欢迎收看本周的Tinto Talks。请不要再试图猜测游戏的名字了,一旦你猜出来就会给我们带来麻烦。
[HIDE]Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.[/HIDE]
我是SaintDaveUK,本周我将深入探讨文化系统和一些相关机制,例如语言。
[HIDE]I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.[/HIDE]
[HIDE]Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.[/HIDE]
因此,我们希望本主题的讨论仅限于此处介绍的文化系统的机制,并将您对文化设置的具体反馈转到相关的Tinto地图日志,这样会更有帮助。
[HIDE]As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.[/HIDE]
那么,什么是文化?文化是方言白话、音乐、饮食、身份、种族、艺术和其他各种难以定义的观念的结晶。国家、人群和人物都有对应的文化。它包含两个主要维度:文化组和语言。
[HIDE]So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.[/HIDE]
一个相当典型的文化例子,由一种语言和一个文化组构成。
[HIDE]A fairly typical example of a Culture, consisting of a Language and a Culture Group.[/HIDE]
[HIDE]For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.[/HIDE]
这可以用文化关系来表示,从高到低依次为:敌对、负面、中立、正面、同族。这主要是在不同的地方给出修饰词,例如国家之间的关系,或接纳文化的花费。
[HIDE]This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.[/HIDE]
其中大部分将从1337年开始存在,但随着时间的推移,可以通过外交行动来改变关系。
[HIDE]Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.[/HIDE]
阿拉贡境内存在的文化列表,以及与主流文化(加泰罗尼亚)的双向关系。请注意,这些关系仍在开发中,可能不是最终成品。
[HIDE]A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.[/HIDE]
[HIDE]Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.[/HIDE]
根据人口相对规模、关系、文化组和语言的不同,每种文化占用的文化容量也不同。
[HIDE]Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.[/HIDE]
[HIDE]By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.[/HIDE]
[HIDE]If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.[/HIDE]
[HIDE]You can elevate a culture further into being Accepted, at which point they gain special rights.[/HIDE]
尽管已接纳文化比容忍文化多花费3倍的容量,但通常更有价值,因为他们会提供更多的征召兵和水手。成为核心省份也需要当地为已接纳文化,以及殖民特许状建立的殖民地是否会转为你所有。主流文化是已接纳的国家和你的关系也会有所提升。
[HIDE]Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.[/HIDE]
但是,已认同文化的人口不能成为奴隶,而且您不能接纳关系为敌对的文化。
[HIDE]However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.[/HIDE]
[HIDE]At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.[/HIDE]
主流文化是很多游戏内容的重要入口,例如进步、单位类型和政府改革等。这里无法一一列举,但你只需知道主流文化会影响游戏的许多部分。
[HIDE]Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.[/HIDE]
符合要求的情况下可以转变主流文化,例如国内占主导地位的文化,或者统治者的文化,那么就可以用一种公认的文化来转变主流文化。此外,还有一条游戏规则限制,是否只能转变同一文化组的文化。
[HIDE]You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.[/HIDE]
[HIDE]Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.[/HIDE]
[HIDE]The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.[/HIDE]
请注意,这只是正在开发中的内容,像伊朗语族和印度语族这样的语言组尚未制作完毕。
[HIDE]Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.[/HIDE]
[HIDE]Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.[/HIDE]
每种语言都有语言力量,它受多种因素影响,如哪些国家将其作为宫廷语言、通用语言和礼仪语言。它以世界上最强大语言的百分比表示,并影响从中获得的加成强度。
[HIDE]Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.[/HIDE]
举个例子
[HIDE]Un ejemplo.[/HIDE]
每个地点的主要语言。
[HIDE]The dominant language in each location is shown.[/HIDE]
[HIDE]To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.[/HIDE]
