Zhihuiligong(讨论 | 贡献) (→Infrastructure sources: 翻译) |
Zhihuiligong(讨论 | 贡献) |
||
第2行: | 第2行: | ||
{{hatnote|For the cost of transporting goods over sea, see [[convoy]]s.}} | {{hatnote|For the cost of transporting goods over sea, see [[convoy]]s.}} | ||
[[File:UI state overview.png|thumb| | [[File:UI state overview.png|thumb| 地区面板上的基础设施和市场接入度|链接=Special:FilePath/UI_state_overview.png]] | ||
{{图标|Infrastructure|21px}} Infrastructure simulates the cost of transporting goods over land and creating the necessary foundation to support wide-scale industrialization. | {{图标|Infrastructure|21px}} Infrastructure simulates the cost of transporting goods over land and creating the necessary foundation to support wide-scale industrialization. | ||
第15行: | 第15行: | ||
== 基础设施资源 Infrastructure sources == | == 基础设施资源 Infrastructure sources == | ||
基础设施 | Infrastructure is provided and modified by numerous sources. | ||
基础设施 有 众多的来源 , 并 且 被 众多因素所 修正 。 | |||
=== 地区特征 State traits === | === 地区特征 State traits === | ||
All states in the game have at least a little bit of infrastructure based on the technology level of the country that owns it and its state of incorporation (for example, colonies have lower infrastructure than incorporated states). | All states in the game have at least a little bit of infrastructure based on the technology level of the country that owns it and its state of incorporation (for example, colonies have lower infrastructure than incorporated states). | ||
游戏中所有的 | 游戏中所有的 地区 都基于所属国家拥有的科技拥有至少一些基础设施,并且取决于州是否被整合(举个例子,殖民地比已整合地区拥有的基础设施少) | ||
Geography is represented through state traits and it plays a significant role when it comes to infrastructure. State traits are bonuses and/or maluses given to a particular state representing particular geographical features, climate and so on. State traits have a variety of effects, but the most common ones are to either affect the production of a particular resource or to provide/modify infrastructure. For example, states with significant rivers get a large boost to infrastructure, making them excellent candidates for early industrialization. | Geography is represented through state traits and it plays a significant role when it comes to infrastructure. State traits are bonuses and/or maluses given to a particular state representing particular geographical features, climate and so on. State traits have a variety of effects, but the most common ones are to either affect the production of a particular resource or to provide/modify infrastructure. For example, states with significant rivers get a large boost to infrastructure, making them excellent candidates for early industrialization. | ||
第36行: | 第38行: | ||
几乎所有国家(包括许多松散的国家)在游戏开始时至少研究了一种相关技术,因此有一些人口基础设施。注意,地区的UI工具提示中显示的精确值是被四舍五入到一个小数点后的位置。 | 几乎所有国家(包括许多松散的国家)在游戏开始时至少研究了一种相关技术,因此有一些人口基础设施。注意,地区的UI工具提示中显示的精确值是被四舍五入到一个小数点后的位置。 | ||
=== Short-term alternatives === | === 短期的替代品 Short-term alternatives === | ||
There are short-term alternatives such as using {{图标|authority|21px}} authority on a road maintenance decree to ensure the populace don't allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. | There are short-term alternatives such as using {{图标|authority|21px}} authority on a road maintenance decree to ensure the populace don't allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. | ||
=== Railways === | 这里有一些短期的替代方案,例如使用权威力{{图标|authority|21px}}激活道路养护法令,以确保民众不会让道路失修或变得不安全,但这些选择本身对于大规模工业化永远不够。 | ||
=== 铁路 Railways === | |||
Over the course of the game, the most crucial aspect of a nation's infrastructure is the size of its railways network. | Over the course of the game, the most crucial aspect of a nation's infrastructure is the size of its railways network. | ||
第46行: | 第50行: | ||
This has a variety of costs involved in that infrastructure-providing railways need both pops to work them and access to goods like coal and engines. Of course, railways also grow more efficient over the course of the game with such inventions as diesel trains and electricity, requiring less levels of rail to support a certain number of buildings. | This has a variety of costs involved in that infrastructure-providing railways need both pops to work them and access to goods like coal and engines. Of course, railways also grow more efficient over the course of the game with such inventions as diesel trains and electricity, requiring less levels of rail to support a certain number of buildings. | ||
=== Ports === | 在游戏过程中,一个国家基础设施最关键的方面是其铁路网的规模。 | ||
铁路是生产运力{{图标|transportation|21px}}的建筑,是卖给大众的无形商品,但它们也是国家基础设施的主要来源。为了发挥作用,铁路必须能够找到回归市场资本的途径,或者为市场资本找到一个出口。实际上,这意味着任何一条铁路所能提供的基础设施数量,都不超过连接其与市场资本的最佳邻近铁路所能提供的基础设施数量。 | |||
这涉及到各种各样的成本,因为提供基础设施的铁路既需要人口来运营,也需要获得煤炭和发动机等货物。当然,随着柴油火车和电力等发明的出现,铁路的效率也在不断提高,需要更少级别的铁路就能支撑一定数量的建筑。 | |||
=== 港口 Ports === | |||
