作者 主题: 【UCa】第四章:王国与战争(Kingdoms and War)  (阅读 145038 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 #10 于: 2013-07-28, 周日 23:02:14 »
由谁进行王国检定?(Who Rolls the Kingdom Check?)
如果所有人都参与运营王国,且每个人都负有进行某些王国检定的责任,就会产生更多的乐趣。由谁进行哪一种检定取决于你的队伍中的玩家想要扮演何种角色。有的玩家可能不希望进行过多的此类检定。你可能需要以后述的掷骰责任开始游戏,并对这些责任进行调整以适应你的王国和其他玩家。任何标有“可选规则”的内容均记述在可选王国规则中。

统治者(Ruler):忠诚检定(Loyalty checks),任何不牵涉到其他领袖的检定或法令。

配偶(Consort):在统治者无法行动时与统治者相同。

顾问(Councilor):假日法令(Holiday edicts)。

将军(General):需要战斗的事件中的王国检定。

外交大臣(Grand Diplomat):外交法令(Diplomatic edicts)(可选规则)。

继承人(Heir):王国事件检定(Kingdom event rolls)。

大祭司(High Priest):假日法令(Holiday edicts),由大教堂(Cathedrals)、圣坛(Shrines)以及神殿(Temples)产生魔法物品的检定。

大法师(Magister):产生魔法物品的检定,大祭司所执行的检定除外。

巡查官(Marshal):探索法令(Exploration edicts)(可选规则)。

皇家执刑官(Royal Enforcer):减少动荡值或者阻止动荡值增加的忠诚检定(Loyalty checks)。

谍报官(Spymaster):牵涉到犯罪与外国人的王国检定。

司库(Treasurer):经济检定(Economy checks),征税法令(Taxation edicts),贸易法令(Trade edicts)(可选规则)。

总督(Viceroy):分封法令(Vassalage edicts)(可选规则)。

监察官(Warden):稳定检定(Stability checks)。

原文
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Who Rolls the Kingdom Check?

Running a kingdom is more fun if all the players are involved and each is responsible for making some of the kingdom checks. Who makes each roll depends on the players in your group and what roles they want to play. Some players may not want to make any of these rolls. You may want to start with the following die roll responsibilities and modify them to suit your kingdom and the other players. Anything marked as an optional rule is described in the optional kingdom-building rules.

Ruler: Loyalty checks, any checks or edicts not covered by other rulers

Consort: As Ruler when Ruler is unavailable

Councilor: Holiday edicts

General: Kingdom checks for events requiring combat

Grand Diplomat: Diplomatic edicts (optional rule)

Heir: Kingdom event rolls

High Priest: Holiday edicts, rolls to generate magic items from Cathedrals, Shrines, and Temples

Magister: Rolls to generate magic items not rolled by the High Priest

Marshal: Exploration edicts (optional rule)

Royal Enforcer: Loyalty checks to reduce Unrest or prevent Unrest increases

Spymaster: Kingdom checks involving crime and foreigners

Treasurer: Economy checks, Taxation edicts, Trade edicts (optional rule)

Viceroy: Vassalage edicts (optional rule)

Warden: Stability checks
« 上次编辑: 2013-07-29, 周一 00:22:04 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 #11 于: 2013-07-28, 周日 23:02:20 »
维持阶段(Upkeep Phase)
在维持阶段中,你要基于前一个月发生的事情将王国的属性进行调整,比如人民的幸福度,开销与征收税款的数额等等。

第1步——确定王国的稳定(Determine Kingdom Stability):进行稳定检定。若你成功,动荡值下降1点(如果这会使得动荡值低于0点,那么使用国库增加1BP取代减少动荡值)。如果你的检定失败4点或更少,动荡值增加1点;如果你的检定失败5点或更多,动荡值增加1d4点。

第2步——支付开销(Pay Consumption):从王国的国库中刨除你的王国的开销。如果你的国库在支付开销后为负值,动荡值增加2点。

第3步——补充空缺的魔法物品位(Fill Vacant Magic Item Slots):如果任何你的定居点的区划内,拥有能够产生魔法物品的建筑(比如施法者之塔或者药草铺)并且魔法物品位为空,此时就有机会用新的物品补充物品位(详细见定居点的魔法物品)。

第4步——修正动荡值(Modify Unrest):每个王国属性(经济、忠诚与稳定)为负数,就会使动荡值增加1点。皇家执刑官(Royal Enforcer)可以在此步骤尝试减少动荡值。如果王国的动荡值达到11或更高,它就会失去1个地块(由领袖们选择)。如果你的王国的动荡值曾到达20点,王国就会陷入无政府状态(anarchy)。在无政府状态下,你的王国无法进行任何行动,并视任何经济、忠诚与稳定检定的结果为0。一旦王国陷入无政府状态,要恢复秩序通常需要你和其他潜在领袖进行一系列任务与漫长的冒险,来恢复人民对你的信任。

实例(Example):杰西卡是一个王国的统治者,她的王国规模是30,管控DC为60。基于领袖提供的加值、王国阵营的加值以及定居点中的建筑,王国的经济为52,忠诚为45,稳定为56。它的动荡值当前为5,开销是5,并且国库内有12BP。在维持阶段的第1步,监察官亚当尝试进行稳定检定以确定王国的稳定。他的检定结果为19,加上王国的稳定(56)并减去其动荡值(5),总和为70;检定成功,因此动荡值降低1点。在第2步中,王国支付5BP的开销。由于王国的魔法物品位没有空位,因此跳过第3步。在第4步中由于没有负值的属性,所以动荡值不会增加。皇家执刑官马克不想冒降低王国忠诚的风险,因此他不适用领袖的职能降低动荡值。在本阶段的结束时,王国的经济为52,忠诚45,稳定56,动荡值4,开销5,国库7BP。

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Upkeep Phase

During the Upkeep phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on.

Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.

Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.

Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).

Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number. The Royal Enforcer may attempt to reduce Unrest during this step. If the kingdom's Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people's faith in you.

