第一部分
One of the biggest complaints in 1.2 is that the AI is decent at snowballing its economy, and runs out of things to spend money on, and accumulates huge amounts of gold. Well, technically, that is not bad in itself..
1.2 版本最大的诟病之一就是 AI 经济滚雪球式增长能力太强,很快就会无处可花,从而积累大量黄金。嗯,从技术层面来说,这本身倒也无可厚非……
What makes it bad is that it means that when the player goes to war with them, they go “yeah, we can burn half our gold on as many mercenaries as we need.” And as we all know, quantity has a quality of its own, so that means as many as they can afford, because it's better to keep your land and 1 gold, than get annexed and have the enemy get your gold as well.
糟糕的是,这意味着当玩家与他们开战时,他们会想:“是啊,我们可以把一半的金币都花在雇佣兵身上,想买多少就买多少。” 我们都知道,数量本身就是一种质量,所以这意味着他们会尽可能多地雇佣雇佣兵,因为保住自己的土地和1金币总比被吞并,还要眼睁睁看着金币落入敌人手中要好得多。
Of course this does not make it enjoyable to many players, so how do we make it more fun?
当然,这会让很多玩家觉得不好玩,那么我们该如何让它更有趣呢?
As with everything in life, it is all down to the economy. Well, not entirely, but that helps a lot. You may have noticed that a lot of the stuff we mentioned in Tinto Talks #110 touched on the economy, which affects everything. Our goal is to keep improving it so that snowballing is harder, and the economy feels more diverse and rewarding. If it takes longer and is harder to get rich, we avoid the accumulation of gold for the AI.
就像生活中的一切一样,一切都取决于经济。当然,并非完全如此,但经济因素影响很大。您可能已经注意到,我们在 Tinto Talks #110 中提到的很多内容都与经济有关,而经济影响着一切。我们的目标是不断改进经济,让滚雪球效应难以实现,并让经济更加多元化、更具吸引力。如果致富需要更长时间、更艰难,我们就能避免人工智能积累黄金。
However, it's not just about tweaking the economy, there are also other things that have been done to the 1.3 update in the last few months that are mercenary related.
然而,这不仅仅是调整经济系统的问题,在过去的几个月里,1.3 版本更新还进行了一些与雇佣兵相关的其他改动。
One of the biggest complaints in 1.2 is that the AI is decent at snowballing its economy, and runs out of things to spend money on, and accumulates huge amounts of gold. Well, technically, that is not bad in itself..
1.2 版本最大的诟病之一就是 AI 经济滚雪球式增长能力太强,很快就会无处可花,从而积累大量黄金。嗯,从技术层面来说,这本身倒也无可厚非……
What makes it bad is that it means that when the player goes to war with them, they go “yeah, we can burn half our gold on as many mercenaries as we need.” And as we all know, quantity has a quality of its own, so that means as many as they can afford, because it's better to keep your land and 1 gold, than get annexed and have the enemy get your gold as well.
糟糕的是,这意味着当玩家与他们开战时,他们会想:“是啊,我们可以把一半的金币都花在雇佣兵身上,想买多少就买多少。” 我们都知道,数量本身就是一种质量,所以这意味着他们会尽可能多地雇佣雇佣兵,因为保住自己的土地和1金币总比被吞并,还要眼睁睁看着金币落入敌人手中要好得多。
Of course this does not make it enjoyable to many players, so how do we make it more fun?
当然,这会让很多玩家觉得不好玩,那么我们该如何让它更有趣呢?
As with everything in life, it is all down to the economy. Well, not entirely, but that helps a lot. You may have noticed that a lot of the stuff we mentioned in Tinto Talks #110 touched on the economy, which affects everything. Our goal is to keep improving it so that snowballing is harder, and the economy feels more diverse and rewarding. If it takes longer and is harder to get rich, we avoid the accumulation of gold for the AI.
就像生活中的一切一样,一切都取决于经济。当然,并非完全如此,但经济因素影响很大。您可能已经注意到,我们在 Tinto Talks #110 中提到的很多内容都与经济有关,而经济影响着一切。我们的目标是不断改进经济,让滚雪球效应难以实现,并让经济更加多元化、更具吸引力。如果致富需要更长时间、更艰难,我们就能避免人工智能积累黄金。
However, it's not just about tweaking the economy, there are also other things that have been done to the 1.3 update in the last few months that are mercenary related.
然而,这不仅仅是调整经济系统的问题,在过去的几个月里,1.3 版本更新还进行了一些与雇佣兵相关的其他改动。











