2K Games held a press event for "Sid Meier's Civilization VII" (PC / PS5 / PS4 / Switch / Xbox Series It was officially announced that it will be released on the 11th of this month. This time, 4Gamer participated in the event held at Firaxis Games headquarters, interviewed the developer, and checked out the playable demo, so we will introduce as much as we know so far.
“Civilization” is a highly strategic
“4X game” (4X is the basic gameplay elements of eXplore
, eXpand , eXploit , eXterminate ) (abbreviation)), and is a series known for its high level of perfection and high applicability. Players choose a nation led by famous historical figures, evolve their civilization from 4000 BC to the near future, and play with the aim of world domination. Its highly addictive nature has been known for a long time, and if you're a Civ fan, you'll keep playing night after night thinking, "Just one more turn... just one more turn..." and before you know it, the outside of your window will be white. Everyone has probably experienced it.
About two and a half years ago, this magazine conducted an online interview (related article) about veteran creator Sid Meyer, who is also the title of the game. Please read about his activities over 40 years.
Well, Sid Meyer's first work, "Sid Meyer's Civilization," was released in 1991. Since then, the series has continued to evolve, incorporating new gameplay and graphics at a pace of once every five to six years, but many strategy gamers still play the current "Sid Meier's Civilization VI Eight years have already passed since then.
For this reason, there was a strong desire for the release of "Sid Meier's Civilization VII" from the gamer community. Mayer may have told this magazine in an interview during the coronavirus pandemic that he would "announce something soon" with the purpose of suppressing the concerns of such fans.
Campaign system divided into three eras
When developing a new civilization-building strategy game, the concept of ``nurturing historical civilizations from ancient times to the near future'' is fixed, so it is extremely difficult to modify it. In particular, for series such as ``Civilization,'' which had a somewhat complete form from the first game, each time a new game is released, it is sometimes criticized as ``the previous one was better.''
Mr. Ed Beach, the lead designer of Sid Meier's Civilization VII (Civ7), said in a presentation held at Firaxis Games' headquarters, ``What we base our game development on is... One third is to keep the original game elements as is, one third is to further improve the system that was well received in the previous game, and the other third is to incorporate new elements to give it a fresh feel. ” he says. On top of that, we announced "Campaign System"
, which is one of the new elements of "Civ7".
Among the screenshots released this time, it is the only one from Egyptian civilization where the user interface is introduced. The capital Waset produces food (+5), production (+6), gold (+5), science (+0), culture (+0), and happiness (+5) points. The capital will be huge, extending three tiles apart
This campaign is about layering the game and dividing the flow of time. In "Civ7", the eras are "Ancient Age" (Antiquity Age), "Age of Exploration" (Age of Exploration). , and "Age of Modern Times" .
This playable demo only plays a portion of the game from its ancient beginnings, but according to Beach, not only has the gameplay changed significantly, but the tech trees and social systems have also changed over time. It is said to be subdivided into Players accumulate Legacy Path points in that era, decide where their civilization will go, taking into consideration the terrain and resources around the forces they have built on the map, and move on to the next era. I will continue to do so.
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In order to decide where this tradition will go, the player will be asked to choose from four people, military, science, culture, and economy, as advisors and guides very early in the game. Choose one person. By playing according to their advice and achieving milestones, points will be added, which will become the final victory condition.
It is also noteworthy that ``Economic Victory'', which was featured in spin-offs such as ``Alpha Centauri'' and ``Revolution'' and was eagerly awaited by many fans, but was not included in the main story, has been added to ``Civ7''.
This time, there was a presentation first, followed by a 3-hour demo play
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This time, I only played for 3 hours from the beginning of the ancient era, and although there was no mention of how the eras would change in the presentation, I did not mention Mr. Fitzgerald (a great figure and advisor who appears in the game). ) explains, ``As the player or AI progresses in the direction of tradition, the meter in the upper left will accumulate, and when it reaches 100%, a ``crisis of civilization'' will occur.'' In overcoming that crisis, players will have to make important decisions to move on to the next era.