Example: Jessica is the Ruler of a kingdom with a Size of 30 and a Control DC of 60. Based on leadership role bonuses, kingdom alignment bonuses, and buildings in her settlements, the kingdom's Economy is 52, its Loyalty is 45, and its Stability is 56. Its Unrest is currently 5, its Consumption is 5, and the Treasury has 12 BP. In Step 1 of the Upkeep phase, Adam, the Warden, attempts a Stability check to determine the kingdom's stability. Adam rolls a 19, adds the kingdom's Stability (56), and subtracts its Unrest (5), for a total of 70; that's a success, so Unrest decreases by 1. In Step 2, the kingdom pays 5 BP for Consumption. None of the kingdom's magic item slots are empty, so they skip Step 3. In Step 4, none of the attributes are negative, so Unrest doesn't increase. Mark, the Royal Enforcer, doesn't want to risk reducing the kingdom's Loyalty, so he doesn't use his leadership role to reduce Unrest. At the end of this phase, the kingdom has Economy 52, Loyalty 45, Stability 56, Unrest 4, Consumption 5, and Treasury 7 BP.
« 上次编辑: 2013-07-29, 周一 00:22:27 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 #12 于: 2013-07-28, 周日 23:02:29 »
法令阶段(Edict Phase)
在法令阶段中,你可以进行扩张(expansion),修建(improvements),征税(taxation),假日(holidays)等事宜的公告。

第1步——指定领袖(Assign Leadership):选派玩家或者NPC担任任何空缺的领袖职务,也可以更换由特定玩家或亲密的NPC盟友担任的职务(见领袖)。

第2步——占领和放弃地块(Claim and Abandon Hexes):随着王国的成长,你必须占领更多的地块。你只能够占领1个至少与你王国中的1个其他地块相邻的地块。在占领它之前,你必须先探索这个地块,之后清理怪物和其他危害(见建立定居点的第2步和第3步)。之后消耗1BP占领这个地块;这会使这个地块成为你的王国的一部分并且使你的王国规模增加1点。修建法令表格内注明了每个回合你可以占领地块的最高数量。
你可以放弃任意数量的地块以降低王国的规模(当你希望管理开销时可能会这么做)。如此放弃的每个地块会使动荡值增加1点(若地块中包含定居点则为4点)。这在其他方面与动荡值造成的失去地块相同(见维持阶段的第4步)。

第3步——改善地形(Build Terrain Improvements):你可以花费BP以构筑农田,堡垒,道路,矿坑以及采石场(见改善地形)。
你也可以为了修建定居点而整修一个地块。根据选址的差异,可能包含砍伐树木、移开岩石、挖掘下水道线路等工作。地形与改善地形表格中整修成本列,来确定这么做所需要消耗的BP数量。
修建法令表格内注明了你每回合最多能够改善地形的数量。

第4步——建立和完善定居点(Create and Improve Settlements):你可以在整修好的地块上建立定居点(见建立定居点)。修建法令表格内注明了你每回合可以建立定居点的最高数量。
你可以在你的王国中的任意定居点内修建建筑。当建筑完工后,将它赋予的调整值应用在王国卡(kingdom sheet)上。修建法令表格内注明了你的王国中每回合可以修筑建筑的最高数量。你的王国中每回合修筑的第一栋住房,宅邸,豪宅或者棚户不算在此限制内。

第5步——建造军队单位(Create Army Units):你可以建造、扩编、装备或休整军队单位(见集团战斗)。

第6步——颁布法令(Issue Edicts):选择或调整你的法令等级(见法令)。

实例(Example):杰西卡的王国没有空缺的领袖,因此在第1步什么都没发生。领袖们当前不希望消耗BP和增加王国规模,因此他们在第2步不去占领地块。在第3步,领袖们在王国中整修好的地块上建造一个农田(开销-2,国库-2BP)。在第4步和第5步,领袖们决定继续节约资金,没有修筑定居点或者建造军队。在第6步,领袖们颁布了一次全国休息的假日法令(Holiday edict)(忠诚+1,开销+1)并将公务法令(Promotion edict)的等级设为‘无’(稳定-1,开销+0)。展望收益阶段,杰西卡意识到经济检定若得出平均值就会失败(1d20得出10 + 52经济 - 4动荡值 = 58,低于管控DC的60),这意味着王国有较高的概率在本回合不会产生任何BP。因此她决定将征税法令(Taxation edicts)设为‘重’(经济+3,忠诚-4)。在本阶段的结束时,王国的经济为55,忠诚42,稳定55,动荡值4,开销4,国库5BP。

原文
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Edict Phase

The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.

Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. The Improvement Edicts table tells you the maximum number of hexes you can claim per turn.

You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep phase).

Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table to determine how many BP this requires.

The Improvement Edicts table tells you the maximum number of terrain improvements you can make per turn.

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). The Improvement Edicts table tells you the maximum number of settlements you can establish per turn.

You may construct a building in any settlement in your kingdom. When a building is completed, apply its modifiers to your kingdom sheet. The Improvement Edicts table tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).

Example: Jessica's kingdom has no vacant leadership roles, so nothing happens in Step 1. The leaders don't want to spend BP and increase Size right now, so in Step 2 they don't claim any hexes. In Step 3, the leaders construct a Farm in one of the kingdom's prepared hexes (Consumption —2, Treasury —2 BP). In Steps 5 and 6, the leaders continue to be frugal and do not construct settlement improvements or create armies. In Step 7, the leaders issue a Holiday edict of one national holiday (Loyalty +1, Consumption +1) and set the Promotion edict level to "none" (Stability —1, Consumption +0). Looking ahead to the Income phase, Jessica realizes that an average roll for her Economy check would be a failure (10 on the 1d20 + 52 Economy — 4 Unrest = 58, less than the Control DC of 60), which means there's a good chance the kingdom won't generate any BP this turn. She decides to set the Taxation edict to "heavy" (Economy +3, Loyalty —4). At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 5 BP.
« 上次编辑: 2013-08-10, 周六 16:33:45 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 #13 于: 2013-07-28, 周日 23:02:37 »
收益阶段(Income Phase)
在收益阶段,你可以补充国库或者从中回收资金,也可以进行征税。

