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[翻译]SC4建议与技巧

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发表于 2008-2-2 17:44 | 显示全部楼层 |阅读模式
译者按:这个东西是去年5月份中文网上不去时无意发现的,虽然EA台湾网上也有,但是,考虑到可能有人阅读繁体不太习惯,而且可能有些话语可能会有些费解,考虑到EA官方这个东西对于理解游戏中的基本概念有一定帮助,所以,尽管我的翻译极烂,还是厚着脸皮不自量力的试着做一下,希望对大家有帮助。鉴于自己的水平有限,所以把原文附上,以便参考,也望英文好的方家纠正翻译中的错误。


目录
发展篇:1~3楼
区域:8楼
区域发展策略:9楼
预算:17楼
交通PART1:20楼
交通PART2:23楼
市政:29楼
市长评价、道路查询工具、新的奖励建筑:32楼
公共安全、为什么城市会罢工:34楼
---------------------------------
发展(Development)
Why Am I Not Getting Development?
There could be several reasons why your development has stalled. If your demand bars are low, perhaps your taxes are too high or you have passed ordinances that are limiting demand. If your demand is high but you are still not seeing development, it could be because desirability is low in the areas that you have zoned, traffic congestion is too high, or you haven’t provided water.

为什么不发展
有诸多原因可能导致发展停止。需求(RCI)如果低的话,可能是税太高了,或者是通过了限制需求的法案(译者按:如废纸法案会降低商业需求,尤其是办公业的;节水节电法案会降低工业需求,清洁空气法案会降低有污染的工业的需求。)。如果需求很高但依然不见规划的区域发展,有可能是因为划的地方的满意度不高(译者按:比如你在一片地划了工业区,想让它出高科技,但这片地对高科技的而言满意度不高,当然有可能对其他工业是适合的),交通流量太高(译者按:交通拥挤,这个对住宅是不利的),或者是你没有给这片区域供水。

Which Zone Density Should I Use?
Early in the game, you are better off zoning low density commercial and residential. First, it is probably too expensive to zone higher densities. Second, you will be forced to deal with many problems if you zone too high, too fast. For example, traffic congestion, decent schooling, and adequate hospital coverage can be quite difficult in higher density cities. For industry, either zone for agriculture or medium density depending on whether you want farms or dirty industry. When your city treasury is rich enough, you can start to build your city taller instead of wider by rezoning some of the areas that are already developed. For example, if you zone high density residential over an area that has already been zoned low density residential, the buildings will stick around until redevelopment occurs.

该用哪种密度规划区域?
游戏初期,最好用低密度来规划商业和住宅。理由有二:一是用密度更高的区域规划可能很贵(译者按:这个在游戏难度比较高的情况下尤其明显)。二是如果规划的区域太高,而且太快,你将不得不面临一系列棘手的麻烦。比如说,交通拥挤,医疗教育的保障对于更高密度的城市是很麻烦的(译者按:这就是为什么不少人建议新手一上来从密度较低开始的原因。)。至于工业,到底是划农业区还是中密度工业区,取决于你是要发展农业还是高污染。当你的财政充裕时,可以考虑在已发展的区域上用更高密度的区域重新划分,让城市向天空发展而非摊大饼式的发展。比如,可以用高密度住宅区在已经划了低密度住宅区的地方重新划分,低密度住宅区上已有的建筑会在再发展(也就是升级或变出更高的楼——译者按。)。
Using Demand Bars
In the main UI, you will see three bars colored green, blue, and yellow. The green bar indicates your residential demand. When it is high, then lots of people want to move into your city. In this situation, make sure to zone residential in highly desirable locations. Blue shows commercial demand, yellow shows industry demand, and these both work similarly to residential. If you click on the three demand bars, a detailed breakdown of your RCI demands is displayed. This graph shows you the demands for different wealth levels and business types in your city. Use this in conjunction with your desirability maps to develop the most efficient city.

用好RCI指示器
在主界面中,你会看见三个分别为绿、兰、黄的柱子。绿的代表住宅需求,当它高的时候,代表有许多人想进入城市。这种情况下,保证在有较高满意度的地方划住宅区。兰的代表商业需求,黄的代表工业,这二者的道理同住宅一样。如果点击RCI,可以看到细节的RCI图表,借由这个可以看见城市中不同收入和不同行业的具体需求情况。将RCI具体情况结合满意度地图,有助最有效的发展城市。
Using Desirability Maps
If your desirability is low, then the occupancy level of your buildings will be low. Even worse, if desirability drops too low, buildings will be abandoned or never develop in the first place. In the Data views, you can see the desirability maps for every residential and business type. Use these maps to decide where to zone or to target areas that require you to increase desirability.

用好满意度地图
如果满意度太低,此处的建筑的占有率(也就是一座建筑理论上能容纳的人数与实际的情况)将会比较低。更有甚者,满意度降的太低,建筑有可能被废弃(就是所谓的黑楼),或是再也回不到最初发展的状态。在数据查看下,可以看到每种住宅和工商业的满意度情况。利用这些数据分布图,可以决定在哪规划(当然是满意度越高越好),或者是对已有的地区的满意度进行改善。

Increasing Desirability
Residential
Your residential population can be the hardest to satisfy. They require good schools, decent hospitals, low traffic noise, little garbage, minimal pollution, and a short trip to work. In addition to that, Residents also like to have parks nearby. If you have an area of low desirability for residential, place a park, school, and/or a hospital nearby to improve it. However, if either pollution or commute time is too high, then your only option may be to zone in a different area. The quickest way to determine the reason for your current desirability level is to query the buildings in the area. Using the Query tool, either hover over a building to get a quick glimpse of the most important information, or click on the building to bring up a dialog with detailed information.
Commercial
Like residential, commercial buildings hate pollution and trash. Placing parks and trees can lower air pollution. Make sure to have a landfill to ensure that trash stays off the streets. In addition, commercial requires customers. Placing commercial zones in areas of high traffic ensures that they will stick around and be happy. Commercial buildings develop well near tourist sites. Placing a landmark near commercial zones helps businesses grow. The quickest way to determine the reason for your current desirability level is to query the buildings in the area. Using the Query tool, either hover over a building to get a quick glimpse of the most important information, or click on the building to bring up a dialog with detailed information.
Industrial
Dirty and manufacturing industry could not care less about pollution, so don't worry about that. They do, however, need to transport the goods they make to stay in business. Make sure your industries have good road access to either an airport, a seaport, or a neighbor connection. Farms and high-tech industry have this same requirement but also dislike pollution. All industries hate trash, so make sure you have a landfill around to collect the garbage. The quickest way to determine the reason for your current desirability level is to query the buildings in the area. Using the Query tool, either hover over a building to get a quick glimpse of the most important information, or click on the building to bring up a dialog with detailed information.

增加满意度
住宅篇:
住宅人口可能是最难伺候的。他们要求良好的医疗教育,较低的交通噪音,垃圾要少,污染要小,还要较短的通勤。此外,住宅希望附近有公园绿地之类。如果某一住宅区域的满意度低,可以考虑在附近建些公园绿地或者是医院。但是,如果污染太高,或者通勤时间太长,你唯一的选择可能是另觅他处规划。最方便的方法来查看现有建筑的满意度程度,就是用建筑查询工具(就是那个问号,是上面的那个。)
商业篇:
同住宅一样,商业讨厌污染和垃圾。建公园绿地或种树可以降低空气污染。保证有垃圾场免得满街垃圾。此外,商业需要客流。在高交通流量的地方划商业区有助商业发展。商业在旅游景点附近发展的会比较好。在商业区附近放地标有助商业发展(译者按:对于地标的作用不要估计过高,依12兄关于地价的研究表明,地标并不能提高地价;而依天唐永的说法,地标只对商业服务业有帮助,对商业办公无效;就鄙人观察而论,在不考虑其他因素的情况下,客流是关键,如果客流低,旁边即使有地标,也未必会起商业高楼)。


[ 本帖最后由 wukebnu 于 2008-7-12 02:00 编辑 ]

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 楼主| 发表于 2008-2-2 18:27 | 显示全部楼层

书接前文

工业篇:
高污染和制造业对污染比较不在乎,所以无视这个好了。但是,它们都需要良好的货物外运以使其良好运转(就是说不想黑的话,要保证货物可以外运。)。确保工业可以通过道路很好的连接到机场、港口或者是临城(货运距离当是保证工业不黑的一个基本因素,尽可能保证货运距离为短,或者是中,如果是长,等着黑吧。)。农业和高科技的要求基本同上,但二者对污染十分敏感。所以工业都讨厌垃圾,所以,找个地方解决垃圾问题。

Getting High Wealth Residents and Businesses
Water Coverage
If you want to attract high-wealth residents and businesses, you need to supply water to your city. Without water, no high-wealth residents, offices, commercial services or high-tech industries will move into your city. To water your city, place water towers and pumps, then lay a network of pipes.
Education and Jobs
Why build schools, libraries and other educational buildings? Because that's the best way to attract high-tech industries. High-tech businesses won't move into your town unless your workforce is well-educated.
Health and Workforce
Why build clinics and hospitals? Because the healthier your population, the longer their lifespan. And the longer your Sims live, the more people who can work at jobs, which means your workforce is larger.

