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楼主: ikariam

[原创] [RI]Realism Invictus 3.2 玩家指南(中英对照)(更新至宗教部分)

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 楼主| 发表于 2014-3-10 14:36:30 | 显示全部楼层
原帖由 落幕Stephen 于 2014-1-25 14:16 发表
楼主 3.2版本的汉化还没有出来吗?

其实我已经更新过相当一部分内容了,3.2版本本身就是在3.1的基础上改进的,所以大部分内容是一致的,我重新编辑过,并且后面有“3.2版本新变化“的那些贴子,就都是编辑过的。后来更新到某一部分,发觉要在之前的帖子中间插一块新内容进去不太方便,后来就搁下了。嗯,好像是这样。

虽然这个手册我没有完全翻译完,但游戏主体最重要的部分,基本都在这里了,真有耐心看完的话,剩下的都直接到游戏里去探究吧~
3.2的进化,在手册里只能看个大概,更多细节还是只有在游戏中去找了。

其实3.2正式版出来以后,我一共只玩了两局,拿其中一局发了战报,图还挂了 = = 3.2的很多内容,我也还没时间去细究。不过因为我之前挺长一段时间都在玩SVN上的版本,其实与3.2的差别不是很大。如果是跟3.1版本相比的话,那真的是天翻地覆的变化了。等我下回有空的时候,再找个好点图床,发一个3.2的战报吧,争取多表现一点3.2的新特点。

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发表于 2014-3-14 03:40:59 | 显示全部楼层
有没有关于政策制度的 楼主幸苦了 这个mod很有启发意义 有些地方想法不谋而合 希望6代能予以借鉴
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 楼主| 发表于 2014-3-14 14:38:58 | 显示全部楼层
政体在说明书里没有具体的介绍,而且每个版本更新变动挺多的。比方这次的3.25版本就又做了大改,跟3.2里不是一回事了。

很多政体有自己独有的相关建筑、对地块设施的加成,还有一些奇观、建筑甚至需要两个以上的政体支持,所以政体一铺开讲就会牵涉到很多的东西,很难一下子讲清楚。

也许我可以考虑对3.25更新后的政体做一个简要的介绍?
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发表于 2014-3-14 14:58:38 | 显示全部楼层
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 楼主| 发表于 2014-3-14 22:31:12 | 显示全部楼层
我把政体简评发到3.25版本发布的介绍帖里去了。
http://www.civclub.net/bbs/viewt ... p;extra=#pid1698590

之后有空再把3.2的说明书后续新増内容翻译一下。
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 楼主| 发表于 2014-3-15 12:49:10 | 显示全部楼层
Culture and Artists


The basic premises and rules of culture are the same in Realism: Invictus as they are in vanilla Civ 4, but there are several important modifications and additions that the players should be aware of. All in all, there is a lot of opportunity for the players to really invest in cultural output of their civ.

Art eras

The efficiency with which your civilization produces culture is significantly modified as you advance through the ages. As you unlock necessary technologies and build up sufficient infrastructure, you will be able to advance to the next art era. Each era is basically a national wonder that modifies your total cultural output by +10%. Each of them requires you to have a certain technology and a certain amount of buildings – for example, Renaissance Art requires you to research Critical Thought technology and build 3 universities.

In total there are 10 eras to advance to, which means a total of +100% to culture efficiency compared to starting values.  The art era system is closely related to Great Works system, outlined below.

What’s new in 3.2: the whole system of art eras is new in 3.2.


Great Works

When we remove something from Great People’s abilities, we feel compelled to add something more fun in return. When we removed the ability to settle  your Great Generals in cities, we gave them Doctrines and Traditions instead (see the appropriate section for the description of those); when we remove the ability of Great Artists to instantly produce massive amounts of culture (colloquially known as “Culture bomb”), we gave them the ability to produce named Great Works instead.

Great Works basically function as World Wonders that can only be created by Great Artists. A Great Work outputs 8 base culture and has an additional relatively minor effect (more often than not +1 culture to a certain building class, but far from always).

Each art era unlocks 5 such Great Works, so in total there are 55 (including 5 initial ones that don’t require being unlocked). Great Works never go obsolete, so feel free to choose whichever you like the most from all eras available to you.
When choosing the works to be included in the list, we tried to be as inclusive as we could  – offering our players insights into as many cultures from those represented in our mod and art forms as we could. Therefore, many of the more well-known works – like Mona Lisa or Mozart’s Requiem didn’t make it simply on the basis of inclusivity, as we already had other representatives from these countries and/or art forms. This does not mean we think less of them, just that we were limited by the very format we chose.

