日本作为帝国系列几乎全系列出镜的文明,算是一大热门DLC备选。所以我作为玩过23外加少量全战幕府将军以及那么一点点光荣太阁的人,利用自己贫瘠的日本知识做了这么个民族设计。
Japan, as a famous choice of all AOE series, is also a popular DLC choice. So as a player who have played AOE2, AOE3, and other RTS games with Japan, I decided to make a DIY civilization.
当然,写案不长,但做UI图比较花时间
Writing such ideas don’t cost much time but making pictures spends a lot.
首先,是个人的理解和概述
Those below are my(the origin writer) ideas.
玩过帝国3的日本,应该知道时代处于战国末期到德川家康建立江户幕府初期这段时间,由于战国时代某个NOBU对洋玩意的超级热衷,所以我们能看见最多的其实是满地疯狗一样的铁炮兵。使得本来应该让人无限期待的武士单位沦为一个小丑(武士:你看着我手里的火把再说一遍?)
(He blamed AOE3’s Japan uses gunpower units instead of samurais)
所以这代全面回归中世纪的热潮,将火药文明的光辉掩去不少,重新将冷兵器,铠甲,战马这样的男人的浪漫带回我们眼前。所以这代的日本我设定为公元1192年至1573年也就是以源氏赖朝建立武家执政的镰仓幕府开始,到安土桃山时代群雄割据的热血混沌时代结束。
So my design will go back to the Middle Ages, kick gunpower away and bring the man’s romance of cold weapon, armor and horse back to our front. So I set the time 1192-1573, starts at Kamakura Bakufu and ends at Azuchi-Momoyama Period.
将武士这个关键词突出。
Pop out the key word “samurai”
于是。
SO
我先做好了科技树边栏的UI
I firstly made this UI.
Japanese
1192-1573
Bakufu Samurai Navy
Bakufu is the central role of Japan’s politics and military, which can send different daimyos to help the fight. Enemies must face aggressive samurai and buffed army led by daimyos in the battlefield.
Samurai
(Japan only. Gain gold by killing)
Kamikaze
Japan have a strong relationship with seas. Their fishers and navies are great. Battle ship cost less population.
Unique unit
(Shown below)
Civilization bonus
Villages gat double food but can’t control sheep.
Technologies in mill cost 30% less gold. Professional scout available in dark age.
Melee unit attack 5%/10%/15% faster in age 2/3/4.
Samurai gain gold by killing units.
Create early samurai in age 1.
Fishboat and tradeboat cost 50% less resources. Battle boat cost 1 less population.
阵营旗帜
Flag
思路:
How do I think:
原本我打算使用镰仓幕府的纹章作为代表旗帜,不过转念一想,毕竟自己设计的时间跨度有点大,单用源氏的家纹有点太偷懒了。
At first, I wanted to use the symbol of Kamakura Bakufu as the flag. But I realized there is a long time and I should not only use the symbol of the Genji family.
同理,帝国2的菊纹代表的往往是天皇皇室,也不符合幕府执政的特色。
Also, chrysanthemum used in AOE2 which represents the Mikado is also not a good choice.
于是我决定从简设计,以旭日+日本古建筑元素的方式体现特色,旭日旗有军事色彩,凸显日本军事化的民族特色,但我这里还是做了一定的改动,让他看起来不那么有军国意味;构成主画面的古建筑能说明时代,也能凸显民族文化特色,而鸟居在日本有一定的神圣意义,形状简约有辨识度。基本就敲定是它了。最后,我选择了鸟居背后冉冉升起旭日的意境作为日本旗帜的主图。辅以樱花的鲜艳红色和代表光辉的白色。暗和了武士的死亡美学与军事野心。和代表纯正中国的大红与代表王朝皇权的黄异曲同工。
So I decided to design it simply, as sun + ancient Japanese building. A problem is that the Rising Sun Flag have special historical meaning of militarism, so I made some changes to decrease the degree of something unspeakable. The ancient building can represent the ages, so I chose torii which is holy in Japanese culture and easy to recognize. Finally, I chose the rising sun behind a torii as the main idea together with pink of sakura and write of light. It also means the beauty of death and willing of invasion, just like red of China and yellow of empire.
也就是下面这个。
The result is below.
成就页面
一个小的精通页面图标
(As you can see)
做了选中和未选中两个不同亮度的版本。
图标放大版
(As you can see)