获得高收入住宅和商业
供水覆盖:
要想吸引高收入住宅和商业,需要为城市供水。没有供水,高收入住宅、服务业、办公或者是高科技是不会发展的。要为城市供水,建上水塔或水泵,再以水管连接。
教育与就业:
为什么要建学校、图书馆和其他教育设施?因为这是吸引高科技的王道。除非你有良好的教育水平的劳动大军,否则高科技产业是不会进入你的城市的。
健康与劳力:
为什么要建诊所和医院?因为你的人口越健康,他们的寿命越长。而寿命越长,可以工作的人口更多,这意味着你有更大的劳动力大军。
Getting Skyscrapers
You need to build your city wider before you can build it taller. The size of the buildings that you see are directly related to the population of your city. So even if you have high desirability, if your city is too small, you won't see skyscrapers. For example, to get the tallest residential buildings, your city must have a population greater than 30 thousand. Likewise, to get commercial office high-rises, your city must have more than 45 thousand commercial jobs. In addition, your city must have zoned areas with very high desirability.

获得摩天楼
在城市纵向发展以前,你需要横向发展一个阶段。你所看到的建筑尺寸与城市的人口直接相关。因此,即使你有很高的满意度,如果你的城市太小了,你还是不会看见摩天楼的(译者按:这就是为什么即使需求高未必会出高楼的原因,人口太少了,而要出高楼,就住宅而言,其所对应的收入阶层的人口至少应该上万才有可能)。比如说,要获得最高的住宅建筑,城市中必须至少有多于3万的人口。同样,要想看到商业(CO)高楼,城市中至少要有多于4万5的商业人口。此外,城市中必须有满意度很高的规划区域。

Other Ways to Affect Demand
Taxes
If your taxes are too high, then your demand will tank. In the Budget panel, you can adjust the tax rates for three wealth types for each zone type. By tinkering with the tax rates, you can control the kinds of businesses that will develop in your city. For example, if you want to keep dirty industry out of your city, raise the tax rates for low wealth industry to 12% or higher. On the flip side, you can boost demand by lowering taxes. So if you want to encourage high wealth residential to move in, give them a tax break by setting their rate to 5% or lower.
Ordinances
Several ordinances have an impact on the demand for different residences and businesses. For example, the Tourist Promotion ordinance increases demand for all commercial services. On the other hand, an ordinance like the Clean Air Act lowers demand - in this case, for dirty industry.
Demand Caps
If you don't provide your Sim citizens with the amenities that they desire, eventually you will hit a ceiling in terms of the population of your city. If you find that your residential demand is low despite having low taxes and plenty of jobs, it's likely that you've hit the cap. To relieve that cap, place parks and recreational buildings. Similarly, you can hit a cap for commercial businesses and industries. To relieve those caps, be sure to build airports and seaports, and make neighbor connections.

其他影响需求的因素
税收:
如果税率太高,需求就会跌入谷底。在预算中,可以调整税率。通过税率调整,可以控制城市中不同行业的发展。比如说,你想把高污染赶出城,就把其税率调高12或更高。相反的,如果你可以通过减税来刺激需求。如果你想鼓励高收入住宅进入城市,把其税率设到5或更低。
法案:
有些法案对于不同的住宅和工商业需求有影响。比如旅游促进法案对所有服务业需求有所增加,另一方面,清洁空气法案会降低高污染的需求。
需求瓶颈:
如果你不满足市民希望的需求,有可能会出现瓶颈。如果你发展住宅需求低,尽管你已经降税,就业也充分,那么有可能你遇到了需求瓶颈。要解开瓶颈,可以建些公园绿地或是休闲设施。同样的,当你遇到工商业瓶颈时,可以通过建造机场、港口或者连接临城来破解。
Explaining the Zots
No Power
When you see a lightning bolt with a circle-slash through it, this indicates that the area is not powered. This could either mean you need to place a power plant or you need to connect your power plant to the area using a power line or by zoning. If you see this zot appearing and disappearing throughout the city, then your city is experiencing a rolling blackout. This means that your power plant is not producing enough power for your city. Placing an additional power plant in your city and making sure it is connected will solve this problem.
No Water
When a water droplet with a circle-slash through it appears over a building, this indicates that a building requiring water no longer has it. This can occur if a pipe has burst or if the capacity of the water towers and pumps in your city are overtaxed. Either fix the broken pipes using the pipe tool, or place additional water pumps and/or towers in your city. And don't forget to make sure they are powered.
No Work
When a briefcase with a circle-slash through it appears over a building, it indicates that the residents in that building cannot find a job. This is usually because the distance to the jobs is too far for the Sims or your city simply doesn't have enough jobs. To fix this problem, you either need to create more jobs, bring the jobs closer to the resident's home, or improve your traffic networks.
No Car
When you see a car with a circle-slash through it over a building, this indicates that the residents cannot complete a trip to any business. This usually means that you haven't connected your residential lot with a commercial or industrial zone. Every residential lot must have a road connected to it and a business for development to occur. This problem can usually be fixed by drawing a connecting road between the lot with the zot and a business.

解释一些符号
没电:
当你看到没电的符号,意味着这片区域没有被供电。这有可能意味着你需要建电场,或者是需要用电线或划区来使其与电场连接。如果你看到全城出现没电符号,那么你的城市就惨了。这意味着你的电场不能为城市提供足够电力。建额外的电场并确保连接可以解决之。
没水:
当建筑上出现没有水滴的标准,意味着需要水的建筑没水了。这可能是由于水管爆裂或者是水塔水泵的超载。修复破裂水管或建额外的水站,都可以解决。别忘了保证水站有电力供应。
没工作:
当建筑上出现没有公文包的时候,意味着住宅中的人找不到工作。这通常可能是工作距离住宅太远,或者是你的城市没有没有提供足够的工作。解决这个问题,需要创造更多的岗位,让工作离住宅更近,或者是改善交通网络系统。
没车:
看到没车的标志,意味着住宅不能通往工商业或其他可以通勤的地方。这通常是由于你没有将住宅与工商业区域连接。每个住宅格子都需要与工商业连接以便通勤。解决这个问题,在没车的住宅格划上路连接工商业就可以了。


[ 本帖最后由 wukebnu 于 2008-2-3 02:20 编辑 ]
 楼主| 发表于 2008-2-2 18:41 | 显示全部楼层
Why Are My Buildings Distressed?
What Is Distress?
When things are going badly, the state of the buildings in your city may distress. When this occurs, the building appears worn and dilapidated, and the surrounding yard looks unkempt. There are different stages of distress, the worst stage indicating abandonment. The quickest way to get feedback about what is causing the distress is to query the building using the Query tool.
Wealth vs. Occupancy Distress
When desirability is low in an area, the buildings in that areas begin to vacate. When this happens, the building distresses and the props in the lot for that building begin to disappear. A building that once housed wealthy jobs or residents can oftentimes become reoccupied by lower wealth Sims. This also results in the building becoming distressed, but instead of having props on the lot simply disappear, the props will be replaced with lower wealth objects. For example, a tennis court might be replaced with a clothesline.