This crisis may be something like the "Dark Ages" that appeared in the previous game, or it may be a civil revolt caused by the player's decisions, or a military attack by enemy forces uniting, but regarding these major features, This will probably be explained later.
The relationship between “civilization” and “leaders” has also changed
Explaining the campaign system, Beach said, ``In the previous game, we were able to play Eleanor, Duchess of Aquitaine, as either the French or the British, and although her abilities were the same, we succeeded in changing the play feel depending on the civilization. We are taking this idea one step further."
As mentioned above, this time I was only able to play the first campaign, Ancient Times, so I can only guess at the specific game system, but I think the player's civilization and the role of the leader will become clearer throughout the campaign. It will be done.
Diplomatic negotiations in Civ7 evolve into a screen like this. In addition to the four leaders unveiled at this demo session, Benjamin Franklin from the United States and Confucius from China will be featured.
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An example of this is Hatshepsut, a pharaoh from the 18th Dynasty of Egypt, who was playable in this demo. Hatshepsut could be played not only as the leader of Egypt, but also as the leader of the Kingdom of Axum, which in ancient times controlled trade on the Red Sea in its southern part, but Beach said, ``If you want, you can play Hatshepsut in a completely different way.'' "You can also play as a civilization," he said, suggesting that while the game menu encourages combinations of civilizations and leaders that are closer to historical reality, players will be able to choose civilizations and leaders relatively freely.
When transitioning to a civilization, players can choose whether to make it more in line with historical facts or evolve into a civilization based on the actions the player has taken thus far. ``Although it's a completely different direction, the campaign is being advanced for very good reasons,'' Beach said, but I couldn't really understand what was going on here.
For example, when a player playing the Egyptian civilization in Hatshepsut had abundant horse resources in his territory, he could increase the production of horse units and invade surrounding countries, creating elements of the expansionist "Mongol civilization". will be unlocked.
In fact, it is unclear whether it will be possible to switch from Egyptian civilization to Mongolian civilization in the next era, but Mr. Fitzgerald said, ``In the modern era, the Buganda kingdom will be unlocked as the default for North Africa, and you will be able to play with it. I don't mind," he explained.
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The content of this presentation was intentionally left out, and this is based on my understanding, but each time the player completes a campaign, they keep the civilization they started with, with the same leader. It seems that you can choose to accept the new civilization's attributes or the civilization itself.
It is probably limited by the civilization's attributes and region, but for example, you could play Roman civilization in ancient times, then shift to British civilization in the Middle Ages, expand its influence in the New World, and then play American civilization in modern times. It may be possible to play by unlocking it.
The hierarchical civilization expression of building a new civilization on top of the previous era is a new point of view that has not been seen in previous series, but on the other hand, there are also gamers who want to ``fix it on Rome and play until the end''. There should be many, and I can imagine that there is flexibility in this area.
An actionable river is now available
In this playable demo, we were able to play with four civilizations and four leaders. I played with a combination of Hatshepsut and Egyptian Civilization, but Hatshepsut's name has the notation "Culture/Economy", which seems to indicate her two characteristics. Obtaining resources through trade will give you (+1) culture points, and building towns and heritage sites on navigable rivers will give you a (+15%) construction bonus.
As you can see from the notation "Rivers that can be moved," in this work, rivers are displayed in the center of the hexagonal squares, and rivers that are thick and can be navigated by ships, as well as wet land as before, and border-like elements are removed. There are two types: strong thin upstream part.
Thick rivers can not only be used for trade, but also allow for expansion into the ocean. In other words, in the age of exploration, even landlocked countries could advance to the new continent via large rivers. This is a new feature that allows not only pharaohs who freely manipulated the Nile, but also players who were previously stranded in landlocked countries after map generation to recover by using rivers to advance to the ocean.