单位篇
Units
概述:我对日本的单位特色的定义就是——军事化,很多单位都能打仗,或者对战斗辅助能力强。
另外一个特色就是,日本一些单位拥有特殊的“武士”标签,日本的武士们可以通过杀敌来获得“俸禄”赚钱一开始的狼,村民,以及后面的敌军步兵骑兵攻城单位,都可以进行俸禄的奖赏。具体细节如下
俸禄换算:狼+15,村民&侦察兵&牧师单位+25,长枪兵&步弓手+25,骑手&骆驼+35,武士&禁军&国土佣仆+40,骑士&弩手&火枪手+50,攻城武器&战象+150
All in all, my opinion of Japanese unique unit is militarize, so many units can fight or have good benefit ability.
Another special point is many kinds of unit (not only samurai itself) are samurai (like camel or elephant). All of them can gain “salary” by killing enemies. The gold gained are below:
wolf = 15g, village & scout & monk = 25g, pike & archer = 25g, horseman & camel = 35g, MAA & Landsknechte =40g, knight & crossbow & hand-cannon = 50g, siege & elephant = 150g.
侦察单位
Scout

侦察兵(shinobi)

设计思路:日本的侦察兵我挺想做成忍者那样的单位,不过呢,又不完全是搞暗杀的那种忍者,而是类似于帝国时代3那种土著侦察兵与猎人结合的单位。前期可以参与侦察与狩猎行动,后期通过升级也可以进行干扰和偷袭。作为一种有意思的战术单位。
I wanted to make it as ninja, but it works different from what people thought as assassin. Instead, I wanted it works as scout + hunter in AOE3, which means that it can scout and hunt in early game and sneak attack in late game by technology upgrade. It will make it a interesting unit.
所以我给与了他一个“潜伏”的技能,这个能力,需要在可以埋伏的树林里使用,也可以用V发动,发动后原地保持,但敌人无法侦察到。移动和攻击都会显形
So I gave him a hiding ability, which will make it unmovable but also invisible in trees.
使用弓箭狩猎野猪,羊,鹿,狼。(日本古代没有蓄养绵羊和家猪这类牲畜,所以对于日本民族来说羊=野兽)对其他单位攻击则是近战使用镰刀。
They use bows to attack animals including sheep. (Ancient Japan don’t farm sheep or pig, so there is no difference between sheep and deer) Their melee attack by sickle.
可以通过幕府的特殊科技“破坏工作”提升火焰伤害,加大对攻城武器和建筑的伤害能力。
You can increase their torch damage by research special technology in Bakufu.


宗教单位
Monk

一向一揆 (Ikko-Ikki )

设计思路:前身全名净土真宗,后来成为了日本古代出名的佛教暴力团伙,虽然发源时间较晚,但出名是真的出名。另外就是3代的日本探险家 “一向宗暴军”也是这些人中的。
(idea from some buddhism violent groups)
定位上类似毛子的武僧,走战斗僧侣的路线,但区别在于,毛子的武僧倾向于给部队加光环,一向一揆则是带着农民搞破坏,有一向一揆在旁边的时候村民可以快速的建造箭塔,围墙,大型箭塔,石墙塔。也能解锁攻城武器的建造序列(需要幕府科技升级-暴军)。
Similar to Rus’s monk, have great buff to help fight. The difference is, when Russian get more fighting power, Ikko-Ikki buffs villages, making them build “defense building” much faster. Also, the buff can makes siege after researching another special technology.
当然这玩意也可以冲上前线,砍人加血两不误。
Surely they can go frontline, killing and curing together.
兵营单位
Barrack unit

日本武士 (Samurai)