为什么我的建筑被废弃了
何为被废弃?
当情况恶化,建筑的状态可能很糟。这种情况下,建筑看起来又破又旧,周围的院子也看着不那么美观(应该就是传说中的灰楼)。被废弃有不同的等级程度,最坏的是被完全废弃(就是传说中的黑楼)。用查询工具可以最快地找到反馈,发现问题之所在。
财富VS鸠占雀巢
当一个区域的满意度低的时候,区域中的建筑会被废弃。这种情况发生时,建筑被废气,其中原有的阶层也会随之消失。一座原本是高收入的住宅或商业,时常会被更低的阶层所挤占。这也会导致建筑被废弃,但建筑不会消失,外表还是那个壳,只是里面会被更低的收入的物件所取代。比如说,网球场会被晾衣架所取代。
--------------------------
发展这部分暂时译完了,累死了,改天继续。
我无耻地加了许多按语,希望对大家有帮助。
PS:感谢大家支持,我有时间会继续译下去的xrr38
PS2:暂时先放在这里,如果BZ觉得应该移到规划所,悉听尊便,不过个人觉得这种东西还是放在这里比较合适似的
PS3:Y总教导我们,在中文网看贴不回有时也是美德,如果只是表示感谢,大家就不必发贴了xrr38 。如果有什么问题,我能解答的,一定解答

[ 本帖最后由 wukebnu 于 2008-2-3 02:29 编辑 ]
发表于 2008-2-2 22:40 | 显示全部楼层
对新人大有帮助,感谢wukebnu 无私翻译

[ 本帖最后由 播磨拳儿 于 2008-2-2 22:42 编辑 ]
发表于 2008-2-3 01:01 | 显示全部楼层
wuke加油。。。。欧就是新人,对偶帮助很大,嘎嘎~~~
发表于 2008-2-3 14:01 | 显示全部楼层
楼主辛苦了,不过...还是要说下真实的感受...太多了,看的我眼花缭乱啊,最好把重点用不同的颜色标下...
很多我都知道了哈...所以没有全部看完...不过对不知道的帮助应该很大...我是来帮顶的xrr39

[ 本帖最后由 huanhua033 于 2008-2-3 14:04 编辑 ]
 楼主| 发表于 2008-2-4 02:13 | 显示全部楼层

回复 #6 huanhua033 的帖子

我昨天翻译的时候是先翻译后排版的,结果发现字数超了 ,所以没编辑太多,只是把字放大了而已,没做更多的工作。谢谢你的建议,我会找时间去改的
 楼主| 发表于 2008-2-4 02:39 | 显示全部楼层

区域

Setting Up Neighbor Connections
You can connect cities together with roads, highways, power lines, subways, and pipes. To do so, simply choose the tool and drag the network to the edge of the city. If you do this correctly, a dialog will appear asking you to confirm that you would like to create a neighbor connection. Accept the dialog. If you save and exit this city, then open the adjacent city, you should see network stubs in the areas in which you made connections. You can then extend these stubs to connect to your adjacent city.

建立与邻城的连接
你可以用道路高速电线地铁水管等将N座城市连接起来。要连接的话,只要从工具栏中选择你要铺的网络(上面提到的那几种方式)向城市边缘的方向拉去。如果操作对了,会弹出一个对话框,要你确认是否要建立邻城的连接,选择接受。如果保存该城市后退出到区域,打开那个被你连接的城市,你会看见你所选择的网络的接口。然后你可以将接口拓展到你所连接的城市。
Cooperative Cities
Once you have created road connections to two adjacent cities, they can share demand between each other. You can then control which type of resident or business shows up in each city through zoning and taxation. If you want only industry in one city, then zone only for industry in that city. If you want only wealthy residents in one city, then raise the taxes on other residents while lowering the taxes for the wealthy in that city.

城市间合作发展

一旦用道路连接两个相邻的城市,他们的需求就可以彼此共享。然后你可以通过划区域和税率控制在每个城市中出现的住宅和工商业的类型。如果你只想在一个城市发展工业,那就在这个城里只规划工业区。如果你只在一个城中只发展高收入住宅,那就将其他收入的住宅的税提上去,同时在这座城里降低高收入的税。
Once you have established neighbor connections, you can create deals with neighboring cities to buy and sell power, garbage, and water. To create a deal, your city must have the correct type of connection. For a power deal, you must connect both cities with a power line. For a garbage deal, you must have a road connection. And for water deals, you must have a pipe connection. The city doing the buying must have a need for the resource and enough money to pay for the deal for an entire year. Also, the selling city must have enough capacity to support the deal. At any time during the deal if these criteria cannot be met, then the deal is cancelled. You cannot create a sell deal with the same city that you have a buy deal for the same resource. So you can't buy power and sell it back to the same city. You can, however, buy power and sell it to another city. In addition, you can buy power and sell water to the same city. You can also cancel a deal at any time without penalty.

邻城交易

一旦建立了与邻城的连接,就可以与邻城进行水、电和垃圾的买卖。要进行交易,你的城市必须有正确的连接类型电力交易需要用电线连接两座城市;垃圾交易需要道路连接;交易需要水管连接。进行买进一方的城市必须有足够履行一年合约的资源与资金(也就是买进垃圾或者是买进水电,前者需要垃圾场或垃圾电场,或者需求你有足够进行一年交易用的钱)。同样,卖方城市也需要有足够的能力来支持交易(垃圾需要有足够一年的钱,水电需要有足够的供应能力)。如果交易过程中上述任何条件不满足,交易将中止。同一种类型交易,你不能对同一座城市既买有卖,所以你不能既从一座城买进电力同时又向其卖出电力。但是,你可以从一座邻城买进电卖到另一座邻城去。此外,你可以向同一座邻城买进电力卖出水。你可以在任何时候取消交易而不受惩罚。

[ 本帖最后由 wukebnu 于 2008-2-4 02:55 编辑 ]
 楼主| 发表于 2008-2-4 02:58 | 显示全部楼层

区域发展策略指导

Region Strategy Guide
  • Pick a city that you want to develop. Make sure the city has surrounding neighbors, especially around the sides of the city you are planning to work with. You can make it easy for yourself by pausing the simulation when you are planning out your city. Start by making single types of cities, i.e. either all residential, commercial, or industrial.
  • Begin with the residential city.
  • Plan out streets and leave open areas that you may want to develop later.
  • Connect the roads to the two neighbors in your corner.
  • In your residential city, place a natural gas power plant in the corner of your city.
  • Query the natural gas power plant and reduce its funding to approximately 20%.
  • Zone a small parcel of high density industry around the natural gas power plant to create some jobs.
  • Zone high density residential in any configuration you please.
  • Un-pause the game and watch your residential zones develop until demand tapers off and then pause the game again.
  • De-zone your industrial areas and replace them with residential.
  • Save the game and exit to region.
  • Open a new city that is adjacent to the city you have just built.
  • Create this new city as an industrial city.
  • Start by putting in a coal power plant.
  • Once again, query your power plant and reduce its funding to about 20%.
  • Zone high density industry and connect the roads to the residential city.
  • Un-pause and watch it develop. As development tapers off, pause it again.
  • Save the game and exit to region.
  • Go back into your residential city.
  • Zone more high density residential. Un-pause and watch it develop. At this point you should see a pattern emerge. Keep going back and forth between your residential and industrial cities, zoning new areas as demand warrants, and raising the funding on your power plants as needed to fill demand.
    In time, put in police, schools, hospitals, and other essential buildings, but not until absolutely necessary. It is possible to run a residential city for a very long time with no services other than fire and basic education. Your industrial city will require heavy fire coverage.
    Your cities should be making money hand over fist at this point.
  • Once you are at a high enough population, exit to the region.
  • Choose a city that is adjacent and connected to your residential city.
  • Plop down a natural gas power plant.
  • Zone a small amount of high-density commercial.
  • Un-pause and watch it develop.
  • When demand tapers off, pause, save your commercial city and exit to region.

From this point on, it's up to you to decide where to take your cities. Keep jumping in and out of the three cities to un-pause, zone, pause, save and exit.
Using this method, you should be able to achieve beautiful residential and commercial cities that have minimal distress as well as industrial cities that are completely high tech.
Another bonus over time will be towering skyscrapers for your commercial zones.
Keep in mind that you do not need to make all residential, all commercial or all industrial cities. There is always room to be creative and mix things up a bit.

1:选一个你想发展的城市。确定它周围有临城,尤其是你想发展的临城。规划是暂停游戏可以使规划更容易。以单一类型的城市开始,比如纯住宅、商业或工业城。
2:以住宅城开始。
3:划好街道,并留下空间以便日后发展。
4:在该城角落用道路分别连接两座临城(一座为工业城,一座商业城)。
5:在住宅城的一个角落,建个天然气电场。
6:用查询工具选上天然气电场,并将其经费调至20%左右。
7:在天然气电场周围划上少许高密度工业区以创造一些工作(这样是为了刺激住宅需求,其实也可以在工业城做)。
8:在你希望的地方划些高密度住宅区。
9:开始游戏,看着住宅发展直到需求下去的时候(需求成负的)再暂停。
10:取消工业区划,代之以住宅区(这个狠,等于是卸磨杀驴,但是要花更多的钱,如果直接在工业临城的话,这笔钱就可以省下了)。
11:保存并退到区域中。
12:新建一座与刚才你建的那座城相连接的城。
13:将这座城作为工业城。
14:以火电场开始。
15:同样,将其经费减到20%左右。
16:规划高密度工业区并建道路连接到住宅城。
17:开始游戏,直到需求下去时再停止。
18:保存并退到区域。
19:回到住宅城。
20:规划更多的住宅区,开始游戏并座看发展。由此你会发现一个模式:在工业城和住宅城之间不断切换,有需求了就划新的区域来满足需求,并在需求的时候调整电场经费。在适当的时候,放上警察局、学校、医院等其他必须的建筑,当放这些建筑的时机应该是当其绝对必须的时候。长时间运行一个只有基础教育和防火而没其他服务的住宅城是可能的(如果纯粹从省钱的角度,这样没问题,但是,为了在更小的地皮上更快地出更多的人口,也可以加上别的,比如医疗,这样更容易在更短的时间内攒够一万的低收入以出低收入住宅高楼)。你的工业城需要有良好的消防局覆盖以免着火(这在高污染和制造业的工业城中尤其重要,高科技的着火概率要小很多)。
21:当你有足够高的人口时,退出到区域中。
22:选择一个与住宅城相邻并有连接的城市(这个是商业城,如果依照纯商业城的思路发展,可以考虑选一个周围有临城的地方做商业城,这或许有助长远发展)。
23:建一座天然气电场。
24:规划少量高密度商业区。
25:开始游戏座看其发展。
26:当需求下去时,暂停,存盘并退出到区域中。

