxavier

常见问题

  • 需要DLC吗?
    • 有最好。特别是 Common Sense,有这个DLC才有省份界面一个叫“与省份交互”的按钮(由提升人力的按钮魔改而来),比没有Common Sense要方便不少。 当然即使没有任何DLC也基本不影响对MOD内容的体验。
  • 这MOD名字的意思是?
    • 由·一个拉丁文奥地利格言 Austria est imperare orbi universo演化来的,意思是“奥地利统治世界”。把Austira改成拉丁文mihi(我), 就变成了“我统治世界”。后面的词即富兰克林说过的“唯死亡和纳税不可避免”。

包含的子MOD

Dei Gratia(拉丁语“靠神的恩典”)

Dei Gratia是一个对宗教系统进行改动的MOD,由dharper制作。它将省份人口划分为十份,传一次教大约转化20%的人口。信徒最多的群体所信仰之宗教将显示为该省份主流宗教,但是少数派依旧存在于省份修正中,并根据国家对他们的容忍度产生相应的效果(影响人力和叛乱度)。

Serenissima Italia(拉丁语“最尊贵的意大利”)

Serenissima Italia (SI)是对意大利地区进行机制性模拟的MOD,以尽可能地模拟游戏时间段内发生在这片半岛上的事件,例如文艺复兴,美第奇银行和伦巴底铁王冠等事件。由Marco Dandolo制作。

Pax Sinica(拉丁语“中华霸权”)

对大中华地区进行机制性模拟的MOD,例如帝国的统一和分裂,给大明当狗,西学东渐,满洲入关等。由Chatnoir17制作。

其他子MOD

贡献者

  • ncaparcp - 日本地区修正
  • Vorondil - 日耳曼东进运动(即原属西拉斯夫人的地盘逐渐日耳曼化的过程,如波西米亚、西里西亚和波美拉尼亚等)
  • tealjaker94 and demanvanwezel - 小勃事件
  • Tze-Chiang Lim - 界面
  • neondt - 地图及界面
  • Alvya - 动态战争系统
  • Bersun - 土耳其语翻译
  • Boies00 - 顾问GUI在某些分辨率下不能正确显示的修复
  • Clym Smith - Logo的插图
  • Futomato - 旗帜设计
  • Jabbate - 中美洲地区
  • Leon Brown - Logo的设计
  • Niallmcfc - 省份改名事件
  • Rebelito - UI优化
  • Solo Adhemar - 旗帜设计
  • TheRedSpectre - 载入界面
  • Tinholt - 技术支持
  • Trin Tragula - 部分印度地图
  • lei saarlainen
  • Apiks
  • Banyensis
  • Dafool
  • Frenzyone
  • Irwin
  • Karen
  • Metalinvader665
  • Starwarsfan541
  • The_Dude
  • ...

概念与机制

宗教革命

我们的目标是:探寻出一个事件发生的原因,从而在任意一个国家满足这些条件时,发生对应的事件,而不总是拘泥于历史上是否真的发生了这件事。所以你有几率会看到仍然守旧的英国,新教的西班牙等。不过对于AI而言我们会让它们的运行尽量保持历史原貌。作为游戏中的一个大事件,详细讲讲宗教改革这事会提供许多直观例子。

人文主义的传播和教会的日益腐化

一个国家离罗马越远,就越有可能改信新教。虽然文艺复兴的起源地是在意大利,然后传到与穆斯林相邻的天主教国家(如西班牙),直到16世纪初才传到达北欧;不过随着它的传播,各省/国可以选择是站在教会一边还是支持人文主义(各省份根据教会腐败情况做出的选择是隐藏事件,国家事件则不隐藏)。正如事件中提到的,支持人文主义将鼓励教改。然而,AI被设计成只有在他们遭遇了教会腐败时才倾向于支持人文主义,而腐败度增长是随机事件。因此,靠近罗马或接近穆斯林的国家(意大利和卡斯提尔)倾向于保持天主教,而北欧国家(英格兰和斯堪的纳维亚)倾向于皈依新教。这有助于反映出这样一种趋势,即北欧国家感觉自己与教皇职位无缘,而且往往比靠近教皇中心的地方更容易受到教会腐败的影响。例如有名的罗拉德派,最先出现在英国,后来传到波西米亚。1419年发生了掷出窗外事件,紧接着就是胡斯战争。这时候宗教改革的种子就已经埋下。