设计思路:相对于帝国3里火药单位的活跃,4我希望看见的还是以武士和冷兵器作为主场战斗的舞台,所以我借鉴英国的体系,把武士放在黑暗时代就能生产,并且提高他的伤害和移速,减低一些他的护甲。相对于其他国家的武士(Man at Arms,我倾向于翻译应该成重装士兵或者战士)日本武士(Samurai)没有那么夸张的铁甲和盾牌,所以防御能力相对弱小一点。升级上,我打算模仿英国的升级给与一个进一步提升武士护甲和速度的复合型科技来提升他的战斗性能。
Different from AOE3, I want a battlefield of cold weapon and warrior. So I decided to design like English, make the MAA-like unit available in age 1, increasing its damage and speed, decrease its armor. Comparing to other MAA, samurai have no shield and armor, so they have less defense. To make it more unique, I want to give it a special technology like English to increase its armor and speed.
另外就是杀敌赚钱这个特色,我希望能让武士早期就参与打架,但武士的资源消耗会比其他阵营高一些,如何补缺前期战斗造成的额外黄金消耗,并且也为后期的战斗续航提供保障,参考蒙古的劫掠,和罗斯的狩猎赏金,俸禄这个想法应运而生。日本的经济基本上偏白板,除了村民有早期的野外资源收集量加成外基本没有什么提升产量的科技。所以以战养战就成了日本的续航能力。中期的俸禄能增加一个“扶持米”的升级,为俸禄收益里增加食物的收益。
Another important point is gaining gold by killing. I want them be involved in fight earlier, but they also costs more, so how to make them cost less gold in early game and still strong in late game is a big problem. So I combined Mongol’s raid and Rus’s hunting, creating the idea of “salary”. Japan is weak in economy, so the ability to gain extra gold can helps a lot, make Japan a fight-fed-by-fight civilization. In middle game, Japan can research a technology which also provides some food in salary.
PS:能获得俸禄的单位:日本武士,和弓武士,旗本武士,大名。
All samurai unit can get salary, mot only this samurai trained in barrack.


靶场单位
Range unit

和弓武士(Yumi Samurai)

设计思路:弓兵就要近战!弓兵就要近战!弓兵就要近战!
I got the idea from melee archers. (Translator: for example, Emiya from Fate/ stay night)
还是出于考据设计了一个弩手的替代品,把长弓和弩手做加法得到的产物。射程比一般弩手远一些,但射速慢一点。近身可以和射击军一样拔出武士刀硬拼。可以通过幕府的科技“八幡”升级射速
Just a joke. It’s a replacement of crossbow. They have longer range and slower attack speed, like longbow + crossbow. They can fight melee like streltsy. They can get faster attack speed by researching “Yawata” in Bakufu.


铁炮足轻
Ashigaru Musketeer

设计思路:3代经典主力回归,但不再是近战反骑,而是通过树起盾牌抵挡前方的远程伤害。竖起盾牌需要2.5秒的引导时间,冷却时间40秒,竖盾期间铁炮不能进行攻击,并且移动将取消竖盾的动作。
Return of classic AOE3 unit. But it’s no more a melee-anti-cavalry unit. Instead, they can now use shield to defense range attack. It takes 2.5 seconds to stand the shield, and the cool down is 40 seconds. While the shield is standing, Ashigaru Musketeer can’t attack. Moving will cancel the shield.
盾牌在铁炮足轻前方可以使所有远程攻击-2,受到近战攻击,骑兵冲锋,攻城武器攻击,盾牌将会破损。
The shield can make all range damage from front -2. When facing melee or siege attack, the shield will break.
没有武士标签。
Not a samurai.
马厩单位
Stable unit

旗本武士(Hatamoto)
Hatamoto Samurai

设计思路:由于之前在翻阅资料的时候有发现,古代日本的骑兵并不擅长中世纪欧洲骑兵的冲击战术,多是以分割包围近战的方式消灭敌人,所以在设计旗本武士的时候我打算去掉作为重型骑兵的冲击伤害,但给予旗本一个和弓射击的能力,这也符合日本武士马弓善射的传统,这个能力相当于一个带有冷却的射击技能,同样可以在临近敌军的时候发动,但一轮射击后进入冷却,这个时候旗本将强制使用长枪进行近战攻击。通过升级马厩的特殊科技“阴阳射”,旗本的射击次数将变为两次,间隔2秒。然后才进入冷却。
It’s said that ancient Japanese cavalry don’t charge in the middle age like European. Instead, they split, siege and defeat enemy army on melee. So I cancel their ability of charge attack. As compensation, they can now shoot arrows, which satisfies Japan’s history of good archers on horse. They don’t attack like Mongol or Rus’s cavalry archer, their shooting ability is a skill require cool down like knight’s charge attack. After the only one shoot, they melee fight as normal. (It’s like their charge attack has less damage but far longer range) By researching the technology of “Ying Yang Shoot” in stable, they can shoot two times with 2 seconds delay for each cool down.
PS:因为这个得天独厚的优势,旗本的价格也会相对其他民族的重骑兵来的贵一点。
As a result of this great advantage, they will cost more comparing to other kniights.