Mayan civilization city. Pay attention to big rivers
![「シドマイヤーズ シヴィライゼーション VII」でシリーズが大きく変わる! 蛮族や労働者が登場せず,海洋につながる行動が可能な河川を追加](https://img.php.cn/upload/article/000/000/000/172439869112315.jpg) |
Also, the civilization characteristic of Egypt and Axum is "culture/economy", so if you play as Hatshepsut, you can play well with two choices: culture or economy. In the case of Egypt, production is (+1) for tiles with "actionable rivers", so if it were me, I might reload the game over and over again until the capital's location was a large river.
By the way, each resource in Axum costs gold (+2), and the ancient unique units have one military and one trade unit, so it seems good to create a nation facing the sea.
The other playable leaders that can be selected this time are the first emperor of the Roman Empire "Augustus" (culture/expansion), the king of the Mauryan dynasty at its peak "Ashoka" (diplomacy/expansion), and the Islamic nation of medieval Nigeria. Princess of Zazzau Kingdom "Amina" (Economy/Military). In addition to the aforementioned Egypt and Axum, the playable civilizations were Rome (economic/military) and Maurya (military/science).
In this way, civilizations and leaders each have two characteristics, and it seems that it is easier to play when the same characteristics overlap, like Hatshepsut and Egypt/Axum. It seems likely that balance adjustments will be made to each feature and unique unit in the future, so I will refrain from writing out all the details I saw in the playable demo.
No barbarians or workers, pretty smooth gaming experience
Regarding this playable demo of "Civ7", a "small" map and "standard" game speed were encouraged, so I played as is. Also, the difficulty level is from easy mode to ``Scribe'' → ``Governor'' → ``Viceroy'' → ``Sovereign'' → ``Immortal'' → ``Deity.'' Since it was my first time playing this game, I played with Governor.
The name of the capital and the first town established in Egyptian civilization was "Waset". Historically, it would later be called "Thebes," but in most of the series up until now, it was also called "Thebes" even when played in ancient Egypt, so the name was changed to be more in line with historical facts. This is a blessing for history buffs. There is a strong possibility that changes have been made to Japanese civilization, which always started with "Kyoto", and this is something I can expect from myself, as I used to rewrite it to "Yamatai" or "Asuka" every time I played.
Below, I would like to introduce, in bullet point form, what I felt during this demo session. It may also serve as a reference for the speed of the game.
This is Roman civilization. Graphics with a miniature feel
![「シドマイヤーズ シヴィライゼーション VII」でシリーズが大きく変わる! 蛮族や労働者が登場せず,海洋につながる行動が可能な河川を追加](https://img.php.cn/upload/article/000/000/000/172439869245684.jpg) |
○There are no barbarians. Nor does it produce workers. There doesn't seem to be any ruins for the scout unit to find. It seems that one tile around the capital can be developed as the population increases. Additionally, it is possible to cultivate "tiles three tiles apart" that could not be exploited in the previous game, giving the impression that many resources are easily accessible.
○ On the second turn, the first technology "Agriculture", which seems to be the default, is unlocked. Granary facilities can now be built, and farmland provides (+1) food. The time period has only decreased from 4000 BC to 3975 BC, so at least the time flow of the ancient turn seems to have slowed down considerably.
○Develop the first unit "Scout" on the third turn. Production of initial units is much faster than in the previous game, and one unit can be produced in about two turns. Scouts not only move around, but some units seem to have some abilities, such as building a Lookout and making them unable to move that turn, but they can also clear one more tile around them. .
○The concept of city-states has also changed, and on the fourth turn from the start of play, you will encounter "Meggido", the closest independent power. As soon as you meet them, the word "Hostile" is displayed, and it seems that the concepts of city-state and barbarian tribe have been merged into an independent force.
