From d6418367f51bd485d7393355b0202d665da3e19a Mon Sep 17 00:00:00 2001 From: Jeremy Gao <145064583+WenSimEHRP@users.noreply.github.com> Date: Fri, 23 Aug 2024 23:10:15 +0800 Subject: [PATCH] Fully translate day length features --- Features/Day-length.md | 116 ++++++++++++++++++++--------------------- 1 file changed, 58 insertions(+), 58 deletions(-) diff --git a/Features/Day-length.md b/Features/Day-length.md index 74f0d7c..a0bf0d4 100644 --- a/Features/Day-length.md +++ b/Features/Day-length.md @@ -1,66 +1,66 @@ # 经济速度(日长因子) -“经济速度因子”[^1]设置可以用来调整游戏经济周期的时长。 -当设置为 1 时,经济速度与原版相同。 +经济速度因子可以用来调整游戏经济周期的时长。 +当设置为 1 时,经济速度与原版相同。[^timekeeping] -[^1]: 自 0.61.0 起由“日长因子”修改为“经济速度因子”。 +[^timekeeping]: 经济速度因子的旧版译名为“日长因子”。除此之外, +经济速度与时间自 OpenTTD 14 以来分为“日历式”与“挂钟式”。 +“日历式”中,经济周期与日历时间绑定; +“挂钟式”中,经济周期独立运行。 +在不同模式下,经济周期、时间长度等有关时间的事物会有细微差别。 +更详细的解释参见[官方博客](https://www.openttd.org/news/2024/03/23/timekeeping)。 ## 日历计时模式 -在此模式中,经济周期与日期绑定。即货物生产、城镇发展、车站评价等都与日期绑定。 +在日历计时模式下,经济周期与日期绑定。即货物生产、城镇发展、车站评价等都与日期绑定。 自然,经济速度因子越大,一天时间越长。 - -由于日历速度较慢 (在日历计时模式下),在实时中按比例减慢的事物 - -### 这里哪里 todo - -### Things which are proportionally slowed in real time, due to a slower calendar speed (in calendar timekeeping mode) - -These still happen on a per calendar day, per calendar month or per calendar year basis. -As the day length setting is increased, these will occur more slowly in real time. - -* 城镇与货物产出 - (The town and industry cargo scaling settings can be used to compensate for this if needed). -* Town growth -* Grass and tree growth -* Seasonal changes such as snow line movements -* Infrastructure maintenance costs -* Ratings calculations (towns and stations) -* Subsidy durations -* Vehicle service intervals (when not using percentage mode) -* Inflation -* Introduction and expiry of vehicle, object, station, house, etc. models -* Vehicle ageing - -## 挂钟计时时间 - -The calendar speed is unaffected by the day length factor setting. - -The day length factor only affects the speed of the economy (e.g. cargo production, town growth, rating calculations, etc.). -A "period" is the economy analogue of a year. Values larger than 1 increase the length of a period by this factor. - -### Things which are proportionally slowed in real time, due to a slower economy speed (in wallclock timekeeping mode) - -These still happen on a per period (and subdivisions of a period) basis. -As the day length setting is increased, these will occur more slowly in real time. - -* Town and industry cargo production - (The town and industry cargo scaling settings can be used to compensate for this if needed). -* Town growth -* Grass and tree growth -* Infrastructure maintenance costs -* Ratings calculations (towns and stations) -* Subsidy durations -* Vehicle service intervals (when not using percentage mode) - -## Things which stay the same in real time (in both calendar and wallclock timekeeping modes) - -These occur at the same real time speed regardless of the value of the day length factor setting. - -* Vehicle movement -* Vehicle running costs - (Note that running costs are per unit real time that the vehicle is running, but as years becomes longer, the headline yearly figure also increases). -* Ageing of cargo in vehicles -* Animations and visual effects -* Infrastructure sharing fees for using infrastructure owned by other companies, such as rail track and stations +### 与日历速度绑定的事件(日历计时模式) + +下面列出的事件与日历绑定,使用日历年、月,或者日作为计算单位。 +在日历计时模式下,经济速度因子越大,一日长度越长,这些事件发生/重新计算的频率也因此降低: + +* 城镇与货物生产 +(可以使用城镇和工业货物缩放设置补偿) +* 城镇发展 +* 树木与草的生长 +* 季节性变化,如雪线 +* 基建维护费用 +* 城镇与车站评价 +* 经济补贴 +* 载具维护间隔(不使用百分比时) +* 通货膨胀 +* 载具、物件、车站、房屋的登场与退场 +* 载具老化 + +## 挂钟计时模式 + +在挂钟计时模式下,日历速度(即一日的长度)不受经济速度因子影响。 +经济速度因子只影响经济模拟速度,如货物生产、城镇发展,与车站评价。 +挂钟计时模式中的“经济周期”与日历计时模式中的“一年”对等。 +自然,经济速度因子越大,经济周期持续的时间越长。 + +### 与经济速度绑定的事件(挂钟计时模式) + +下面列出的事件与经济周期绑定,使用经济周期(与生产周期,即经济周期的子周期)作为计算单位。 +经济速度因子越大,经济周期的长度越长,这些事件发生/重新计算的频率也因此降低: + +* 城镇与货物生产 +(可以使用城镇和工业货物缩放设置补偿) +* 城镇发展 +* 树木与草的生长 +* 基建维护费用 +* 城镇与车站评价 +* 经济补贴 +* 载具维护间隔(不使用百分比时) + +## 不与经济或日历速度绑定的事件 + +这些事件发生/重新计算的概率与经济速度因子无关: + +* 载具移动 +* 载具运行费用 + (计算载具运行费用的依据是载具运行的游戏刻数,因此载具每刻运行费用不变。不过经济速度因子会改变一周期/年的游戏刻数,从而导致周期/年名义运行费用变大)。 +* 载具货物劣化(保鲜) +* 动画与视效 +* 基建共享使用费