What’s new in 3.2: the whole system of Great Works is new in 3.2.

[ 本帖最后由 ikariam 于 2014-3-15 13:11 编辑 ]
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 楼主| 发表于 2014-3-15 12:50:51 | 显示全部楼层
文化与艺术家

RI中文化的基本前提和规则与原版中是一样的,但玩家要注意几个重要的修改和新加入的内容。总的来说,玩家有了许多机会来好好对自己文明的文化产出进行投资。

艺术时代

你的文明产生文化的效率随着时代演进而显著改变。当你解锁了必要的科技并造好了所需的建筑之后,你就可以演进到下一个艺术时代。每个时代都是一个国家级奇观,使你的文化产出提升10%。它们每一个都需要你研发一个特定的科技并建行好特定的几座建筑——比如,文艺复兴艺术需要你研发批判性思维科技并建行好3所大学。

总共有10个可供演进的艺术时代,也就是说相比起始值,文化产出效率最终会提高100%。艺术时代系统与下面要提到的杰作系统紧密相关。

3.2版本的新变化:整个艺术时代系统是3.2版本全新加入的。


杰作

当我们移除伟人的某些能力时,会觉得必须加回一些更加有趣的内容。当我们移除了大军事家入城加经验的能力时,我们给了他们创立军事信条和军事传统的能力来作为替代(详见相关章节);当我们移除大艺术家立即增加大量文化(即俗称的“文化炸弹”)的能力时,我们给了他们创造杰作的能力。

杰作基本上就是一种只能由大艺术家创建的世界奇观。一件杰作产出8点基本文化点并附带有额外的次要能力(通常像是给特定建筑提供+1文化点的加成,但绝非总是这样)。

每个艺术时代解锁5个这样的杰作,所以总共有55个(包括5个初始的不需要解锁的杰作)。杰作永远不会过时,所以你大可从所有已解锁的杰作中随意选择自己最喜欢的。

我们在选择杰作名单时,尽力做到海纳百川——涵盖本mod中尽量多的文明和艺术形式。因此,许多著名的杰作——比如蒙娜丽莎或是莫扎特的安魂曲就单纯因为不符合包含性的原则而没有入选名单,因为我们已经有了其它来自这些国家和/或艺术形式的代表了。这并不是说我们小看它们,而仅仅是由于我们所选用的格式所限。

3.2版本的新变化:整个杰作系统是3.2版本全新加入的。

[ 本帖最后由 ikariam 于 2014-3-19 15:48 编辑 ]
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 楼主| 发表于 2014-3-15 12:52:27 | 显示全部楼层
World maps



World Map (huge)

The first scenario we developed for Realism: Invictus when it was ported to BtS.

This map is really, really large – it is much larger than the maps “huge” random map setting generates. It is also distorted a bit from strict geographic proportions, mainly to accommodate more civs in Europe and Middle East  –  otherwise it would be too crowded there.

Another factor that adds to its immenseness is that it features 55 civilizations. Most of them are not playable: these civs represent local uncivilized tribes, semi-barbaric states and influential local kingdoms (somewhat like city states in Civilization 5). None of minor civilizations are able to expand, at least initially, but if any of those advance to Renaissance era, they will be able to build settlers just like other, major civs do.  

These minor civs advance come in three flavors:
  Uncivilized factions. These are basically flavor barbarians meant to represent local tribes without any real united statehood behind them; they will always be at war with all players. They hold many cities from the start, covering a lot of territory, but their tech progress is very slow. Therefore, they will grow less and less of a threat as the game advances. They should be seen as natural areas of expansion for their neighbors. They are unable to expand except via conquest, and their ability to work their territories is quite limited. Their unit roster is also much simpler than that of playable civs, missing most of the fancier unit types.
  Semi-civilized factions. These civs hold two-three cities from the start and can conduct meaningful diplomacy. They also progress at a somewhat slower pace than regular civs, and their unit rosters are also quite basic at the start, but as they advance in  techs it will become more and more similar to that of regular civs. Their ability to expand is also limited, but if they survive until Renaissance, they will be able to build settlers.  
  City-states. These civs are limited to one city. In many aspects they are just like regular playable civs, bar the ability to expand until they reach Administration.
Compared to regular civs, they even get a research bonus to offset their limited resources – so, if a city state manages to expand, it will likely become even more dangerous than a regular civ. No diplomatic restrictions apply to them as well.