○ Arrive at the scout unit "Cave" on the 5th turn. It was an evolved version of the ruins, and a message like ``We chased the thief and recovered the stolen treasure.'' was displayed. At this time, you can choose different points such as gold or happiness depending on how you handle the treasure.
○ On the 9th turn, an advisor selection screen will pop up, and you will choose the traditional path called "Economic Legacy." The goal of the advisor was to discover the ``Code of Law'' in the technology tree, enable the production of merchants, and develop trade routes.
○In the 10th turn, acquire your first social system. Choose either ``Toolmaking'' which gives +1 to production and science, or ``Charismatic Leader'' which gives +2 culture points, but as the game progresses the slots will increase. I'm going. There are three types of initial governments, the same as in the previous game: ``republic,'' ``oligarchy,'' and ``dictatorship.''
○ On the 17th turn, the author's scout unit that was exploring the area around Megiddo was killed and a war broke out. In Civ7, scouts cannot attack opponents.
○Encounter Augustus of Rome on turn 18. In the diplomatic negotiation scenes in Civ7, the player's leader stands on the left of the screen and the opponent's leader stands on the right of the screen, and while they use gestures to advance the discussion, it has an exaggerated manner typical of the series, but it has a somewhat JRPG-like atmosphere. I also have it. It is a 3D model depicting the figure from the knees up, and this is the first time in the series that motion capture animation has been used.
○On turn 23, Maurya's Ashoka arrives by boat. Also, by accumulating "Happiness", "We Love the Tyrant Day" is activated, which lasts for 10 turns and gives you science points (+20) or unit production (+30%). ) can be selected. There are two levels of happiness in Civ7, and holidays are activated when you collect happiness values at the global level, and low happiness values at the city level can affect maintenance costs and lead to riots. The longer the war lasts, the lower your happiness value will be.
○ On the 24th turn, a window called "Narrative Choice" will pop up. A story mode exclusive to Egyptian civilization has occurred, in which the player pledges allegiance to the sun god Ra, and this time there are two choices: ``Mapping the religious domain of God Sekel'' or ``Destroy the statue of God Apep.'' I had to choose one. It was unclear at this demo session how this choice would affect later campaigns.
○Rome declares war on turn 28. Furthermore, on turn 35, Maurya also declares war. Apparently, my military units were quite small compared to others. A unique unit in the ancient Egyptian civilization is the infantry "Medjai", and maintenance costs are free. Moreover, if it is within its own territory, its strength is (+3), so it is likely to be a powerful presence at least in the defense battles of ancient Egyptian civilization.
○The combat system in ``Civ7'' uses a new system called ``Continuous Combat.'' For example, if my Medjai takes 30% damage in one turn, it will automatically continue fighting the opponent's units until the fourth turn. Even during battle, you can pause your attack and recover your health, so it seems like you can respond to sudden battles with a sustained fight, and it's easier to play while mentally calculating whether you can send support units from around you. There is.
A new combat system called “Continuous Combat” where once a battle begins, it continues until it is resolved or the player intervenes.
![「シドマイヤーズ シヴィライゼーション VII」でシリーズが大きく変わる! 蛮族や労働者が登場せず,海洋につながる行動が可能な河川を追加](https://img.php.cn/upload/article/000/000/000/172439869888011.jpg) |
○ In ``Civ 7,'' players produce their own ``Commander'' units. In addition to providing several buffs, you can also pack up to 6 units to simplify movement and deploy them (unpack) when they arrive on the battlefield.
○On the 36th turn, construct the “Pantheon”, a “ruins” building, in Waset. Around this time, cities and towns began to develop, and diorama-like three-dimensional cityscapes began to spread out, spilling out of the tiles like in Civ6.
○ Signed a peace treaty with Rome on turn 59. Although he only killed a few attacking units, he gave me the nearest adjacent town, probably because he had enough Medjai after the war broke out.
After this, I was able to play up to about 100 turns in this session, but I would like to note that it was still early times.