在此之后,城市发展的方向取决于你。不断再这三座城之间进行切换,划地,开始,暂停,存盘退出到区域。
用这种方法,你将建成PP的、很少灰楼和黑楼的住宅和商业城,以及完全高科技的工业城(个人觉得完全高科技的工业城似乎不大可能完全建立在最初的那座工业城上,因为污染问题,其实可以考虑第四座临城作为纯高科技的工业城。)。
需要注意,并不是说一定要建纯住宅、商业和工业城,你也可以用空间发挥创造,将这三者中的某些类型进行混合规划。
----------------------------------
译者按:纯某种类型的城与混合城各有利弊。
纯商业和纯工业城可以忽略医疗教育,而且没有治安问题。但如果交通规划不合理,有可能导致通勤时间很长,产生黑楼或灰楼;且纯住宅城的维护费用上可能会比较高,有工商业的话可以增加收入,保证财政。
混合不同类型可能会在一定程度上降低通勤,从而有可能降低黑楼或灰楼的出现,同时也有助增加财政。只要有住宅的地方,就会有治安问题,这是个不能忽略的问题。
如果想看商业高楼,可以考虑将部分住宅和服务业混在一起,甚至是工业,然后单找一座城作为商业城,只发展商业,甚至只发展高商业,如果担心流量的话,可以把高收入住宅也放进去,但中低收入的不放进去,这样即使因为供求不平衡,也不会出现鸠占雀巢的情况。

[ 本帖最后由 wukebnu 于 2008-2-5 01:34 编辑 ]
发表于 2008-2-4 15:14 | 显示全部楼层
比如说,要获得最高的住宅建筑,城市中必须至少有多于3万的人口。同样,要想看到商业(CO)高楼,城市中至少要有多于4万5的商业人口。此外,城市中必须有满意度很高的规划区域。

攒人口的依据终于找到了 wukebnu 加油
 楼主| 发表于 2008-2-5 01:37 | 显示全部楼层

回复 #10 播磨拳儿 的帖子

商业出高楼的那个门槛,似乎正与股票交易所的要求一致,而股票交易所的说明中说可以吸引大公司,所以,这里面似乎有某种内在联系,其实并不是因为股票交易所确实可以吸引大公司,而是到了4W5这个值,可以出高楼,而高楼就是大公司
发表于 2008-2-5 01:53 | 显示全部楼层
混合不同类型可能会在一定程度上降低通勤,确实如此
我的一个纯低收入小城,14W人口,通勤在160左右,要不是低收入早就全成黑楼,于是我在城里能放建筑的地方全部都规划中密度商业区(最小的地图,实在没多少发展空间里,都是些1X1,1X2的空间,高商高服都被税收遏制),最后估计下这些商业区域提供的工作大概也就不到5000吧,但是通勤却降到100到110之间
发表于 2008-2-5 02:02 | 显示全部楼层
不过貌似对有中收入的城效果要下降,按LS我说的方法,在一个纯中低住宅的城里通勤只能从160降到120左右,而且人口13W,商业工作估计有1W以上,其中中收入住宅大约2W过一点吧
 楼主| 发表于 2008-2-5 02:07 | 显示全部楼层

回复 #12 &#13播磨拳儿 的帖子

合理多样的交通规划未必就不会使临城的通勤时间很长。当然,就在本城发展当然更好,谁都希望上班的地方离自己家近点,这样方便,谁也不想每天五点起床出门,路上花N久才到单位,晚上很晚才到家。工业临城没什么不好,只要解决交通规划,通勤应该可以控制在一个较好的水平上,而且没有犯罪的问题。商业临城,要是能解决好客流,也不是不行,但是,还是商住混合比较好,可以更好地利用流量,看着流量白白浪费了,实在心疼。
如果考虑收入平衡的话,当然混合所带来的收入要比单一类型更多,这在住宅非常明显,根据图书馆的一篇贴表明,但就住宅的税与为其服务的相关支出比,住宅是赔钱的。为了更好的榨取人力所带来的潜在资源,你不可能不下血本,但是,往往是血本无归 ,所以,为了至少保证平衡,还是混合一些比较好。当然,如果调钱的话,纯住宅没问题。
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中收入对通勤的忍耐度显然是比低收入要差的,所以,可能低收入用公交就可以打发了,到了中收入,就要地铁、铁路以及单轨伺候了

[ 本帖最后由 wukebnu 于 2008-2-5 02:09 编辑 ]
发表于 2008-2-5 04:38 | 显示全部楼层
辛苦辛苦!当时将繁体的复制了下来,时不时还翻翻看看,现在有简体可看了!
继续加油。
发表于 2008-2-5 16:01 | 显示全部楼层
"商业出高楼的那个门槛"
有足够需求的话用商业lot突破最好...不喜欢扑通,可以事后拆掉
 楼主| 发表于 2008-2-8 02:50 | 显示全部楼层

预算

Master Budget Queries
For buildings that can be locally funded, such police stations, fire stations, schools, hospitals, and power stations, you adjust their funding in both the query dialog for each building, or through the master budget query for each department. The master budget query can be viewed by clicking on the department in the budget panel. This lists every building in your city that falls under that budget and allows you to adjust the funding for each building, as well as center the camera on each building by clicking on the building name.

总预算查询系统
对于可以单独调节经费的建筑,如警察局,消防局,学校,医院和电场,你可以通过查询对话框来调节每座建筑经费,或者是通过总预算查询系统来调节各部门的经费。总预算查询可以通过在预算栏中点击各部门看到。这列出了该预算下城市中每一座建筑,并且可以让你调整每座建筑的经费,还可以通过点建筑的名字将视角以该建筑为中心。(这个貌似有些费解,所以举个例子。医疗教育建筑可以调节具体每一座,也可以通过预算中的文卫预算来调节。点上文卫预算的那个眼睛,你会看到医疗和教育的总体花费,再点医疗或教育上的眼睛,就会出现一个列表,上面列出城中所有医院/学校,校车/救护车范围,以及经费情况,及现有经费下最大的服务能力与实际的服务能力。点上建筑的名称,可以找到建筑的具体位置。这个既可用于调节经费,也可有助规划)
Making Money
The primary way to make money in SimCity 4 is through taxation. The more people you have in your city, the more tax revenue you will generate. Early in the game, it is important that you build your city up prior to spending a lot of money on amenities for your Sims to generate a good tax base. You can also increase tax revenue by increase the tax rates. Raise them too high, however, and your Sims will move to another town.

挣钱
SC4中主要的挣钱途径就是税收。城市中的人越多,税收收入就越多(人既包括活人,既有住宅的城,也包括死人,既没有住宅的工业或商业城)。游戏初期,为了建立良好的税收根基,最重要的,是把城市建起来,而不是急着花好多钱改善市民的福利(一切花钱的标准是是否有利于中短期内收回成本并赢利,如果不能的话,不到必须,就不建)。你也可以通过提高税率来增加税收。但如果税率调的太高了,市民有可能跑到别的城市去了。
Local Budgets
Many of the buildings in SimCity 4 that have monthly costs associated with them can be adjusted locally by bringing up their query dialogs. This means that you can adjust them separately from each other. So, for example, you might have a clinic on the east side of your city that is funded at 20% while another to the north might be funded at 110%. The buildings that can be locally funded include power plants, police stations, fire stations, schools, and hospitals. In this way, you can fine-tune your budget to get the most money possible with the least impact on the lives of your citizens. The funding at these locations can affect the radius of the buildings' effects as well as the efficiency of the building within that radius. In the case of schools and hospitals, you can set the funding for the radius and efficiency separately using the busing/ambulance funding for radius and the teachers/doctors funding for efficiency.