Warning: due to the immense size of this map, it is not recommended that you try to run it on anything but modern powerful PCs and only on a 64-bit OS. In late game, it will run very slowly even on those. If you are not prepared for long waits between turns (several minutes in late game!), you should probably select a smaller map instead.
If you have a 32-bit OS, you may not even be able to start this map.


World map (large)
This is a smaller world map we previously used in Total Realism mod for Warlords. It was specifically brought back so that the players would have an option to play on a world map that is not as demanding on their hardware. Please note though, that even while this map runs significantly faster than its huge cousin, it is still more taxing than most random maps you’ll be able to generate. Some minors are absent from this map, due to simple lack of space for them, but all civs playable on huge are present here as well.

What’s new in 3.2: World maps were tweaked for better balance and, of course, Austronesians have now been added to both of them.



Triassic Period Earth

This is a fantasy map that places classical RI civilizations on Earth map of late Triassic Period (Rhaetian Age, for you paleogeology buffs out there) – the original Pangaea! All civilizations’ starts are placed at the spots roughly corresponding to their starts on contemporary Earth.

In addition to all the major playable civilizations, we have placed several of the better-developed derivative civilizations as playable on the map, so the players can interact or even play as them (though all the usual limitations of derivative civs apply – they don’t have any National Improvements and only one National Unit per civ).

This map has almost no landmasses other than the vast supercontinent that will later divide into all the continents we know and a bit of islands off its coasts here and there. Large amounts of unclaimed land, especially in the Southern Hemisphere part (later to be known as Gondwana), lead to a lot of barbarian activity, which makes some civs’ starts much more challenging  – but on the other hand, the central part of the map is pretty crowded, and, while safe from barbarians, offers very little room for peaceful expansion.

[ 本帖最后由 ikariam 于 2014-3-15 13:12 编辑 ]
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 楼主| 发表于 2014-3-15 12:53:43 | 显示全部楼层
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 楼主| 发表于 2014-3-15 12:55:13 | 显示全部楼层


[ 本帖最后由 ikariam 于 2014-3-15 13:12 编辑 ]
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 楼主| 发表于 2014-3-15 12:57:26 | 显示全部楼层
Crusades era



Crusades era: overview

This map, unlike the world maps included in our mod, focuses on a specific period in Eurasian history. It covers  420 years from 1110 AD, the era of Crusades, Mongol conquests, and the birth of the Renaissance. There are several scenario-specific changes that you will not encounter elsewhere.

Firstly, there is a nemesis system. Since the starting situation, unlike our World Maps, reflects a historical situation with a significant past behind it, to simulate that, we gave almost all civilization one or more nemesis. Such civs will never be able to have decent diplomatic relations, and will be a constant threat to each other. There is no way to get rid of that modifier, other than eliminating the civ in question.

Secondly, there is Orthodox Christianity. This is a very specific religion that is (for now) inaccessible outside the Crusades scenario. Unlike other religions, Orthodoxy relies on autonomous churches; instead of providing gold to their Holy City, each Orthodox city provides gold to its owner via the temple.

Thirdly, the Mongols are a special-case civ that is designed to be AI-controlled. They get a lot of bonuses ordinary civs lack, and, despite lacking in techs, will conquer large territories. If you start in China, be sure to get ready, as Mongol hordes will come for you. A start with any civ bordering Mongols is probably the hardest you can get in this scenario.

Note that, while the scenario was designed to try and accurately depict the historical situation in 1110 AD, we had to make some concessions to both playability and plausibility: for instance, the very same Mongols shouldn’t start their rampage for another 100 years from the start, but AI would be too inefficient a conqueror if held back another 100 years, and if Aquitaine were free at the start as it should historically be, there would be no in-game way to bind it to England later. Likewise, we did not represent some separate entities due to the simple fact that we ran out of civilization slots. So, while we are aware that, for instance, separate Aragon is a good idea, to add it we’d have to remove someone else.

The scenario is won by whoever has first score at the end, in 1530 (with the exception of Mongols, who will, if left unchecked, always lead by a large margin in the end  – but they are a special case civ and are ignored when the winner is calculated). Obviously, for some civs this will be much easier than for the others, so the actual difficulty of this scenario is primarily determined by whomever you choose to lead to victory.  

The map is based on a surprisingly detailed and complete medieval  Mappa Mundi, which introduces a new twist to the familiarity with Earth’s geography most players tend to have. While the outlines of the world as we know it are guessable, it still leaves a pleasant deal of surprise for an explorer. The map also has several “Easter eggs” to find for those who dare to navigate the high seas (especially if you don’t spoiler it for
yourself by examining it in the WorldBuilder). By the way, having north to the right of the map instead of the top was customary those days.