九十五条论纲与印刷术

路德教在德国迅速传播,这在很大程度上要归功于印刷术的作用。路德骂教会是用通俗的德国方言写的(一定程度上还是标准德语产生的源头),而教会骂路德的文章却用拉丁语,对于一个普通德国乡巴佬还是路德更有吸引力。虽然教会批驳路德的文章也有人翻译,但基本都是在德国以外翻译成当地语言,再转译成德语,等传到德国黄花菜都凉了。95条论纲事件发生后,与宗教改革发源地拥有共同文化或地区的省份和国家更倾向于皈依新教。在游戏中改革中心位置是随机的(请参照本大节开头的思想),改革几乎可以在任何地方出现,但必须遵从我们上一小节所说的规则。在大多数时候,除非在特别偶然的情况下改革中心能出现在教会势力强盛的地方(如布列塔尼、西班牙或纳瓦拉),否则一般都会遵从历史逻辑(即改革首先在德国、波西米亚、北欧等地发生)。

新教教士寻求德国本地贵族的庇护

如果改革发生在德国境内,那么对应的诸侯可以有三种做法:1.将这位改革者交给教皇或者神圣罗马帝国皇帝;2.置之不理或者把他赶出领地——就是把选择权扔到另一个诸侯手上;3.把他保护起来——这正是史实。如果改革没发生在德国,那后续事件可能就没那么刺激——但是传到德国之后依旧能产生该有的效果。实际上在改革发生后不久,德国农民战争也爆发了。如果改革者没有被交付审判或者在战争中遇害,那么德国农民战争结束后,新教将会在德国遍地开花——因为路德的根本目标是反天主教而不是反封建。如果改革者死亡(无论是被审判后处死、战争中被杀或者自然死亡),那么涉及到的省份要么维持信仰,要么转变为更激进的改革宗。如果改革思潮是被传到德国的,机制也基本相同。

中央集权程度

当宗教改革传播开后,德国诸侯们有一次机会来表明他们接下来的道路:是坚持信天主教还是改宗新教。国内的省份会对集权程度高的统治者有样学样,例如瑞典国王和萨克森选帝侯在使人民皈依路德宗时并没有遇到什么困难。而像奥地利大公这样的除了把新教徒赶走或者杀掉就没啥别的能干的了。当你选择自己的立场时,你也会对其他国家产生一种无形但强大的影响:如果其他国家的领地里有你的主文化省份,那么这些被异族统治的你的族人会支持你的决定。后续的事件,如耶稣会和新教的权威改革,遵循类似的规则。在很大程度上,这意味着小而统一的国家可以在宗教改革中避免许多麻烦——但是大而多民族的帝国呢?如果你是个多民族大国,被每个外界小国来这么一下,那问题就很严重了(参见下一小节)。即便你国内的不相容文化此时并没有一个以它为主文化的的国家存在,系统还有办法对付你。

民族主义的诞生

不相容文化的省份和那些与你的飞地省份可能会反对你,无论你选择哪种宗教。如果一个省份碰巧满足这两种条件,那么该地是毫无疑问的要造反。例如当英格兰改信英国国教时,许多爱尔兰天主教徒对他们的宗教更加狂热,以此将自己与英格兰征服者区分开来。而与此同时,许多荷兰人将改革宗视为摆脱西班牙枷锁的一种方式,并促成了荷兰独立战争的发生。欧洲的多民族国家将遭受严重的宗教动荡,无论他们怎么选,肯定是不能全都要。希望你的多民族大帝国能避免一场宗教战争。

上帝审判教会

异教徒控制的省份更易接受改革后的信仰。例如,匈牙利大部陷于奥斯曼帝国对当地的基督徒来说是个很大的冲击。他们中的许多人认为,他们的祖国败于土耳其人是天主对教会的神圣审判——况且只要他们交吉兹亚,土耳其人对他们甚至更温和。这也造成加尔文主义在匈牙利迅速传播,特别是在奥斯曼帝国控制的地区。非基督徒国家所占的天主教省份极有可能皈依改革宗,特别是如果该国决定站在改革派一方(就像奥斯曼在三十年战争中浑水摸鱼那样)。不过由于这种省份一般很少,所以实际上并不常见。