方言纯粹是为了增加趣味性,对游戏性没有任何影响;两种方言在大多数情况下都被认为是相同的,例如关系加成,而且它们共享语言能力等属性。例如,莱昂语和卡斯蒂利亚语被视为同一种西班牙语,因此共享相同的语言能力,但可能会有不同的角色名称、地点名称和其他可能的细微差异。
[HIDE]Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.[/HIDE]
各地主要方言地图。目前的设定仍在开发中,例如我们还没有细分南斯拉夫语和意大利语。
[HIDE]A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.[/HIDE]
下面是日耳曼语族及其下属语言和方言的结构简图。
[HIDE]Here is a sketch showing the structure of the Germanic language group and its languages and dialects.[/HIDE]
各国有多种不同的语言互动方式。
[HIDE]Countries have several different ways of interacting with Languages.[/HIDE]
[HIDE]The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.[/HIDE]
[HIDE]Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.[/HIDE]
一般来说,采用语言力量强的礼仪语言好处更大,因为这会影响科研速度。
[HIDE]In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.[/HIDE]
[HIDE]Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.[/HIDE]
语言相同的地点之间的市场吸引力会更大,如果只是语族相同,则吸引力会稍小一些。
[HIDE]Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.[/HIDE]
[HIDE]Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.[/HIDE]
与其他语言不同,宫廷语言几乎可以随意更改。可能使用的语言来自您的主流文化和已认同文化、统治者文化或宗主国。宫廷语言会影响不同阶层的满意度:贵族希望使用更强大的语言,而农民则只希望使用通用语。如果宫廷语言与首都的市场语言相同,市民就会很高兴。神职人员当然希望一切都使用礼仪语言。
[HIDE]Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.[/HIDE]
大多数国家一开始使用的宫廷语言与通用语相同,但在1337年也有不同的重要例子,比如英格兰的诺曼法语和天主教神权国家的教会拉丁语。
[HIDE]Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.[/HIDE]
[HIDE]A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.[/HIDE]
不列颠文化组就是一个很好的例子。不列颠群岛的多元文化有3种不同的语言,横跨几个不同的国家,但他们仍然因为共同的历史和超越国界的文化影响而联系在一起。
[HIDE]A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.[/HIDE]
一个重要的文化组。
[HIDE]An important culture group.[/HIDE]
在游戏中,文化组会有少量关系加成,并且大大降低了接纳文化的成本,但同时很多游戏内容也是和文化组而非文化绑定。例如,以不列颠文化组为主流文化才能成立大不列颠。游戏规则也可以设置为禁止将主流文化转变为不同的文化组。
[HIDE]In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.[/HIDE]
与EU4相比,我们做了一个改动,即文化可以属于多个不同的文化组,如果它们足够孤立,也可以不属于任何一个文化组。
[HIDE]One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.[/HIDE]
北欧-盖尔是多个文化组的最极端例子,但一般一种文化属于1-2个文化组。
[HIDE]Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.[/HIDE]
今天就到此为止,但我们关于文化的讨论不会就此结束。下周,一位名叫Johan的艺术家将介绍文化的一些更深层次的方面,如艺术作品(Works of Art)和文化战争(Culture War)等,为《凯撒计划》带来全新的体验。
[HIDE]That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.[/HIDE]
[HIDE]Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.[/HIDE]
我是SaintDaveUK,本周我将深入探讨文化系统和一些相关机制,例如语言。
[HIDE]I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.[/HIDE]
文化 Culture
文化是一个棘手的话题,因为它是一个非常抽象的概念,同时它也是玩家们有相当强烈意见的领域,尤其是现实世界中他们与该文化有联系的话。[HIDE]Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.[/HIDE]
因此,我们希望本主题的讨论仅限于此处介绍的文化系统的机制,并将您对文化设置的具体反馈转到相关的Tinto地图日志,这样会更有帮助。
[HIDE]As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.[/HIDE]
那么,什么是文化?文化是方言白话、音乐、饮食、身份、种族、艺术和其他各种难以定义的观念的结晶。国家、人群和人物都有对应的文化。它包含两个主要维度:文化组和语言。
[HIDE]So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.[/HIDE]