幕府特殊单位

大名(Daimyo)


设计思路:参考3代的大名设定,以各种光环作为辅助手段,本来还想增加训练单位的能力的,不过总觉的4的节奏不好把握所以放弃了。不过我倒是很想把大名捆绑成一个移动出兵点,目前暂时还没决定。。。。
I wanted to make they work as in AOE3. However, I thought be able to train army anywhere may cause great balance problem, so I canceled this ability and make them a buffer like Khan.
大名在封建时代就能在日本的特殊地标建筑:幕府里进行招募,初次招募需要资源,但只要大名死亡,再次招募只需要等待40秒即可。到达城堡时代可以招募额外的大名,帝王时代可以额外拥有2位大名。旧的大名如果死亡,那么可以再选择新的大名进行招募,但需要再支付一比资源。
Daimyos are trained in Bakufu. They cost resources to train at first, then they can rebirth freely like Khan in 40 seconds. Players can choose 1 Daimyo in age 2, 2 in age 3, and 4 in age 4. You can change your chosen Daimyo by paying extra resource.
支付资源数量如下:封建大名:200食物 150黄金/城堡大名:250食物 100木材 150黄金/帝王大名:300食物 120木材 180黄金。
Training a age 2 daimyo costs 200 food and 150 gold. Age 3 daimyo requires 250 food, 100 wood and 150 gold. Age 4 daimyo requires 300 food, 120 wood and 180 gold.
每个大名拥有一种能力,但也只能招募一个。玩家可以根据自己的战术需要更换大名。
Each daimyo have one special ability, but you can only choose one. You can change your chosen daimyo if needed.
大名在进驻驻防建筑的时候,统一发射手铳攻击,一般单位都是弓箭。
When garrisoned in buildings, they shoot gun (like Chinese) instead of arrow.
大名属性是轻型骑兵,没有重甲,近战10/20/30;拥有500/800/1200生命值,虽然血量和伤害较高,但护甲不高所以还是容易被集火暴毙。
They are light cavalry with no heave armor. They have 10/20/30 melee attack and 500/800/1200 HP.
(At least weaker than elephants?)
不同大名的能力:
Ability of different daimyo:
封建时代
age 2
岛津大名——光环技能:周围武士单位的伤害提升(1/2/3)
Shimadzu Daimyo can give samurai units 1/2/3 more damage.
中州大名——主动技能:周围武士单位的远程防御大幅提升(远防+3),持续5秒,CD:40秒
Nakasu Daimyo can give samurai units 3 more range armor for 5 seconds. the cool down is 40 seconds.
城堡时代
Age 3
甲斐大名——主动技能:周围骑兵伤害提升(2/3)持续5秒,40秒CD
Kai Daimyo can give cavalry 2/3 more damage for 5 seconds. 40 seconds cool down.
越后大名——主动能力:周围所有骑兵单位的移动速度+20%,持续5秒,40秒CD
Echi Daimyo can give cavalry 20% more move speed. Same time.
帝王时代
Age 4
奥羽大名——光环技能:周围火药单位的移动速度提升10%,射速增加15%
Ou Daimuo can give gunpowder units 10% more move rate and 15% attack rate.
尾张大名——主动能力:周围的单位远程攻击速度提升,并且对骑兵伤害+2,持续10秒,40秒CD
Owari Daimyo can give range units more attack rete and 2 damage against cavalry unit. It lasts 10 seconds and have 40 seconds cool down.
(Shimadzu, Nakasu, Kai, Echi, Ou and Owari are all locations. You can identify them by Chinese characters above.)
大名的能力会显示在操作菜单栏里,和蒙古大汗一样。Q W E对应快捷键。
Their ability are used as Khan’s Q, W, E.
通用单位(白板兵)
来更新了,之前鸽了三天。。。
这次把三种通用单位也就是肉木兵的ICO放出来。名称调整为日本兵种的特殊叫法,但数据和其他国家一样,没有武士标签,在没有其他加成的情况下可以视为白板兵。
The three are normal unit with no special abilities. They are also not samurai units.