改革宗

当国家压迫温和的新教徒时,会有几率让他们更激进。当苏格兰压迫路德教时,他们把许多新教徒赶往欧洲大陆——在那里他们与慈运理和加尔文混在一起,然后组成了苏格兰还乡团,最终革了旧苏格兰教会的命。与此同时,法国上层也在迫害新教(胡格诺战争),路德宗被迫转入地下,而胡格诺派就在这里找到了传播改革宗信仰的沃土。总之,当改革派认为没有合法的途径来获得发言权时,他们就会铤而走险,甚至于很多新教徒看改革宗都觉得他们太过火了。

是信仰的飞跃还是伟大的实践

较小的国家,特别是一个小共和国,比较大的国家更有可能进行改革。当加尔文被赶出法国时,他便去了瑞士。改革宗比路德教更民主(虽然并不宽容),因为路德本人更强调统治者作为教会领袖的应有地位。总的来说,16世纪欧洲的大多数统治者认为改革宗是异端邪说,应该被消灭。在一开始,较大的国家是不太可能改宗的,而较小的国家将会这么做——要么是因为它们的省份不自觉地皈依,要么是因为它们遭遇了一场叛乱。一旦这种情况发生,更多的小国家将加入改革宗。而共和国因为相对于君主制已经是很激进了(在当时),那么在宗教方面更进一步也没什么。

其他新机制

  • 设计了许多新的触发式修正,例如你的宗教圣地(如果有)被自己人控制/沦于异教徒产生的影响、科技提升导致的最大专制度提升等。
  • 彻底重制的发展度系统(点数种地实在是太蠢了)。开局的时候有一些省份因为历史原因有着大量的城市人口和大量受过教育的上层人口,投资这些省份的效果要远远好于扶贫,当然前提是这些大城市的自治度不能太高。
  • 因为思潮,旧的西化方式已经被彻底废弃。现在游戏中的思潮系统大致与原版相同,不过因为不能种地以及修改了思潮产生条件,还是有不小差别。
  • 由DG带来的新宗教系统。
  • 动态战争系统允许在战争期间花点点数来占领省份,比如中国统一、奥斯曼征服、俄罗斯打游牧、收回核心省份等情景下,你不用消耗战争分就能获取这些省份。有些情况(如中国统一)会自动送核心,有些情况(如俄国打游牧)则不会,得自己造。
  • 联系效率,这用来模拟你在首都发出的政令到达地方需要花时间这一事实。偏远地区的信息传达效率可以低的惊人,比如云贵的山区,可能当叛乱的消息传到紫禁城,叛军已经占了好几座城池了。而路途过于遥远本身也会增加当地的叛乱。
  • 很多新的理念组。有的理念组是其他理念组的先决组,例如必须点满经济才有工程理念组,必须点满管理才有扩张组等,在游戏中可以看到制约关系。
  • 科技和国家理念带来的直属州数量加成大大减少。你必须通过理念组理念和修造政府(Regional Capital)的方式控制一个大帝国。
  • 新增了“制造业中心”,用来衡量一个省份的制造水平是否突出。与此同时改动了就有的贸易系统,贸易中心现在不是固定的,可以产生,转移或者是消灭(制造中心亦然)。如果一个贸易中心/制造业中心在瘟疫/战争中被重创并没有恢复的话,那它可能就此衰落下去,并由其他发展良好的省份取而代之;或者因为老贸易中心/制造业中心里既得利益太强大、就业竞争过于激烈,而一片新的土地有着优良的条件,那么这片新土地可能后来居上成为更高级的贸易中心/制造业中心(典型如曼彻斯特的崛起)。除此以外,两种中心现在有四个等级:小型(用铜币/铜质扳手和锤子表示)、重要(银)、主要(金)、巨型(宝石紫),越高级的修正对省份的提升越大。另外这四个等级是相对而言,一般不会出现一个贸易区内遍地巨型贸易中心的情况(例如在中国,玩家通常只能把北京,杭州和广州种成巨型中心)。
  • 人口。这是本MOD的核心之一,这个参数几乎是这个MOD的基础。人口被分为3种类型:农民,市民,贵族。他们的产出按照各种因素折算为发展度。有的国家(如中国)虽然有着巨量人口,但是绝大多数都是农民,显然他们并不能成为工业化的主力。在欧洲,虽然集权程度远不如中国并且贵族们对农民也是一样的剥削,但是上层社会对投资最终促成了文艺复兴并为近代科学的发展奠定了基础,这是原版所无法办到的。本MOD中有的建筑需要城市人口达到一定规模才能建造,而文化类建筑需要一定艺术力量才能建造——这归根结底需要你有市民这个阶层,毕竟吃不饱饭是没有别的功夫去搞艺术和教育的。城市化的潜力则用“Base Urban Gravity”这个参数来衡量,建筑、完成某些任务、某些事件可以增加之。开局的时候世界上会有几十座规模不小的城市,但也可以凭空把城市种出来。这个过程要比原版更加富有趣味性。

