Placeholder Image

Subtitles section Play video

  • Sid Meier's went to town introducing changes to Civilization VII.

    席德-梅爾對《文明 7》進行了全面修改。

  • In this video I'm going to break down 10 big differences, some obvious, some more subtle.

    在本視頻中,我將介紹 10 大不同之處,有些顯而易見,有些則比較微妙。

  • Beginning with the first thing that'll strike you in a game, perhaps beyond the art style, it's bye-bye barbarians.

    在一款遊戲中,也許除了藝術風格之外,最先打動你的就是 "再見野蠻人"。

  • For both barbarians and city-states have changed, and in essence kind of merged into one category, now referred to as independents, independent nations, peoples, they operate essentially like city-states from before, however, they have some different interactions with some other new features, like ages in the game, and they also have more of an independent diplomacy to them, using a yield, we'll talk about later, influence you can befriend them, then use that influence to recruit units from them, levies, so on and so forth.

    野蠻人和城邦都發生了變化,實質上合併成了一類,現在被稱為獨立者、獨立國家、獨立民族,他們的運作方式與之前的城邦基本相同,但是,他們與其他一些新功能有一些不同的互動,比如遊戲中的年齡,他們也有更多的獨立外交,使用產量,我們稍後會講到,影響力,你可以與他們交好,然後利用這種影響力從他們那裡招募部隊、徵兵,等等等等。

  • They may start with a positive relationship with you, they may also start at war with you, furious with you, this is essentially how Civilization VII is able to merge the barbarians, their encampments, with the old city-states, and create the kind of best of both worlds option, as you move through the game's ages, you may run into the more aggressive city-state, independents in particular, as they do pop up at the first crisis event, at the end of the game's first age, which actually probably works as a wonderful transition to move us through to the second big difference, three ages per game, or if you wish, you could just play with one, starting in the third age, beginning with the antiquity age, this will make up the early game, and then carry you through into the age of exploration, the second period in the game, about open sea exploring, finding those new lands, and perhaps conquering them as you go, finally, the third age, bundling all of the modern world into one from the industrial era onwards, roughly, it's the modern age, the way that Civilization VII handles these, from my impressions from playing it early, again, thanks to 2K who flew me out to get some hands-on experience with Civilization VII early, is that they are not as disruptive as the ages in, say, Millenia, or Humankind.

    這就是《文明 7》如何將野蠻人、他們的營地與古老的城邦融合在一起,並在遊戲的各個時代中創造出一種兩全其美的選擇、你可能會遇到更具侵略性的城邦,尤其是獨立城邦,因為他們確實會在遊戲第一個時代結束時的第一次危機事件中出現,這實際上可能是一個很好的過渡,讓我們進入第二個大不同的時代,每個遊戲有三個時代,如果你願意,也可以只玩一個時代、從第三個時代開始,從古代時代開始,這將構成遊戲的早期,然後帶你進入探索時代,這是遊戲的第二個時期,關於公海探索,尋找新的土地,也許你會征服它們,最後,第三個時代、文明 7》處理這些

  • Toward the end of an age, in Civilization VII, again, there are only three, you'll face a crisis event, the first one, as I've already mentioned, a whole load of independent cities pop up, some of them will be your enemy, others you might be able to befriend, the point is, the world is in crisis, breaking away, splintering apart, and it's up to you to not just handle the negative policy cards that come with that, but also, of course, to handle the challenges it presents on the map, it's a double whammy every time you change ages, the negative crisis events that you'll deal with, the policy cards, as well as the world around you.

