作者 主题: 【UCa】第四章:王国与战争(Kingdoms and War)  (阅读 144939 次)

副标题: 目前是构筑王国的主体规则完成,还差两部分,战争会另立新帖,这边专门进行构筑王国的描述

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #30 于: 2013-07-28, 周日 23:07:18 »
特殊法令(Special Edicts)
可选规则中有四种特殊法令:外交探索贸易以及分封。每个回合在法令阶段,当你发布假日、修建、公务以及征税发令之后,可以发布这些特殊法令中的一个。

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Special Edicts
There are four types of optional special edicts: Diplomatic, Exploration, Trade, and Vassalage. Each turn in the Edict phase, after you have issued your Holiday, Improvement, Promotion, and Taxation edicts, you may issue one of these special edicts.

« 上次编辑: 2013-08-01, 周四 10:57:36 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #31 于: 2013-07-28, 周日 23:07:25 »
外交法令(Diplomatic Edicts)
外交法令是一种特殊法令,它使你能够与其他王国建交、缔约或结盟。
你的王国必须有一位官方代表,比如大使或领袖,由他来向其他王国提出并实行法令(尽管DM可以允许使用魔法通信来处理大多数法令的细节,并忽视这项要求)。使用该法令要支付1d4BP的开销,用于旅费以及其他开支。

你的代表必须进行交涉检定。DC按照后述公式判定:
                DC = 10 + 你的王国的恶名 + 目标王国的特殊规模调整值 + 你的王国的特殊规模调整值
                     + 阵营差异调整值 + 关系调整值 + 目标王国的态度 - 你的王国的美誉 - 你用于贿赂或赠礼的BP


特殊规模调整值(Special Size Modifier):该数值等同于王国的规模除以5。

阵营差异调整值(Alignment Difference Modifier):本项目的数值基于你的王国的阵营与目标王国阵营的差异程度,如下表所示。

阵营差异调整值
阵营差异*        DC调整值
  相同   +0
   1阶   +5
   2阶  +15
*阵营上的每一轴

关系调整值(Relationship Modifier):这项需要考虑到你与目标王国的盟友以及其敌人缔约、结盟以及冲突情况。如果你和目标均和相同的王国关系友好,目标会对你的外交行为更有兴趣。如果你与目标王国的敌人关系友好,目标会缺乏与你谈判的兴趣。每个同时与你们两者产生联系的第三方势力均会按照后述方式对DC进行调整。

关系调整值
关系DC调整值
你与目标王国均与一个第三方结盟    -8
一个与你缔约的王国同时与目标王国结盟            -4
你与目标王国均与一个第三方缔约    -2
一个与你建交的王国是目标王国的敌人    +2
一个与你缔约的王国是目标王国的敌人    +5
你有一名盟友是目标王国的敌人   +10

态度(Attitude):与NPC的起始态度类似,目标王国对你的起始态度也是不关心(indifferent),不过DM可以基于阵营的差异,你们共通的历史、文化、战争、谍报活动、种族的态度以及其他在战役中的因素对其进行调整。这些因素也可能影响使用该法令的交涉DC(通常情况下每比愿意帮助[helpful]差一阶会使DC增加5点)。
进行交涉检定的行为会持续数天,使节会与目标王国的代表进行交涉,讨论共同利益以及与你的王国缔结外交协定的好处与目标。由于该检定并非单一的事件,所以任何对单一检定进行调整的能力或法术均不会对该检定生效,除非它至少能够持续24小时(比如花言巧语[glibness]无法影响该检定)。

外交关系的类型(Type of Diplomatic Relationships)
你可以使用外交法令建立后述几类关系:建交(embassy)缔约(treaty)或结盟(alliance);每一种关系都要比之前的项目更加密切。

建交(Embassy):你尝试与目标王国就双方领土以及权威达成一种共识,表现为授予对方的定居点内使馆区的统治权。按照外交法令的DC进行交涉检定。如果交涉检定失败,其他王国会拒绝你的外交努力,并且你无法在1年内再次尝试与其建交;如果检定失败5点或更多,你的王国美誉会降低1点,并且其他王国对你的王国的态度下降一阶。
如果你的交涉检定成功,你便能够与目标王国达成协议并建立使馆;如果你在检定中成功5点或更多,目标王国对你的王国之态度上升一阶,并且你的王国的美誉增加1点。你可以在其他王国的一个定居点内购买或建立一栋宅邸或豪宅作为使馆使用(如果你这么做,那么你的大使会将此地作为住所使用)。目标王国的领袖可能会在你的一个定居点内做相同的事情。你的使馆被视为是你的领土(反之亦然)。你的使馆会按照建筑的类型给你的王国提供正常的加值(这些加值计入王国的总加值中,但是不会应用至任何你的王国的特定定居点中)并使开销增加1点,经济增加2点,社交增加2点。如果目标王国在你的定居点内建造使馆,那么该王国也会获得这些加值。
如果你是靠着其他王国的财富赞助者建立王国,你的王国自动视为已经与赞助者建交,并且你能够使用外交法令与其缔约或者结盟。
此外你的使节也可以选择试图威胁其他王国,而非与其友好往来。在这种情况下,你的使节要进行威吓检定,加上你的王国的恶名作为加值。你还会由于王国拥有的每只现役军队获得+1加值。该检定的DC与上文列出的外交法令DC相同,不过你的美誉与恶名均不会对其进行调整。你仍旧可以支付BP贿赂或者进行赠与来调整DC。每当你在该检定中成功或失败,均会使恶名增加1点。如果你的检定成功,你可以与目标王国建交。如果你失败,目标王国对你的态度下降一阶,恶名额外增加1点,并且在1年内无法再次进行威胁。如果你失败5点或更多,目标王国对你的态度下降两阶,并且恶名额外增加1点;如果该王国对你的态度成为或已经成为敌对(hostile),则会直接对你宣战。
建交被视为永久性协议。更换你的使节并不会对法令或建交造成影响。如果你希望关闭使馆并且终止建交协定,则需要进行忠诚检定。成功则意味着关闭使馆。而失败则意味着你的子民拒绝与其他王国切断联系的做法,并且继续担任使馆的工作;你可以在下一回合再次尝试该检定。
如果你攻击一个已经建立使馆的王国,则需要进行忠诚检定。如果检定成功,你的恶名增加1点。如果检定失败,恶名与动荡值均增加1点。