In the previous series, unit production took too long, and in ancient times, where productivity was low, the only thing to do was move scouts to remove fog and find ruins, and turns passed like the wind. That was my impression, but while ``Civ7'' made the bold decision to eliminate the barbarians and ruins that were familiar to the series, it seems that the balance was well adjusted and the game played smoothly. There was always something new happening at each turn, and it felt like it was a pretty intense three hours.
Developer interview ~ History is created hierarchically
At this event, we interviewed lead designer Ed Beech and lead producer Andrew Frederiksen, who lead the development team of "Sid Meier's Civilization VII" at Firaxis Games. So, let's deliver the contents as well
To be honest, I didn't really understand the changes caused by the "transition of eras" created by this game's new campaign system, even after listening to the story, but not only the ancient times introduced in this play session, but also the changes in gameplay since the Middle Ages. I look forward to future announcements regarding this.
Lead designer Ed Beach (right) and lead producer Andrew Frederiksen. Both have been leading the Civ development team since the previous game
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4Gamer:
It's been a while since "Sid Meier's Civilization VI" was released, so why did they announce a new version now?
Mr. Andrew Frederiksen:
Until now, new titles in the Civ series have been released every five years, but eight years have already passed this time. As far as I remember, in 2019, about five years ago, a small team led by Ed began planning a new work. The reason why it took so long is simply that the live service for Civ6 was going well, and development began after the release of ``Gathering Storm,'' which was launched at the same time, had calmed down. There were a lot of ideas that couldn't be incorporated with the technology and design of the time.
4Gamer:
Mr. Beach was the first person in the Civ series to lead the development team as lead designer twice.
Mr. Ed Beach:
You know it very well. That's right. I feel somewhat complicated, as if I were forced to deny my past or to love my two sons equally. However, just as previous lead designers have worked their way up from the bottom, I was the AI lead programmer for Civ5, and was promoted to lead designer for the first time with the DLC Gods and Kings. That's why I've been deeply involved with the Civ series over the past ten years, and I have fond memories of each one.
Firaxis Games headquarters. A somewhat unpretentious office space typical of the company exists hidden in the woods of Hunt Valley in northern Baltimore
![「シドマイヤーズ シヴィライゼーション VII」でシリーズが大きく変わる! 蛮族や労働者が登場せず,海洋につながる行動が可能な河川を追加](https://img.php.cn/upload/article/000/000/000/172439870172542.jpg) |
4Gamer:
Saya berpendapat bahawa nilai pengeluaran permainan semakin meningkat apabila ia berkembang secara beransur-ansur.
Pantai En.:
Ya, betul. Oleh itu, bagi kami yang pernah terlibat dalam karya-karya sebelum ini, kami tidak marah apabila mendengar orang berkata, ``Civ5 atau Civ6 lebih menarik,'' tetapi realitinya siri ini semakin menjadi-jadi. popular dengan setiap episod ``Tamadun Sid Meier VII'' akan semakin meningkat.
Jika saya melihat kembali "Civ6", saya fikir adalah lebih baik untuk mengeluarkan sesuatu seperti "6.5" sambil mengekalkan perkara baik siri ini seperti yang saya katakan dalam pembentangan. Inilah yang telah digunakan dalam pembangunan Civ7.
En. Frederiksen:
Apa yang kami cuba lakukan dengan "Civ7" adalah mengejutkan walaupun sebagai pengeluar. Daripada mengeluarkan permainan baharu untuk membezakannya daripada permainan sebelumnya, kami mencipta permainan baharu berdasarkan idea bahawa kami mempunyai idea yang akan menjadikan siri ini lebih baik. Walaupun tafsiran berbeza daripada siri sebelumnya dalam beberapa aspek kecil, saya rasa kerja yang telah siap adalah konsisten dengan identiti siri tersebut.
4 Pemain:
Sistem kempen yang dibahagikan kepada tiga era nampaknya menjadi ciri utama karya ini.