城镇中心单位:
Town Center units

村民
Village

说明:日本村民所有的属性和各国的普通村民一样,但在收集野外食物资源的时候,他们能从这些资源点上收集到额外的食物。
Japanese villages are almost the same with other villages. The only difference is they collect double food from anywhere.
假设,一只鹿的食物是250点,其他村民收集一次为1点,那么日本村民(未升级采集率等科技)在收集的时候会自动变为采集2点。但鹿尸体的消耗依旧为每次1点。但日本村民携带的食物总量不变,也就是说,同样数量的村民和动物尸体,鱼群,浆果的情况下,日本村民会采集的更久,量更多。
(He explained how it works. For short, it’s just like Mayan and Tartar in AOE2 who collect more resources than there should be.)
码头单位
Dock units






码头的三种战斗船我进行了ICO的重新绘制,并且稍微对说明做了一点调整。
鉴于水雷实在是太偷懒了。。。另外的渔船,运输船,商船,爆破船暂时没更新。还是默认。
(He made some new ICOs.)
设计说明:我在日本的民族概述里有打算将他们设计成海洋民族,所以战船设计肯定要做出不一样的感觉。而且日本从镰仓开始就是一个很富有创意的海洋民族,小型船只关船以快速见长,相对于其他民族的步弓手船更倾向于突袭渔船和追击残血船,但生命值也略低于其他民族;
I wanted to make Japanese a ocean civilization, so their battle ship must be different. Japan was a very creative civilization, with many special ships invented. One of them is their archer ship, “関船”. (関==xeqi, meaning barrier. 船=bune=ship) This kind of ship was invented to fight pirate, so they’re fast. In the game, they’re faster ,more aggressive but have less HP than other archer ships.
而作为安宅船的大型船因为能装载更多的人力,所以攻击船人口占用-1,并且可以发射焙烙火矢(码头科技)来点燃其他船只;
Their attack ship is “安宅船”, Atakebune. (“安宅”, read as Atake, means “safe house”. “船”, read as Bune, means ship) Considering it can contain more people inside, their require 1 less population. They can also shoot fire arrow to make enemy ship burn by researching special technology in dock.
大型舰船则是信长的部下九鬼嘉隆发明的铁甲船,比其他大船更硬,不过考虑到平衡,可能会削弱一点移动速度来弥补
And their warship is " 鉄甲船", Iron-Armor Ship. They’re just like Turtle Ship of Korean in AOE2, having more armor, HP and less speed.
一点小而重要的改动UI
Some small but important UI change
关于日本无法拉羊这个设定,我特意重新设计了羊的说明框文字。强调日本在古代压根不认识绵羊是啥,只当是一种可以捕猎的野兽而已。
Considering Japan can’t farm sheep, I redesigned the explanation of sheep. I stressed that Japanese just consider them as another wild animal for hunt.
不过我重新思考了一下,打算将侦察兵的搬运能力进行调整,现在搬运绵羊的尸体不需要升级专业侦察兵科技,并且移动速度不会受到减少。并且狩猎绵羊一箭就能杀死。结合日本侦察兵更为廉价的造价,应该能弥补一些。
Then I decided to adjust scout’s ability of hunting. Now they can deliver sheep body without technology. Carrying sheep also don’t reduce their speed. Sheep can be killed in one shot. This should pay back the nerf of unable to control sheep.
建筑奇观篇
Landmarks
设计日本的奇观的时候我挺希望恢复一些3代的特色进来,而且因为大名的存在,相对的选择已经比较多样了,地标的选择我考虑稍微减少一点。
When designing landmarks, I wanted some AOE3 feature. Also, Daimyos make Japan can have various decision. So I thought they should have less landmarks in total.
于是,我采用了3代的奇观机制,即每次升级都能选择所有地标,每次选择一个地标那么下一个时代就会变灰无法选择。直到所有时代升级选择完毕。在地标的能力上也稍微削弱了一点点。不至于出现完全不会选择的废柴地标,而是物有所值少而精。同时价格依旧根据时代变化而变化。
So Japan can only decide like in AOE3. Chose one landmarks among all 4 landmarks and that’s all. This also makes sure that there will be no pure trash landmarks. Of course, they costs differently in different ages.
而且日本因为时代特色,开局便可以建造一个特殊地标——幕府。这个地标相对来说类似于阿巴斯的智慧宫,但没那么皮实,而是类似于魔兽争霸3里英雄祭坛一样的特殊存在,所以严格来说日本的地标总数会是4.5个。(当然显示还是5个)
Also, Japan have Bakufu as a landmark. It’s like Abbasid’s House of Wisdom + Altar in Warcraft. It can research technology, train Daimyo and revive them.


