War plays into the Civilization VI Diplomacy system as well, offering some very interesting parameters for players to operate within. “First of all you get NO warmonger diplomatic penalty at all for making war in the Ancient Era. The penalty phases in and starts to get significant around the Renaissance, but that’s when the new Casus Belli system comes fully into play.” Casus Belli, a Latin expression, means “an act or situation provoking or justifying war.”
战争也是外交系统里重要的一环,并为玩家们提供了有趣的变数。“最开始在远古时期你不会因为发动战争而受到任何战犯惩罚。而战犯惩罚会从文艺复兴时期开始变得明显,但同时你也将在文艺复兴时期获得宣战理由系统。”
But in order to cater to their agendas, you must know their agendas, which brings us back to diplomatic visibility and how crucial it is in Civilization VI. Information is power, and Beach has a great tip for this: “I always try to send a diplomatic delegation to all the other leaders to get my visibility boosted. It costs a small increment of gold but is always worth it.” Or you can play as France, whose spies always keep you informed.
但是为了满足AI的倾向需求,你也要了解他们的倾向,这也就把我们的话题引回了对AI外交的了解程度在本作里是多么的重要。知xin识xi就是力量,Beach也对此给出了他的小提示:“我总是试着派遣外交代表团到AI那里以提升我自己对他们的了解。这虽然会减少一点你的金钱增量,不过很值得。”或者是你可以扮演法国文明,他们的谍报系统会随时通知你最新的境况。
Beach’s last suggestion? Try to play Civilization VI like you’re roleplaying your leader’s historical agenda. “For instance, Queen Victoria of England has an agenda to get a city on every continent in Civilization VI. I’m currently playing a game and making that my exact goal. We even put in several achievements for following an agenda along these lines. This sort of role-playing can really be a lot of fun.”
Beach的最后建议是尽量遵从历史地去扮演你游玩的文明。“举个例子,英格兰文明的维多利亚女王希望她的城市遍布世界上所有的大陆。我现在正在进行的这一局正在努力实现这一目标。我们甚至在Steam里面设置了这些遵从历史就可以获得的成就。这类角色扮演会很大的增加玩游戏的乐趣。”
全文大致搬运完毕。(最后一段是叫你们去关注官方的推和油管……柏林这种有节操的人怎么会让大家去关注一些不存在的网站呢)
远古战争不论有没有借口都无战狂点数;每个时代战狂惩罚逐渐开始增加;文艺复兴时开始有CB系统,一共6种CB。目前仅已知“收服失地”这个CB没有战狂惩罚。
最后,从17日起直到21日,是Gamescom德国科隆游戏展会的时间,17日是媒体日,18日以后面向公众开放。F社说会有比28日试玩更新的版本提供,届时肯定会有更多新消息(特性啊视频啊文明啊之类的)放出,敬请期待。
以上。