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  • vor 4 Monaten
Neue Arten von Maps, verbesserte Kartengenerierung, Änderungen am User Interface, eine Überarbeitung von Napoleon und Fortschritte beim Gebäudeplatzieren: Das neue September-Update für Civilization 7 dreht an vielen Schräubchen gleichzeitig. Dadurch soll die Balance und das komplette Spielerlebnis verbessert werden.

Die Globalstrategie hat eine Frischekur auch dringend nötig, sie steht derzeit bei Steam nur bei einem mageren »Ausgeglichen« und 53 Prozent positiven Reviews. Zum Launch beklagten viele grobe Schnitzer in UI und viele verpasste Chancen. Auch wir konnten in unserem Test feststellen, wie unvollendet sich Civ7 anfühlt.  Die frischen Ideen werden unnötig ausgebremst.

Ob Update 1.2.5 die große Kehrtwende wird, bleibt abzuwarten. Aber es ist zumindest ein weiterer Fortschritt, den die Entwickler nach dem durchwachsenen Launch machen.

 
Transkript
00:00FRAXIS
00:06Howdy howdy!
00:08I'm Temur Orteymor, Senior Game Designer at FRAXIS.
00:11I work on a lot of the post-launch updates for Civilization VII,
00:14like new resources, natural wonders, balance changes, and lately, maps.
00:18I'm here to walk you through the highlights of what's coming with the next Civ VII Update, 125.
00:23Let's dive into it.
00:25Starting off, let's chat about something near and dear to every Civ player's hearts.
00:29Maps.
00:30If you've been frustrated by blocky maps, straight coastlines, and too much predictability,
00:34you're going to like these changes.
00:36We're introducing Continent and Islands and Pangea and Islands,
00:39two new map types that are new takes on our classic Continent Plus and Pangea Plus map types.
00:46These new maps use an entirely new generation technique
00:49that creates more natural coastlines and landmass shapes,
00:52and removes predictable vertical island chains between continents.
00:57If you want to hear all the fun, nitty-gritty tech details, check out our latest From the Devs article.
01:03And for those of you that like our old map types, especially our multiplayer players,
01:07that rely on a more balanced experience, no worries.
01:10Those maps are still there for you to enjoy.
01:12We're starting with just these two new map types,
01:14but this new technique gives us a much stronger foundation for our maps moving forward,
01:18built with customization, expansion, and modding in mind.
01:21So, look forward to more maps in the future with more settings available to you.
01:25We've made some big UI UX improvements to some of Civ 7's most important decision points,
01:31starting with the production menu.
01:33Instead of confusing predictive yields that often pushed you to just pick the biggest number,
01:37the menu now shows clearer, more reliable information,
01:40like base yields, warehouse impact, and highest available adjacencies.
01:44And to building tooltips, we've added icons, tags, clearer styling, and formatting,
01:51like bulleted lists and warehouse counts.
01:55Next, building placement.
01:57The goal here was to make the moment of deciding where to put a building clearer,
02:01with the UI showing exactly what's changing on a tile when you hover over it.
02:05You'll notice new arrows showing yield gains and yield losses,
02:09featured tiles with strong yield offerings, and a clearer building slot icon.
02:14The side panel now updates in real time, with settlement changes or overbuilding effects,
02:19and if you're the type who likes a full breakdown,
02:21there's an expanded view with all the before and after numbers.
02:24We won't tell you the best tile to pick, that's still up to you,
02:28but the UI should take a lot of the guesswork out.
02:31And finally, growth events.
02:33These now share the same look and feel as building placement, so things feel consistent.
02:38When your settlement grows, the panel clearly lays out your options,
02:41like adding an improvement or a specialist,
02:43and gives you the same kind of real-time previews and breakdowns.
02:47Specialists are also easier to track now, with clear indicators on how many you can place,
02:52so you know when you're underusing or maxed out.
02:55If you want to dive even deeper into the changes, check out our From the Devs article on UI.
03:00Civ has gone through a lot of rapid changes lately.
03:03New content, campaign options like continuity, bug fixes, and plenty of tweaks.