En. Frederiksen:
Ya. Idea sistem kempen adalah untuk mewujudkan perasaan sejarah yang panjang dan abadi, dan pada masa yang sama, perasaan bahawa pemain mencipta sejarah itu. Ia adalah kempen tunggal di mana pemain meletakkan asas untuk tamadun pada zaman purba, bercabang ke arah yang mereka mahu hidup pada zaman pertengahan, dan mencipta titik pendaratan untuk laluan semasa mereka pada zaman moden.
Pantai En.:
Walaupun terdapat perbezaan antara tiga era, adalah penting bagi kami untuk dapat bermain dengan selesa melalui tiga era. Matlamat kami adalah untuk anda merasai rasa kepuasan dari saat anda mula bermain permainan hingga ke penghujungnya, dan berfikir, ``Sekarang, saya mahu bermain permainan lain.''
Dalam erti kata lain, kami telah memikirkan bagaimana untuk memecahkan genangan dalam permainan, supaya kami sentiasa dapat menghadapi beberapa situasi yang menarik, seperti unsur cerita, pertumbuhan komander, dan ciri-ciri setiap pemimpin dan tamadun.
4Gamer:
Dalam sesi demo selama 3 jam ini, saya bermain kira-kira 100 pusingan. Saya rasa kelajuan permainan adalah standard, tetapi saya terkejut kerana ia masih SM (1140 SM pada pusingan ke-124). Adakah ia permainan yang panjang kerana kempen?
Pantai En.:
Kelajuan permainan "Civ7" adalah serupa dengan permainan sebelumnya. Jika ia standard, satu kempen boleh disiapkan dalam masa 12 hingga 15 jam. Ini kerana ia sepadan dengan kelajuan tiga era. Sesetengah penguji menghabiskan satu era dalam kira-kira 3 jam, tetapi jika anda seperti saya, yang menghabiskan banyak masa membaca cerita dan perkara yang muncul, anda mungkin mengambil masa kira-kira 10 jam.
4Gamer:
Dalam pembentangannya, Encik Beach bercakap tentang moto bahawa ``sejarah dicipta secara berlapis-lapis,'' menggunakan London sebagai contoh, yang dibentuk sebagai jajahan Empayar Rom pada zaman purba, dan di mana kemudahan keagamaan dan komersial digunakan. dibina pada Zaman Pertengahan, dan diperkenalkan kepada pembinaan bangunan kerajaan dan pencakar langit. Apakah sebenarnya yang akan berlaku apabila satu era berubah dalam "Civ7"?
Pantai En.:
Kami memanggil perubahan masa dalam permainan ``Peralihan Zaman,'' tetapi apa yang berlaku apabila perubahan zaman adalah, contohnya, jelapang dan perpustakaan yang dibina pada zaman dahulu. Kemudahan seperti tukang besi menjana makanan, sains dan pengeluaran mata kurang berkesan dalam era baru.
Kemudahan telah kehilangan kepentingannya dalam daerah, dan pemain akan membina kemudahan baharu yang lebih berkesan di atasnya jika mereka mempunyai peluang. Oleh itu, hanya kerana era telah berubah, ia tidak bermakna bahawa semua bangunan dari era sebelumnya adalah tidak sah, tetapi mata dijana secara tidak cekap sehingga bangunan baru dibina di bandar.
4Gamer:
Bagaimana dengan unit tentera?
Pantai En.:
Unit ketenteraan sedikit berbeza, kerana selepas setiap era, semua unit warisan dinaik taraf kepada unit asas era itu, seperti Men-at-Arms dan Crossbowmen. Salah satu idea di sebalik peredaran masa ialah pada zaman dahulu, pemain hanya boleh meneroka benua yang bersebelahan, dan tindakan pemain adalah terhad.