第1步——从国库中回收资金(Make Withdrawals from the Treasury):改善王国规则允许你在与运营王国相关的内容上投入BP。如果你希望消耗一些王国的资源为自身牟利的话(比如购买新的魔法物品),每回合一次,你可以将国库中的BP回收为gp,但是这么做会有一些惩罚。
每当你回收BP供个人使用时,动荡值都会增加,数值与回收的BP数额相同。每个以此方式回收的BP都会转化为2000gp个人资金。

第2步——将资金存入国库(Make Deposits to the Treasury):你可以通过将个人财产充公的方式来补充王国国库的资金——钱币、宝石、首饰、武器、护甲、魔法物品以及其他你能在冒险中找到的贵重物品,只要他们的单独价值为4000或更少即可。每价值4000gp的财产能够使国库的BP增加1点。
如果你希望捐赠价值高于4000gp的物品,请参阅第3步来取代本步骤。

第3步——出售昂贵物品兑换BP(Sell Expensive Items for BP):你可以尝试出售昂贵的个人物品(单个价值超过4000gp的物品),经由王国的市场来增加你的国库。每回合每个定居点可以销售一件物品。你必须选择在哪个定居点销售物品,并且物品的价值不能超过该定居点的基础购买价值(base value)。
出售物品先要将其价值取半(就如同为了获取gp而向NPC出售物品一般),并将结果除以4000(向下取整),将得出的BP数额加入国库。
在本步骤中,你不能销售由你的定居点内的建筑容纳或制作的魔法物品;这些物品是这些产业的所有人的财产。(见定居点的魔法物品来获得本主题的更多信息。)

第4步——征税(Collect Taxes):进行经济检定,将结果除以3(向下取整),并将数量等同于结果的BP加入到你的国库。

实例(Example):为了王国未来的计划,杰西卡与其他领袖需要维持BP的数额,因此她们跳过了收益阶段的第1步。她们担心在本回合无法征收到足够的税金,因此为了以防万一,她们在第2步充公了价值8000gp的金币、宝石和小型魔法物品(国库+2BP)。领袖们不想销售昂贵物品,因此在第3步时什么都没有发生。在第4步,司库罗布进行经济检定来征税。罗布在1d20检定中掷出9点,加上王国的经济属性(55),再减去动荡值(4)得出结果为60,这意味着王国的国库增添了20BP(经济检定结果为60,除以3)。在本阶段的结束时,王国的经济为55,忠诚42,稳定55,动荡值4,开销4,国库27BP。

原文
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Income Phase

During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.

Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.

Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.

If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.

To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.

You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)

Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.

Example: Jessica and the other leaders need to keep BP in the kingdom for future plans, so they skip Step 1 of the Income phase. They are worried that they won't collect enough taxes this turn, so just in case, in Step 2 they deposit 8,000 gp worth of coins, gems, and small magic items (Treasury +2 BP). The leaders aren't selling any expensive items, so nothing happens in Step 3. In Step 4, Rob, the Treasurer, rolls the Economy check to collect taxes. Rob rolls a 9 on the 1d20, adds the kingdom's Economy score (55), and subtracts Unrest (4) for a total of 60, which means the kingdom adds 20 BP (the Economy check result of 60, divided by 3) to the Treasury. At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.
« 上次编辑: 2013-07-29, 周一 00:23:17 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 #14 于: 2013-07-28, 周日 23:02:47 »
事件阶段(Event Phase)
在事件阶段,一个随机事件可能影响整个王国、单个定居点或者地块。
有25%的概率发生事件(见事件)。如果在上一回合没有发生事件,这个概率就会增加至75%。有的事件可以通过某些种类的王国检定取消、结束或得到补偿。而其他的事件,比如狂暴的怪物,则需要你完成一次冒险,或者使用没有包含在构筑王国规则中的方式处理问题。
此外,DM可以开启一场冒险——或战役——来进行特殊的事件。其他事件也可以在本阶段发生,比如独立(independence)或统一(unification)。

实例(Example):DM使用时间表格中的一个进行检定,并确定有一只怪物攻击了王国的一个地块。杰西卡与其他领袖亲自进行处理怪物的任务,来取代进行稳定检定处理怪物(进行检定若失败的话,会有增加动荡值的风险)。她们击败了怪物,因此该事件没有产生任何动荡值。在本阶段的结束时,王国的经济为55,忠诚42,稳定55,动荡值4,开销4,国库27BP。

原文
剧透 -   :
Event Phase

In the Event phase, a random event may affect your kingdom as a whole or a single settlement or hex.

There is a 25% chance of an event occurring (see Events). If no event occurred during the last turn, this chance increases to 75%. Some events can be negated, ended, or compensated for with some kind of kingdom check. Others, such as a rampaging monster, require you to complete an adventure or deal with a problem in a way not covered by the kingdom-building rules.

In addition, the GM may have an adventure- or campaign-specific event take place. Other events may also happen during this phase, such as independence or unification.

