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theBlueMatrix authored and Librarian committed Aug 13, 2024
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{{en/Translation|origin=en/Manual/Towns
|from=en
|to=zh
|Percentage=10
|Percentage=15
}}

{{zh/Manual/目录}}
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在温带气候和玩具大陆气候下,城镇发展不需要特殊的条件。只需按上文所述装载/卸货即可。

====亚寒带气候====
[[File:en/Manual/Arctic town.png|right]]如果城镇的中心在雪线之上,要让该城镇以较快的速度成长,每月需至少运输1吨食品到该城镇。<small>(译者注:即每月至少需要运输一次食物,而具体运输了多少食物无关紧要,这点可以在下文中看出。)</small>城镇的信息窗口会显示最近是否运送过食物。
[[File:en/Manual/Arctic town.png|right]]
如果城镇的中心在雪线之上,要让该城镇以较快的速度成长,每月需至少运输1吨[[en/Manual/Base Set/Cargos/Food|食物(en)]]到该城镇。<small>(译者注:即每月至少需要运输一次食物,而具体运输了多少食物无关紧要,这点可以在下文中看出。)</small>城镇的信息窗口会显示最近是否运送过食物。

在没有运送食物的情况下,城镇仍会非常缓慢的发展扩大,所以遇到小城镇无法接受食物的情况,一个简单的办法就是耐心等待城镇成长到足够大的程度。和其他货物一样,一个站点覆盖范围内的建筑需总计至少有8/8的食物接受度,站点本身才能接受食物。
在没有运送食物的情况下,城镇仍会非常缓慢的自行发展扩大,所以遇到小城镇无法接受食物的情况,一个简单的办法就是耐心等待城镇发展到足够大的程度。和其他货物一样,一个站点覆盖范围内的建筑需总计至少有8/8的食物接受度,站点本身才能接受食物。

除去在城镇范围内装卸货物对城镇发展的通常影响,运输食物的数量对城镇成长的速度没有额外的加成影响。

If the centre square is not above the snow line, food is not required for growth, although food will be accepted. In cases of varying snow lines, a town will only grow during the summer if food is not provided.
如果城镇的中心在雪线之下,无需运输食物城镇即可发展扩大,虽然该城镇可能也会接受食物。在雪线随季节变动的情况下,若不运输食物则某些城镇只会在夏天有所发展扩大。

====亚热带气候====
[[File:en/Manual/Town tropical.png|right]]If the centre square of the town is in the desert, at least 1t of [[en/Manual/Base Set/Cargos/Food]] and 1,000L of [[en/Manual/Base Set/Cargos/Water]] per month must be delivered for the town to grow. The town information window will show whether food and water was delivered recently.
[[File:en/Manual/Town tropical.png|right]]
如果城镇的中心在沙漠中,要让该城镇以较快的速度成长,每月需至少运输1吨[[en/Manual/Base Set/Cargos/Food|食物(en)]]和1000升[[en/Manual/Base Set/Cargos/Water|饮用水(en)]]到该城镇。<small>(译者注:和前文相似,就是每月至少需要运输一次食物和一次饮用水,而具体运输了多少货物无关紧要,参考下文中的内容。)</small>城镇的信息窗口会显示最近是否运送过食物和饮用水。

The towns will grow very slowly on their own, so in the case of small towns not large enough to accept food, it is simply a case of waiting for them to grow. As with any other cargo a station needs at least 8/8 of food acceptance in its coverage area before it accepts food.
在没有运送食物的情况下,城镇仍会非常缓慢的自行发展扩大,所以遇到小城镇无法接受食物的情况,一个简单的办法就是耐心等待城镇发展到足够大的程度。和其他货物一样,一个站点覆盖范围内的建筑需总计至少有8/8的食物接受度,站点本身才能接受食物。

[[File:en/Manual/Base Set/Industries/Water tower.gif|right]]
Water must be delivered to a Water Tower industry. Water Towers may be generated automatically in towns, or a player may choose to fund one using the "Fund new industry" menu.
饮用水必须运输至水塔附近。水塔可能在城镇内自动生成,玩家也可以选择通过“新建工业设施”菜单资助建设新水塔。

The amount of food and water delivered has no effect on the rate of town growth.
除去在城镇范围内装卸货物对城镇发展的通常影响,运输食物和饮用水的数量对城镇成长的速度没有额外的加成影响。

If the centre square is not in the desert, food and water are not required for growth, although Water Towers may still exist in the town and food/water will be accepted.
如果城镇的中心不在沙漠之内,无需运输食物和饮用水城镇即可发展扩大,虽然该城镇可能也会接受食物和/或饮用水。

===发展城镇的要点===
In the Temperate climate, a simple bus service can drastically increase the population of a town. It is sensible to connect not-too-distant small towns together with bus services to bulk-up their population before a train station or airport becomes viable. Alternatively, creating a bus route within a larger town can produce an even higher rate of growth. The bigger the buildings, the bigger the passenger rate. If you are transporting passengers, be sure the population is '''more''' than 500.
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* Cities grow 2x faster than other towns.
* Players can try and ensure towns are not hemmed in by train tracks, airports, water etc.
* Extending roads for a town may slightly increase the chance of new buildings being constructed successfully, and it is better than town without a pre-built road network. If the town has plenty of empty roads to build on, this is unlikely to have an effect until most roads have buildings constructed alongside them. Roads should be evenly constructed around the town rim rather than extending to few particular sides. Also, the progress of the town building construction depends on the travel distance (not vector distance) along the road to the town centre (where the town name displays). Roads which are close but disjointed to the town centre will have no buildings being constructed alongside of it.
* Having too many junctions in a city can prevent it from growing. The growth algorithm uses a "random walk" that gives up after a certain distance. Lots of junctions can result in the city being limited in size as the random walk can never reach the outskirts from the center. To get around this, build tunnels or bridges direct from the center to the outskirts (aka growth tunnels). This provides a shortcut for the growth algorithm. Alternatively, if towns building roads is disabled you can build your city in a spiral shape without any junctions.
* The original town layout algorithm wastes space by adding lots of unnecessary roads. Consider using better roads, a grid layout, or manual road placement.
Delivering the cargo "[[en/Manual/Base Set/Cargos/Goods]]" '''does not''' have any extra effect on town growth in any climate than any other type of cargo. The reason for this common misunderstanding is that towns which can accept Goods in early game are usually City class (meaning they grow naturally faster than regular towns) and a town receiving Goods tends to be forgotten by the player after some time, so when the player check the town again it appears to have suddenly grown unexpectedly.

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