Ports provide convoys and some infrastructure when using any non-anchorage [[production method]]. This is useful in the early game prior to the research of trains to gain some extra infrastructure in developed coastal states, but the amount provided is low compared to trains and is not the primary purpose of ports, so is not cost efficient, especially once railways are being constructed. | Ports provide convoys and some infrastructure when using any non-anchorage [[production method]]. This is useful in the early game prior to the research of trains to gain some extra infrastructure in developed coastal states, but the amount provided is low compared to trains and is not the primary purpose of ports, so is not cost efficient, especially once railways are being constructed. | ||
== Infrastructure usage == | 当使用任何非锚地生产方法时,港口提供运输船和一些基础设施。这在研究火车之前的早期游戏中很有用,可以让发达沿海国家获得一些额外的基础设施,但与火车相比,提供的基础设施数量很低,而且这不是港口的主要目的,所以不具有成本效益,特别是在铁路建设之后。 | ||
== 基础设施的使用 Infrastructure usage == | |||
The infrastructure usage of a state is determined by which types of buildings exist in the state and on their levels. Generally, the more urban and specialized the building, the more infrastructure it will use per level. For example, chemical industries (a heavy industry building) will use several times more infrastructure than a rye farm building of the same level. | The infrastructure usage of a state is determined by which types of buildings exist in the state and on their levels. Generally, the more urban and specialized the building, the more infrastructure it will use per level. For example, chemical industries (a heavy industry building) will use several times more infrastructure than a rye farm building of the same level. | ||
'''Note:''' Subsistence farms and urban centers do not use infrastructure. The former because its production is nearly all for domestic use and the latter because the infrastructure it provides cancel out the infrastructure it requires. | '''Note:''' Subsistence farms and urban centers do not use infrastructure. The former because its production is nearly all for domestic use and the latter because the infrastructure it provides cancel out the infrastructure it requires. | ||
== 市场接入度 == | 一个地区的基础设施使用是由该地区的建筑物类型和它们的等级决定的。一般来说,越是城市化和专业化的建筑,每级使用的基础设施就越多。例如,化学工业(重工业建筑)将比同等等级的黑麦农场建筑多使用几倍的基础设施。 | ||
注:自给农场和城市中心不使用基础设施。前者是因为其生产几乎全部用于国内,后者是因为其提供的基础设施抵消了其所需的基础设施。 | |||
== 市场接入度 market access == | |||
Infrastructure is represented by two distinct values that each state has: infrastructure and infrastructure usage. Both of these values determine the state's market access. So long as the infrastructure in the state is greater than or equal to the infrastructure usage, everything is fine and the state maintains a market access of 100%, but if usage starts exceeding the available infrastructure, market access will be reduced by an amount proportional to how much of the usage is not being serviced. For example, if a state has an infrastructure of 45 with a usage of 90, its market access will only be 50%. | Infrastructure is represented by two distinct values that each state has: infrastructure and infrastructure usage. Both of these values determine the state's market access. So long as the infrastructure in the state is greater than or equal to the infrastructure usage, everything is fine and the state maintains a market access of 100%, but if usage starts exceeding the available infrastructure, market access will be reduced by an amount proportional to how much of the usage is not being serviced. For example, if a state has an infrastructure of 45 with a usage of 90, its market access will only be 50%. | ||
第61行: | 第77行: | ||
A good market access is essential for the production of complex goods. It is required both for sourcing specific input goods from another state in the national market (or via an import from a foreign nation) as well as for reaching a large enough population who can afford to buy them. | A good market access is essential for the production of complex goods. It is required both for sourcing specific input goods from another state in the national market (or via an import from a foreign nation) as well as for reaching a large enough population who can afford to buy them. | ||
== References == | 基础设施的目前情况由每个地区具有的两个不同值表示:已有基础设施数和基础设施已使用数。这两个有价值的数据决定了地区的的市场接入度。只要该地区的已有基础设施数大于或等于基础设施使用数,那么该地区会良好运行并保持100%的市场接入度,但如果基础设施使用率开始超过可用的基础设施,市场接入度将减少,数量与未未得到满足的需求成正比。例如,如果一个地区的基础设施是45,而使用率是90,那么它的市场接入度将只有50%。 | ||
低市场接入度意味着国家无法将其当地市场完全融入全国市场,这可能导致当地商品供应过剩或不足导致不利的价格状况。这种不平衡是双向的。例如,如果有一个拥有完善市场准入的铁矿开采地区,那么所有州的铁价格都是一样的。如果铁矿石开采地区的市场接入度减少,其余地区铁矿石的市场价格将因供应不足而上涨,而铁矿石开采地区的当地价格将因供应过剩而下跌。 | |||
良好的市场接入度对于复杂商品的生产至关重要。无论是在国内市场上从另一个地区采购特定的投入产品(或通过从外国进口),还是为了让足够多的人买得起这些产品,都需要良好的市场接入度。 | |||
== 引用 References == | |||
<references/> | <references/> | ||
[[Category:游戏概念]] | [[Category:游戏概念]] | ||
[[en:Infrastructure]] | [[en:Infrastructure]] |
2023年2月12日 (日) 20:44的版本
- For the cost of transporting goods over sea, see convoys.