“单独”预算
SC4中的许多有月维护费用的建筑都可以通过查询对话框来独立地调整其经费,这就意味着你可以单独地调节具体每一个建筑的经费。所以,举例来说,城东可能有座经费为20%的诊所,而在城北则有座110%经费的。可以单独调节预算的建筑包括电场、警察局、消防局、学校和医院。通过单独调节每座建筑的经费,可以较好平衡财政,维持一个张力:在获得尽可能多的收入的同时最低限度的影响市民的生活。上述这类建筑的经费可以影响到建筑的辐射范围以及建筑在辐射范围内的效率。如学校和医院,你可以分别设定辐射范围和效率的经费,用校车/救护车的经费来调节辐射范围,用教师/医生的经费调节效率。
Where to Scrimp
In general it's a bad idea to reduce the funding of power plants, police stations, and fire stations. If you fund a power plant too low, then you increase the rate at which it ages. This can lead to some nasty consequences if it goes on too long. For these types of buildings, it's better to not place the buildings at all rather than place too many and lower their funding. Hospitals and schools, however, can have their funding lowered depending on the number of patients and students they are serving. If you reduce the funding too much, a strike might ensue, but if you lower funding at just the right amount, you will get the most bang for your buck.

该在哪儿省钱
通常来说,削减电场、警察局和消防局的经费是不明智的举动。如果电场的经费调的太低,等于增加其老化速率,若长期这样,后果可能很严重(如果是核电,有可能有核爆炸,被核爆的城市基本等于被废了,除了重新来过,没别的选择)。对于这类建筑,应该宁缺毋滥,与其建一堆然后把经费调节到很低,还不如根本就不建的好。但对于学校和医院,可以根据其所服务的学生或病人的数量来调节经费。如果经费降的太低,有可能导致罢工,但如果将经费调至刚好够的量(所谓刚好够,就是在现有水平下,经费所能保证的服务水平与实际所服务的水平大体一致),那么,你的负担就极大的减轻了。
---------------------------------
译者按:财政问题或许不是问题,或许是。如果不喜欢调钱的话,应该参考一下。在一定的时期内,首要目的是保证收支平衡,这样才能看到高楼。当钱相对吃紧的情况下,一切应该以平衡为首要任务,一切投入,都要有回报才行,如果没有回报,或者回报收回的期限可能比较长,那么就不要急着投入,等财力雄厚了再说不迟。在开源不太可能的情况下(这个在游戏一开始基本是不可能完全平衡的),关键就是节流,节流的关键就是调节医疗教育,动这部分是相对影响最小,且效果比较明显的(只要是有住宅的城市,则一般情况下,支出中最大的部分就是医疗教育)。随时根据人口调节经费,有些时候少量超了也没关系,等到罢工了再说,收回钱是第一位的。一般把医疗教育的经费调整好了,则走上收支平衡,略有赢余的时候应该不会太远,调整的好的话,甚至可以日进斗金。

[ 本帖最后由 wukebnu 于 2008-2-9 20:35 编辑 ]
发表于 2008-2-8 10:38 | 显示全部楼层
我有一种强烈的冲动——把现在的城市存档备份,然后将除公路网以外的全部东西取消规划,从头再来~~~~~ 不知道有人做过没?效果如何
发表于 2008-2-8 12:09 | 显示全部楼层
有存档在怕什么.......
 楼主| 发表于 2008-2-9 20:46 | 显示全部楼层

交通PART1

Highways
Because you can now plop Cloverleafs and T-intersections before drawing any highways, you can use them to plan out your new highway system. Once placed, drag highways to connect to these larger pieces. You can also do this with onramps and overpasses.
Highway end pieces now transition smoothly to avenues. Use these transitions to avoid the large amount of space required for onramps and overpasses.
Ground Highways are much cheaper than Elevated Highways.
Keep in mind that highways have directionality to them. Just because you've laid onramps and offramps to get somewhere, doesn't mean the route the other way is working. Use the morning and evening toggle on the traffic data map to check routes to and from workplaces.

高速
因为你现在(貌似是指在豪华版中)可以在拉任何高速之前扑通四叶型和T型立交,所以你可以用他们来规划出你的新高速系统。一旦建了四叶或T型连接,拉上高速以连接它们。你也可以照此处理高速的出入坡道。
高速末端现在可以顺利地直接连接到大道,这将节省用出入坡道情况下所占的大量空间。
地面高速比高架高速便宜很多。(如果下了NAM,个人觉得地面高速确实不错,因为许多原本只能在高速下跨越的其他道路有了NAM也都可以顺利地过了
需要注意高速是有方向性的。因此,你在高速一边的某处放了出入的坡道,并不意味着另一边也有效。在交通数据地图上切换早晚交通情况来检查其使用情况。(就是说,要利用好高速,既要考虑上班的路线,也要考虑下班的情况)
Mass Transit
Elevated Rail is much cheaper than Subways. Use it to get some of that traffic off your roads. Remember, mass transit doesn't generate pollution!
Just like Subways, Elevated Rail and Monorail needs entry and exit stations. Use your Route Query tool to find good locations for these.

大众运输系统
高架铁路(游戏中的EI,就是地铁的地上版,在大众运输系统那个栏下建的那个)远比地铁要便宜。用它来解决部分道路的交通拥堵吧。记住,大众运输系统不产生空气污染。(:这个是否属实个人表示怀疑,打个小广告,参考我的一个小的总结比较贴:http://www.simcity.cn/forum.php?mod=viewthread&tid=25377;另外,单轨和高架似乎也会产生空气污染的,至少在没NAM的情况下如此,见拙贴:http://www.simcity.cn/forum.php?mod=viewthread&tid=23046
就如地铁一样,高架铁路和单轨(就是传说中速度最快,在铁路栏下建的那个)也需要出入用的车站,用道路查询工具系统来找个合适的地方放车站。
Avenues
You can draw streets all the way across avenues or just half way across to save congestion.
You can get your self into trouble with Avenues because of the median by not allowing for return trips. Allow for return trips by XXX.
Keep in mind that avenues are two parallel one-way roads and your Sims can't magically hop across that median unless you intersect it with streets, roads, or avenues. Make sure you have connectivity to both sides to ensure good traffic flow. Use the morning and evening toggle on the traffic data map to check routes to and from workplaces to ensure your Sims are using that new avenue you just placed.

大道
你可以把街道拉着横穿过整条达到,或者只穿过其中一半以避免拥堵。
用大道时你可能会陷入麻烦中。由于大道这种交通媒介不允许回程(大道的一边只允许一个方向行驶,要是反方向的话,需要在另一边,虽然自驾驶的时候你可以无视这个,但是,对于你的市民而言,不行),当然当大道与其他道路交通方式有交差口的时候,允许回程(对于市民而言,如果他要去的地方在大道的另一侧,而他要通过大道的一侧时,需要到下一个有与大道有交叉口的地方转弯,这个大家联系下实际应该可以明白)。
记住一点,大道实际上是两条平行但方向相反的单行道,所以,你的市民不能魔法般直穿大道,除非你用街道、道路或大道连接。确保你连接了大道的两边以保证良好的交通流量(如果要更好利用大道,达到降低通勤距离的话,须在合适的地方用街道道路或大道横穿大道,这样市民才可能更短地到大道的另一边去)。在交通数据地图下使用早晚流量来检查上下班情况,以确保你新铺的大道被市民们使用。
One-Way Roads
Alternate one-way roads on main thoroughfares in tightly packed downtown areas to double the capacity of your roads. Make sure you lay these in pairs going each direction. You want to make sure your Sims can get to and from work.

单行道
在拥挤的市区部分路段有选择地划单行道可以使道路的能力增倍(道路的总流量能力为2千,每边1千,单行也是2千,但是是一个方向,所以等于拓展了道路的容量)。如果你想让市民用它来上下班,一定要保证有来有回
Toll Booths
These structures can be used to add a few simoleans to your coffers. However, be warned that they have a tendency to create traffic snarls.

收费站
这些建筑可以用于增加些许财政收入。但是,需要主要它们也有增加交通拥挤的趋势(这个联系实际应该不难理解,依柏亚手册和前人总结,收费站更多是用于控制出行路线的)。


[ 本帖最后由 wukebnu 于 2008-2-16 01:42 编辑 ]
发表于 2008-2-14 21:58 | 显示全部楼层
加油啊,我们等着看呢
发表于 2008-2-14 22:29 | 显示全部楼层
希望lz结束翻译工作后能把前面分散的段落整理一下结集,应该会更方便读者。
继续努力哈!
 楼主| 发表于 2008-2-16 02:24 | 显示全部楼层

交通PART2

Traffic Accidents
Keep hearing those annoying crunch sounds? Wonder why? Your traffic congestion levels are getting out of control and your Sims are paying the price with traffic accidents. Try upgrading your networks to higher capacity thoroughfares to reduce the wear and tear on your Sims automobiles.

