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| {{see also|List of production methods}} | | {{see also|List of production methods}} |
| [[File:UI buildings.png|thumb|The buildings panel provides a detailed summary of the buildings in the player's country and their associated production methods.]] | | [[File:UI buildings.png|thumb| 建筑物面板提供了国家的建筑物及其相关生产方式的详细摘要。]] |
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| Production methods determine the functions of the building, its inputs and outputs, and what employee types it requires to operate.
| | 生产方式决定了建筑物的功能、投入品和产出品,以及所需的就业者类型。 |
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| In Victoria 3 there are no actions without reactions, and novel innovations don't just make buildings better with no side effects. Improving industrial processes over time is to be expected, but in some cases those improvements might require goods as input that the country has scant access to, while others permit the output of a new type of end product at the expense of the old one. As a result, buildings in Victoria 3 require more flexible upgrade paths and are not a permanent, linear, "no-brainer" improvements.
| | 在维多利亚3中,所有行动都会带来反馈,因此创新并非单纯对建筑物有利,不带来副作用。随着时间的推移的确应该逐步改进工业流程,但在某些情况下,这些改进可能需要一些稀缺的投入品,还有的时候会得到新的产出品,而降低原来的产出。因此,维多利亚3的建筑需要更灵活的升级路径,不是永久性的、线性的、" 不费吹灰之力 " 的改进。 |
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| == Production methods types == | | == 生产方式类型 == |
| All buildings have several categories of production methods, usually between 2 and 5. Only one is active at any given time in each category.
| | 所有建筑都有几类生产方式,通常在2至5之间。每个类别中只能同时启用一种生产方式。 |
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| Most categories fall into one of these types:
| | 大多数生产方式属于以下类别: |
| * ''Base'' - Governs the general "tech level" and efficiency of the building, produces goods typical for the building type. | | * '' 基础——'' 管理建筑的总体“科技水平”和效率,生产该建筑类型的典型商品。 |
| * ''Refining'' - Reduces output of typical goods in favor of output of specialized or luxury goods, sometimes adding a special input. | | * '' 改进'' ——减少典型商品的产出,增加专门或奢侈商品的产出,有时需要引入额外的投入品。 |
| * ''Automation'' - Adds industrial goods as input to reduce the building's unskilled workforce requirement. | | * '' 自动化'' ——增加工业品作为投入以减少建筑对非熟练劳动力的需求。 |
| * ''Ownership'' - Determines who owns shares in the building; typically governed by laws. | | * '' 所有权'' ——决定谁拥有建筑物的股份;通常由法律规定。 |
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| == Iron mine examples == | | == 铁矿实例 == |
| Taking the ''iron mine'' building as an example it is possible to review how the different production methods differ:
| | 以'' 铁矿'' 建筑为例,了解不同生产方式间的区别: |
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| * Base production method - Determines if miners use only picks and shovels or if they also use some sort of engine-driven pumping mechanism. There are several different pumping technologies which also determine what fuel is used. The more advanced the pumping mechanism the more deposits can be accessed and the faster {{icon|iron|21px}} iron can be mined, but the more coal or oil is used in the process. With higher tech pumps comes a requirement for more {{icon|engineers|21px}} engineers and {{icon|machinists|21px}} machinists to be on-site to control and oversee its operation. This creates more demand for qualified workers and also opens up a number of better paid positions to those pops who meet the qualifications. | | * 基础生产方式——决定了矿工是只使用镐和铲子,还是也使用某种发动机驱动的泵送机制。存在几种不同的泵送科技,使用不同的燃料。泵送机制越先进,可以开采的矿藏就越多,生产{{icon|iron|21px}} 铁的效率也就越高,但在这个过程中使用的煤炭或油也就越多。随着泵的技术含量越来越高,需要更多的{{icon|engineers|21px}} 工程师和{{icon|machinists|21px}} 技工在现场监督和控制其运行。这创造了对有资质工人的更多需求,也为那些符合资质的人群提供了一些薪水更高的职位。 |
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| * Secondary production method (used only in mines) - The revolution in chemical sciences of the era also enabled the use of {{icon|explosives|21px}} explosives in mining. Once Nitroglycerin is invented, it can be used in mines to generate even more minerals at the expense of explosives produced by the chemical industry. Doing so, however, also leads to a higher rate of workplace accidents. By researching less volatile dynamite, even more minerals are extracted at the expense of even more explosives, with the additional benefit that far fewer workers will blow themselves up on the job. | | * 二级生产方式(只适用于矿井)——这个时代的化学革命使{{icon|explosives|21px}} 炸药得以在采矿中使用。 发明硝化甘油后,炸药就可以用在矿井中,消耗化学工业生产的炸药来生产更多的矿物。然而,这样做也导致了更高的工作场所事故率。通过研究挥发性较低的炸药,可以消耗更多的炸药,开采出更多的矿物,还有一个额外的好处,就是不会再有工人在工作中炸死自己。 |