缔约(Treaty):如果你已经与其他王国建交,那么就能够与该王国的领袖缔结协约,以此来使双方的经济与社会达成合作与理解。要这么做需要进行新的一次外交法令,并且需要你的使节使用外交法令DC尝试三次交涉检定。这些检定必须按顺序进行(极端的成功或失败都能够改变目标王国的态度,并且使之后的检定难度改变)。两次或更多次检定失败会导致缔约失败;你的王国的美誉降低1点,并且你在1年内无法尝试与其他王国缔约。
若两次或更多次检定成功,则意味着你的使节与目标王国的一名领袖(通常为统治者或者外交大臣)尝试使用后述技能进行对抗,平手则重掷:唬骗、交涉、知识(本地)、知识(贵族)以及察言观色。其中一方或者两方都能使用威吓来替代交涉(即使这意味着一边使用交涉来对抗另一边的威吓检定)。如同外交法令一般,若持续时间不足24小时,任何修正这些检定的能力或法术均无法应用于上述检定中。哪方在这些对抗检定中胜出的次数更多,则意味着在谈判中占据更多优势,并决定条约是否平等。
在平等的条约中,每个王国的经济均会增加,数值为另一个王国的经济的10%。在谈判中占据优势的一方美誉增加1点。
而在不平等条约中,占据优势的王国的经济所增加的数值为处于劣势的王国经济之15%,而占据劣势的王国经济所增加的数值为优势方的经济的5%。优势方王国的恶名增加1点。你可以使用外交法令来按照你的喜好来将不平等条约变为平等的条约,这么做无需进行检定。
如果其中一个王国是NPC王国,并且DM不想计算确切的经济调整值,那么可以将其经济估算为2d6 + 规模。
缔约被视为永久性协议。如果你要重新谈判,则需要进行忠诚检定。如果检定成功,你的使节与目标王国的领袖会如同上面记述的一般进行对抗检定(这并不能保证你会以获得更为有利的协约而告终)。如果检定失败,当前的协约会持续生效,而你的动荡值增加1点。
若你想退出协约,则需要进行忠诚检定。成功意味着动荡值增加1点;失败意味着动荡值增加2点。
如果你攻击一个已经与你缔约的王国,则需要进行忠诚检定。如果检定成功,恶名与动荡值均会增加1d2点。如果检定失败,恶名与动荡值均会增加1d4点。

结盟(Alliance):如果你已经与其他王国缔约,那么就能够使用外交法令与其结盟——相互支持并进行共同防卫的军事协定。这与缔结协约类似,不过它需要进行六次交涉或威吓检定。其中必须有四次成功才能结成同盟。
如果成功,则如同缔约一般继续进行谈判,进行三次交涉或威吓的对抗检定来判断谁在谈判中获得优势。获得优势的一方可以判断此次结盟是否平等,但是应用于双方的加值为稳定,而非经济。
结盟的王国能够将军队开入对方的领地,并将他们驻扎在对方的领地或者未被占用的堡垒与了望塔中,不过不能驻扎在盟友的定居点内。如果盟友王国将军队驻扎在你的领地中,你必须成功进行忠诚检定,否则动荡值提高1d2点;这并不会应用在你被攻击而向盟友寻求援助的时期。
如果你被其他王国攻击,则可以向盟友寻求援助。未能提供援助则意味着盟友的恶名提高1d4点;更为详细的援助内容由两个王国的统治者决定,由DM判断是否要增加恶名。
如果你攻击一个已经与你结盟的王国,则需要进行忠诚检定。如果检定成功,恶名与动荡值均会增加1d4点。如果检定失败,恶名与动荡值均会增加2d4点。被攻击的盟友可以终止与侵略者的结盟、缔约或者建交关系而无需受到惩罚。

多国间的关系(Relationships with Multiple Kingdoms)
一个王国可以与多个王国建交。在首次缔约以及结盟之后,每次缔约与结盟对经济或稳定提供的加值会降低1点(最低+0)。

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Diplomatic Edicts
Diplomatic edicts are special edicts that allow you to establish an embassy, treaty, or alliance with another kingdom. You must have an official representative of your kingdom, such as an ambassador or leader, present in the other kingdom to make this edict (though the GM may allow magical communication to handle most of the edict's details and bypass this requirement). Using this edict costs 1d4 BP in travel and other expenses.

Your representative must attempt a Diplomacy check. The DC is determined using the following formula:

DC = 10 + your kingdom's Infamy + the target kingdom's special Size modifier + your kingdom's special Size modifier + alignment difference modifier + relationship modifier + the target kingdom's attitude — your kingdom's Fame — BP you spend on bribes or gifts

Special Size Modifier: This is equal to the kingdom's Size divided by 5.

Alignment Difference Modifier: This is based on how close your kingdom's alignment is to the target kingdom's alignment, according to the following table.

Diplomatic Alignment Difference Modifier Alignment Difference* DC Modifier
Same +0
1 step +5
2 steps +15
* Per alignment axis.

Relationship Modifier: This takes into account your treaties, alliances, and conflicts with the target kingdom's allies and enemies. If you are friendly with the same kingdoms, the target is more interested in diplomacy with you. If you are friendly with the target kingdom's enemies, the target is less interested in negotiating with you. Modify the DC as follows for each third party you have in common.

Diplomatic Relationship Modifier Relationship DC Modifier
You and the target kingdom both have an —8alliance with a third party
You have a treaty with the target kingdom's ally —4
You and the target kingdom both have a treaty —2with a third party
You have an embassy with the target kingdom's enemy +2
You have a treaty with the target kingdom's enemy +5
You have an alliance with the target kingdom's enemy +10

Attitude: Much like the starting attitude of an NPC, the target kingdom's initial attitude toward you is indifferent, though the GM may modify this based on alignment differences, your shared history, culture, warfare, espionage, racial tensions, and other factors in the campaign world. These factors may also influence the Diplomacy DC for using this edict (generally increasing the DC by 5 for every attitude step worse than helpful).

