译文一:
两个伟人可以联合为您的国家触发黄金时代。
被征服人民如果拥有的宗教与您的国家宗教不同,自然会非常不快乐。以后的时代里您可以研究技术缓和
这些局面,但宗教现在必须考虑进您的整体战略。
一些单位可以学会为自己和在他们附近的单位疗伤。
AI SDK在游戏加载之后即可用。
原文:
Two great people can be combined to kick off a golden age for your nation.
Conquered people who have a different religion than your state religion will naturally be
pretty unhappy. In later eras you can research technology to mitigate these effects, but
religion now has to factor into your overall strategy.
Some units can be taught to heal themselves and those around them.
The AI SDK will be available shortly after the game ships.
译文二:
界面:会弹出关于怎样改进各个城市附近区域的小窗口和小建议,以帮助新玩家迅速入手。在城市屏幕,
会列出每个设施对城市的金库、满足和文化的具体加成。
头像:不同的领导在外交谈判中反应不同。例如,您会看到中国统治者秦始皇的恼怒和愉快的唯一的区别
是他眼眉的高度,而象亚历山大和凯撒这样的统治者更加传神,绝不会弄错他们恼怒的面容。凯撒甚至会
象角斗士似的拇指向上或拇指向下来表明他对您的现行提案的想法。
领导人特性:每位统治者定义两种特性,每一种给予他们独特的加成,并令城市两个设施的费用减半。哲
思性统治者100%的人民出生率,图书馆和大学费用减半。宗教性使统治者免于出现政体变换期间的无政府
状态,并且得到更加便宜的寺庙和修道院。创造性的统治者可获得文化加成,剧院和播放塔价格减半。集
团性统治者的民事维修费用减半,可以更加便宜地购买实验室和法院大楼。扩张性统治者能快速治愈城内
单位,并获得从粮仓到食品店的突变。侵略性统治者生产的新单位可免费得到1点作战经验值。侵略性统
治者还得到一半价格的兵营和监狱。
领导人:
阿拉伯:撒拉丁(哲思性和宗教性)
蒙古:成吉斯汗(侵略性和扩张性),忽必烈汗(侵略性和创造性)
法国:拿破仑(侵略性和扩张性),路易十四(创造性和集团性)
伟人:定居在城内的伟大艺术家,每回合产生少量的文化值。他们能发现“伟大的艺术品”,立即为城市
增加1000文化值。定居在城内的伟大商人每回合能产生金币,一次贸易使命产生1000金币,或发现新的商
业技术。
宗教:圣城由AI分配到文明的任意一个城市内,很可能在首都中心附近。寺庙可以把无所事事的公民
变成教士,而修道院可训练传教士。各种宗教都有与其有关的特定建筑和“微型”奇迹,即使它们所在城
市转换为一种新宗教,您会发现它们仍然会产生好处。各文明都可宣布自己的国教。宣布国教意味着您
境内的所有城市都能分享那种宗教产生的幸福加成和,并产生少量的金币。您能以后交换对一种另外
宗教但您将体验无政府状态的期间。宗教信仰自由会给多元宗教的文明以加成。
升级:有五种基本作战等级,每种都能增强一定力量,在更高的等级,会产生一些额外的复原能力。可由
选择两个医疗等级获得另外的复原等级。还有与某些单位作战的特定加成;Cover克远程单位,Shock克步
兵,编队克骑兵。还有火炮射程等级。三个准确性等级会给您更好的机会摧毁敌人,三个弹幕射击等级会
让你制造更好的附带伤害。
音乐:Firaxis总裁杰夫.布里格斯亲自负责游戏的编曲。游戏将包括许多布里格斯的原创作品,由老一辈
巨匠(巴赫、莫扎特、贝多芬等)、当代颇受欢迎的约翰.亚当斯和未来的大家克里斯托弗.Tin创作的一
些音乐片断。片头电影音乐,标题为“Baba Yetu”,由克里斯托弗.Tin创作,您可以从他的网站下载。
原文:
Interface: Little pop-up windows and small suggestions about how to improve the area around
each city are available to help new players get started quickly. On the city screen, each
city improvement will list the specific bonus it imparts to a city's coffers, contentment
and culture.
Leaderheads: Different leaders react differently in diplomatic negotations. For example, the
only difference you can tell between the angry and happy states of the Chinese ruler Qin Shi
Huang is the elevation of his eyebrows, while rulers like Alexander and Caesar are much more
expressive and there's no misreading their angry scowls. Caesar even gives a gladiatorial
thumbs-up or thumbs-down to indicate his thoughts on your current proposal.
Leader Traits: Each ruler has two defining traits, each of which grants them a unique bonus
and lessens the cost of two city improvements by half. The Philosophical trait grants a
ruler a 100% in his or her people's birthrate and half-cost libraries and universities.
Being Spiritual allows a ruler to avoid the period of anarchy that comes with a change in
government and also get cheaper temples and monasteries. Creative rulers gain a bonus to
their culture and half-price theaters and broadcast towers. Rulers with the Organized
characteristic reduce their civic upkeep costs by half and can buy labs and courthouses more
cheaply. Expansive rulers will be able to heal units inside cities much faster and also get
a break on granaries and grocers. New units produced by rulers with the Aggressive
characteristic get the Combat 1 promotion for free. Aggressive rulers also get half-price
barracks and jails. Some leaders:
ARABS: Saladin (Philosophical and Spiritual)
MONGOLS: Genghis Khan (Aggressive & Expansive) and Kublai Khan (Aggressive & Creative)
FRENCH: Napoleon (Aggressive & Expansive) and Louis XIV (Creative & Organized)
Great People: Great artists can settle in a city and generate a small amount of culture each
turn. They can also discover a "great work," instantly adding 1000 culture to the city
they're in. Great merchants can settle in a city to produce gold each turn, conduct a one-
time trade mission for a 1000 gold, or discover a new commercial technology.
Religions: The holy city is assigned by the AI to a random city within the civilization,
most likely one near the center or capital of the empire. Temples can be used to turn idle
citizens into priests while monasteries can be used to train missionaries. Each religion
will have specific structures and "mini" wonders associated with it but you'll find their
benefit still applies even if the city where they're housed switches to a new religion. Each
civ and declare a state religion. Declaring a state religion will mean that all cities
within your empire that share that religion will get a happiness bonus and produce slightly
more gold for you. You can switch to a different religion later but you will experience a
period of anarchy. The Freedom of Religion civic grants bonuses to civilizations that are
home to a wide variety of religions.
Promotions: There are five levels of basic Combat upgrades, each adding a bit more power
and, at the higher levels, some extra ability to heal. Additional levels of healing can be
obtained by selecting up to two levels of Medic promotions. There are also specific bonuses
for fighting against certain types of units as well; Cover gives a bonus against ranged
units, Shock against melee and Formation against cavalry. There are also a range of
artillery promotions. Three levels of Accuracy promotions give you a better chance of
damaging enemies and three levels of Barrage give you better collateral damage.
Music: Firaxis president Jeff Briggs is personally taking charge of the game's scoring. The
game will include many of Briggs' original compositions, licensed performances of pieces by
the old greats (Bach, Mozart, Beethoven, etc), as well as contemporary greats like John
Adams and soon-to-be greats like Christopher Tin. The intro movie music, titled "Baba Yetu",
is composed by Christopher Tin and you can download it from his web site.
[此贴子已经被作者于2005-6-25 23:54:14编辑过] |