Example: The GM rolls on one of the event tables and determines that a monster is attacking one of the kingdom's hexes. Instead of attempting a Stability check to deal with the monster (risking increasing Unrest if it fails), Jessica and the other leaders go on a quest to deal with the monster personally. They defeat the monster, so the event does not generate any Unrest. At the end of this phase, the kingdom's scores are unchanged: Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.
« 上次编辑: 2013-07-29, 周一 00:24:07 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 #15 于: 2013-07-28, 周日 23:02:56 »
法令(Edicts)
法令是你的政府发布的官方公告,它代表你在本回合内是如何管理王国的。比如你可以确定赋税的轻重、假日的多寡、以及为了提高王国基础建设付出多大的努力。法令分为四种类型:假日(Holiday),修建(Improvement),公务(Promotion)以及征税(Taxation)。
在王国回合的法令阶段,你可以设置假日、公务与征税法令中你想要执行的等级,以及确定你将要使用修建法令进行多少建设活动。比如你可以决定本回合的假日减少、进行积极的公务活动、赋税降到最低并且不进行任何建设。

假日法令(Holiday Edicts)
假日要么是普通的庆典,要么是全王国的重大仪式。BP的支出包括在假日中国民不去工作而损失的税收、整个年度的准备工作与后勤安排、以及庆祝活动的实际消耗(这些实际消耗为整年的平均值,并且包括了后述列出的每回合需要支付的开销调整)。
每年的假日总数为你承诺并维持的数量,也是普通人期望能够在接下来的日子中享受的假期数量。忠诚以及开销的调整会随着你改变每年的假日数量而改变。列出的数字是假定在履行你做出的承诺——如果你宣布在接下来的一年内有12个假日,但是并没有实际维持并为国民执行,DM应该增加你的王国的动荡值来反映民众对你的失望与愤怒。

实例(Example):洛根是一个统治者,他的王国有一些忠诚方面的问题。他宣布一个假日法令,内容为在接下来的一年内整个王国有24个法定假期(忠诚+4,开销+8)。在第二回合,他开始担心增加的开销对国库的影响,因此他宣布在另行通知之前执行新的假日法令——王国将不会有法定假日。他失去了+4忠诚加值并且由于新的假日法令招致-1忠诚减值,但是不需要再为了他以前的法令支付每回合8点开销。如果他经常从高等级往低进行修改假日法令,DM可以认定他的臣民不再相信这些承诺,并且在他执行连贯的假日法令之前,不再获得由高等级假日法令获得的优势。

假日法令
每年假日数量    忠诚    开销
    无  -1  +0
    1  +1  +1
    6  +2  +2
    12  +3  +4
    24  +4  +8

修建法令(Improvement Edicts)
修建法令为你能够在王国中进行的实质建设:建立新的定居点、增加定居点内的建筑、修筑道路、建造诸如矿坑的设施来开发自然资源、并且为了王国占领更多的地块。你的王国的规模限制每回合能够进行修建的次数;见下面的修建法令表格。你可以进行表格内对应一行中的所有建设行为,如果你的王国规模为5,那么每回合你能够建立1个新的定居点,1个新的建筑,2次改善地形并且占领1个地块。

修建法令
王国规模      新定居点1      新建筑2      改善地形      占领地块
01 - 10      1    1      2      1
11 - 25      1    2      3      2
26 - 50      1    5      5      3
51 - 100      2    10      7      4
101 - 200      3    20      9      8
201+      4  不限      12      12
1:你王国可以建造军队单位、扩编、装备现有的军队单位、或者让一只现有的军队单位恢复满员的状态(见集团战斗)来取代建立定居点。
2:升级建筑(比如把圣坛升级为神殿),或者拆毁建筑也受到此限制。你的王国中每回合修筑的第一栋住房,宅邸,豪宅或者棚户(见建筑)不算在此数量内。

公务法令(Promotion Edicts)
公务法令是王国用于吸引新移民以及增加王国幸福度的项目与行为,比如招聘活动、关于服务与商品的广告、以及在王国内外提高对王国认知的宣传。公务法令会增加开销,但是也会提高稳定。

公务法令
等级    稳定    开销
  -1  +0
象征性  +1  +1
标准  +2  +2
积极  +3  +4
扩张  +4  +8

征税法令(Taxation Edicts)
设置赋税等级来确定你在收益阶段中征收税款的数额。较高的赋税会增加王国的经济(这使你更加易于在经济检定中成功并获取收入),但是这会使你的人民不爽(降低忠诚)。

征税法令
赋税等级    经济    忠诚
  +0  +1
  +1  -1
  +2  -2
  +3  -4
严苛  +4  -8

原文
剧透 -   :
Edicts

Edicts are the official pronouncements by your government about how you are running the kingdom that turn. For example, you may decide to have low or high taxes, to have more or fewer holidays, and how much effort to put into improving the kingdom's infrastructure. Edicts fall into four types: Holiday, Improvement, Promotion, and Taxation.

In the Edict phase of the kingdom turn, you may set the Holiday, Promotion, and Taxation edict categories to whatever level you want, as well as decide how much of your allowed improvement from the Improvement edict you'll use. For example, you may decide that this turn holidays are quarterly, promotions are aggressive, taxation is minimal, and you won't build any improvements.
Holiday Edicts

Holidays are general celebrations or observances that take place across the kingdom. The BP expenditure includes lost revenue from citizens not working during the holidays, preparations and logistical arrangements that occur year-round, and the cost of the actual celebrations (these annual costs are averaged over the year and included in the listed Consumption modifier that you pay each turn).

The number of holidays per year is the number you promise to uphold and the number that the common folk expect to enjoy over the next months. The Loyalty and Consumption modifiers change as soon as you change the number of holidays per year. The listed number assumes that you are fulfilling your promise—if you announce 12 holidays in the coming year but don't actually hold and pay for them, the GM should increase your kingdom's Unrest to reflect public disappointment and outrage.