What’s new in 3.2: almost everything. Seriously, even the huge World Map was significantly tweaked, and the other scenarios are all-new. You should probably read the main scenario section if you are interested in the changes.

[ 本帖最后由 ikariam 于 2014-9-14 13:35 编辑 ]
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 楼主| 发表于 2014-3-15 12:57:40 | 显示全部楼层
十字军时代

十字军时代:总览

与本mod中的世界地图不同,这张地图关注的是欧亚历史上某一特定的时期。它涵盖了从公元1110年十字军东征的时代开始、历经蒙古征服时期、直到文艺复兴伊始的420年。有一些剧本独有的变化是你在别处碰不到的。

第一,有一个天敌系统。与我们的世界地图不同,这个剧本的初始状态要反映出当时的历史状况以及对形成当时局面有显著影响的更早前的历史。为了模拟出这些,我们给了几乎所有文明一个或多个天敌。这些文明之间永远无法有好的外交关系,并且时常会给对方造成威胁。除了把对应的文明给消灭掉,没有任何办法可以消除这种天敌关系。

第二,有东正教。这一宗教(目前)是在十字军剧本以外无法见到的。与其它宗教不同,东正教依赖于自治教会——每个信东正教的城市并不如通常的那样给圣城所在国提供金币收入,而是经由东正教堂向信教城市的所有者提供金币。

第三,蒙古是一个由AI控制的特殊文明。他们拥有很多普通文明所没有的额外加成,尽管在科技上有所欠缺,他们仍将征服大量的土地。如果你从中国出生,请千万做好准备,因为蒙古大军将会向你涌来。使用任何与蒙古接壤的文明开始游戏很可能是本剧本中最难的。

要注意的是,尽管本剧本的设定力图准确反映出公元1110年的历史状况,我们仍不得不在可玩性和真实性之间做出一些让步:比如,蒙古人应该在剧本开始后100年才会西征,但AI如果等上100年才开始行动的话,就无法成为一个有效率的征服者了;而阿基坦如果像历史真实中那样在游戏开始时是独立的,它就无法以游戏中可行的方式在之后再并入英格兰了。类似的,我们没有把一些国家独立做出来其实只是由于一个简单的原因——我们用完了文明数量上限。因此,尽管我们意识到,比方,一个独立的阿拉贡会是个好点子,但要增加它,我们就得把别的某个文明给删除了。

这个剧本的胜利方式是看剧本结束的1530年时谁的分数最高(蒙古除外,如果不被干预的话,蒙古总是会在结束时领先一大截,但它是个特殊文明,在判定胜利者时不计在内)。显然,对一些文明来说这要比其它文明来得容易得多,所以本剧本的难度首先取决于你选择带领谁来取得胜利。

这张地图建立在一张惊人细致和完整的中世纪世界地图之上,它会给多数玩家所熟悉的地球地理带来改观。虽然世界的大体轮廓可以想见,它仍然会给探索者留有不少惊喜之处。此地图还有几处“复活节彩蛋”等待着那些敢于遨游远海的人去发现(尤其是当你没有在世界编辑器中事先向自己曝光的情况下)。顺带提一下,北方在地图的右边是当时的惯常做法。

3.2中新内容:几乎所有。真的,甚至连巨大世界地图也被显著调整过了,而其它剧本都是全新的。如果你对这些变化感兴趣,那你真该好好读读主要剧本部分。

[ 本帖最后由 ikariam 于 2014-9-14 13:59 编辑 ]
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 楼主| 发表于 2014-3-15 13:00:12 | 显示全部楼层
Crusades era: regions and kingdoms

Some highlights for players who’d like a primer on the historical situation they are facing:

  Byzantine Empire: due to the efforts of Alexios  Komnenos, the empire has somewhat recovered from a disastrous defeat from Seljuks in 1071. Not a lot of ground has been regained since, but the Empire is now in a good shape to start reclaiming what has been lost. You start with excellent territory and are #1 in score, so basically all you have to do to win is keep this up. This won’t be a walk in the park, though, as you will not find any lasting friends anywhere, and your enemies are among the most powerful there are.
  Crusader kingdoms: Kingdom of Jerusalem and Principality of Antioch are both facing a grim situation. They are threatened from all sides, and there is hardly anyone willing and able to provide them meaningful help. Still, they start with formidable armies, and what some see as threats can become an opportunity if you’ll be able to topple the Fatimids, the Seljuks or maybe even the Eastern Roman Empire. Armenian Cilicia can also be considered a crusader state, and it is able to provide even more challenge as its starting position is even more dangerous.
  Muslim Middle east: the Fatimids and the Seljuks are the two major powers in the region. The Fatimids are probably the easiest overall civ to win with, as their position is relatively safer than that of the other “big boys” of the scenario. It is quite possible that you’ll be able to win just by defending your borders and building up peacefully. If you are playing the Seljuks, beware – the Mongols will likely come after you in the second half of the scenario. There is also a number of smaller Muslim states in the region for those who want more challenge.
  Holy Roman Empire: just as in Byzantine case, you start near the top, and your position is central, presenting you with opportunities and threats wherever you turn. Keep in mind that you will likely need to bring down both Byzantines and France to feel safe. A good idea would be reining in the popes as soon as possible.
  France: the second powerful player in Europe. Seek opportunities wherever they arise – participate in the Reconquista, subjugate England, meddle in Germany or Italy, or even go on a private crusade. You will probably have to bring down one or more of the major players who threaten your hegemony…
  The British Isles: a tangled web of old rivalries, with a measure of outside threats as well. Scotland, Eire, England, Gwynedd – whoever you choose, you will have enough knives pointed at your back. Due to the fact that Mappa Mundi this scenario is based upon was made in England, this is the most detailed and upscaled region of the map. A fun self-imposed challenge for the Irish player is to try retracing the voyage of St. Brendan and find the Garden of Eden (yes, it is possible if you have carracks and are sufficiently determined!).
  The Iberian Peninsula: Reconquista is just starting. The kingdoms of Castille, Leon, Galicia and Aragon (represented by a single civ) and soon-to-be-kingdom of Portugal have a clear goal ahead of them: reclaim Iberia. Conversely, as Almoravids you will start very powerful, but you’ll have to deal with invading armies of various Christian entities. A fun self-imposed challenge when playing Spain is to colonize America by the end of the scenario.
  Eastern Europe: Poland and Hungary are both stuck between two larger neighbors. It is probably not wise to engage them one-on-one, but if you wait for the right opportunity, such is when they are engaged on other fronts, you may well claim your share and become a major power.
  Scandinavia and Rus: Scandinavian kingdoms are in a rare position that basically allows them to freely choose their own targets. They are relatively large, and their natural isolation ensures that there are no immediate threats to them. Kievan Rus is experiencing its historical golden age at the start, and if it manages to eliminate the immediate threats (first of all the Cumans), it has a good shot at winning.
  Africa: Makuria and Ethiopia in the East both challenge Fatimid supremacy in the region. If either of them triumphs, they could become a new dominant power on the continent. Mali’s relatively isolated position is both their asset and disadvantage – the ability to expand freely can be the key to winning, but at the same time, measures should be taken to establish trade contacts with Europe and Asia.
  Indian peninsula: India is on the brink of Islamic invasion. Ghurids are ready to carve themselves a sultanate out of Rajput territory. Further south, Chola empire is seeking to expand its influence. Whichever side you choose, the fight will be brutal, but the rewards will be great.
  Far East: Mongols dominate this region. While China is currently split in two, whichever side you choose your most significant problem will still be the Mongol hordes. Japan is living through one of the calmer periods in its history, and its geographic location protects it from Mongol invasion better than other civs in the area. The Mongols should be treated more as a force of nature than as a regular civ; try to use them to your advantage, preying on civs they hit, grabbing a city or two. Due to starting close to Mongols, civs in this area are among the hardest to play.

What’s new in 3.2: the Crusades scenario has been slightly tweaked, but is mostly the same.

[ 本帖最后由 ikariam 于 2014-3-15 13:18 编辑 ]
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 楼主| 发表于 2014-3-15 13:00:39 | 显示全部楼层
十字军时代:地区和王国

这儿是一些重点,让玩家对他们所面临的历史状况有一个入门:

拜占庭帝国:依靠着阿莱克修斯·科穆宁(Alexios Komnenos)的努力,帝国多少从1071年对塞尔柱人灾难性的惨败中恢复了些元气。从那之后并没有很多领土被收复,但帝国现在已经有了一个很好的状态,来开始收回失去的一切。你拥有极佳的领地、分数排名第一,因此基本上你为获胜所需要做的只是将它保持住。但这并不像在公园里散步那么容易,因为你在哪儿都找不到长久的朋友,而你的敌人则是最强大的那些。