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| * Automation production method - Once invented, portable steam donkey engines can be deployed at mining sites to drastically reduce the amount of manual labor required just for hauling. This costs the building some money in the form of coal and engines, but reduces the amount of money they have to pay in wages. Perhaps more importantly it frees those {{icon|laborers|21px}} laborers up to do other work in other buildings if the state is running low on workers. It is important to note though that if wages are already very depressed it might not be a great idea to purchase expensive industrial goods just to increase the unqualified labor pool further. | | * 自动化生产方式——经发明,便携式蒸汽辅助发动机就可部署在采矿现场,大幅减少仅用于牵引的人工劳动量。这会让建筑花费一笔钱来购买煤炭和发动机,但减少了需要支付的工资数量。也许更重要的是,如果该地区的{{icon|laborers|21px}} 劳工数量不足,它可以释放这些劳工,让他们到其他建筑中去工作。但需要注意的是,如果工资已经非常低迷,而仍然去购买昂贵的工业品,只是为了进一步增加没有资质的劳动力储备,可能不是一个好主意。 |
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| * Ownership production method - In most countries, simple mines are owned and operated by merchant guilds at the game start. These are small-time purveyors of the goods produced represented by {{icon|shopkeepers|21px}} shopkeepers. Once mines start to industrialize, {{icon|capitalists|21px}} capitalists will step in to take over ownership. In most cases, these capitalists will come from shopkeepers promoted to these newly created positions, but some might come from other pops in the state, even other capitalists in buildings not quite as lucrative as these new mines. Though there are fewer capitalists they draw a higher wage than shopkeepers and, more importantly, they will reinvest some of their earnings into the country's expanding industry depending on how much profit their workplace is generating for them. As new ideas spread across your society you might be able to make the mining industry publicly traded instead of privately held, and later on in the game perhaps even nationalize them to be run by government bureaucrats or turn them into cooperatives where profit is split between workers. | | * 所有权生产方式——在大多数国家,简单的矿井在游戏开始时由商人行会拥有和经营。这些是以{{icon|shopkeepers|21px}} 店主为代表的的小型商品供应商。当矿井开始工业化时,{{icon|capitalists|21px}} 资本家将介入,接管所有权。在大多数情况下,这些资本家将来自于被提拔到这些新设立的职位的店主,但有些人可能来自于该地区的其他人群,甚至是来自其他建筑的资本家,他们原来的建筑不像这些新矿井那样有利可图。虽然资本家人数较少,但他们的工资比店主高,更重要的是,他们会根据工作场所为他们创造的利润多少,将部分收入再投资到国家正在扩张的工业中。随着新思想在社会上的传播,你也许可以让采矿业公开交易,而不是私人持有,在游戏的后期,甚至可以将其国有化,由政府官僚管理,或者将其变成合作社,利润由工人共享。 |
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| == Managing production methods == | | == 管理生产方式 == |
| {{#lst:Building|Managing_buildings}}
| | 玩家可以通过建筑面板快捷管理国家所有的建筑及其相关生产方式。 |
| == Societal effects ==
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| Production methods aren't limited to consuming and producing goods. Government administrations employ bureaucrats and clerks who use paper to produce {{icon|bureaucracy|21px}} bureaucracy, one of the game's capacities that allows governing more people and extend more state services to them. Railways consume engines and a fuel (such as coal) to produce both transportation and [[infrastructure]], the former which is sold on the market and the latter which allows the state to support more buildings without loss of [[market access]]. Universities employ {{icon|academics|21px}} academics that let the state guide research and development of new technologies and ideas. Virtually any kind of currency, modifier, or effect can be produced by production methods in buildings and can be applied in a variety of ways to the country, state, or even the building itself.
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| While it may on the surface seem obvious to just enable the production methods that make the buildings more profitable, the player should keep in mind the societal effects those production methods may inadvertently cause.
| | 该面板提供了全国所有行业的鸟瞰图,一目了然地看到它们的财务状况。建筑按主要类型和次要类型分类,可进一步打开查看单个地区的单独建筑,还可点击进入建筑,深入了解其资产负债表和劳动力情况。此外,该面板允许单独或批量地调整建筑的生产方式。 |
| There are different questions one may need to ask when choosing one production method over the other.