交通事故
不断听到恼人的撞车声,想下为什么?你的交通拥挤等级已经失控而你的市民们则要为此付出交通事故的代价。试着将你的交通网络升级到更高的容量来减低交通事故。
Access
All developed lots in SimCity need some sort of network access. Unlike SimCity 3000, lots must be adjacent to a street or a road so that they can grow. You can tell if a lot doesn't have network access by the No Car zot above it.

通路
模拟城市中所有可以发展的地皮都需要某种类型的交通网络的通路。不像SC3000中,地皮必须紧挨街道或道路以便其发展。没有车的标志会提示你没有交通网络通路的地皮的。
Busing
As the buildings start getting bigger and more people start moving into your city, it's time to think about mass transit. Busing is the first rung on the mass transit ladder. It is very inexpensive and can be placed throughout your city without taking up too much space. This is important as your Sims are usually only willing to walk about 6 to 8 tiles to and from bus stops. Bus stops need to be placed near R, C and I so that Sims can get to and from where they need to go. Strategically placing your bus stops in the direction that Sims want to travel also helps.

公交车
当建筑变得更大且更多的人涌入你的城市时,就该考虑大众运输系统了。公交是大众运输的首选。它很便宜而且可以不占用太多空间满城都是。重要的一点是,你的市民通常只愿意步行6到8格到公交车站公交车站需要在靠近住宅、商业、工业的地方放置,以便市民可以通过它去他们想去的地方。依市民想出行的方向有策略地布置公交车站也有一定的帮助。

Highways
Highways are the ultimate mode of transportation in SimCity. They have very large capacities for traffic, and your Sims can travel quickly on them. It is important to keep in mind that highways are bi-directional, meaning you'll need on- and off-ramps on both sides of highways in order for your Sims to get the most use out of them.

高速
高速是模拟城市中交通的终极模式。它的容量很大,在上面走的话速度很快。但有重要的一点需要注意,高速是双向的,这意味着年需要进出坡道连接高速的两边,以便你的市民最大限度地利用它们
Rail
Rail serves a dual role for your Sims. If you place rail adjacent to industry, it can transport goods quickly and efficiently without the need for a freight station. You can also place a freight station so that your industry can use roads to get to the station and then transport by rail. Rail can also be used to efficiently move people from one place to another via passenger stations. Passenger stations are a little larger than bus stations in both footprint and capacity, so use them once you have a very large population or if you're planning for efficient intercity travel. Passenger rail stations need to be placed near R, C and I so that Sims can get to and from where they need to go. Strategically placing your stations in the direction that Sims want to travel will help as well.

铁路
铁路对市民有双重的作用。如果你在挨着工业的地方铺了铁路,它可以不需货运火车站就快速有效地运输货物。你也可以建个货运火车站以便你的工业可以通过道路到达车站,然后用铁路运输货物。铁路也可通过客运火车站用于有效地移动人员。客运车站在尺寸和运力上都比公交车站大些,所以当你的城市有大量人口或者你打算让城际交通更有效率时,可以考虑使用它们客运车站需要靠近住宅、商业和工业以便市民可以通过它去他们想去的地方。依市民想出行的方向策略地布置车站有一定的帮助。
Streets vs. Roads
Networks are all about efficiency, which means cost versus capacity. Streets are great for small, early cities, but as your city grows, you will need to upgrade streets to roads in order to be able to handle more traffic. Keep an eye on your traffic map. Streets that have red-level traffic are ready to be upgraded to roads. When a network is over capacity, trips along it take much longer and makes for a very unhappy populace. Potholes increase the time it takes to travel across that tile, so keep your Road Maintenance budget at 100%.

街道VS道路
各种交通网络都是有效率的,效率是指性价比。街道适合规模较小、早期的城市,但随着城市发展,你需要将街道升级为道路以便容量更多的交通流量。留心交通地图,发红的街道就该升级为道路了。当交通网络超负荷时,在其上面的通勤将花更长的时间,并会使市民不爽。路上坑洼不平也会增加交通时间,所以保证道路维护预算在100%
Subways
Subways are equivalent to rail in terms of mass transit efficiency; however, they don't take up the space on the surface that rail stations do. They are a bit more expensive to lay out, but can keep your city looking pristine, not to mention reducing that nasty air pollution from high traffic as well. Subway stations should be placed every couple of blocks in your cities so that your Sims don't have to walk too far. Subway stations need to be placed near R, C and I so that Sims can get to and from where they need to go. Strategically placing your stations in the direction that Sims want to travel also helps.

地铁
地铁在大众运输效率上与铁路一样,但是,它们不会像铁路那样占很多空间。地铁铺设有些贵,但可以让你的城市看着比较清爽,更不用提它减少了由于高交通流量带来的闹心的空气污染地铁站需要靠近住宅、商业和工业,以便市民可以借此到他们想去的地方依市民出行方向策略的布置车站有一定的帮助。

*****************************
按:这里只是以翻译为主,列出了游戏中各种交通方式的一些基本特征。交通是游戏的一个关键,至于如何去处理,还是大家自己根据这些基本去组合发挥吧。没有绝对好的交通,只要合适城市的情况,有助降低通勤时间,促进商业发展,就是好的。
 楼主| 发表于 2008-2-16 02:27 | 显示全部楼层
TO21:谢谢鼓励,我有时间,会逐步翻译的,只是时间可能有限,所以还请大家耐心等候下xrr38
TO22:谢谢12兄的建议,我打算全部翻译完后再总结,把各部分内容的一些比较重要的地方再强调的
PS:瓦市长回来了,如果瓦市长有空方便的话,不知能否帮忙斧正一下我的翻译xrr41 总还是觉得翻译的不是很好

[ 本帖最后由 wukebnu 于 2008-2-16 02:32 编辑 ]
发表于 2008-2-16 08:07 | 显示全部楼层
虽然很基础,但是看一遍感觉收货很大,LZ辛苦了.
发表于 2008-2-18 13:44 | 显示全部楼层
正适合我这样的新手,嘿嘿
发表于 2008-2-18 14:06 | 显示全部楼层
加油啊加油
发表于 2008-2-18 18:16 | 显示全部楼层

上来冒个泡

看了很多高手的文章!再看看官方的说明,受益非浅!
 楼主| 发表于 2008-2-18 21:38 | 显示全部楼层

市政设施

Access
All developed lots in SimCity need some sort of network access. Unlike SimCity 3000, lots must be adjacent to a street or a road so that they can grow. You can tell if a lot doesn't have network access by the No Car zot above it.

通路
模拟城市中所有可以发展的地皮都需要某种类型的交通网络通路。不像SC3000,地皮必须与街道或道路相连接以便可以发展。通过没车的符号,你会知道哪里没有交通网络的通路(在市政设施中,似乎除水站外,都需要通路,但是,没有通路,一般也可以正常运行,出了垃圾发电场之外)。

Why Are Power Poles Sparking?
If you reduce the Power Department budget too much, your power poles will deteriorate over time and eventually end up sparking. Since the sparks can cause fires nearby, you should take care of this situation, either by increasing funding to at least 100% or by replacing the distressed power poles.

为什么电线出火花?
如果将电力部的预算砍得太低了,你的电线就会随时间而老化,从而冒出火花。由于火花可能在附近导致火灾,所以需要留意这种情况,要么增加经费到至少100%,或者是替代已损坏的电线。(如果从纯经营的角度,一上来必然要降低电场的经费,这样的话,电线不可能不冒火花,如果电线周围没有易燃物,着火的几率会小些似的)
Why Are My Pipes Breaking?
If you reduce the Water Department budget too much, your pipes will deteriorate over time and eventually burst. Since these water spouts destroy nearby buildings and can spread throughout your pipe network, you should take care of this crisis, either by increasing funding to at least 100% or by replacing the distressed pipes.

为什么我水管会爆裂?
如果将水务部的预算调得太低,水管就会随时间而老化并进而爆裂。由于水管爆裂将会摧毁附近的建筑并会在水管网络中蔓延,你应该留心一下,要么增加经费至少至100%,要么替换爆裂的水管
Why Is My Power Plant Aging So Quickly?
Your power plant's rate of aging is based on 2 things: how much it's used and how much it's funded. If the power plant's "Capacity Used" is over 75%, it will age much more quickly. And if you lower the funding for a specific power plant below 100%, that will also cause it to age faster.