一个相当典型的文化例子,由一种语言和一个文化组构成。
[HIDE]A fairly typical example of a Culture, consisting of a Language and a Culture Group.[/HIDE]
文化态度 Culture Opinion
在大多数情况下,不同文化之间彼此是中立的,但也会对特定文化有天然的偏好或厌恶。[HIDE]For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.[/HIDE]
这可以用文化关系来表示,从高到低依次为:敌对、负面、中立、正面、同族。这主要是在不同的地方给出修饰词,例如国家之间的关系,或接纳文化的花费。
[HIDE]This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.[/HIDE]
其中大部分将从1337年开始存在,但随着时间的推移,可以通过外交行动来改变关系。
[HIDE]Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.[/HIDE]

阿拉贡境内存在的文化列表,以及与主流文化(加泰罗尼亚)的双向关系。请注意,这些关系仍在开发中,可能不是最终成品。
[HIDE]A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.[/HIDE]
文化容量 Culture Capacity
文化容量是指一个国家能够容忍或接受的文化的最大数量。对于大多数国家来说,文化容量的初始值很低,但每个时代的进步都可以提高文化容量,还有一些其他来源,例如政府改革和政策。[HIDE]Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.[/HIDE]

根据人口相对规模、关系、文化组和语言的不同,每种文化占用的文化容量也不同。
[HIDE]Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.[/HIDE]
![]() | ![]() |
不相容文化 Non-Accepted Cultures
默认情况下,世界上所有的异族文化对你来说都尚未接纳。这是默认状态,充其量也就意味着你对他们视而不见。不相容文化的人群在你的国家会很悲惨,但也不会给你带来任何好处。[HIDE]By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.[/HIDE]
可容忍文化 Tolerated Cultures
如果你有多余的文化容量,可以将一种文化提升为容忍文化。这将使人群的文化更加丰富多彩。被容忍的人口会正常增长,幸福度也会更高。[HIDE]If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.[/HIDE]
已接纳文化 Accepted Cultures
您可以将一种文化进一步提升为已接纳文化,此时他们将获得特殊权利。[HIDE]You can elevate a culture further into being Accepted, at which point they gain special rights.[/HIDE]
尽管已接纳文化比容忍文化多花费3倍的容量,但通常更有价值,因为他们会提供更多的征召兵和水手。成为核心省份也需要当地为已接纳文化,以及殖民特许状建立的殖民地是否会转为你所有。主流文化是已接纳的国家和你的关系也会有所提升。
[HIDE]Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.[/HIDE]
但是,已认同文化的人口不能成为奴隶,而且您不能接纳关系为敌对的文化。
[HIDE]However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.[/HIDE]
主流文化 Primary Culture
位于金字塔最顶端的是主流文化,每个国家都有一种。这是国家的主要文化,在许多计算中都享有优先权。它并不一定是人口最多的文化,在一些国家,由贵族或神职人员组成的少数精英统治着属于不同文化的乡村民众。[HIDE]At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.[/HIDE]
主流文化是很多游戏内容的重要入口,例如进步、单位类型和政府改革等。这里无法一一列举,但你只需知道主流文化会影响游戏的许多部分。
[HIDE]Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.[/HIDE]
符合要求的情况下可以转变主流文化,例如国内占主导地位的文化,或者统治者的文化,那么就可以用一种公认的文化来转变主流文化。此外,还有一条游戏规则限制,是否只能转变同一文化组的文化。
[HIDE]You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.[/HIDE]
语言Language
与文化相关联的是语言系统,它分为三个层次: 方言、语言、语族。在这三个层次中,语言是最重要的,也是游戏的主要玩法。[HIDE]Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.[/HIDE]
语族 Language Families
语族是最大的分类,许多语言都属于一个语族,例如阿拉伯语属于闪米特语族。印欧语系被分为日耳曼语族和罗曼语族等分支,否则就太庞大了。巴斯克语等语言是孤立的,因此不属于一个语族。同一语族有少量文化关系加成,同时也略微降低了接纳文化和市场吸引力等方面的花费。[HIDE]The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.[/HIDE]

请注意,这只是正在开发中的内容,像伊朗语族和印度语族这样的语言组尚未制作完毕。
[HIDE]Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.[/HIDE]
语言 Languages
每种文化都有一种语言,这种语言代表了其人民最常用的方言。如果有人玩过《欧陆风云4》,那么语言通常是一个较大的群体,其规模相当于EU4的一个文化组。例如,从冰岛到瑞典都使用斯堪的纳维亚语的变体,而从维也纳到汉堡都使用德语的变体。[HIDE]Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.[/HIDE]
每种语言都有语言力量,它受多种因素影响,如哪些国家将其作为宫廷语言、通用语言和礼仪语言。它以世界上最强大语言的百分比表示,并影响从中获得的加成强度。
[HIDE]Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.[/HIDE]

举个例子
[HIDE]Un ejemplo.[/HIDE]