Walau bagaimanapun, pada Zaman Pertengahan, benua baru ditemui dan kawasan dunia yang dapat dikenali pemain berkembang. Selain itu, pada era selepas zaman purba, sistem permainan baru diperkenalkan, seperti agama menjadi lebih penting. Dengan menjadikan perbezaan ini lebih jelas daripada karya sebelumnya, saya berharap ia akan terasa seperti permulaan baharu untuk setiap era.
4Gamer:
Semasa kita melangkah ke Zaman Pertengahan, adakah kita memerlukan bandar pesisir pantai untuk menyediakan kita untuk belayar ke benua baru?
Pantai En.:
saya setuju. Ini juga merupakan salah satu elemen asas permainan siri ini, tetapi kali ini, bagi mengurangkan kecacatan bermula dari pedalaman, ``Civ7'' membolehkan pemain bebas memindahkan ibu kota. Oleh itu, pada zaman dahulu, anda boleh berkembang ke pedalaman dan berkembang ke kawasan pantai, dan pada Zaman Penerokaan, anda boleh menggunakan pelabuhan perdagangan sebagai modal anda dan maju ke Dunia Baru dari sana.
Sudah tentu, terdapat sungai yang boleh dilayari di "Civ7", jadi tidak perlu untuk sebuah bandar terletak di pantai selagi ia bersambung dengan laut. Seperti siri sebelumnya, adalah berkesan untuk mewujudkan persekitaran yang memudahkan untuk mara ke kiri dan kanan laut benua pertama, tetapi kali ini anda juga boleh memindahkan ibu kota ke bandar di benua baru.
4Gamer:
Dalam pembentangan anda, anda menyebut bahawa ``Anda boleh mula bermain sebagai tamadun Mesir dan kemudian membuka kunci tamadun Mongolia pada era seterusnya.'' Bolehkah anda jelaskan dengan lebih terperinci?
En. Frederiksen:
Malah, ia mungkin kelihatan seperti penjelasan yang tidak jelas bahawa Hatshepsut Mesir purba akan memainkan tamadun Mongol. Walau bagaimanapun, dalam Civ7, keputusan yang dibuat oleh pemain membuka kunci puak baharu seperti tamadun Mongol.
4Gamer:
Adakah ini bermakna Mesir pemain itu tidak akan bertukar ke Mongolia, tetapi akan dapat menggunakan budaya dan unit Mongolia?
En. Frederiksen:
Ini bermakna bahawa pemimpin anda sebenarnya akan mempunyai pilihan untuk memanfaatkan ciri-ciri tamadun yang telah anda buka kunci pada era baru.
4Gamer:
Wah, itu mengejutkan.
Pantai En.:
Mongolia boleh ditakrifkan sebagai "tamadun tentera berkuda" terbaik dalam sejarah, dan telah dinyatakan sedemikian dalam siri Civ yang lalu. Jika peta dijana secara automatik dan terdapat banyak sumber kuda di sekitar ibu kota pemain, adalah wajar bagi pemain untuk cuba menggunakan sumber tersebut dengan baik.
Jika itu berlaku, saya fikir mereka sekurang-kurangnya ingin memanfaatkan kecenderungan tamadun Mongolia, yang sebenarnya mereka mempunyai hubungan sejarah.Sebenarnya, bukan Mesir akhirnya menjadi Mongolia, tetapi ciri-ciri budaya "mendapat ciri-ciri Mongolia", dan bukannya memainkan tamadun yang berbeza dalam setiap era. Sistem ini cuba menyelesaikan masalah apakah jenis tamadun zaman pertengahan dan tamadun moden yang akan dibina di atas tamadun yang dibina pada zaman dahulu.
4Gamer:
Bolehkah anda memberitahu kami sesuatu tentang tamadun Jepun pada masa ini?