    在《文明 7》中,同樣只有三個時代,在一個時代即將結束時,你將面臨危機事件,第一個事件,正如我已經提到過的,一大堆獨立的城市冒了出來,其中一些將與你為敵,另一些你可能會與之交好,重點是,世界正處於危機之中,四分五裂、你不僅要處理隨之而來的負面政策牌,當然還要處理它在地圖上帶來的挑戰,每次改變年齡都會帶來雙重打擊,你要處理的負面危機事件、政策牌以及周圍的世界。

  • The ages specifically, and the transitions in between them of course, only occur twice, as you start in the antiquity age, and the game will finish at the end of a modern one, and those transitions are important, not just for the benefits they'll provide you, depending on how well you've done, but also for our third, and really probably the most controversial entry on the list, it's the dynamic civilizations, the changing of civs in Civ VII, again a new mechanic for civilization, though not a new one in the genre, here you can see their animation playing out, your three decision points, though I would again reiterate that the first one is just starting a game, so really it's only changing twice.

    這些過渡非常重要,不僅因為它們會給你帶來好處,這取決於你做得如何,而且還因為我們的第三個條目,也可能是列表中最有爭議的條目、這裡你可以看到他們的動畫,你的三個決定點,不過我要再次重申,第一個決定點是剛剛開始遊戲,所以實際上它只改變了兩次。

  • The developers have in recent times tried to skew it, or push us towards looking at those historical ones, in this case Songhai unlocked by playing Egypt in the first age.

    近來,開發者們試圖歪曲這一點,或者把我們推向那些歷史性的遊戲,在這種情況下,通過玩埃及的第一個時代來解鎖桑海。

  • The game also pushes some more player-dependent options, like Mongolia here, where you are required to have access to three different horse resources, finally when you move through to the modern age, they hint at the fact that all other civilizations can be paired with your leader.

    遊戲還推出了一些更多取決於玩家的選項,比如在蒙古,你需要獲得三種不同的馬匹資源,最後當你進入現代,他們暗示所有其他文明都可以與你的領袖配對。

  • The historical options, the historical pairings, are generally pushed by the game, they make by far and away the most sense, they have the most obvious synergies, synergies with what of course?

    歷史選項、歷史配對一般都是遊戲所推崇的,它們是迄今為止最合理的,它們有最明顯的協同作用,當然,協同什麼呢?

  • Well, the leaders, something I haven't talked about yet, and while they are different from previous civ games, even Civilization VI, arguably the leaders are stronger now, they also have improvements that you can tack onto them as the game moves through, and crucially now of course they hold the role of being the piece that remains consistent throughout the entire game, your leader will not change, but your civilization of course will.

    我還沒有談到領袖,雖然他們與以前的公民遊戲不同,甚至與《文明 6》也不同,但可以說現在的領袖更強大了,而且隨著遊戲的進行,他們還可以進行一些改進,當然最關鍵的是,現在他們的作用是在整個遊戲中保持一致,你的領袖不會改變,但你的文明當然會改變。

  • You can see that the game hints towards the historical pairings at the leader select and then civ select screen, they do make the most sense, and generally my impression is that the game will try and lead you toward those options, however, as you can see, it's not required, you can play as the Egyptian leader of a Roman civilization, totally an option for you, my other understanding is that it won't necessarily be the default option for AI, it may tend to lean towards history, though of course we'll have to wait and see on that one.

    你可以看到,遊戲在領袖選擇和公民選擇界面都暗示了歷史配對,它們確實是最合理的,一般來說,我的印象是遊戲會嘗試引導你選擇這些選項,但是,正如你所看到的,這並不是必須的,你可以扮演羅馬文明的埃及領袖,這完全是你的一個選擇,我的另一個理解是,這不一定是人工智能的默認選項,它可能會傾向於歷史,當然,我們還得拭目以待。