为什么我的电场老化的那么快?
电场的老化率基于两点:实际电力使用量经费情况。如果电场的实际使用率超过75%,它就会加快老化速度。如果将某一个电场的经费降到100%以下,也会导致其老化速度加快
Why Are My Water Pumps Not Working?
The 2 main causes for a water pump to not work are (1) no power or (2) too much pollution. If you see something that looks like a lightning bolt in a circle, that's a power zot and it's telling you that building doesn't have any power. Drag a power line to the water pump, and it should start working. If your water pump doesn't have a power zot but still isn't working, then hover over the building with the Query tool. If the pop-up text says, "Shut down - polluted water," then you need to either place a new water pump away from the water pollution or lower the level of pollution.

为什么我的水泵不工作?
导致水泵不工作的两个主要原因是:没电或者污染太重了。如果你在水泵上看见没电的标志,那就拉根电线到水泵,水泵就该开始工作了。如果水泵没有没电的标志还不工作,那么,用建筑查询工具来电水泵,如果出现因为水污染而关闭的字样,那么你要么得在远里水污染的地方建个新的水泵,要么降低水污染的等级(通过建污水处理场,最好是在污染源附近,这样效果最明显)。
Why Are My Landfills Not Being Used?
The most likely reason why garbage isn't filling up your landfill is because it can't get there. A landfill won't be used unless it's accessible by road. So make sure you have a road connection from your landfill to the rest of your town. Another possible reason your landfill isn't being used is if you reduce the Sanitation Department budget too much. So keep up the Garbage funding!

为什么我的垃圾填埋场没有被使用?
垃圾填埋场最可能没被使用的原因是没有通路。除非有道路连接,否则垃圾填埋场不会被使用的。所以,确保垃圾填埋场和你的城镇其余部分有道路连接。填埋场未被使用的另一个可能原因是你将垃圾处理部门的经费降的太低了。所以,保证垃圾处理的经费。
***********************
译者按:上面翻译中所出现的现象,多数是由于调节经费而引起的(虽然不是全部)。这也就是为什么预算那部分中为什么不官方不建议大家降低市政设施经费的原因。当然,至少应该保证水和垃圾处理的经费不能降,在一定时期内,尤其是城市发展初期,财政比较紧张的情况下,减低电场的经费还是有必要的。

[ 本帖最后由 wukebnu 于 2008-2-18 21:53 编辑 ]
发表于 2008-2-18 23:02 | 显示全部楼层
不容易啊,三更半夜的还在翻译

要不大哥你把原文发出来,大家一起翻译吧,翻译好的发到外面,你看着合适的改改再放到这里面来,你看怎么样?

[ 本帖最后由 我是saviola 于 2008-2-18 23:05 编辑 ]
 楼主| 发表于 2008-2-18 23:22 | 显示全部楼层

回复 #30 我是saviola 的帖子

谢谢
我对了下原文,差不多快翻完了,原文在这里:http://simcity.ea.com/tipstricks/tipsntricks.php
如果你有兴趣的话,我当然欢迎,如果你有意向的话,站短我
 楼主| 发表于 2008-2-19 00:25 | 显示全部楼层
市长评价
************************
Mayor Rating - How to Raise It
Keeping your city free of pollution, reducing traffic problems, lowering tax rates, adding parks, schools and hospitals, and keeping crime under control are all effective ways to increase your Mayor Rating. Most reward buildings and all landmark buildings also help improve Mayor Rating. Avoid business deals such as the casino, prison and toxic waste dump as they have negative Mayor Rating effects. Since the negative impact is citywide, you can't just tuck these buildings off in a corner. Lastly, keeping your city free of fires will help your Mayor Rating as well.

如何提升市长评价
保证城市免于污染,减少交通问题降低税率增加公园、学校和医院将犯罪控制在一定程度之内,这些都是增加你的市长评价的有效手段。多数奖励建筑所有的地标建筑也有助于改善市长评价。避免商业交易,比如赌场、监狱(这里指联邦监狱)和有毒废物处理场,因为他们对市长评价有负面效应。由于这些负面效应是全城性质的,所以别以为把这些建筑放在城市的某个角落就可以了事。最后,保证城市免于火灾也有助于市长评价。
Why Is My Mayor Rating Going Down?
High air pollution, water pollution, garbage, crime, traffic congestion or tax rates all have a negative impact on your Mayor Rating. Not having hospitals or schools also causes Mayor Rating to drop. The army base and advanced research center reward buildings have negative effects on Mayor Rating. Business deals such as the casino, prison and toxic waste dump also depress Mayor Rating. Fires can temporarily cause your Mayor Rating to drop nearby as well.

为什么我的市长评价下降了?
空气和水污染高垃圾多犯罪严重交通拥挤,或者是税率过高,这些都对市长评价有负面效应。不建学校或医院也会降低市长评价。奖励建筑中的军事基地和高级研究中心(高科技研究中心)对市长评价有负面效应。商业建筑,如赌场、监狱和有毒废物处理场也会降低市长评价。火灾也会暂时降低火灾发生地附近的市长评价。
------------
译者按:市长评价出了以一般途径获得某些奖励建筑外,对于没有住宅的城市,可以无视之

道路查询工具
****************************
What can I use the route query for?
Use your route query to find where the largest traffic arteries. Upgrade those segments with higher capacity thoroughfares like streets to roads, roads to avenues, and avenues to highways.
You can also use the route query to decide the best placement for mass transit stations, such as buses and train stations. By clicking on businesses you can see where the commuters are coming from. If you can find pockets of commuters coming from a common residential area and going to a common business district, place your mass transit stations in the middle of the residential and destination (business) pockets.
If a station is not being used to its fullest potential, click on the buildings surrounding the station to see where their routes go. By placing a companion station at the end of the routes, you can increase the usage of the original station.

我能用道路查询工具干什么?
用道路查询工具找出哪里是最大的交通干线(就是车流多的地方),将这些地方升级为更高容量的道路,比如街道升级为公路,公路升大道,大道升高速。
你也可以用道路查询工具来决定哪里是放置大众运输系统车站的最佳地点,比如公交和铁路车站。通过点击可以提供工作的建筑,你可以看到通勤者是从哪里来的。如果你发现大量通勤者来自同一住宅区域,并且去往同一工作区域,那么可以考虑在住宅区与目的地之间设置大众运输系统的站点(比如说某片住宅区的人都是去工业区上班,在住宅区附近建个公交系统的站点,再在工业区附近建一个)。
如果一个车站的使用率不够高,点下车站周围的建筑看他们是去哪儿的。在这个路线的末端再设个同类型的车站,可以提高原有车站的使用效率。
Why am I not seeing routes when using the Route Query?
When you load your cities from the original SimCity 4, it will take a couple months of simulation time before you'll have access to the route query data.

为什么当我使用道路查询工具是看不见道路?
当你载入原始的SC4城市时(这里原始的SC4城市当指最初的那个版本,即福尔摩萨/新世界那个版本的),在你用道路查询工具看到通路情况时可能需要个把个游戏中模拟的时间才行。
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译者按:道路查询工具只在尖峰时刻/高峰时刻和豪华版中才有,如果是原版的福尔摩萨/新世界,是没有的,如果你还在用原版,建议去建筑工地下载个豪华版

新的奖励建筑
***************
Larger Elementary and High Schools
These new larger buildings are great for large cities or smaller cities that someday hope to grow large. They cost about 7 times more than their regular sized counterpart. Therefore, you will want to place them when you've increased the density of your development enough that you're starting to see your smaller sized elementary schools go on strike and you're at the maximum budget for those schools. Some mayor's like to wait until they have 2 or 3 of the regular sized structures in place before plopping these larger buildings, but you can always adjust the funding sliders downward if you have to cash to place them earlier.

大型小学和大型中学
这些新的大型建筑适合大城市或有朝一日要长成大城市的小城市。它们的花费比其常规尺寸的同类型建筑要多大概7倍。因此,当你的城市的发展密度到了你看见小型的小学开始罢工,且你的经费已经拨到头了的时候,就该考虑建大型的了。有些市长喜欢等到有了2到3个小型的学校后再建大型的,但如果你有钱早点建大型的话,可以把经费调整到符合实际需求的水平。
Deluxe Fire and Police Stations
These upgrades to your existing civic protections services offer extra services that the larger stations don't. The Deluxe Police Station comes with a police helicopter in addition to having a couple more dispatches than the Large Police Station. Put this in place when you want a 2nd or 3rd Large Police Station. The Deluxe Fire Station comes with a new dispatchable plane that is great for forest fires if you happen to have that kind of problem in your cities. Both of these stations also unlock new U-Drive-It missions, so you might want them sooner.