Infrastructure simulates the cost of transporting goods over land and creating the necessary foundation to support wide-scale industrialization.
基础设施模拟了陆路运输货物的成本,并为支持大规模工业化创造了必要的基础。
To industrialize a state, it isn't simply enough to build heavy industries there and have the pops available to work in them. The player also needs to ensure that said industries have enough infrastructure to support them.
为了实现一个地区的工业化,不仅仅要在那建造重工业并且让人们能够在其中工作。玩家同样需要确保工业有足够的基础设施去支撑它们。
It ties into several different mechanics such as market access, military logistics, migration, and others.
基础设施资源 Infrastructure sources
Infrastructure is provided and modified by numerous sources.
基础设施有众多的来源,并且被众多因素所修正。
地区特征 State traits
All states in the game have at least a little bit of infrastructure based on the technology level of the country that owns it and its state of incorporation (for example, colonies have lower infrastructure than incorporated states).
游戏中所有的地区都基于所属国家拥有的科技拥有至少一些基础设施,并且取决于州是否被整合(举个例子,殖民地比已整合地区拥有的基础设施少)
Geography is represented through state traits and it plays a significant role when it comes to infrastructure. State traits are bonuses and/or maluses given to a particular state representing particular geographical features, climate and so on. State traits have a variety of effects, but the most common ones are to either affect the production of a particular resource or to provide/modify infrastructure. For example, states with significant rivers get a large boost to infrastructure, making them excellent candidates for early industrialization.
地理通过地区特征来表现,同时在基础设施方面发挥着重要作用。地区特征是赋予某一特定地区的奖励或减益,代表特定的地理特征、气候等。地区特征具有多种影响,但最常见的是影响特定资源的生产或提供/修改基础设施。例如,拥有重要河流的州在基础设施方面得到了很大的奖励,这使它们成为早期工业化的绝佳候选地。
人口 Population
Some infrastructure is also gained from the size of the state's population once certain Society technologies have been researched. The relevant technologies are in the branch of the Society technology tree beginning with Urbanization. The amount of infrastructure gained in this way can be viewed in the tooltip for the Infrastructure value in the Information tab of the State panel, where it is called “from Pops”. It is based on the number of individuals (including Dependents) living in the state, using the formula:[1]
[math]\displaystyle{ \text{state infrastructure from Pops} = \frac{\text{population}\cdot \text{Infrastructure from Population (technology modifier)}}{\text{10000}} }[/math]
一些基础设施值同样通过地区中的人口规模获得------当解锁了特定的社会学科技的时候。相关科技在从城市化开始的社会学科技树上。基础设施获得数量的详情可以通过在每个地区的信息面板上通过 基础设施查看,来自人口规模的基础设施在其中被称为-----来自人口。它是基于居住在该州的个人(包括受抚养人)的数量,使用的公式为:
Almost all countries (including many decentralized ones) start the game with at least one of the relevant technologies researched, and so have some infrastructure from population. Note that the precise value shown in the state's UI tooltip is rounded down to one decimal place.
几乎所有国家(包括许多松散的国家)在游戏开始时至少研究了一种相关技术,因此有一些人口基础设施。注意,地区的UI工具提示中显示的精确值是被四舍五入到一个小数点后的位置。
短期的替代品 Short-term alternatives
There are short-term alternatives such as using authority on a road maintenance decree to ensure the populace don't allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization.
这里有一些短期的替代方案,例如使用权威力激活道路养护法令,以确保民众不会让道路失修或变得不安全,但这些选择本身对于大规模工业化永远不够。
铁路 Railways
Over the course of the game, the most crucial aspect of a nation's infrastructure is the size of its railways network.
Railways is a building that produces transportation, an intangible good sold to pops, but they are also the nation's main source of infrastructure. Railways must be able to find their way back to the market capital, or an exit port destined for the market capital, in order to be useful. In effect, this means that any railway can only provide infrastructure up to the amount of infrastructure provided by the best adjacent railway that connects it to the market capital.