03:07With 125, we're kicking off Step 1 of a broader, game-wide balance pass.
03:12The goal here is to strengthen the foundation of Civ's core loop.
03:16We want your choices, your Civ, your leader, and your turn-to-turn decisions to matter more.
03:21And we want the map itself to have a bigger impact on the way you play.
03:25Here's what that looks like.
03:27Buildings now scale in cost.
03:295% for each other building in the same settlement, and 10% for each other city in your empire.
03:35At the same time, buildings have had their base yields increased.
03:38We want what you build to matter just as much as when you build it.
03:42You'll especially feel this on higher difficulties, where more intentional choices really pay off.
03:48We've also removed the generic stacking percentage bonuses that you can get in games from city-states, resources, and the attribute tree.
03:55Instead, you'll see more static values.
03:58That means bigger yields tied to specific tiles and buildings, but fewer runaway multipliers at the empire level.
04:04Players who are stacking these bonuses to blow past the AI in modern age may notice that the AI feels a lot more competitive now.
04:11Gold pacing has been solid in the early game, but was snowballing way too hard in later ages.
04:17To rein it in, unit maintenance costs now ramp up more in exploration and modern, town-based gold has been slightly reduced, and gold and silver, the resources, have been redesigned.
04:27We've also updated all unit maintenance costs across all ages, which means that maintaining a larger army is now a conscious financial decision.
04:35Alongside these, we've also tuned leader attributes, town yields, resources, social policies across antiquity, exploration, and modern.
04:44This is only step one of a larger balance pass.
04:47We'll keep working on other yield economies and sieve and leader tuning in future updates, and your feedback will be key to shaping where we go next.
04:54So, let us know what you think!
04:56Speaking of sieve and leader tuning, your favorite French general and statesman Napoleon has gotten an overhaul.
05:02We've revisited both Emperor and Revolutionary personas for Napoleon, and gave them a big boost.
05:08For Napoleon Emperor, we felt that his old Continental System sanction just didn't land the way we wanted,
05:13and so we've reworked him to give him more options and bigger rewards for playing with sanctions.
05:18If you liked using diplomacy as a weapon, Napoleon is going to feel a lot more impactful.
05:23For Napoleon Revolutionary, the core kit of fast armies and culture from combat is still there, but we've given him some extra punch.
05:30He now earns even more culture from battles, and gets a special boost the first time someone declares war on him each age.
05:37We're really excited to see how these changes shake up his playstyle.
05:41Full details will be in the update notes.
05:43If you don't have Napoleon yet, remember you can grab Napoleon Emperor for free just by making a 2k account.
05:48And if you've linked both Civ 6 and Civ 7, you'll also get Napoleon Revolutionary at no extra cost. Try them out!
05:55We've taken a fresh look at City States and added two new types across all ages, Expansionist and Diplomatic.
06:02Each comes with a full set of suzerain bonuses, and a new unique improvement for each age.
06:07Expansionist City States focus on food and growth, with benefits for both tall and wide strategies.
06:13Meanwhile, Diplomatic City States emphasize happiness and our diplomatic gameplay.
06:17We've also reworked existing City State bonuses, as part of that balance pass that I mentioned earlier.
06:23Previously, stacking multiple City States often meant chasing quantity over quality.
06:27But with 125, bonuses stacked by City State type, and most percentage-based and free tech and civic bonuses have been replaced with more meaningful, flat effects.
06:36And that's a wrap on the major highlights for Updates 125.
06:40But, as always, there's plenty more detail waiting in the Update Notes.
06:44Whether you've shared your thoughts on Reddit, Discord, Steam, or right here in the comments section, we want to thank you for all of your feedback.
06:51That's all for now, Civ fans. Have fun building your empires and conquering history. We'll see you next time.
06:56We'll see you next time.
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