十字军王国:耶路撒冷王国和安条克公国都面临着严酷的局势。它们受到来自各个方向的威胁,又几乎没有任何人有意愿和能力来提供有意义的帮助。尽管如此,它们初始拥有强大的军队,而如果你有能力打倒法蒂玛王朝、塞尔柱帝国甚或是东罗马帝国,那些威胁也可能变成机会。亚美尼亚西里西亚王国也可被认为是一个十字军国度。使用它会是一个更加困难的挑战,因为它的起始位置更加的危险。

中东穆斯林:法蒂玛王朝和塞尔柱帝国是该地区的两个主要势力。法蒂玛王朝可能是所有文明中最容易取得胜利的了,因为他们的位置比剧本中其它的“大家伙”相对要安全。有可能你只
要守住边境并且和平种田就能取胜。如果你玩塞尔柱,那么小心了——蒙古人在剧本的后半阶段很可能会来找你麻烦。在该地区还有一些更小的穆斯林国可供给想要更多挑战的玩家选择。

神圣罗马帝国:就像拜占庭的情况一样,你的初始分数是最高之一,初始位置处在中间,无论在哪个方向上,都是机会与威胁并存。要记得的是,你恐怕得把拜占庭和法国都打倒才能觉得安全。一个好方略是尽早控制住教皇。

法国:欧洲第二强国。在各处寻找机会——参加光复运动、征服英格兰、干涉德国或意大利,甚或独自进行十字军东征。你很可能得推倒一个或多个威胁到你霸权的大国……

英伦群岛:错综复杂的老对头,和一定程度的外来威胁。苏格兰、爱尔兰、英格兰、格温内斯——无论你选择谁,都将会遇到很多指着你背脊的小刀。由于本剧本所所依据的世界地图正是出自于英格兰,此处是整张地图中最为详尽和高品质的区域。爱尔兰玩家有一个可选的挑战是尝试追溯圣布兰登的航线、找到伊甸园(是的,如果你拥有卡拉克帆船并足够坚定的话,这一切就是有可能的!)。

伊比利亚半岛:光复运动正在开始。卡斯提尔、里昂、加利西亚和阿拉贡王国(由一个单一文明来代表)和不久之后将成立的葡萄牙王国有一个清晰的目标放在他们面前:收复伊比利亚。反过来讲,使用穆拉维王朝的话,初始非常强大,但你需要对付各个基督教势力的入侵军队。使用西班牙的一个有趣的可选挑战是在剧本结尾时殖民美洲。

东欧:波兰和匈牙利都被夹在两大邻国之间。与它们一对一单挑恐怕不是明智之举,但如果你能等到正确时机,当它们投入到另一条战线上时动手,你就可能得到你的一份从而跃升为一个举足轻重的大国。

斯堪的纳维亚和罗斯:斯堪的纳维亚王国位于一个特别的位置因此基本上可以自由选择目标。它相对来讲地域辽阔,天然的孤立状态保证了不会有直接的威胁。基辅罗斯在剧本初始正处于它历史上的黄金时代,如果它能消灭那些直接威胁(首先是库曼人),将会有一个获胜的好机会的。

非洲:马库里亚和在东面的埃塞俄比亚都挑战着法蒂玛王朝在本地区的霸权。如果他们中任何一个取得大胜,他们就可能成为非洲大陆上的新霸主。马里相对孤立的位置既是财富也是劣势——可以自由扩张是通过胜利的钥匙,但与此同时,应该要采取手段来与欧洲和亚洲取得贸易往来。

印度半岛:印度正濒于伊斯兰入侵。古尔人已经准备好在拉杰普特的领地上建立他们自己的苏丹国。在更南边,朱罗王朝正在寻求扩大它的影响。无论你选择哪一边,战斗都会是残酷激烈的,但回报也将是丰厚的。

远东:蒙古人称霸着这一区域。中国此时一分为二,无论选哪边你的最主要问题都仍将是蒙古大军。日本正处于它历史上相对平静的时期,它的地理位置也使它要比同一区域内的其它文明更容易避免受到蒙古的侵袭。蒙古应该被当作一种自然力而非常规文明——试着去利用他们,掠夺他们正在攻击的文明,抢下一两个城市。由于初始就靠近蒙古人,该区域的文明是玩起来难度最高的。

3.2版本新内容:十字军剧本有过少许调整,但绝大多数同过去是一样的。

[ 本帖最后由 ikariam 于 2014-9-14 15:24 编辑 ]
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 楼主| 发表于 2014-3-15 13:01:31 | 显示全部楼层
Other aspects



Epidemics

Deadly  epidemics can strike cities that neglect sanitation. Each city at any time has a epidemic chance indicated in the city screen. Unless that chance is zero, a epidemic can hit a city, killing its population each turn until it ends.  There are many factors that influence epidemic chances: epidemics can be induced by surrounding terrain (flood plains, jungle and swamps), by contact with other epidemic-hit cities, by unhealthy population, etc. You can always review the factors affecting epidemic chances in a city through a tooltip that appears when hovering mouse pointer over the epidemic chance.