The act of making this Diplomacy check takes place over several days, with the emissary socializing with representatives of the target kingdom, discussing common interests and the benefits and goals of entering a diplomatic agreement with your kingdom. Because this check is not a singular event, abilities and spells that modify a single roll have no effect on this check unless they last at least 24 hours (for example, glibness does not affect this check).

Type of Diplomatic Relationships
You use Diplomatic edicts to establish an embassy, treaty, or alliance; each is a closer relation than the previous one.

Embassy: You attempt to establish mutual recognition of authority and territory with the target kingdom, represented by granting dominion over embassies in each other's settlements. Attempt a Diplomacy check using the Diplomatic edict DC. If the Diplomacy check fails, the other kingdom rejects your diplomatic efforts and you cannot attempt to establish an embassy with it again for 1 year; if the check fails by 5 or more, your kingdom's Fame decreases by 1 and the other kingdom's attitude toward your kingdom worsens by 1 step.

If you succeed at the Diplomacy check, you create an embassy agreement with the target kingdom; if you succeed at the check by 5 or more, the target kingdom's attitude toward your kingdom improves by 1 step and your kingdom's Fame increases by 1. You may purchase or build a Mansion or Noble Villa in one of the other kingdom's settlements to use as an embassy (if so, your ambassador uses it as a residence). The target kingdom's leaders may do the same in one of your settlements. Your embassy is considered your territory (and vice versa). Your embassy grants your kingdom the normal bonuses for a building of its type (they apply to your kingdom's totals but not to any specific settlement in your kingdom) and increases Consumption by 1, Economy by 2, and Society by 2. If the target kingdom builds an embassy in one of your settlements, that kingdom gains these bonuses.

If you founded your kingdom with the support of a wealthy sponsor from another kingdom, your kingdom automatically has an embassy agreement with your sponsor's, and you can use Diplomatic edicts to establish a treaty or an alliance.

Alternatively, your envoy may attempt to threaten rather than befriend the other kingdom. In this case, your envoy attempts an Intimidate check, applying your kingdom's Infamy as a bonus. You also gain a +1 bonus for every active army your kingdom has. This check's DC is the same as the Diplomatic edict DC above, except your Fame and Infamy do not modify it. You may spend BP on bribes or gifts to modify the DC. Your Infamy increases by 1 whether you succeed or fail at the check. If you succeed at the check, you create an embassy agreement with the target kingdom. If you fail, the target kingdom's attitude toward you worsens by 1 step, Infamy increases by an additional 1 and you cannot make this threat again for 1 year. If it fails by 5 or more, the kingdom's attitude toward you worsens by 2 steps and Infamy increases by an additional 1; if the kingdom's attitude becomes or is already hostile, it declares war on you.

An embassy is considered a permanent agreement. Replacing your ambassador does not affect the edict or the embassy. If you want to close your embassy and break the embassy agreement, attempt a Loyalty check. Success means you close the embassy. Failure means your citizens reject the idea of severing ties with the other kingdom and continue to staff the embassy; you may try again next turn.

If you attack a kingdom with which you have an embassy, attempt a Loyalty check. If you succeed, your Infamy increases by 1. If you fail, Infamy and Unrest both increase by 1.

Treaty: If you have an embassy agreement with another kingdom, you can approach that kingdom's leaders to establish a treaty that formalizes your economic and social cooperation and understanding. Doing so requires a new Diplomatic edict and requires your envoy to attempt three Diplomacy checks using the Diplomatic edict DC. These checks must be attempted in order (as an extreme success or failure can change the target kingdom's attitude and the difficulty of the later checks). If two or more of the checks fail, the attempt to create a treaty fails; your kingdom's Fame decreases by 1 and you cannot attempt to establish a treaty with the other kingdom for 1 year.

If two or more of the checks succeed, your envoy and one of the target kingdom's leaders (typically the Ruler or Grand Diplomat) attempt opposed checks with the following skills, rerolling ties: Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), and Sense Motive. Either or both parties may substitute Intimidate for Diplomacy (even if this means one party is making a Diplomacy check opposed by the other's Intimidate check). As with Diplomatic edicts, abilities or spells that modify skill checks do not apply unless they last at least 24 hours. Whichever party wins most of these opposed checks has the advantage in the negotiations and decides whether the treaty is balanced or unbalanced.

For a balanced treaty, increase each kingdom's Economy by 10% of the other country's Economy. The Fame of the party with the advantage in the negotiations by 1.

For an unbalanced treaty, the advantaged kingdom's Economy increases by 15% of the disadvantaged kingdom's Economy, and the disadvantaged kingdom's Economy increases by 5% of the advantaged kingdom's Economy. The advantaged kingdom's Infamy increases by 1. You may use a Diplomatic edict to change an unbalanced treaty in your favor to a balanced treaty; doing so does not require a check.

If one kingdom is an NPC kingdom and the GM doesn't want to calculate its exact Economy modifier, estimate its Economy as 2d6 + its Size.

A treaty is considered a permanent agreement. If you want to renegotiate it, attempt a Loyalty check. If you succeed, your envoy and one of the target kingdom's leaders attempt opposed checks as described for embassies above (this doesn't guarantee you end up with a more favorable treaty). If you fail, the existing treaty remains in effect and your Unrest increases by 1.

If you withdraw from the treaty, attempt a Loyalty check. Success means Unrest increases by 1; failure means Unrest increases by 2.

If you attack a kingdom with which you have a treaty, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d2 each. If you fail, Infamy and Unrest increase by 1d4 each.

Alliance: If you have a treaty with another kingdom, you can use a Diplomatic edict to form an alliance—a military agreement of mutual defense and support. This works like the negotiations for a treaty, except it requires six Diplomacy or Intimidate checks. Four of these must succeed for the alliance to form.

If successful, negotiations proceed as for a treaty, with three opposed Diplomacy or Intimidate checks to determine who has the advantage in negotiations. The party with the advantage may decide whether the alliance is balanced or unbalanced, but the bonuses apply to each kingdom's Stability instead of Economy.

Kingdoms in an alliance can move their armies through each others' territories and station them in each others' territories or in unoccupied Forts and Watchtowers, though not inside allied settlements. If an allied kingdom stations an army inside your territory, you must succeed at a Loyalty check or gain 1d2 Unrest; this does not apply if your kingdom has been attacked and you have requested aid from the ally.