国家特色

China

India

France, between Bourguignons and Armagnacs

Sweden Civil War

Castile Civil War

A Bit of History

Basically, to make a long story short, Alfonso XI, the king of Castile until 1350, was married to Maria of Portugal and had a mistress Leonor de Guzmán, each leading a faction of the court, the former close to Portugal, the latter to Aragon. With Maria, he had Pedro de Borgoña. With Leonor, among ten children, he had Enrique de Trastamara. Quickly after becoming king, Pedro I had to contend with the high nobility stirring some rebellion led by Henri de Trastamara, especially after Pedro I had Leonor de Guzmàn arrested and killed. I'll step past the first phase which involved the former chancellor João Alfonso de Albuquerque, given he was poisonned in Medina del Campo in 1354. In 1356, Pedro I used a maritime incident between Aragonese and Genoese fleets to declare the War of the Two Pedros against Pedro el Ceremonioso of Aragon. Henri de Trastamara and his army side with Aragon. This second phase ends with the Treaty of Terrer in may 1361, as a draw. Captured areas are given back to their previous owners, although Enrique is compelled to seek refuge in France. During the third phase, the civil war really becomes international. To begin with, with the suspicious death of Blanche de Bourbon, wife of Pedro I of Castile and sister-in-law to Charles V of France, relations between Castile and France drop. Enrique de Trastamara has an easy time asking for French help, especially given that it would help secure the southern borders for when Charles V attempts to reclaim the lands lost with the Treaty of Bretigny. In 1366, Enrique de Trastamara and Bertrand du Guesclin enter Castile through La Rioja and march on towards Burgos, Toledo and Sevilla. This prompts Pedro I to seek refuge in Guyenne to ask the Black Prince to sign the Treaty of Libourne. The Black Prince soundly defeats Enrique in Nàjera, sends hin back in exile and restores Pedro I on the throne. But after waiting for some time for his due, his army suffering from cold, malaria and dysenteria, the Black Prince retruns to Guyenne. Enrique and Bertrand du Guesclin come back and conquer Castille and Leòn. In 1369, at the Battle if Montiel, Pedro I is captured. The two stepbrothers, Enrique and Pedro fight each other, possibly not in the most fair duel of History. Pedro dies to the hand of Enrique, who is now king of Castille as Enrique II. The end of the civil war has severe repercussion also to the north : the Black Prince comes back to Guyenne victorious, but broke. To pay his troops, he is forced to levy more taxes. Nobles like Jean d'Armagnac who didn't agree with the change of overlordship linked to the Treaty of Bretigny take the opportunity to ask Charles V for help. With the help of the fleet of his new ally and the destruction of the English fleet at La Rochelle, Charles V reconquers much of the English holdings on the Continent, basically negating the Treaty of Bretigny. The added bonus was that Charles de Navarre, stuck between a pro-French Castile and a French reconquest of Guyenne, closed his Normand ports to the English.

Civil War as a Disaster

In MEIOU and Taxes, Castile (CAS) starts at war with Aragon (ARA) and Trastamara (ENR). As soon as the setup event fires, CAS gets a disaster (or more accuratly, a time of trouble). During this disaster, CAS has a low unrest boost, and some chance of getting nobles rebelling.

Ending the Civil War

The nation who keeps his ruler or manages to gain a personal union over the other is declared winner and inherits the other one. If ENR is the winner, it then becomes CAS. Given that there is a lot of randomness implied, given that it depends on the death of the ruler, if the player is playing the losing nation, he has the opportunity to switch tag to the opposite nation.

External links