Pantai En.:
Memandangkan ini adalah permainan di mana anda berhasrat untuk menakluk dunia sambil membina tamadun, matlamat kami adalah untuk mewakili semua tamadun dunia dalam permainan yang saya fikirkan sepanjang masa. Pelarasan baki mengambil masa, jadi sukar untuk menampilkan segala-galanya, tetapi kami telah menanganinya melalui DLC dan cara lain.
Jika ada satu perkara yang boleh saya beritahu anda, Jepun telah digambarkan sebagai satu tamadun dalam siri ini setakat ini, tetapi bagaimana jika terdapat tamadun Jepun purba, tamadun Jepun zaman pertengahan, dan tamadun Jepun moden? Tidakkah anda fikir sejarah Jepun boleh dinyatakan dengan lebih terperinci?
Imej tamadun Mongolia. Jika Jepun boleh memperoleh unsur Mongolia, ia akan menjadi menarik dalam erti kata untuk menyerupai legenda Yoshitsune, tetapi siapa yang akan dipilih sebagai pemimpin Jepun?
![「シドマイヤーズ シヴィライゼーション VII」でシリーズが大きく変わる! 蛮族や労働者が登場せず,海洋につながる行動が可能な河川を追加](https://img.php.cn/upload/article/000/000/000/172439870129768.jpg) |
4 Pemain:
dah dapat. Kami menantikan pengumuman baharu dalam baki enam bulan lagi. terima kasih banyak2.
"Tamadun Sid Meier VII" akhirnya mula didedahkan. Sukar untuk mempercayai bahawa permainan besar itu boleh dimainkan di PS4 dan Switch, tetapi pada 12 Februari 2025, versi biasa untuk setiap platform: 8,800 yen termasuk cukai (versi Nintendo Switch hanya 7,700 yen termasuk cukai), Edisi Deluxe: 1 termasuk cukai Ia akan dikeluarkan pada harga 2,650 yen (versi Nintendo Switch sahaja, 11,500 yen termasuk cukai), dan Edisi Pengasas: 16,500 yen termasuk cukai (15,400 yen termasuk cukai, versi Nintendo Switch sahaja). Pada platform PlayStation dan Xbox, anda boleh bermain dengan satu akaun tanpa mengira penjanaan perkakasan.
Terdapat juga bonus pra-pesanan, jadi jika anda merancang untuk tidak tidur malam, sila dapatkannya sekarang
![「シドマイヤーズ シヴィライゼーション VII」でシリーズが大きく変わる! 蛮族や労働者が登場せず,海洋につながる行動が可能な河川を追加](https://img.php.cn/upload/article/000/000/000/172439870263603.jpg) |
Versi deluxe termasuk hak untuk bermain lima hari lebih awal daripada keluaran rasmi, Pek Tecumseh dan Shawnee, yang membolehkan anda bermain sebagai Tecumseh, ketua suku Shawnee bagi suku asli Amerika dan Crossroads of the World Collection (selepas pelancaran DLC) dan "Pek Kandungan Deluxe" disertakan.
Sebagai tambahan kepada perkara di atas, versi Pengasas juga akan disertakan dengan kandungan digital bernama "Koleksi Hak untuk Memerintah" dan "Pek Kandungan Pengasas."
Selain itu, walaupun tidak jelas sama ada ia akan dikeluarkan di Jepun, versi pengumpul juga dijadualkan dijual di laman web rasmi (http://www.civilization.com), dan sebagai bonus prapesanan, anda akan boleh memainkan "Tecumseh dan Shawnee Pack" dalam versi standard juga. Jika anda menantikan kemas kini masa hadapan dan merancang untuk menghabiskan malam tanpa tidur sambil tertanya-tanya, "Sekali lagi, satu pusingan lagi...", adalah idea yang baik untuk membuat tempahan.
The above is the detailed content of The series changes dramatically with 'Sid Meier's Civilization VII”! Added rivers where barbarians and workers do not appear, and where actions can be taken that connect to the ocean.. For more information, please follow other related articles on the PHP Chinese website!