If you are attacked by another kingdom, you can call for aid from your allies. Failure to send aid increases an ally's Infamy by 1d4; the precise nature and amount of aid sent is at the discretion of the rulers of each kingdom, and the GM decides whether this Infamy increase happens.

If you attack a kingdom with which you have an alliance, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d4 each. If you fail, Infamy and Unrest increase by 2d4 each. An attacked ally may end an alliance, treaty, or embassy agreement with the aggressor without penalty.

Relationships with Multiple Kingdoms
A kingdom may have embassies with any number of kingdoms. For each treaty or alliance after the first, the bonus to Economy or Stability is reduced by 1 (minimum +0).

« 上次编辑: 2013-08-11, 周日 18:34:55 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #32 于: 2013-07-28, 周日 23:07:45 »
定居点调整值扩散(Expanding Settlement Modifiers)
在建筑部分的说明中,建筑列表中有一项定居点的条目,它会提供影响定居点内(详细请见Game Mastery Guide的都市章节)的技能检定的调整值。如果DM希望这些调整值影响整个王国,那么将这些定居点调整值应用至王国中的所有点据点,并将其除以10,最后按照王国阵营应用后述调整值:混乱(+1犯罪);邪恶(+1腐败);善良(+1社交);守序(+1秩序);中立(+1文化,如果王国的阵营为绝对中立则将该加值应用两次)。使用这些总和来对你的王国进行各种调整。如果定居点拥有其自身的定居点调整值,则取较高者应用至该定居点相关检定中。

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Expanding Settlement Modifiers
As explained in the Buildings section, the Settlement entry for a building lists modifiers that affect skill checks in the settlement (GameMastery Guide 204). If the GM wants these modifiers to influence the kingdom as a whole, add up the Settlement modifiers for all settlements in your kingdom, divide them by 10, and apply the following adjustments according to your kingdom's alignment: Chaotic: +1 Crime; Evil: +1 Corruption; Good: +1 Society; Lawful +1 Law; Neutral: +1 Lore (apply this twice if the kingdom's alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). Use these total modifiers everywhere in your kingdom. If a settlement has its own settlement modifier, use the higher of the two modifiers for rolls relating to that settlement.

« 上次编辑: 2013-08-01, 周四 11:00:18 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #33 于: 2013-07-28, 周日 23:07:53 »
探索法令(Exploration Edicts)
探索法令是一种特殊法令,它允许你委任探险家去勘察无人占领的地块,并且帮助你的王国做出准备。你可以选择与探险家一同探索,或者让他们自行探索。
发起一次探险时,你必须决定时间跨度并且决定行进的路线。你需要预先为探险队支付勘察资金,每月需要1d4BP。探险家会从你的首都出发,并按照预先计划好的速度移动、探索并且测绘无人占领的地块。在合同期结束之后,他们会返回首都。见地形与改善地形表格中的内容来判断旅行与探索的时间。每次勘察需要单独进行探索法令。
探险家们会在一个地块内的首日记录明显的地形特征以及资源。之后花费在地块中的每一天都可以进行知识(地理)和/或生存检定来定位隐藏的地标、巢穴或者资源,对于那些容易发现或者在众所周知的当地传说中出现的地点,DC由15起进行调整,而对那些隐藏起来或者不为人知的地点则为DC30。
你自行在地块中行进并进行探索时,会遇到随机遭遇或者其他危险,而探险家们遇到这些事情的概率和你一样。如果你并未和其他探险家一同旅行,而且他们遇到敌对的遭遇的话,则可以让探险家们进行前行检定(DC 10 + 遭遇CR的两倍),使用探险家成员中最差的潜行调整值进行调整。如果检定失败;你可以进行稳定检定(DC = 管控DC + 遭遇CR的两倍)。如果稳定检定成功,探险家们成功逃脱并且存活,但是他们失散了,因此在该月无法获得更多的进展。如果稳定检定失败,则意味着探险家们被杀害了;动荡值增加1点,并且你所支付的BP中,剩余的勘察资金全部流失。

原文
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Exploration Edicts
Exploration edicts are special edicts that allow you to commission explorers to map unclaimed hexes and prepare them for your kingdom. You may choose to accompany the explorers or let them explore on their own.

When commissioning an expedition, you must determine the length of time and plan the route in advance. Financing explorers costs 1d4 BP per month of the expedition, paid in advance. The explorers start at your capital, and spend the agreed-on time traveling to, exploring, and mapping unclaimed hexes. At the end of the contracted period, they return to your capital. See Terrain and Terrain Improvements table for travel and exploration times. Each expedition requires a separate Exploration edict.

Explorers note obvious terrain features and resources on the first day in a hex. Each day spent in the hex allows Knowledge (geography) and/or Survival checks to locate hidden landmarks, lairs, or resources, with a DC ranging from 15 for things that are relatively easy to find or well known in local lore to DC 30 for those that are well hidden or generally unknown.

Explorers have the same chances for random encounters and other dangers that you would if you traveled through or explored the hex yourself. If you are not traveling with the explorers and they have a hostile encounter, you may have the expedition attempt a Stealth check (DC 10 + twice the encounter's CR), using the worst Stealth modifier among the expedition members. If the check fails, you may attempt a Stability check (DC = Control DC + twice the encounter's CR). If you succeed at the Stability check, the explorers escape and survive but are temporarily scattered and make no more progress that month. If you fail the Stability check, the explorers are killed; Unrest increases by 1, and the remainder of your BP investment in the expedition is lost.