幕府:日本初期就能修建的地标,一开始可能没那么重要,所以不必像阿巴斯一样开局就造,我不打算在初期限制玩家的经济分配。只要资源足够,完全可以在敲其他地标的时候拉一个村民去造幕府。
图标设计上参考了幕府将军的打扮,强调了幕府其实是以将军为核心的存在。
建筑外形会参考一下大阪城。
接下来是时代地标,一共有4个,基本都选择了江户之前的古建筑作为原型,当然也稍微做了一点小变动。用以区别。玩家只需要在4个地标内做取舍就行。


天守宫:本子的军事城堡,二本可以当作进攻前置也可以放在家里作为防快攻的大箭塔,虽然二本就能造,但在封建时代无法进行弩炮和迫击炮的升级。而且普攻是射箭不是手炮,所以相比瓮城来说并没有太大优势。
特殊属性是可以驻守大名,驻守状态下的大名可以为一个较大范围内的友军单位提供光环效果,哪怕是主动技能也可以将时间翻倍。比如信长的齐射能力从10秒变成20秒。毛利的防御降临从5秒变成10秒。
地标的现实原型是信长的岐阜城。1567年,织田信长在稻叶山之战中夺取了稻叶山城,将居城从小牧移至稻叶山城,改名为岐阜城,开始“天下布武”。


大神社:能力上,我参考了3代的印度奇观老鼠神殿,想的是一个光环型的地标,后来干脆变成BUFF机式的好了。然后我又想做出一个类似于3代中国的大报恩寺建筑,把这两者做了一下结合,于是就产生了这个超级BUFF机。
因为本子的经济侧并不算好并且挺偏科,所以大神社可以说是少数对本子整体经济有提升的存在。
地标的原型是出云大社,日本现存的古代神社,据说能追溯到平安时代。算是日本的国宝级建筑。


金阁寺:金闪闪的寺庙,作为3代的军事BUFF机,我稍微做了一些延续性设定,圣物BUFF攻城武器伤害的作用也提升了一向一揆在组织攻城上的地位,本子中后期对攻城武器唯二有提升的存在。
原型就是同名的日本相国寺内建筑,1397年建造,为室町幕府第三代将军足利义满所创,过去曾经因为大火而被毁,昭和30年重新修建。


守护神宫:作用类似于英国的议会厅,作为专用单位的出兵点,同时可以对特殊单位武士进行生命值BUFF,如果进行二本的武士RUSH也是一个很不错的选择。比较倾向于前期建造的地标。中后期也可以当作和弓和旗本的出兵点。
原型是日本神奈川的鹤冈八幡宫,源赖朝时期就着手开始修建,赖朝得天下后将这里当作源氏参拜神社。
八幡神全名八幡大菩萨,被作为弓箭之神而被广泛信仰,镇守国家,去除灾厄,八幡神作为源家武士的守护神,也就成为了一种特殊的存在。
日本奇观


镰仓圣佛像:顾名思义,就是镰仓大佛,三代的奇观之一。不过3代作为间谍功能的奇观实在有点莫名其妙,所以这代干脆作为奇观建筑存在更好。
原型的镰仓大佛,是镰仓时期的代表性塑像,和八幡神宫一样,都见证了镰仓幕府建立,日本进入武家治国的特殊历史进程的珍贵建筑。