  • Let's move through to number four, a smaller point but one not to be overlooked, navigable rivers have been introduced in Civilization VII, the question then becomes how, for those who don't know, this means that we can navigate through rivers, rivers become tiles, though not quite, you can see from this actual gameplay that the river is maybe making up about half of the tile, you can see in the slow motion replay that the unit is however able to sail across, or up maybe in this case, the river, sailing up a river, a little bit unusual, the point here is that they are navigable, and some civilizations will lean into this as well, for example, the traditionally Egyptian leader, Hatshepsut, Hatshepsut, Hatshepsut, Ok, Hatshepsut is, for example, great at building wonders alongside cities that are adjacent to navigable rivers, so it's not just transportation of units, but also many of the leaders and civs will lean into this new mechanic, speaking of new mechanics, let's talk about another new mechanic to Civ VII, big towns, big money, and they certainly are money makers, what exactly, well they're kind of like satellite cities, built and connected to your existing cities, or I believe what happens when you conquer a city, towns are wonderful for making money and connecting resources, some of the leaders, as you've seen, will lean into them even further, adding additional benefits to building or capturing more towns, I find building them early and often, simply connecting resources on the map is the way to go, the towns themselves will connect resources generally by way of money, speeding it into the nearest city, or connected city I should say, they'll also obviously bring those key resources on the map, the things that you're actually building on, improving, and that are providing happiness, which we'll touch on in a moment, they'll bring those back for distribution too, so you might place them tactically, defensively, or just for the land grab.

    文明 7》中引入了可航行的河流,那麼問題來了,對於那些不瞭解的人來說,這意味著我們可以在河流中航行,河流變成了瓷磚,雖然不完全是,你可以從這個實際遊戲中看到,河流可能佔了瓷磚的一半左右,你可以從慢動作回放中看到,組織、部門是可以航行過河的,或者在這種情況下可能是航行到上面、例如,埃及的傳統領袖哈特謝普蘇特(Hatshepsut),哈特謝普蘇特(Hatshepsut),好的,哈特謝普蘇特(Hatshepsut)很擅長在通航河流附近的城市旁建造奇蹟,所以這不僅僅是組織、部門的運輸,許多領袖和公民也會利用這一新

  • The next item, it's another goodbye, we wave a sad goodbye to builders in Civilization VII who don't make a return, while many units receive unit functions in the form of, say, the scout having a new lookout ability, the commanders we'll touch on in a moment, builders don't receive a unit at all, instead you'll be managing the improvements from inside of your city, roads built automatically connecting your cities and towns, and basically Civilization VII is wrapping it all into the city management screen, I found it's not terrible, though taking the builders away does absolutely remove another iconic part of the Civilization experience.

    下一個項目是另一個告別,我們向《文明 7》中的建造者們揮手告別,他們沒有迴歸,雖然許多組織、部門都獲得了組織、部門功能,比如偵察兵有了新的瞭望能力,指揮官我們稍後會提到,但建造者們卻沒有獲得任何組織、部門、取而代之的是《文明 7》中的城市管理功能,自動修建的道路將城市和城鎮連接起來,基本上《文明 7》將所有這些功能都整合到了城市管理界面中,我覺得這並不可怕,雖然取消建造者功能確實取消了《文明》體驗的另一個標誌性部分。

  • Building out, expanding the city can happen within and on tiles that need to be improved, like this date farm there.

    城市的建設和擴展可以在需要改進的地塊內和地塊上進行,比如這裡的棗園。

  • Alternatively, you can also layer on top of an existing city district, particularly the urban district, where you can also bring back specialists, additional populations, instead of growing a city or town out, grabbing a new resource or a new tile, you can build up, adding additional buildings and again, specialists to a tile.

    另外,您還可以在現有的城市區域,特別是城區的基礎上進行分層,這樣您還可以帶回專家和額外的人口,而不是發展一個城市或城鎮,獲取新的資源或新的瓷磚,您可以建立起來,為瓷磚添加額外的建築和專家。

  • This is a big change, and it's not one that should be overlooked, bye bye builders, however some other things of course make an introduction into the early game, as a quick bonus one here, while you may lose builders, the events, which were, you know, goody huts, tribal huts, maybe it revealed a portion of the map before, well, these things have been upgraded, not just providing you with these kind of opportunity costs, trade-off decisions, that are much more impactful, generally providing a pretty good amount of yield, they can also lead to greater things, what I would refer to as questlines, missions, challenges, for you to dig into and if you're successful, you might earn even more yield, perhaps points towards your legacy pathway, or upgrading a future age.