« 上次编辑: 2013-08-01, 周四 11:00:56 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #34 于: 2013-07-28, 周日 23:08:00 »
美誉与恶名(Fame and Infamy)
王国会按照其领袖以及居民的行为获得名望,就如同建造某些类型的建筑一般。这会导致美誉与恶名的增加。美誉体现为对王国的积极看法——这片疆域会被认为是和平、开化、具有智慧的荣誉之地——以及王国在外交、贸易与战争中的成功程度。恶名代表着对王国的负面看法——它会被视为代表着背叛、堕落、偏见、无情、好战以及邪恶。
随着王国的成长,它的美誉与恶名均会得到或失去加值,但是这些都不会影响相对的属性——美誉的增加并不会意味着等量恶名的降低。比如王国可能由于教育能力美誉在外,而由于背叛和腐败臭名昭著。

起始数值(Starting Values):当你建立王国时,它起始会有1点美誉或者1点恶名(由统治者选择)。而另一项的起始数值为0。美誉与恶名均无法低于0点。某些建筑(比如竞技场与城堡)会增加美誉。部分事件(比如流民或名人来访)会增加或降低美誉或恶名。

定居点调整值(Settlement Modifiers):将来自所有你所拥有的定居点的文化与社交调整值相加,并除以10;将此数值加至你的美誉。将来自所有你所拥有的定居点的腐败与犯罪调整值相加,并除以10;将此数值加至你的恶名。

规模增加(Size Increases):当你的王国规模增加至11,26,51,101和201时,美誉或恶名(由统治者选择)增加1点。

使用美誉与恶名(Using Fame and Infamy):美誉与恶名会影响与其他王国有关的技能检定。你的王国每有10点美誉,你的臣民在影响其他王国的政府官员时交涉检定获得1点加值。你的王国每有10点恶名,你的臣民在影响其他王国的政府官员时威吓检定获得1点加值。

原文
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Fame and Infamy
Kingdoms gain notoriety for the actions of their leaders and citizens, as well as for constructing certain types of buildings. This leads to the development of Fame or Infamy. Fame represents a positive perception of a kingdom—it's seen as a place of culture, learning, peace, and honor—as well as reflecting its measure of success in diplomacy, trade, and battle. Infamy represents a negative perception of a kingdom—it's perceived as treacherous, corrupt, prejudiced, ruthlessly warmongering, and villainous.

As a kingdom grows, it can gain and lose both Fame and Infamy, but these are not opposite statistics—an increase in Fame does not mean an equal decrease in Infamy. For example, a kingdom may be famous for culture and learning as well as infamous for treachery and corruption.

Starting Values: When you found a kingdom, it starts with Fame 1 or Infamy 1 (Ruler's choice). The other value starts at 0. Fame and Infamy cannot go below 0. Certain buildings (such as Arenas and Castles) increase Fame. Some events (such as Squatters or Visiting Celebrity) can increase or reduce Fame or Infamy.

Settlement Modifiers: Add all the Lore and Society modifiers from all your settlements and divide by 10; add this amount to your Fame. Add all the Corruption and Crime modifiers from all your settlements and divide by 10; add this amount to your Infamy.

Size Increases: When your kingdom's Size increases to 11, 26, 51, 101, and 201, Fame or Infamy (Ruler's choice) increases by 1.

Using Fame and Infamy: Fame and Infamy affect skill checks relating to other kingdoms. For every 10 points of your kingdom's Fame, your citizens gain a +1 bonus on Diplomacy checks to influence government officials of other kingdoms. For every 10 points of your kingdom's Infamy, your citizens gain a +1 bonus on Intimidate checks to influence government officials of other kingdoms.

« 上次编辑: 2013-08-01, 周四 11:01:52 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #35 于: 2013-07-28, 周日 23:08:07 »
政体(Forms of Government)
构筑王国规则默认你的政体为封建帝制;领袖均为终身制(无论是他们自身还是诸如邻国君主的外部力量),并将自身的头衔传至继承人身上。你所选择的政体能够帮助自身建立更有味道和感觉的王国,而且会对定居点的调整值产生改变。你可以从后述内容中选择一种作为王国的政体使用。

独裁政府(Autocracy):某个民众拥戴的个人统治整个王国。这个人可能由民选产生,被要求领导人民的知名英雄,或者以巧妙手段进行统治的世袭君主。
调整值:无

法师议会(Magocracy):具有强大魔法力量的个人或团体领导着王国,他们促进着魔法与世俗知识的教育与传播。这些具有魔法能力之人通常在王国中处于享受优待的地位。
调整值:文化+2,生产力-1,社交-1

寡头政治(Oligarchy):由议员、公会领袖、贵族以及其他富裕并强大的个体组成团体,由他们在政府中领导整个王国并直接下达指示。
调整值:腐败+1,秩序-1,文化-1,社交+1

霸主统治(Overlord):王国的统治者是某个通过巧取豪夺或是顺位继承定居点统治权,并有足够能力可以牢牢掌握住它的人。
调整值:腐败+1,犯罪-1,秩序+1,社交-1

共和政体(Republic):王国的统治者是通过议会选举或者任命的官员,他代表着王国中不同的地理区域与文化的选民,通过投票、官僚程序以及联合政府来制定政策。
调整值:犯罪-1,秩序-1,生产力+1,社交+1

秘密结社(Secret Syndicate):一个非官方的或者非法的组织(比如盗贼行会)暗中统治着王国——这个团体可能会使用傀儡领袖进行保密,不过他们会受到团体操纵。
调整值:腐败+1,犯罪+1,秩序-3,生产力-1

神权国家(Theocracy):王国由最有影响力的宗教领袖所领导,该宗教的理念以及成员通常会在王国和政府中受到优待。
调整值:腐败-1,秩序+1,文化+1,社交-1

原文
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Forms of Government
The kingdom-building rules presume your government is a feudal monarchy; the leaders are appointed for life (either by themselves or an outside agency such as a nearby monarch), and pass their titles to their heirs. The form of government you choose can help establish the flavor and feel of the kingdom and also adjust its settlements' modifiers. You may choose one of the following as the kingdom's government.

Autocracy: A single person rules the kingdom by popular acclaim. This person may be elected by the people, a popular hero asked to lead, or even a hereditary monarch who rules with a light hand. Modifiers: None.

Magocracy: An individual or group with potent magical power leads the kingdom and promotes the spread of magical and mundane knowledge and education. Those with magical abilities often enjoy favored status in the kingdom. Modifiers: Lore +2, Productivity —1, Society —1.

Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Modifiers: Corruption +1, Law —1, Lore —1, Society +1.

Overlord: The kingdom's ruler is a single individual who either seized control or inherited command of the settlement and maintains a tight grasp on power. Modifiers: Corruption +1, Crime —1, Law +1, Society —1.

Republic: The kingdom is ruled by a parliament of elected or appointed officials who represent the various geographic areas and cultural constituents of the kingdom, making decisions for the whole through voting, bureaucratic procedures, and coalition-building. Modifiers: Crime —1, Law —1, Productivity +1, Society +1.