每个地点的主要语言。
[HIDE]The dominant language in each location is shown.[/HIDE]
方言 Dialects
为了增加语言的多样性,我们建立了一个方言系统(虽然我们并不特别强调这个名称)。它们代表了《凯撒计划》背景时期的各种方言形成的方言连续体,这样既可以区分不同的地域方言,也不会因为将其划分成完整的语言而削弱它们。[HIDE]To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.[/HIDE]
方言纯粹是为了增加趣味性,对游戏性没有任何影响;两种方言在大多数情况下都被认为是相同的,例如关系加成,而且它们共享语言能力等属性。例如,莱昂语和卡斯蒂利亚语被视为同一种西班牙语,因此共享相同的语言能力,但可能会有不同的角色名称、地点名称和其他可能的细微差异。
[HIDE]Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.[/HIDE]

各地主要方言地图。目前的设定仍在开发中,例如我们还没有细分南斯拉夫语和意大利语。
[HIDE]A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.[/HIDE]

下面是日耳曼语族及其下属语言和方言的结构简图。
[HIDE]Here is a sketch showing the structure of the Germanic language group and its languages and dialects.[/HIDE]
各国有多种不同的语言互动方式。
[HIDE]Countries have several different ways of interacting with Languages.[/HIDE]
通用语言 Common Language
一个国家的通用语就是主流文化使用的语言。在不影响主流文化的情况下,不能选择或改变通用语。[HIDE]The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.[/HIDE]
仪式语言 Liturgical Language
每个国家都有一种礼仪语言,它代表神职人员在仪式和经文中使用的语言,也是学者们在学术著作中使用的语言。有些宗教允许一个国家选择自己喜欢的礼仪语言(例如,东正教国家使用希腊语或教会斯拉夫语),而天主教和伊斯兰教国家则强制使用拉丁语和阿拉伯语。[HIDE]Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.[/HIDE]
一般来说,采用语言力量强的礼仪语言好处更大,因为这会影响科研速度。
[HIDE]In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.[/HIDE]

市场语言 Market Language
每个市场也有一种市场语言,代表商人之间使用的交流工具,它以市场中心市民的主要语言为基础。市场力量越强,对语言力量的贡献就越大。[HIDE]Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.[/HIDE]
语言相同的地点之间的市场吸引力会更大,如果只是语族相同,则吸引力会稍小一些。
[HIDE]Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.[/HIDE]

宫廷语言 Court Language
每个国家都有一种宫廷语言,它代表政府行政中使用的主要语言,例如,它可能是议会中使用的语言,也可能是法律文书的语言。[HIDE]Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.[/HIDE]
与其他语言不同,宫廷语言几乎可以随意更改。可能使用的语言来自您的主流文化和已认同文化、统治者文化或宗主国。宫廷语言会影响不同阶层的满意度:贵族希望使用更强大的语言,而农民则只希望使用通用语。如果宫廷语言与首都的市场语言相同,市民就会很高兴。神职人员当然希望一切都使用礼仪语言。
[HIDE]Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.[/HIDE]
大多数国家一开始使用的宫廷语言与通用语相同,但在1337年也有不同的重要例子,比如英格兰的诺曼法语和天主教神权国家的教会拉丁语。
[HIDE]Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.[/HIDE]

文化组 Culture Group
文化组是一组彼此具有某种共同身份的文化。文化组通常独立于语言和当前的外交关系,而是代表一种地理上或起源上的联系,如果不加以抽象则很难表现。[HIDE]A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.[/HIDE]
不列颠文化组就是一个很好的例子。不列颠群岛的多元文化有3种不同的语言,横跨几个不同的国家,但他们仍然因为共同的历史和超越国界的文化影响而联系在一起。
[HIDE]A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.[/HIDE]

一个重要的文化组。
[HIDE]An important culture group.[/HIDE]
在游戏中,文化组会有少量关系加成,并且大大降低了接纳文化的成本,但同时很多游戏内容也是和文化组而非文化绑定。例如,以不列颠文化组为主流文化才能成立大不列颠。游戏规则也可以设置为禁止将主流文化转变为不同的文化组。
[HIDE]In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.[/HIDE]
与EU4相比,我们做了一个改动,即文化可以属于多个不同的文化组,如果它们足够孤立,也可以不属于任何一个文化组。
[HIDE]One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.[/HIDE]

北欧-盖尔是多个文化组的最极端例子,但一般一种文化属于1-2个文化组。
[HIDE]Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.[/HIDE]
今天就到此为止,但我们关于文化的讨论不会就此结束。下周,一位名叫Johan的艺术家将介绍文化的一些更深层次的方面,如艺术作品(Works of Art)和文化战争(Culture War)等,为《凯撒计划》带来全新的体验。
[HIDE]That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.[/HIDE]
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