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| An example to some of those questions may be:
| | 预测工具提示将解释由于生产、消费和工资要求的变化而对建筑结余的预期影响,以及就业的变化(新增或减少消失的就业岗位),这也会随着时间的推移影响国家的政治。如果有新创造的职业雇不到足够的有资质人群,就会发出警告,因为这会限制建筑的效率。 |
| * Are there enough pops in the state that qualify for the more advanced jobs a new process requires?
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| * Will the wage for these new jobs be sufficient to entice those pops to switch professions?
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| * Will doing so inadvertently create a whole new class of well-to-do machinists that may have pro-labor union sentiments?
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| * Will the increased profits not lead to higher wages in the building because they're already competitive and fully employed?
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| * Will it simply result in more dividends for the shareholders which will be funneled into increased luxury consumption?
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| * Will you be able to supply those luxuries yourself rather than needing to import them and thus benefiting your rival?
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| * And so on...
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| Which way is chosen might depend on the population's social mobility, what politics are favored in the country (a socialist uprising may not be a desired outcome) and whether in the end foreign powers will benefit from those choices more the the player's nation. More profitable domestic industries are never bad, but should be far from the only consideration when building a society.
| | == 社会影响 == |
| | 生产方式并不限于消费和生产商品。政府行政部门雇用官僚和职员,他们使用纸张,产出{{icon|bureaucracy|21px}}行政力,这是游戏的能力之一,让政府治理更多的人,并向他们提供更多的国家服务。铁路消费发动机和燃料(如煤炭)来生产运力和[[infrastructure|基础设施]],前者在市场上出售,后者能在地区[[market access|市场接入度]]不下降的情况下建造更多的建筑。大学雇佣的{{icon|academics|21px}}学者让国家指导新技术和新思想的研究和发展。几乎所有类型的货币、修正或效果都可以由建筑物的生产方式产出,并可以以各种方式应用于国家、地区甚至建筑物本身。 |
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| == References == | | 虽然从表面上看,毫无疑问应当启用能使建筑物更有利可图的生产方式,但玩家应该记住这些生产方式可能在不经意间造成社会影响。在选择一种生产方式的时候,人们可能需要思考一些问题。 |
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| | 一些可能的问题示例: |
| | * 本地区是否有足够的有资质人群从事新工艺所需的更高级工作? |
| | * 新工作的工资是否足以吸引这些人群更换职业? |
| | * 这样做是否会无意中创造出一个全新的富裕的技工阶层,有亲劳工的工会情绪? |
| | * 增加的利润是否能提高工人的工资,考虑到当前工资已经足够有竞争力并且建筑充分就业? |
| | * 这是否会简单地导致股东获得更多红利,而这些红利将被用于增加奢侈品消费? |
| | * 你是否能够自己供应这些奢侈品,而不是从你的宿敌那里进口它们,给他们带来利润? |
| | * 等等…… |