Secret Syndicate: An unofficial or illegal group like a thieves' guild rules the kingdom—the group may use a puppet leader to maintain secrecy, but the group pulls the strings. Modifiers: Corruption +1, Crime +1, Law —3, Productivity +1.

Theocracy: The kingdom is ruled by the leader of its most popular religion, and the ideas and members of that religion often enjoy favored status in government and the kingdom. Modifiers: Corruption —1, Law +1, Lore +1, Society —1.

« 上次编辑: 2013-08-01, 周四 11:02:22 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #36 于: 2013-07-28, 周日 23:08:16 »
独立与联合(Independence and Unification)
有时候,将王国分裂为多个部分或者并入其他王国是持久生存的最佳选择。

宣布独立(Declaring Independence)
尽管许多王国分裂都是由于军事、种群或者宗教冲突造成的,不过你也可以在所有领袖都认可的情况下平稳地将王国分割开来。在事件阶段中,按照后述步骤进行。

第1步:决定从旧王国中诞生的新王国数量。

第2步:分割王国。决定每个新王国拥有哪些地块。以公平的方式瓜分国库(比如按照人口或王国规模的比例),瓜分其他移动资产(比如军队)。

第3步:确定旧王国在没有领袖和建筑调整值的情况下,动荡值的数值。按照从旧王国中诞生的新王国数量分配动荡值(最低1点)。

第4步:每个新王国要遵循建立王国的步骤。将来自旧王国的领袖视为放弃旧王国中的职务。在接下来的6个月内,每个新王国的忠诚增加1点。将第3步得出的动荡值加到每个新王国的动荡值上。

DM可以视情况影响这些步骤,比如给一个王国给予经济减值和忠诚加值,或者在王国中不平等地分配第4步中的动荡值。
如果独立的结果使得王国失去地块间的连接,形成次要领地(见失去地块中的说明),【那么来自王国领袖的额外的动荡值惩罚视同统治者空缺。】
译者注:【】内的部分为翻译得不确定的部分,原文为【the additional Unrest penalty from having a kingdom leader act as the Ruler ends】,如果您能够正确翻译,请PM或回帖告知

独立与外交法令(Independence and Diplomatic Edicts):如果你也在使用外交法令,则可能希望使用这样的法令宣布独立。将该行为视为结盟的外交法令,但是赞助者对你的王国的起始态度要下降2阶。如果成功,谈判会使你的王国获得解放,并且会终止任何与之前的赞助者的缔约或结盟关系;你会保留与该王国的大使馆,并且能够尝试达成新的缔约或结盟关系。如果谈判失败,它会使赞助者的态度额外下降1阶。如果这使得赞助者的态度变为敌对(hostile),它就会导致一场战争,专门针对你的王国之叛乱行为。
上述段落描绘的是当王国中的一部分希望从宗主国分离出来,或者统治者希望将王国分为许多较小的王国时最为理想、和平的情况。由于入侵、革命或者类似的冲突而分裂国家通常会涉及较为特殊的情况,并且超出了本规则的范畴;当王国领袖关于使用其他方式分割王国达成协议时,DM应当将上述步骤作为参考使用。

结成联合(Forming a Union)
就如同王国可以被分割一般,王国也许希望能够联合起来组成更为强大的政治实体。如果每个王国的领袖都赞成结成联合,执行步骤会比较平稳。在事件阶段中按照后述步骤执行。
首先,将王国的国库与其他移动资产(比如军队)结合起来,然后判断每个王国在没有领袖和建筑调整值的情况下,动荡值的数值。将这些数据加起来并计算平均值(最低1点)。
然后按照建立王国的步骤进行。将领袖职务变换视作在同一国家内进行职务变换。   
一旦你们结成了新的联合王国,将较早计算出的动荡值加到新王国的动荡值上。
DM可以在适当的情况下影响这些步骤,比如赋予较小王国中的某些地块持续1年的临时忠诚减值,或者在六个月内每回合给予整个王国1d4-2点稳定。

原文
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Independence and Unification

Sometimes, breaking a kingdom into multiple pieces or joining with another kingdom is the best option for long-term survival.
Declaring Independence

Though many kingdoms break apart due to military, racial, or religious conflicts, you can divide up your kingdom amiably if all leaders agree. During the Event phase, follow these steps.

Step 1: Decide how many kingdoms you'll make out of the old one.

Step 2: Split up the kingdom. Determine which hexes belong to each daughter kingdom. Divide the treasury in a fair manner (such as proportionate to population or Size), and divide any other mobile assets (such as armies).

Step 3: Determine how much Unrest in the parent kingdom does not result from leadership and building modifiers. Divide this by the number of daughter kingdoms being made from the parent kingdom (minimum 1 Unrest).

Step 4: Each daughter kingdom should follow the steps for founding a kingdom . Treat leaders moving from the parent kingdom to a daughter kingdom as abdicating their posts in the parent kingdom. Loyalty increases by 1 for each daughter kingdom for the next 6 months. Add the Unrest from Step 3 to the Unrest for the daughter kingdoms.

The GM may influence any of these steps as appropriate to the situation, such as by giving one kingdom an Economy penalty and a Loyalty bonus, or dividing the Unrest in Step 4 unequally between the kingdoms.

If independence occurs as a result of creating a secondary territory by losing control of a connecting hex, the additional Unrest penalty from having a kingdom leader act as the Ruler ends.

Independence and Diplomatic Edicts: If you're using Diplomatic edicts, you may wish to use such an edict to declare independence. Treat this act as a Diplomatic edict to form an alliance, but the sponsor's initial attitude toward your kingdom is 2 steps worse. If successful, the negotiation emancipates your kingdom and ends any treaty or alliance with your former patron; you retain an embassy with that kingdom and can try to negotiate a new treaty or alliance. If the negotiation fails, it worsens the patron's attitude by 1 additional step. If this changes the patron's attitude to hostile, it leads to war against your rebellious kingdom.

The paragraph above describes an optimal, peaceful situation where part of the kingdom wants to split away from the rest or the rulers want to divide the kingdom into smaller kingdoms. Splitting a country because of invasion, revolution, or a similar conflict usually involves unique circumstances and is beyond the scope of these rules; the GM should use the above steps as guidelines for when the kingdom leaders reach an agreement with others about how to split the kingdom.
Forming a Union

Just as a kingdom can divide into separate pieces, kingdoms may want to unite to become a more powerful political entity. If the leaders in each kingdom agree to the union, the process is relatively smooth. During the Event phase, follow these steps.