    這是一個很大的變化,不應該被忽視,再見了建造者,然而,一些其他的東西當然會在早期遊戲中出現,作為一個快速的獎勵,在這裡,雖然你可能會失去建造者,事件,你知道,好東西小屋,部落小屋,也許它揭示了地圖的一部分之前,好了,這些東西已經升級了、如果你成功了,你可能會獲得更多的收益,也許會為你的傳承之路或升級未來的時代獲得積分。

  • Speaking of upgrading, command and control kind of players will also see a lot of upgrades to combat, in particular, I think the most significant one is not the reanimated unit artwork, the closer battles, perhaps even slightly more realistic ones, no no no, it is instead the introduction of commanders, three different types, here we're looking at age 1, the land-based army commander, with its wonderful effect of packing up all nearby units and bundling them onto one tile, that you can freely march around with, this obviously reduces a lot of micromanagement, in the same way that removing the builder removed micromanagement, however it also adds an extra layer of strategy, I've talked about this in some of my other passive 7 breakdown videos, so I'm going to pause talking about the commanders specifically there, but just to mention one more crucial part, it's not just removing the micromanagement, if you think about how this plays out not just in one turn, one conflict, but over many many many conflicts, you are really scaling up here, your ability to just get crap done, furthermore, these dudes can be buffed and enhanced, so different commanders can handle different roles within an army, one perhaps boosting their strength, just their charred dead assault strength, the other may be more about logistics, packing up quickly, deploying quickly, able to deploy and attack in a turn, catch an enemy by surprise, the levelling up also creates a greater attachment to these units, they're expensive to build, at least 5 times as much as a normal one, and worth a look, but maybe not quite as influential overall as the new influential yields, while not brand new, sometimes repackaged versions of old ones from other games, or previous lift games, you can see them all up in the top left, from left to right we've got gold, crucially, influence, then science, culture, another biggie, happiness, and finally the one out of three at the end is city cap, this of course at the beginning of a game, the kind of base stuff you're dealing with, influence which can be generated from a whole load of things, from actions, events, buildings, leaderships, you name it, is often levied like this, supporting a war, or engaging in some kind of diplomatic action, a cultural exchange, maybe supporting a foreign power in a foreign war, it also gets a little bit more nefarious than that, not just handling the kind of nice to have diplomatic actions, the very early diplomatic actions, the very first one, but also those kind of sanctions, the more espionage style, hinder the opponent, or maybe just build up some support for a war, right, denounce them, all of it comes with an influence, influence is also used to convert towns into cities, and potentially many other actions within the game too, it should not be overlooked, happiness, by the way, largely integrated with cities, city development, buildings, that kind of thing, your religion may also play a significant role here, this one is kind of your growth mechanic, right, get the resources, get the extra happiness buffs from buildings, and try and balance that out against your growth, similar but not identical to older versions, like maybe a Civ V version upgraded.

    說到升級,指揮與控制類玩家也會看到戰鬥方面的大量升級,尤其是,我認為最重要的不是重新制作的組織、部門圖紙、更接近真實的戰鬥,不不不,而是引入了三種不同類型的指揮官,這裡我們看到的是第 1 代,即陸地軍隊指揮官、這顯然減少了很多微觀管理,就像移除建造者會減少微觀管理一樣,但它也增加了一層額外的策略,我在其他一些被動 7 分解視頻中也談到過這一點,所以我將暫停專門討論指揮官、但我想說的是,這不僅僅是消除了微觀管理,如果你考慮到這不僅僅是在一個回合、一場衝突中,而是在許許多多的衝突中發揮的作用,你就會發現,你的

  • Next up, the penultimate addition, Eureka Who, this one perhaps easier to miss, not as big of a change as Civilizations changing, but take a look at the tech tree and you'll notice that if you think back to Civ VI, there's something really significant missing in Civ VII, and that's the Eureka, missing from the technology and civics tree, the Eureka bonus is gone, it may return in certain shapes or forms, later ages, certain civilizations potentially, but from the base, from the beginning, that puppy is no longer, so the strategy of chaining down, trying to hit certain events, not as important now in Civilization VII.