Example: Logan is the Ruler of a kingdom with some Loyalty issues. He issues a Holiday edict that there will be 24 kingdom-wide official holidays in the next year (Loyalty +4, Consumption +8). In the second turn, he worries about the increased Consumption's effect on the Treasury, so he issues a new Holiday edict decreeing that until further notice, there will be no kingdom-wide holidays. He loses the previous +4 Loyalty bonus and incurs a —1 Loyalty penalty for the new Holiday edict, but no longer has to pay the 8 Consumption each turn for his previous edict. If he frequently changes Holiday edicts from high to low levels, the GM may decide that his citizens no longer believe such promises and he won't gain any benefits from having a high level of Holiday edict until he becomes consistent.
Holiday Edicts Per Year   Loyalty   Consumption
>None   —1   +0
1   +1   +1
6   +2   +2
12   +3   +4
24   +4   +8
Improvement Edicts

Improvements are physical improvements you can make to your kingdom: founding new settlements, adding buildings to a settlement, building roads, creating facilities such as mines to tap natural resources, and claiming more hexes for your kingdom. Your kingdom's Size limits how many improvements you can make each turn; see the Improvement Edicts table below. You can make all of the improvements listed on the appropriate row of the table. For example, if your kingdom's Size is 5, on each turn you can create 1 new settlement, 1 new building, 2 terrain improvements, and claim 1 more hex.
Improvement Edicts Kingdom Size   New Settlements1   New Buildings2   Terrain Improvements   Hex Claims
01—10   1   1   2   1
11—25   1   2   3   2
26—50   1   5   5   3
51—100   2   10   7   4
101—200   3   20   9   8
201+   4   No limit   12   12
1 Instead of creating a new settlement, your kingdom may create a new army unit (see Mass Combat), expand or equip an existing army unit, or bring an existing army unit back to full strength.
2 Upgrading a building (for example, from a Shrine to a Temple) or destroying a building counts toward this limit. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against this number.
Promotion Edicts

Promotion edicts are events and actions the kingdom uses to attract new citizens and increase the well-being of the kingdom, such as recruitment campaigns, advertisements about services and goods, and propaganda to improve the perception of your kingdom at home and abroad. Promotions increase Consumption, but also increase Stability.
Promotion Edicts Promotion Level   Stability   Consumption
None   —1   +0
Token   +1   +1
Standard   +2   +2
Aggressive   +3   +4
Expansionist   +4   +8
Taxation Edicts

Setting the tax level determines how much revenue you collect from taxes in the Income phase. Higher taxes increase your kingdom's Economy (making it easier for you to succeed at Economy checks to generate revenue) but make your citizens unhappy (reducing Loyalty).
Taxation Edicts Tax Level   Economy   Loyalty
None   +0   +1
Light   +1   —1
Normal   +2   —2
Heavy   +3   —4
Overwhelming   +4   —8
« 上次编辑: 2013-08-10, 周六 16:34:14 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 #16 于: 2013-07-28, 周日 23:03:26 »
失去地块(Losing Hexes)
如果你失去一个地块的控制权——无论是由于动荡值、怪物侵袭、敌国的攻击或其他原因——你会失去在该地块中所有改善地形带来的优势(比如农田或道路)。所有在该地块内的定居点会均成为自由城市(free city),不在忠于你或任何其他王国。按照DM的判断,怪物们可能会进入被遗弃的地块,如果你要再度占领它就需要清除他们,而改善地形则有可能随着时间而衰败。
失去地块可能会中断你与王国的其他地块的连接。比如失去唯一一个具有桥梁的地块,从而将山峦两侧的独立区域分隔开。如果这种事情发生了,那么具有首都的一侧为你的王国的主要领地,其他地区则为次要领地。如果在这种分割发生时没有任何王国的领袖处于次要领地,则会失去所有这些处于次要领地的地块控制权(就如同上面的描述)。
如果在分割发生时,至少有一名王国领袖处于次要领地,那么你仍旧会控制这片次要领地,但是关于这些地块的王国检定会视动荡值比正常高1点,并且在分割后的每回合都会再增加1点。这个调整值会在你重新占领那个连接主要领土与次要领土的地块时消失。
如果你占领了那个连接次要领地的地块,并且之前次要领地没有王国领袖,你会恢复领地的改善地形带来的优势。你必须对每个次要领地中的定居点进行稳定检定,成功才能将其收回。你最初会在这些检定中获得+5加值,因为这些城市希望回归你的王国,但是这个加值会在你失去次要领地的控制权后,每回合降低1点(最低为+0)。
如果你的王国减少为0个地块——无论是因为动荡值、自然灾害、其他王国的进攻还是其他原因——都会有让你失去王国的风险。在你的下一回合,你必须占领1个新的地块,并且建立或占领1个新的定居点,否则你的王国会被毁灭,若你想要建立新的王国则只能重新开始。按照DM的判断,你可能能够在一段时间内保留部分BP,这些BP来自已摧毁的王国国库中;否则会失去这些资产。

原文
剧透 -   :
Losing Hexes

If you lose control of a hex—whether because of Unrest, monster attacks, assaults from a hostile kingdom, and so on—you lose all the benefits of any terrain improvements in that hex (such as Farms and Roads). All settlements in that hex become free cities with no loyalty to you or any other kingdom. At the GM's discretion, monsters may move into the abandoned hex, requiring you to clear it again if you want to claim it later, and terrain improvements may decay over time.

Losing a hex may break your connection to other kingdom hexes. For example, losing the only hex that bridges two sides of a mountain range creates two separate territories. If this happens, the primary territory is the part of the kingdom with your capital city, and the rest of the kingdom is the secondary territory. If none of the kingdom's leaders are in the secondary territory when this split happens, you lose control of all hexes (as described above) in the secondary territory.

If at least one kingdom leader is in the secondary territory when the split occurs, you retain control of the secondary territory, but kingdom checks regarding its hexes treat Unrest as 1 higher, increasing by 1 each turn after the split. This modifier goes away if you claim a hex that reconnects the secondary territory to the primary territory.

If you claim a hex that reestablishes a connection to a leaderless secondary territory, you regain the benefits of the territory's terrain improvements. You must succeed at a Stability check to reclaim each of your former settlements in the secondary territory. You initially have a +5 bonus on these checks because the cities want to return to your kingdom, but this bonus decreases by 1 (to a minimum bonus of +0) for each subsequent turn since you lost control of the secondary territory.