To counter epidemics, you have to research medical techs and build medical/sanitary structures in your cities, keep the population healthy and especially get rid of unhealthy terrain (flood plains can’t be removed in any way, so a city having many flood plains in its radius needs special attention regarding epidemics).  

Epidemics can never reduce a city’s population below 4, but they can start in such cities and, while not harming their original city, they can spread to other cities from there.

Also, a city experiencing a epidemic will suffer a drop in its commerce and productivity for its duration, so even a city of size 4 or less will be hurt by epidemics.

What’s new in 3.2: nothing really new, except for a terminological change from pandemics to epidemics.

[ 本帖最后由 ikariam 于 2014-3-15 13:14 编辑 ]
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 楼主| 发表于 2014-3-15 13:03:39 | 显示全部楼层
Terrain  

Terrain-wise, we tried to keep changes in our mod somewhat limited. There are no new terrain types, and most changes are concerning terrain features. Mostly, this was done to keep it compatible with most random map generation scripts out there. There  are several new terrain features that were added to our mod: marsh, savannah, hot springs, reefs and islands.  

Marshes are nasty pieces of terrain that rarely contain useful resources, negatively impact health of neighboring cities while providing almost no yields and, unlike most other terrain, negatively impact the defensive abilities of units that stand in them. This provides what probably is the only real positive use for marshes: luring enemies there to slaughter them more efficiently. Marshes can be drained with sufficiently advanced
technology.

Savannahs are sparsely wooded areas near equatorial latitudes that work as “light versions” of forests. They offer a modest defensive bonus, can be chopped for production, etc. No resources are exclusive to savannahs, and almost no resources will spawn there normally.  

Hot springs are a rare terrain feature that can be found at extreme latitudes. In later eras, one can exploit them to create balneological health resorts on them, providing health and happiness to their populations.   
Fertile soils of two kinds (chernozems and andosols) are two relatively rare terrain features that provide +1 food to the tile and, perhaps even more importantly, can be used for cultivation (see “Cultivation” section below).

Reefs and islands are water features  –  something that was completely absent in standard game. Reefs are a nasty feature that will slow down and damage passing ships; try using them to your advantage, as reefs close to your borders can give your fleets a good defensive chokepoint.  

Islands feature represents pieces of land too small to count as one full land tile in Civ 4 terms; it is still considered a water tile – ships can cross it, while land units can’t. Islands offer a moderate defensive bonus to ships, a fact which potentially adds a bit more depth to naval engagements. Cold climate islands provide 1 more food than temperate ones, mostly for gameplay reasons, since they will usually spawn near much less
hospitable terrain.  

When it comes to improvements, you will notice that there are a lot of them – and more, they tend to increase their outputs with certain techs and buildings. Some of them will be covered in more detail in the following sections. Take a special note of the  fact that certain buildings in cities can improve the yields of your improvements – indeed, some of them (lumber mill, for example) will be pretty useless if you don’t build those
buildings.

One important distinction from vanilla BtS in our mod is the route system. Roads no longer get a magical movement bonus as soon as some tech is researched. What you’ll get now is a new improved route type that you will have to lay down with your workers. Railroads worked this way in vanilla Civ4 – now there are several consecutive route types, and most require a resource to be constructed. To build quality paved roads you will have to have access to stone (or brick from brickworks)!  

What’s new in 3.2: we added new terrain features, both on land and at sea. Moreover, the terrain improvements have been almost totally overhauled. This will likely be the greatest single change for you as you switch from 3.1 to 3.2.
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 楼主| 发表于 2014-3-15 13:04:01 | 显示全部楼层
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 楼主| 发表于 2014-3-15 13:05:10 | 显示全部楼层
Food production

A very important change that you should notice is that each citizen now eats 3 food. Most terrains and non-farm improvements have their food yields unchanged  –  so where does the food come from?

