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论《At The Gates》与《文明5》的设计差异


If you see something on a tile and think it’s not a big deal, that is a flaw that needs to be fixed. After all, you don’t see Goths walking around these days! Like other 4X games, diplomacy in ATG is built around your “relations” metric with other leaders. And supply is what the entire military side of the game is geared around - Planning ahead to make sure you have enough of it. But as is the theme of this article, there’s a downside to consider as well. Civ 5′s gameplay had several rough edges at release, but those were all due to decisions I made with the design. Civ 5 was a great success both critically and financially, and I’m especially proud of what the team accomplished. The Civ 5 team was one of the best I’ve ever had the honor of being a part of. With this being the case, what’s the point of investing in relationships at all?

The AI code in a big strategy game is typically so complex that you end up with a variety of pieces that either don’t function as expected, or worse, don’t do anything. Once you’ve done so, a variety of options for how your new friend can assist you become available. Rather than trying to decipher what the RNG (random number generator)-based AI is “thinking,” your objective is instead to find as many ways as you can (afford) to boost that Relations number. For one, the world of ATG is much more dangerous than that of Civ 5. Everyone is hungry and searching for cheap and easy snacks. This means a much simpler AI system, which in turn will result in a much stronger opponent. By no means should AI leaders be completely predictable. What all of this adds up to is that with ATG I’m staying completely focused on the end goal: results.

There are two types of train tickets in China, one in red color and the other in blue. You can tell which station to take the train from if you could read the four positions in pinyin. One of my early goals was to have an alternate “expert” switch that you could flip, adding a significant quantity of detailed information to the screens and mouseovers. But there’s no ignoring the fact that Civ 5′s gameplay didn’t live up to everyone’s expectations. In the months after the game was released I modified their behavior to be more predictable, but it was too late to completely change course. Passengers board the next pod that is available, which moves onto a transporter to their final destination. At portals, pods are loaded onto the transporter and hyperjump to another portal, where they merge onto the street and drop passengers off at their final destination. I made a number of tweaks to the traditional Civ economic system with v5, and as with the resources the results were a mixed bag. Instead of large stacks of units crashing into one another as had always been the case in the previous Civ games, there was now 1UPT (one unit per tile).

The computer opponents in Civ 5 were completely enslaved to their gameplay situation, and as a result they appeared random and very little of their personalities shone through. Players need tools to overcome these challenges, and one of those will be the ability to switch Romanization Perks at any time. Many cities have more than one rail station. In many other 4X games the road to friendship often involves little more than giving someone a big pile of money or technologies. The map is absolutely vital in a 4X game, and that needs to be the case for everything on it as well. That group put a ton of love and great work into the game, and it really shows in the art, audio and tech. If I were able to go back and change the design I probably would have resources show up in more limited quantities and make the units and buildings they unlock much more unique and powerful.