If your kingdom is reduced to 0 hexes—whether through Unrest, a natural disaster, an attack by another kingdom, or other circumstances—you are at risk of losing the kingdom. On your next turn, you must claim a new hex and found or claim a new settlement, or your kingdom is destroyed and you must start over if you want to found a new kingdom. At the GM's discretion, you may be able to keep some BP from your destroyed kingdom's Treasury for a time; otherwise, those assets are lost.
« 上次编辑: 2013-07-29, 周一 00:25:28 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 #17 于: 2013-07-28, 周日 23:03:41 »
改善地形(Terrain Improvements)
改善地形是对地块进行改变,来改善其中的土地为王国所用,比如耕种田地、挖掘矿坑或者为了木材砍伐森林。下面列举了常见修筑行为的描述。标有星号(*)的改善地形可以与其他改善地形处于相同的地块内。
部分改善地形会影响到定居点的防御,这部分用于集团战斗规则。

地形(Terrain):此处注明你可以在何种地块中可以进行该类改善地形。

效果(Effect):此处描述了改善地形在其地块中产生的效果(或者在某些情况下对整个王国的影响)。
如果一个改善地形中描述可以升级为另一种改善地形,你可以这么做并支付两者之间的费用差额。当升级完成后,你会失去原有改善地形的优势,但是获得新改善地形的优势。
当升级完成后,你会失去原本的改善地形的优势,不过会获得新改善地形带来的优势。

费用(Cost):此处注明了进行改善地形所要花费的BP。

引用
导水渠(Aqueduct)
一条导水渠会引导高山湖泊和河流的水流,将其引至水资源短缺或者无法满足居民用水需求的低地城市。一串联通的导水渠地块必须有一端与丘陵(hill)或山脉(mountain)地块(其中具有河流或湖泊)连接,另一端与一个定居点相连;否则你无法获得它带来的优势。

地形(Terrain):一端必须为丘陵或山脉地块;可以穿过任意类型的地块。

效果(Effect):忠诚+1,稳定+1,允许定居点建造依赖水流的建筑。

费用(Cost):如同道路,不过费用不会在带有河流的地块中加倍(见地形与改善地形表格

引用
桥梁*(Bridge)
桥梁允许你的道路穿过带有河流的地块。

费用(Cost):当你在带有河流的地块中修筑道路时,双倍修筑道路的费用中,已经包含了用于穿越河流的桥梁修筑费用。你不需要将桥梁视为独立的单元;它在此处被列出仅仅是作为参考使用。

引用
运河*(Canal)
运河是一种人工航道,建造它通常是为了使用驳船运输沉重的货物。

地形(Terrain):荒漠、丘陵或平原。

效果(Effect):地块中若有运河,则视为该地块中带有河流。

费用(Cost):修筑道路的费用的两倍(见地形与改善地形表格

引用
农田*(Farm)
农田可以供养你的王国。

地形(Terrain):荒漠(需要运河、海岸或者河流)、丘陵或平原。

效果(Effect):开销降低2BP。

费用(Cost):见地形与改善地形表格

引用
渔场*(Fishery)

地形(Terrain):海岸、水域、河流或沼泽。

效果(Effect):开销降低1BP。

费用(Cost):4BP。

引用
堡垒*(Fort)
堡垒是带有墙壁的军队驻扎地,设立在定居点之外。你能够在堡垒中升级一座了望塔(升级完成时动荡值降低,就如同你最初建造堡垒时一样)。

地形(Terrain):任意陆地。

效果(Effect):稳定+2,防御+4,开销增加1BP;建成时动荡值降低1点。如果这个地块变为定居点,这个改善地形会被视为一个兵营和一个马厩。

费用(Cost):24BP。

引用
公路*(Highway)
公路时铺设平整并且保养良好的道路。你可以将道路升级为公路。你必须拥有规模为26或更高的王国才能够修筑公路。

地形(Terrain):任何拥有道路的地块。

效果(Effect):每四个地块的公路使经济+1,每八个地块的公路使稳定+1;提高陆路旅行速度。

费用(Cost):修筑道路的费用的两倍(见地形与改善地形表格

引用
矿坑(Mine)
矿坑能够挖掘金属、煤矿、盐或者其他来自大地的有用物资。

地形(Terrain):洞穴、荒漠、丘陵或山脉。

效果(Effect):经济+1;当你在收益阶段征税时,每回合获得+1BP。

费用(Cost):6BP。

引用
采石场(Quarry)
采石场从地面上挖取可供加工的石材。

地形(Terrain):洞穴、丘陵或山脉。

效果(Effect):稳定+1;当你在收益阶段征税时,每回合获得+1BP。

费用(Cost):6BP。

引用
道路*(Road)
道路能够提高穿越王国的行进速度,并且会促进贸易。你可以将道路升级为公路。

地形(Terrain):任意陆地。

效果(Effect):每四个地块的道路使经济+1,每八个地块的道路使稳定+1;提高陆路旅行速度。

费用(Cost):见地形与改善地形表格中的道路费用部分。

引用
锯木厂(Sawmill)
锯木厂会把伐木工聚集起来,并将树木转变为可供建筑或制造业的木材。

地形(Terrain):森林或丛林。

效果(Effect):稳定+1;当你在收益阶段征税时,每回合获得+1BP。

费用(Cost):3BP。

引用
了望塔*(Watchtower)
了望塔上挂着你的旗帜,它对你的巡逻队来说是一处安全的据点,并且能够在边疆彰显你的力量。了望塔不能与堡垒或者其他了望塔共享一个地块。

地形(Terrain):任意陆地。

效果(Effect):稳定+1,防御+2;建成时动荡值降低1点。如果这个地块变为定居点,这个改善地形会被视为了望塔建筑。

费用(Cost):12BP。

原文
剧透 -   :
Terrain Improvements

Terrain improvements are changes to a hex that improve the land for your kingdom's use, such as cultivating fields, digging mines, and clearing forests for lumber. The following list describes common improvements. An improvement marked with an asterisk (*) can share the same hex as other improvements.

Some terrain improvements affect a settlement's Defense, which is used in the mass combat rules.

Terrain: This indicates what kind of hex you can build this terrain improvement in.

Effect: This line states the effect the terrain improvement has on that hex (or in some cases, your entire kingdom).