    接下來是倒數第二項新增內容,"尤里卡"(Eureka Who),這一項也許更容易被忽略,它的變化沒有 "文明 "變化那麼大,但看看科技樹,你就會發現,如果你回想一下 "文明6",就會發現 "文明7 "中缺少了一個非常重要的東西,那就是 "尤里卡"、在科技樹和文明樹中消失了,尤里卡獎勵消失了,它可能會以某種形式或形式迴歸,在以後的時代,某些文明中可能會出現,但從基礎上,從一開始,小狗就不再存在了,所以在《文明7》中,連鎖戰略,試圖擊中某些事件,已經不再那麼重要了。

  • And finally, to something that is very important in Civilization VII, the legacy pathways, the kind of quests and missions that will carry you through the ages, these things will give you more age points, allowing you to potentially advance the age faster, sooner, but also to benefit yourself through the potentially golden age benefits that might come through the legacy pathways.

    最後,《文明 7》中還有一件非常重要的事情,那就是傳承之路,也就是讓你穿越時空的那些任務和使命,這些東西會給你帶來更多的時代點數,讓你有可能更快、更早地提升時代,同時還能通過傳承之路可能帶來的黃金時代的好處讓自己受益。

  • They also provide, as you'll see in just a moment, a nice structure to each age, legacy pathways providing an overall goal within four categories, science, culture, military and economy, leading you through individual ages, and then on the alternate tab, leading you towards victory.

    稍後您將看到,它們還為每個時代提供了一個很好的結構,傳統路徑在科學、文化、軍事和經濟四個類別中提供了一個總體目標,引導您穿越各個時代,然後在備用選項卡上引導您走向勝利。

  • These not only kind of set the different pathways that you can take, provide you with a little bit of a gentle nudge in the right direction, but they also help you really focus in on the kind of empire that you want to be, right, because with all of the greater flexibility potentially that we've talked about in this video, with the changing of civs, with the choosing a leader and that staying, but loads of skill trees and pathways to go down, this is the final factor in kind of pulling all of that together, it gives you the structure that you need, it helps relate your civilization benefits and bonuses toward the ultimate victory pathways.

    這些不僅設定了你可以走的不同道路,為你提供了正確方向上的輕微提示,而且還幫助你真正專注於你想要成為的那種帝國,對吧,因為我們在本視頻中談到的所有潛在的更大靈活性、因為我們在視頻中提到的更大的靈活性,包括更換公民、選擇領導者等,但還有大量的技能樹和途徑,這是將所有這些整合在一起的最終因素,它為你提供了所需的結構,有助於將你的文明利益和獎勵與最終的勝利途徑聯繫在一起。

  • Thank you very much for joining me in these ten big differences that have been introduced in Civilization VII, I have so enjoyed this early coverage of Civ VII, there may not be a lot more right now, but you can bet your backside I'll be covering all of the updates and announcements moving forward, so make sure you subscribe for those, and I'll see you next time.

    非常感謝大家和我一起討論《文明 7》中出現的十大不同之處,我非常喜歡這次對《文明 7》的早期報道,現在可能沒有更多的內容了,但可以肯定的是,我會繼續報道所有的更新和公告,所以請確保您訂閱了這些內容,我們下次再見。

Sid Meier's went to town introducing changes to Civilization VII.

席德-梅爾對《文明 7》進行了全面修改。

Subtitles and vocabulary

Click the word to look it up Click the word to find further inforamtion about it