豪华消防局和豪华警察局
这些你现有治安设施的升级版可以提供大型建筑所不能提供的额外服务。豪华警察局除了比大型警察局有更多的外派警车外,上来还自带一架警用直升机。当你考虑第2或第3个大型警察局的时候,就可以考虑建个豪华的了。豪华消防局带有一架可派遣的飞机,这个飞机对于扑灭林火不错,如果你的城市里恰好有林火的话。这两个豪华建筑也都可以通过新的自驾驶任务获得,所以,你也可以早点拿到它们。
Large Water Pump
This helps cut down the large amount of space that multiple pumps can take. Consider this when your water demand is enough for 8 or 9 pumps. If you know your city is going to grow large, consider placing it earlier and start up a water neighbor deal to offset the maintenance cost. This is a great way to save space and make a few simoleans in the process.

大型水泵
这个有助减少多个水泵所占的大量空间。当你的水需求达到8或9个水泵的时候就可以考虑建了。如果你知道你的城市会扩大,可以早点考虑建它,并可以通过临城的水交易来抵消维护费用。这是一个很好的节省空间并同时赚点钱的好招。
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译者按:在柏亚的手册中,接触到一个概念,就是效率,即维护费用与能力之间的比。这些新的奖励建筑,多数效率要比原先的高很多。当然,豪华消防局除外,虽然效率更高,但占地面积实在太大,不划算,除非是为了接自驾驶任务,否则没必要建。豪华警察局的效率不错,不大警察局好,条件允许可以多建。大型小学可以多建,如果你的住宅密度以高密度为主的话,大型中学也不错,一张中地图,布局合理,大概两到三个就差不多足够了。
头像被屏蔽
发表于 2008-2-19 09:39 | 显示全部楼层
建议楼主写成教程,打包下载,可以节省版面
 楼主| 发表于 2008-2-22 20:24 | 显示全部楼层
公共安全

Why Am I Getting Riots?
Riots are caused by a low Mayor Rating. Basically, your local population has gotten fed up with things and have decided to vent their frustration on your city. Police can stop riots by being dispatched to the scene. Riots need to be surrounded by police dispatches in order to suppress them. Sometimes riots will settle down on their own accord, but don't depend on it.

为什么会发生骚乱?
骚乱是市长评价低所导致的。基本上,你的市民受够了各种不爽,要向城市发泄他们的不满。这种情况下,可以派遣警察以阻止骚乱。骚乱者需要被派遣的警察包围才能平息。有时骚乱会自己平息,但是别太指望它。
Police and Jails
Reducing Crime
Education, education, education! Police keep crime in check by catching criminals and jailing them, but to truly solve your crime problems, your Sims need to hit the books. Economics slumps will cause crime to spike as well, so keep your economy in the black.
When to Place Jails
Each police station has some capacity to jail inmates. Once this is exceeded, it's time to start thinking about jails. You can get by in most cities to at least 50,000 residential population before ever needing a city jail. Check on just how full your police stations and jails are by querying them.
Dispatching Police
Each police station has a certain number of dispatches: 2 for a small station and 4 for a large. These dispatches can be used to put down riots as well as catching criminals in the act. The Police Dispatch is available by clicking on the Emergency Tools button under Mayor Mode. Riots need to be surrounded by dispatches in order to suppress them. Underfunded dispatches are significantly less effective in suppressing riots.

警察和监狱
减少犯罪
教育是王道。警察靠抓捕罪犯并其送进监狱来阻止犯罪,但真正解决犯罪,你的市民需要教育。经济衰退也会导致犯罪的上升,所以保持经济态势的良好。
何时放监狱
每个警察局都有一定的能力关押犯人。一旦超过了这个数值,就该考虑监狱了。一般城市在住宅人口到5万之前,都可以不考虑建市立监狱。通过建筑查询留心警察局和监狱的犯人关押情况。
派遣警察
每个警察局都有一定数量可派遣的警车:小的有2个,大的有4个。警车既可用于平叛,也可抓捕正在进行中的犯罪。可以在市长模式下的紧急情况栏下派遣警车。骚乱需要被派遣的N辆警车包围才能被平息。经费不足的派遣警车在平息骚乱时效果要差很多。
Fire
Prevention
The best way to prevent fires is to make sure your city is adequately protected by fire stations. If you can't afford to blanket your entire city with fire stations, concentrate your firehouses in areas of high flammability, usually your industrial zones. In addition, water your city to reduce your fire risk. Abandoned buildings greatly increase your risk of fires starting, mostly due to arson.
Dispatching
If a fire does break out in your city, try to dispatch fire trucks as quickly as possible. You have only so much time before the fire consumes the building or, even worse, spreads to other buildings. The sooner the fire trucks reach the fire, the more likely they'll put out the fire before it can do more damage. Your best chance to extinguish the blaze if the fire trucks can reach the fire with their hoses.

火灾
预防
最佳的防火方法是确保城市有足够的消防局覆盖。如果财力不足以将全城用消防局覆盖,至少应将消防局集中在高火灾发生的地方,通常是工业区。此外,供水也可降低火灾的危险。废弃的建筑(黑楼)将极大增加火灾发生的可能,多数是由于有人在里面放火。
派遣消防车
如果城市有火灾发展,试着尽快派遣消防车。大火烧掉建筑,甚至更糟,火势蔓延到其他建筑的时间不会太长,所以,消防车越早到火灾现场,损失越小。如果消防车可以到火灾现场灭火,那将是最好不过(即消防车最好可以有道路连接通往火灾现场)
**************************


为什么我的城市会罢工?

Utility Department Strikes
Your Utility Department will go on strike if it is underfunded. Do not lower funding below 60%. To stop a strike, increase department funding to at least 90%.

市政部门罢工
如果经费不足,你的市政部门会持续罢工。别把经费调的低于60%要停止罢工,部门经费至少要增加至90%
Fire and Police Strikes
Your Fire and Police Departments will go on strike if they are underfunded. Do not lower funding below 70%. To stop a strike, raise department funding to at least 90%.

消防和警察罢工
你的消防与警察不免会在经费不足的情况下罢工,所以别让经费低于70%要停止罢工,将部门经费增加到至少90%

School and Hospital Strikes
Your schools and hospitals will go on strike if (1) they are unpowered, (2) they are underfunded or (3) they are over capacity. If you see a power zot above either a school or a hospital, make sure the building gets power. If the school or hospital grade is too low, the workers there will strike. To raise the grade, either increase capacity by increasing funding or decrease the number of Sims served by reducing the busing/ambulance funding.

学校和医院罢工
你的学校和医院会在以下三种情况下持续罢工:1没电,2经费不足,3服务能力超载。如果你看到学校或医院上有没电的符号,确保它们有电力供应。如果学校或医院的等级太低,其中的工人就会罢工。要增加等级要么通过增加经费提高服务能力,要么通过削减校车/救护车的经费来减少服务人数
 楼主| 发表于 2008-2-22 20:29 | 显示全部楼层
自驾驶任务(U-Drive it)和你知道……么?(Did you know……?Quick Tips)这两部分我就不翻译了
个人觉得帮助不是很大
所以……直播到此算是结束了,谢谢观赏
发表于 2008-2-23 12:41 | 显示全部楼层
发完啦,谁给做个教程
 楼主| 发表于 2008-2-23 20:43 | 显示全部楼层
谢谢三桑叶子和LS的建议,我会考虑有时间做一个的
不过现在我的事情比较多,大概要大家等一段时间了
发表于 2008-3-10 18:04 | 显示全部楼层
支持```顶
发表于 2008-3-13 23:38 | 显示全部楼层
辛苦辛苦,仔细看看
发表于 2008-4-6 00:09 | 显示全部楼层
xrr34 学到了1点点
发表于 2008-4-17 22:58 | 显示全部楼层
好东西呀。收了。谢谢楼主了。
发表于 2008-4-18 10:37 | 显示全部楼层
边看边偷,别报警哦!xrr39 xrr39 xrr39
发表于 2008-4-18 11:40 | 显示全部楼层
温故知新中.......
发表于 2008-7-3 17:04 | 显示全部楼层
好东西 ,原来是这样。。。受教了
发表于 2008-7-10 21:14 | 显示全部楼层
楼主的翻译水平还是不错的。有N次我见到别人把School Grade翻译成“学校等级”。Grade在美式英语中也是成绩的意思。95什么的都是分数。
发表于 2008-7-31 22:36 | 显示全部楼层
好文章!!!!!!!!!!!1
发表于 2008-9-7 13:36 | 显示全部楼层
感激大大无私奉献,新人拜.
发表于 2008-9-12 09:36 | 显示全部楼层
太感动了..LZ辛苦了....
发表于 2008-11-7 01:18 | 显示全部楼层
内容实在是多  看的我迷糊了
发表于 2009-3-24 13:53 | 显示全部楼层
太感谢谢LZ
了~!!!
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