If an improvement says you can upgrade it into another improvement, you can do so by paying the cost difference between the two improvements. When the upgrade is complete, you lose the benefit of the old improvement but gain the benefit of the new improvement.

Cost: This line gives the cost in BP to build the terrain improvement.
Aqueduct

An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insufficient for the local populace. A finished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benefit.

Terrain: One end must be hill or mountain hex; can pass through any type of hex.

Effect: Loyalty+1, Stability +1, allows settlement to build water-dependent buildings.

Cost: As a Road, except the cost is not doubled for hexes with rivers (see the Terrain and Terrain Improvements table).
Bridge*

A Bridge allows your Road hexes to cross rivers.

Cost: When you build a Road in a hex that contains a river, the doubled coast of the Road includes the cost of bridges needed to cross the river. You don't need to build a Bridge as a separate unit; it's listed here for reference only.
Canal*

A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.

Terrain: Desert, hill, or plain.

Effect: Settlements in a hex with a Canal treat the hex as if it had a river.

Cost: Twice the cost of a Road (see the Terrain and Terrain Improvements table).
Farm*

A Farm helps feed your kingdom.

Terrain: Desert (requires canal, coastline, or river), hill, or plain.

Effect: Consumption decreases by 2 BP.

Cost: See the Terrain and Terrain Improvements table.
Fishery*

A Fishery is like a Farm, except it provides abundant fish rather than planted crops.

Terrain: Coastline, water, river, or marsh.

Effect: Consumption decreases by 1 BP.

Cost: 4 BP.
Fort*

A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).

Terrain: Any land.

Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as one Barracks and one Stables building.

Cost: 24 BP.
Highway*

A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway. You must have a kingdom of Size 26 or greater to build a Highway.

Terrain: Any hex with a Road.

Effect: Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves overland travel speed.

Cost: Twice the cost of a Road (see the Terrain and Terrain Improvements table).
Mine

A Mine extracts metal, coal, salt, or other useful materials from the earth.

Terrain: Cavern, desert, hill, or mountain.

Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income phase.

Cost: 6 BP.
Quarry

A Quarry extracts workable stone from the ground.

Terrain: Cavern, hill, or mountain.

Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.

Cost: 6 BP.
Road*

A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.

Terrain: Any land.

Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.

Cost: See the Road column of the Terrain and Terrain Improvements table.
Sawmill

A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.

Terrain: Forest or jungle.

Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.

Cost: 3 BP.
Watchtower*

A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort or another Watchtower.

Terrain: Any land.

Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as a Watchtower building.

Cost: 12 BP.
« 上次编辑: 2013-08-10, 周六 16:34:35 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 #18 于: 2013-07-28, 周日 23:03:57 »
特殊地形(Special Terrain)
有的地块中具有能够影响王国的经济、忠诚、稳定以及其他游戏属性的功能或资源。这些地形资源由DM进行设置——而非玩家角色——为了让你在探索或冒险中发现,并有可能对改善地形或城市进行调整。

桥梁(Bridge):该地块中有一座现成的桥梁架设在水流之上。如果你在该地块修筑道路,则无需使道路的费用加倍。

建筑(Building):该地块中具有已经修筑好的废弃建筑(类型由DM决定)。如果在这个地块的建筑所在的位置建立定居点,则可以将这些建筑容纳进你的定居点而无需任何开销(这不会被计入你在该回合内的建筑限制内)。

自由城市(Free City):自由城市是不属于任何王国的定居点。如果你想将这个功能齐全的定居点纳入你的王国,占领这个带有自由城市的地块是一种好方法。为了和平占领这个自由城市地块,你必须成功进行稳定检定。失败意味着定居点内存在着激进分子,动荡值增加1d4点。

巢穴(Lair):巢穴通常为一个洞穴或者易于防御的避难所,它可以作为退守后方的中转处、贮存物资的地点、甚至是岗哨或监狱。如果你占领了具有巢穴的地块,则稳定增加1点。如果你在巢穴上建立堡垒或者了望塔,它的防御会增加1点。依照DM的判断,巢穴可能会通向一个地下洞穴的地块(见地形与改善地形表格

地标(Landmark):地标是一种让人感到神奇、神秘并使人自豪的地点,比如岩架上浮现出的人像、冒烟的火山、具有独特功效或颜色的湖泊。地标能够提升王国的士气。如果你占领具有地标的地块,则忠诚增加1点。如果这个地块同时具有道路或者公路,忠诚会额外再增加1点。

资源(Resource):资源是会供给某种现成现成且有价值的商品,它能为你的王国提供巨大的经济利益,比如特种木材、贵金属、宝石、名贵药材、香、丝绸、象牙、皮草、盐、染料等等。如果你占领具有资源的地块,则经济增加1点。如果你在具有资源的地块中建造矿坑、采石场或者锯木厂,那么它的所有优势均会增加1点。如果你在具有资源的地块中建造农田或者渔场,那么它们会额外减少1BP的开销。

河流(River):河流使得水能够流经你的王国,促进贸易并可以用于灌溉作物。每占领4个具有河流的地块可使经济增加1点,每占领8个具有河流的地块可使稳定增加1点。

废墟(Ruin):废墟是部分被摧毁的建筑。如果你占领具有废墟的地块,并且在废墟所在的位置建立定居点,则可以使用废墟作为建造某种相应类型建筑的基础(类型由DM决定),这会使得建筑的费用减半。你也可以选择将废墟中的建筑材料回收,使该地块中的1个建筑的费用降低1d4BP。

原文
剧透 -   :
Special Terrain

Some hexes contain features or resources that impact a kingdom's Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the GM—not by player characters—for you to discover while exploring or adventuring, and may modify terrain improvements or cities.

Bridge: The hex contains an existing Bridge over a waterway. If you build a Road in this hex, you do not have to double the cost of the Road.

Building: The hex contains an abandoned building in good repair (type determined by the GM). If you establish a settlement at the building's location in the hex, you can incorporate the building into the settlement at no cost (this does not count toward your building limit for that turn).