First, combine the Treasuries and any other mobile assets (such as armies) of the kingdoms. Next, determine how much Unrest in each kingdom is not from leadership and building modifiers. Average these numbers together (minimum 1 Unrest).

Then follow the steps for founding a kingdom . Treat leaders who change roles as changing roles within the same kingdom.

Once you've got your new, combined kingdom, add the Unrest from earlier to the Unrest for the new kingdom.

The GM may influence any of these steps as appropriate to the situation, such as giving hexes in the smaller kingdom a temporary Loyalty penalty for 1 year, or giving the entire kingdom a 1d4—2 Stability modifier each turn for 6 months.
« 上次编辑: 2013-08-10, 周六 16:40:05 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #37 于: 2013-07-28, 周日 23:08:23 »
领袖技能(Leadership Role Skills)
每位领袖会依照她的某种属性为王国属性提供加值。DM可能想让领袖的某种相关技能中投入的级数(比如交涉或威吓)也影响王国的属性。在相关技能中每投入5点技能点,领袖就能够使其领袖调整值增加1点。这些基于技能得额外加值对标准的领袖加值的调整方式,和领导力赋予的额外加值方式相同。每个领袖职务的相关技能如下所示:

使节(Ambassador):交涉

配偶(Consort):知识(贵族)

顾问(Councilor):知识(本地)

将军(General):专业(士兵)

外交大臣(Grand Diplomat):交涉

继承人(Heir):知识(贵族)

大祭司(High Priest):知识(宗教)

大法师(Magister):知识(神秘)

巡查官(Marshal):生存

皇家执刑官(Royal Enforcer):威吓

统治者(Ruler):知识(贵族)

谍报官(Spymaster):察言观色

司库(Treasurer):专业(商人)

总督(Viceroy):知识(地理)

监察官(Warden):知识(工程)

原文
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Leadership Role Skills
Each leadership role provides bonuses to kingdom statistics based on one of the leader's ability scores. The GM may want to allow a leader's ranks in a relevant skill (such as Diplomacy or Intimidate) to also affect the kingdom statistics. For every 5 full ranks in a relevant skill, the leader may increase the leadership modifier by an additional 1. These skill-based additional bonuses modify the standard leadership role bonuses in the same way that the Leadership feat grants additional bonuses.

The relevant skills for each leadership role are as follows.

Ambassador: Diplomacy

Consort: Knowledge (nobility)

Councilor: Knowledge (local)

General: Profession (soldier)

Grand Diplomat: Diplomacy

Heir: Knowledge (nobility)

High Priest: Knowledge (religion)

Magister: Knowledge (arcana)

Marshal: Survival

Royal Enforcer: Intimidate

Ruler: Knowledge (nobility)

Spymaster: Sense Motive

Treasurer: Profession (merchant)

Viceroy: Knowledge (geography)

Warden: Knowledge (engineering)

« 上次编辑: 2013-08-01, 周四 11:02:59 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #38 于: 2013-07-28, 周日 23:08:29 »
定居点规模(Settlement Sizes)
DM可能希望基于定居点的规模来修正定居点调整值,并且想要了解如何使王国规则中的定居点与核心手册中的标准定居点类别协调一致。

定居点规模与调整值
地格数量    类型调整值    危险度
     1村镇   -4   -10
  2 - 8小城镇   -2   -5
  9 - 20大城镇    0    0
21 - 40小城市   +1   +5
41 - 100大城市       +1*   +5*
   101+都会   +1*   +5*
*每个区划

调整值(Modifiers):将上述列出的调整值应用至定居点的腐败、犯罪、秩序、文化、生产力以及社交上。

危险度(Danger):将上述列出的数值添加入定居点的危险度上。

原文
剧透 -   :
Settlement Sizes
The GM may want to adjust settlement modifiers based on the kingdom's Size and how that corresponds to the standard settlement size categories in the Core Rulebook.

Settlement Sizes and Modifiers Lots Category Modifiers Danger
1 Village —4 —10
2—8 Small Town —2 —5
9—20 Large Town 0 0
21—40 Small City +1 +5
41—100 Large City +1* +5*
101+ Metropolis +1* +5*
* Per district.

Modifiers: Add the listed number to the settlement's Corruption, Crime, Law, Lore, Productivity, and Society.

Danger: Add the listed number to the settlement's Danger value.

« 上次编辑: 2013-08-01, 周四 16:48:41 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #39 于: 2013-07-28, 周日 23:08:35 »
贸易法令(Trade Edicts)
贸易法令是一种特殊法令,它允许你与其他王国建立一条贸易路线,增加你每个月能够获得的BP,也可能增加你的美誉以及其他王国的属性。
要规划一条贸易路线,需要选择另一个王国成为你的贸易伙伴,并且要计算地块的数量,距离为从你的王国中的定居点到目标王国的定居点,请计算贸易路线的路径而非直线距离。贸易路线能够穿过平原、荒漠以及任何具有道路或公路的地形。如果你的定居点内有码头,贸易路线还能够穿过河流以及海岸地块。如果你的定居点内有港区,你的贸易路线就能够穿过水域地块。
过远贸易路线不像较短的路线那样易于维持。要确定你的贸易路线的有效长度,则将带有道路与河流的地块视为正常。平原与荒漠地块视为双倍。水域与公路地块视为减半。这个总长度被称之为贸易路线距离(Trade Route Length,TRL)。将贸易路线距离除以10得出贸易调整值(Route Modifier,RM)。用TRL减去你的王国规模来获得距离调整值(Length Modifier,LM),LM最低为0。
建立贸易路线所需的时间如下所示:道路以及河流(顺流)花费每地块1天,海岸2天,水域或者河流(逆流)4天。如果旅途需要1回合或者更多时间,那么在商人们到达目的地的回合之前你无法获得任何好处。
你必须为最初使用这条贸易路线的商队支付至少5BP的投资。当你的商队初次到达目标定居点时,进行一次经济检定、一次忠诚检定和一次稳定检定。按照下面记述的方式确定DC:

                DC = 管控DC + 你的定居点的腐败 + RM + LM - 你的定居点的生产力

如果3次检定都失败了,这条贸易路线经营失败;美誉降低1点,动荡值增加1点。如果其中1个检定成功,这次贸易并没有到达预期的地点,但是却在别处销售了商队携带的货物,每投资5BP获得1d4BP的回报。
如果其中2次检定成功,这条贸易路线被建立起来;经济增加1点,并且国库增加,数值为RM + 商队出发时每5BP投资2d4BP回报。比如你在RM为2的贸易路线上投资了5BP,国库则增加2 + 2d4BP。
如果3次检定都成功了,意味着贸易路线成功建立并且获得了巨大的成功;经济增加2点,美誉增加1点,国库增加值为:RM + 商队出发时每5BP投资2d4BP回报。
建立好的贸易路线会在1年内提供优势。
王国能够建立后述种类的贸易路线,每种1条。每种类型的贸易路线都需要在定居点内建造某种建筑,并且每条成功的贸易路线都会提供经济加值。
译注:关于2次和3次检定成功的收益问题,原文为【Economy increases by 1 and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition】,关于每5个bp是获得RM+2d4BP还是每5BP获得2d4BP,从字面来说都可以,但实际数据则会差很多。不清楚官网是否有勘误,在此说明一下。

粮食(Food):如果你的王国通过农田以及渔场的生产总量多到让你的开销降至0以下,那么你可以出口粮食。你的王国中每有10个农田与渔场,成功的粮食贸易就能使你的经济增加1点;如果在这期间在某一月中,农田与渔场无法使开销低于0,该优势就会消失。你的定居点内必须至少有一个粮仓和一个牲畜围场。

货物(Goods):这条贸易路线会运输货物,比如武器以及纺织品。计算起始定居点内所有公会、铁匠铺、贸易栈以及制革厂的数量并除以10;成功的货物贸易路线所增加的经济等同于该数值。你的定居点内必须至少拥有一个公会。

奢侈品(Luxuries):这条贸易路线会运输珍奇商品,比如艺术品、乐器、书籍、香料、染料以及魔法物品。计算起始定居点内所有炼金工房、施法者之塔、珍物工房、药草铺、奢侈品商铺以及魔法商铺的数量并除以10;成功的奢侈品贸易路线所增加的经济等同于该数值。你的定居点内必须至少拥有一个奢侈品商铺。

原材料(Raw Materials):这条贸易路线会运输原材料,比如木材、石材、矿石或金属。你的王国中每有10个矿坑、采石场以及锯木厂,成功的原材料贸易就能使你的经济增加1点。你的起始定居点内必须至少拥有一个铸造厂。

原文
剧透 -   :
Trade Edicts
Trade edicts are special edicts that allow you to create a trade route with another kingdom, increasing the BP you gain every month, as well as possibly increasing your Fame and other kingdom statistics.

To plan a trade route, select another kingdom as your trade partner and determine the distance in hexes from a settlement in your kingdom to a settlement in the target kingdom, tracing the path of the trade route rather than a direct line. A trade route can pass through grassland, desert, or any terrain that has a road or highway. If your settlement contains a Pier, the trade route can pass along rivers and coastal hexes. If your settlement contains a Waterfront, your trade route can pass through water hexes.

Longer trade routes are harder to maintain than short ones. To determine the effective length of your trade route, hexes with roads or rivers count normally. Grassland and desert hexes count double. Water hexes and hexes with highways count as half. This total distance is the Trade Route Length (TRL). Divide the Trade Route Length by 10 to get the Route Modifier (RM). Subtract the TRL from your kingdom's Size to get the Length Modifier (LM), with a minimum LM of 0.

Establishing a trade route takes 1 hex per day along Roads and Rivers (upstream), 2 along coastlines, and 4 along water or Rivers (downstream). If the journey requires 1 turn or more, you gain no benefits from it until the turn the traders arrive at their destination.

You must invest at least 5 BP into the initial trade expedition using this trade route. The first time your traders reach the destination settlement, attempt an Economy check, a Loyalty check, and a Stability check. Determine the DC as follows:

DC = Control DC + your settlement's Corruption + the RM + the LM — your settlement's Productivity

If all three checks fail, the trade route is a total loss; Fame decreases by 1 and Unrest increases by 1. If one check succeeds, the expedition fails to reach its destination but sells its goods elsewhere for 1d4 BP per every 5 BP invested.

If two checks succeed, the trade route is established; Economy increases by 1 and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition. For example, if you invested 5 BP in a trade route with an RM of 2, Treasury increases by 2 + 2d4 BP.

If all three checks succeed, the trade route is established and is a great success; Economy increases by 2, Fame increases by 1, and Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial trade expedition.

An established trade route provides its benefits for 1 year.

A kingdom can have one of each of the following types of trade route. Each type requires certain buildings in your settlement, and each increases the Economy bonus from a successful trade route.

Food: If your kingdom has surplus production from farms and fisheries that reduces its Consumption to below 0, you may export food. A successful food trade route increases Economy by 1 for every 10 Farms and Fisheries in the kingdom; this benefit is lost in any month that Farms and Fisheries do not reduce Consumption below 0. You must have at least 1 Granary and 1 Stockyard in your settlement.

Goods: The trade route transports goods such as weapons and textiles. Count all Guildhalls, Smithies, Shops, Trade Shops, and Tanneries in the starting settlement and divide by 10; a successful goods trade route increases Economy by this amount. You must have at least 1 Guildhall in your settlement.

Luxuries: This trade route carries exotic goods such as art, musical instruments, books, spices, dyes, and magic items. Count all Alchemists, Caster's Towers, Exotic Artisans, Herbalists, Luxury Stores, and Magic Shops in the starting settlement and divide by 10; a successful luxuries trade route increases Economy by that amount. You must have at least 1 Luxury Store in your settlement.

Raw Materials: This trade route carries common raw materials such as lumber, stone, ore, or metal. A successful raw materials trade route increases Economy by 1 for every 10 Mines, Quarries, and Sawmills in the kingdom. You must have at least 1 Foundry in the starting settlement to count Mines
« 上次编辑: 2013-09-07, 周六 00:42:21 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了