This has a variety of costs involved in that infrastructure-providing railways need both pops to work them and access to goods like coal and engines. Of course, railways also grow more efficient over the course of the game with such inventions as diesel trains and electricity, requiring less levels of rail to support a certain number of buildings.
在游戏过程中,一个国家基础设施最关键的方面是其铁路网的规模。
铁路是生产运力的建筑,是卖给大众的无形商品,但它们也是国家基础设施的主要来源。为了发挥作用,铁路必须能够找到回归市场资本的途径,或者为市场资本找到一个出口。实际上,这意味着任何一条铁路所能提供的基础设施数量,都不超过连接其与市场资本的最佳邻近铁路所能提供的基础设施数量。
这涉及到各种各样的成本,因为提供基础设施的铁路既需要人口来运营,也需要获得煤炭和发动机等货物。当然,随着柴油火车和电力等发明的出现,铁路的效率也在不断提高,需要更少级别的铁路就能支撑一定数量的建筑。
港口 Ports
Ports provide convoys and some infrastructure when using any non-anchorage production method. This is useful in the early game prior to the research of trains to gain some extra infrastructure in developed coastal states, but the amount provided is low compared to trains and is not the primary purpose of ports, so is not cost efficient, especially once railways are being constructed.
当使用任何非锚地生产方法时,港口提供运输船和一些基础设施。这在研究火车之前的早期游戏中很有用,可以让发达沿海国家获得一些额外的基础设施,但与火车相比,提供的基础设施数量很低,而且这不是港口的主要目的,所以不具有成本效益,特别是在铁路建设之后。
基础设施的使用 Infrastructure usage
The infrastructure usage of a state is determined by which types of buildings exist in the state and on their levels. Generally, the more urban and specialized the building, the more infrastructure it will use per level. For example, chemical industries (a heavy industry building) will use several times more infrastructure than a rye farm building of the same level.
Note: Subsistence farms and urban centers do not use infrastructure. The former because its production is nearly all for domestic use and the latter because the infrastructure it provides cancel out the infrastructure it requires.
一个地区的基础设施使用是由该地区的建筑物类型和它们的等级决定的。一般来说,越是城市化和专业化的建筑,每级使用的基础设施就越多。例如,化学工业(重工业建筑)将比同等等级的黑麦农场建筑多使用几倍的基础设施。
注:自给农场和城市中心不使用基础设施。前者是因为其生产几乎全部用于国内,后者是因为其提供的基础设施抵消了其所需的基础设施。
市场接入度 market access
Infrastructure is represented by two distinct values that each state has: infrastructure and infrastructure usage. Both of these values determine the state's market access. So long as the infrastructure in the state is greater than or equal to the infrastructure usage, everything is fine and the state maintains a market access of 100%, but if usage starts exceeding the available infrastructure, market access will be reduced by an amount proportional to how much of the usage is not being serviced. For example, if a state has an infrastructure of 45 with a usage of 90, its market access will only be 50%.
Low market access means that the state is unable to fully integrate its local market into the national market, which can lead to adverse price conditions from local over-or undersupply of goods. This imbalance goes in both directions. For example, if there is an iron mining state with a perfect market access, then the price of iron will be the same in all states. If the iron mining state's market access is reduced, the market price of iron will go up due to undersupply while the local price of iron in the mining state will go down due to oversupply.
A good market access is essential for the production of complex goods. It is required both for sourcing specific input goods from another state in the national market (or via an import from a foreign nation) as well as for reaching a large enough population who can afford to buy them.
基础设施的目前情况由每个地区具有的两个不同值表示:已有基础设施数和基础设施已使用数。这两个有价值的数据决定了地区的的市场接入度。只要该地区的已有基础设施数大于或等于基础设施使用数,那么该地区会良好运行并保持100%的市场接入度,但如果基础设施使用率开始超过可用的基础设施,市场接入度将减少,数量与未未得到满足的需求成正比。例如,如果一个地区的基础设施是45,而使用率是90,那么它的市场接入度将只有50%。
低市场接入度意味着国家无法将其当地市场完全融入全国市场,这可能导致当地商品供应过剩或不足导致不利的价格状况。这种不平衡是双向的。例如,如果有一个拥有完善市场准入的铁矿开采地区,那么所有州的铁价格都是一样的。如果铁矿石开采地区的市场接入度减少,其余地区铁矿石的市场价格将因供应不足而上涨,而铁矿石开采地区的当地价格将因供应过剩而下跌。
良好的市场接入度对于复杂商品的生产至关重要。无论是在国内市场上从另一个地区采购特定的投入产品(或通过从外国进口),还是为了让足够多的人买得起这些产品,都需要良好的市场接入度。
引用 References
- ↑ In the game files, "Infrastructure from Population" is called "state_infrastructure_from_population_add" and 10000 is the fixed value of "INDIVIDUALS_PER_POP_INFRASTRUCTURE".