Free City: A Free City is a settlement that is not part of any established kingdom. Claiming a hex with a Free City is an excellent way to add a fully functional settlement to your kingdom. In order to claim a Free City hex peacefully, you must succeed at a Stability check. Failure indicates radicals and upstarts in the settlement and Unrest increases by 1d4.

Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM's option, a Lair may allow access to an underground cavern hex (see the Terrain and Terrain Improvements table).

Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties. The Landmark bolsters your kingdom's morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.

Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.

River: A River allows water travel through your kingdom, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin's location, you can use the Ruin as the basis of an appropriate type of building (as determined by the GM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP.
« 上次编辑: 2013-07-29, 周一 00:26:55 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #19 于: 2013-07-28, 周日 23:04:04 »
定居点与区划(Settlements and Districts)
王国中最大的资产就是定居点。大多数定居点最初只是一座小村庄,它会随着时间逐渐发展为繁华的都市。
区划(District)被街道分为9个大方格(block),每个方格被小巷分成四块地格。每块地格(lot)边长约为750尺,因此每个区划整体占地面积约为1平方英里。每块地格可以建造一栋建筑,而每个建筑都会对你的经济、忠诚等属性造成影响。
大多数定居点只有一个区划。如果你的区划被填满,并且你希望添加另一个区划(比如你已经占用了这个定居点中的所有地格,并且希望建造额外的建筑),那么你可以通过支付地形与改善地形表格中,关于整修定居点的地形的费用,来建立一个额外的区划。请记住王国的管控DC是基于你的定居点的区划数量的。
区划中的建筑布局由你决定——你可以从区划中心开始向外建设,或者在边缘开始向着中间建设。部分建筑(比如公会)会占用多个地格。你无法分割这些大型建筑,但是你可以将它们安放在复盖街道的位置(街道不会被算作地格)。

建造(Construction):建造会在你为了建筑支付BP的同回合内完成,无视建筑的大小。建筑的效果会立即应用于你的王国。通过DM的判断,建造用的魔法(比如土木七弦琴[lyre of building,奇物],鬼斧神工[fabricate]或者石墙术[wall of stone])可以减少2点(最低降至0点)单一建筑的BP费用。无论你能够使用多少次魔法,每回合只能如此减少1次费用。

人口(Population):定居点内的人口约等于已经建造完成的地格数量 x 250。一个区划内的36个地格全部都有建筑意味着人口约为9000人。

基础购买价值(Base Value):定居点的基础购买价值用于判断在此地容易买到何种魔法物品。在一个定居点内有75%的概率可以轻松找到卖家,购买任何价值与之相等或更低的物品。新建定居点的基础购买价值为0gp。某些建筑(比如集市或酒馆)能够增加定居点的基础购买价值。定居点的基础购买价值永远无法超过表格:定居点规模与基础购买价值中记录的数额(除非某些特殊情况经由DM同意)。

防御(Defense):在集团战斗中会使用定居点的防御。除非定居点遭受攻击,否则这项属性没有任何效果。你可以通过建造某些建筑提升定居点的防御(比如城墙)。

定居点规模与基础购买价值
人口定居点规模      基础购买价值
低于21    村庄      50gp
21 - 60    村落     200gp
61 - 200    村镇     500gp
201 - 2000  小城镇    1000gp
2001 - 5000  大城镇    2000gp
5001 - 10000  小城市    4000gp
10001 - 25000      大城市    8000gp
高于25000    都会   16000gp

区划示例图


原文
剧透 -   :
Settlements and Districts

The greatest assets of your kingdom are its settlements. Most settlements start as simple villages, and some grow over time into bustling cities.

The District Grid is divided into 9 large blocks separated by streets. Each block consists of 4 smaller lots separated by alleys. Treat each lot as approximately 750 feet per side, so overall the district takes up about 1 square mile. On each lot you may construct a building, and each building affects your kingdom's Economy, Loyalty, and so on.

Most settlements only have 1 district. If your District Grid is full and you want to add another district (for example, if you run out of available lots in that settlement and want to construct additional buildings), you can create an additional district for that settlement by paying the preparation cost for the settlement's terrain as listed on Table Terrain and Terrain Improvements. Remember that your kingdom's Control DC is based on the number of districts in your settlement.

The placement of buildings in your district is up to you—you can start in the center of the district and build outward, or start at the edge and build toward the center. Some buildings (such as the Guildhall) take up more than 1 lot on the grid. You can't divide up these larger structures, though you can place them so they cover a street. (Streets do not count as lots.)

Construction: Construction is completed in the same turn you spend BP for the building, no matter what its size is. A building's benefits apply to your kingdom immediately. At the GM's discretion, construction magic (such as lyre of building, fabricate, or wall of stone) can reduce a single building's BP cost by 2 (minimum 0). This is a one-time reduction per turn, regardless of the amount of magic used.

Population: A settlement's population is approximately equal to the number of completed lots within its districts × 250. A grid that has all 36 lots filled with buildings has a population of approximately 9,000.

Base Value: The base value of a settlement is used to determine what magic items may easily be purchased there. There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort. The base value of a new settlement is 0 gp. Certain buildings (such as a Market or Tavern) increase a settlement's base value. A settlement's base value can never increase above the values listed in Table 4—5: Settlement Size and Base Value (except under special circumstances decided by the GM).

Defense: A settlement's Defense is used with the mass combat rules. It otherwise has no effect unless the settlement is attacked. You can increase a settlement's Defense by building certain structures (such as City Walls).
Settlement Size and Base Value Population   Settlement Size   Base Value
Fewer than 21   Thorp   50 gp
21—60   Hamlet   200 gp
61—200   Village   500 gp
201—2,000   Small town   1,000 gp
2,001—5,000   Large town   2,000 gp
5,001—10,000   Small city   4,000 gp
10,001—25,000   Large city   8,000 gp
More than 25,000   Metropolis   16,000 gp
« 上次编辑: 2013-08-10, 周六 16:35:11 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了