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| | 选择哪种方式可能取决于人口的社会流动性,国家的政治倾向(社会主义起义可能不是一个理想的结果),以及最终外国势力是否会从这些选择中比玩家受益更多。更有利可图的国内产业从来都不是坏事,但在建设社会时远远不是唯一的考虑。 |
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| | == 参考资料 == |
| <references/> | | <references/> |
| [[Category:经济]] | | [[Category:经济]] |
| [[en:Production method]] | | [[en:Production method]] |
建筑物面板提供了国家的建筑物及其相关生产方式的详细摘要。
生产方式决定了建筑物的功能、投入品和产出品,以及所需的就业者类型。
在维多利亚3中,所有行动都会带来反馈,因此创新并非单纯对建筑物有利,不带来副作用。随着时间的推移的确应该逐步改进工业流程,但在某些情况下,这些改进可能需要一些稀缺的投入品,还有的时候会得到新的产出品,而降低原来的产出。因此,维多利亚3的建筑需要更灵活的升级路径,不是永久性的、线性的、"不费吹灰之力 "的改进。
生产方式类型
所有建筑都有几类生产方式,通常在2至5之间。每个类别中只能同时启用一种生产方式。
大多数生产方式属于以下类别:
- 基础——管理建筑的总体“科技水平”和效率,生产该建筑类型的典型商品。
- 改进——减少典型商品的产出,增加专门或奢侈商品的产出,有时需要引入额外的投入品。
- 自动化——增加工业品作为投入以减少建筑对非熟练劳动力的需求。
- 所有权——决定谁拥有建筑物的股份;通常由法律规定。
铁矿实例
以铁矿建筑为例,了解不同生产方式间的区别:
- 基础生产方式——决定了矿工是只使用镐和铲子,还是也使用某种发动机驱动的泵送机制。存在几种不同的泵送科技,使用不同的燃料。泵送机制越先进,可以开采的矿藏就越多,生产铁的效率也就越高,但在这个过程中使用的煤炭或油也就越多。随着泵的技术含量越来越高,需要更多的工程师和技工在现场监督和控制其运行。这创造了对有资质工人的更多需求,也为那些符合资质的人群提供了一些薪水更高的职位。
- 二级生产方式(只适用于矿井)——这个时代的化学革命使炸药得以在采矿中使用。 发明硝化甘油后,炸药就可以用在矿井中,消耗化学工业生产的炸药来生产更多的矿物。然而,这样做也导致了更高的工作场所事故率。通过研究挥发性较低的炸药,可以消耗更多的炸药,开采出更多的矿物,还有一个额外的好处,就是不会再有工人在工作中炸死自己。
- 自动化生产方式——经发明,便携式蒸汽辅助发动机就可部署在采矿现场,大幅减少仅用于牵引的人工劳动量。这会让建筑花费一笔钱来购买煤炭和发动机,但减少了需要支付的工资数量。也许更重要的是,如果该地区的劳工数量不足,它可以释放这些劳工,让他们到其他建筑中去工作。但需要注意的是,如果工资已经非常低迷,而仍然去购买昂贵的工业品,只是为了进一步增加没有资质的劳动力储备,可能不是一个好主意。
- 所有权生产方式——在大多数国家,简单的矿井在游戏开始时由商人行会拥有和经营。这些是以店主为代表的的小型商品供应商。当矿井开始工业化时,资本家将介入,接管所有权。在大多数情况下,这些资本家将来自于被提拔到这些新设立的职位的店主,但有些人可能来自于该地区的其他人群,甚至是来自其他建筑的资本家,他们原来的建筑不像这些新矿井那样有利可图。虽然资本家人数较少,但他们的工资比店主高,更重要的是,他们会根据工作场所为他们创造的利润多少,将部分收入再投资到国家正在扩张的工业中。随着新思想在社会上的传播,你也许可以让采矿业公开交易,而不是私人持有,在游戏的后期,甚至可以将其国有化,由政府官僚管理,或者将其变成合作社,利润由工人共享。
管理生产方式
玩家可以通过建筑面板快捷管理国家所有的建筑及其相关生产方式。
该面板提供了全国所有行业的鸟瞰图,一目了然地看到它们的财务状况。建筑按主要类型和次要类型分类,可进一步打开查看单个地区的单独建筑,还可点击进入建筑,深入了解其资产负债表和劳动力情况。此外,该面板允许单独或批量地调整建筑的生产方式。
预测工具提示将解释由于生产、消费和工资要求的变化而对建筑结余的预期影响,以及就业的变化(新增或减少消失的就业岗位),这也会随着时间的推移影响国家的政治。如果有新创造的职业雇不到足够的有资质人群,就会发出警告,因为这会限制建筑的效率。
社会影响
生产方式并不限于消费和生产商品。政府行政部门雇用官僚和职员,他们使用纸张,产出行政力,这是游戏的能力之一,让政府治理更多的人,并向他们提供更多的国家服务。铁路消费发动机和燃料(如煤炭)来生产运力和基础设施,前者在市场上出售,后者能在地区市场接入度不下降的情况下建造更多的建筑。大学雇佣的学者让国家指导新技术和新思想的研究和发展。几乎所有类型的货币、修正或效果都可以由建筑物的生产方式产出,并可以以各种方式应用于国家、地区甚至建筑物本身。
虽然从表面上看,毫无疑问应当启用能使建筑物更有利可图的生产方式,但玩家应该记住这些生产方式可能在不经意间造成社会影响。在选择一种生产方式的时候,人们可能需要思考一些问题。
一些可能的问题示例:
- 本地区是否有足够的有资质人群从事新工艺所需的更高级工作?
- 新工作的工资是否足以吸引这些人群更换职业?
- 这样做是否会无意中创造出一个全新的富裕的技工阶层,有亲劳工的工会情绪?
- 增加的利润是否能提高工人的工资,考虑到当前工资已经足够有竞争力并且建筑充分就业?
- 这是否会简单地导致股东获得更多红利,而这些红利将被用于增加奢侈品消费?
- 你是否能够自己供应这些奢侈品,而不是从你的宿敌那里进口它们,给他们带来利润?
- 等等……
选择哪种方式可能取决于人口的社会流动性,国家的政治倾向(社会主义起义可能不是一个理想的结果),以及最终外国势力是否会从这些选择中比玩家受益更多。更有利可图的国内产业从来都不是坏事,但在建设社会时远远不是唯一的考虑。
参考资料