The answer to that is that farming (and fishing, where it applies) is now a much more important part of gameplay. Historically, much of the success of any given civilization was dependent on its agricultural effectiveness; until XIX century more than 90% of people everywhere were enrolled in food production. In contrast, in vanilla Civ 4 and earlier versions of our mod, a city  –  or a whole civilization indeed  –  could easily
prosper without building a single farm, except for tapping crop resources, and farms were one thing that a player cared least of all when losing to pillagers.  

With our new balance, farms (and fisheries) become essential for the growth of your cities, and there are a lot of factors influencing their effectiveness. Your food production early on is fairly inefficient, but as technologies advance, your farms will become more effective – and sometimes you will have some harder choices laid out before you.  

Early on, if you have enough cattle resources, you might opt to forego agriculture as a whole, switching to Pastorial Nomadism civic, which severely enhances your pastures while making your farms almost useless. It isn’t likely that you will want to stay that way for long, though, since farms will likely be your main food source later. Some civs have special national improvements that allow them to viably cling to Nomadism for a much longer time than most others.  

Slavery is now first and foremost, as it was historically, about food production: when it first becomes available, slave farms are the most effective way to produce food. Their major drawback, though, is that they don’t benefit from technologies, so by about Medieval era, food production  on regular farms becomes just as efficient  –  and with Serfdom even more so.

Another transition occurs around Industrial era  –  new Mechanized farms become available. These don’t benefit from Serfdom the way normal farms do, but as time goes, they become much more efficient through technology and special buildings, like fertilizer factories. Eventually they outpace normal (even Serfdom-powered) farms in terms of food production, so at some moment you will be willing to abandon now-
useless Serfdom in favor of other civics.  

Other improvements will also increase their effectiveness with technology and certain civics, but things are much more straightforward with those, so I won’t be going into details here.  

What’s new in 3.2: read this whole section – it is 100% new!



National Improvements

One very significant addition you have to know about is that every playable civilization now has a unique improvement only they can build. These improvements vary greatly in their effects, ranging from things that can be constructed almost everywhere (like Mongol Grazing Grounds) to things that greatly improve one specific resource (like Ethiopian Coffee Plantations). Some of the improvements allow civs in question to
make good use of features that would be detrimental to all others (for instance, Aztecs can improve swamps and turn them into useful tiles) while yet some other allow their civs to use certain terrains in unconventional ways (for instance, Incas can basically build their farms on hills).  

The more powerful of those, of course, are situational in character, as on random maps you are not guaranteed to spawn near the required resources or features.

What’s new in 3.2: once again, this is 100% new!



Cultivation

Some of the National Improvements, as we mentioned earlier,  are dependent on a specific resource, which makes their usefulness in a given game somewhat random. To counteract this to some extent, we created a new system of resource cultivation. There are two new features, fertile soils, that allow with a proper technology to create a new improvement on them – “… cultivation”.  

This is a very special improvement that has a 100% chance to discover a particular resource when worked by a city. Basically it allows you to place a resource of your choice on the fertile soil tile. After it has spawned that resource, the improvement effectively becomes useless, and can be replaced by some normal improvement (the resource will stay in place). AI is, of course, fully aware of how to use this system.

All civs in industrial era gain the ability to use this to plant basic crops – corn and rice on grasslands, wheat and potatoes on plains. But some civs earlier on (in classical or medieval era) gain the ability to cultivate resources that are critical for their National Improvements.  This way, their National Improvements are much less chance-based; while fertile soil plots are relatively rare, a civ that depends on a particular resource can scout and try to capture them early on and cultivate their particular resource. The list of these civs is as follows:
  Carthage – Dyes (grassland)
  Dravida – Spices (grassland and plains)
  Ethiopia – Coffee (grassland)
  France – Wine (plains)
A tactical consideration for skilled players: you might want to give a fertile soil patch to one of the above civs if you are confident that you’ll be able to take it back when they cultivate a new nice luxury resource for you.

What’s new in 3.2: cultivation is also a 100% new gameplay mechanic in 3.2.

[ 本帖最后由 ikariam 于 2014-3-15 13:07 编辑 ]
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 楼主| 发表于 2014-3-15 13:05:41 | 显示全部楼层
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 楼主| 发表于 2014-3-15 13:08:44 | 显示全部楼层
Civics

There are many new civics to use in Realism: Invictus mod, and even most of old civics are reworked in some way. Each civic category now has 7  or 8  civics in it, and they don’t necessarily form a linear progression – newer civics are not always better. In fact, in some cases you might want to stay with some of your initial civics throughout most of the game. AI leaders are also aware of this, and will try to choose a civic combination that most fits their playing style; in any case, you won’t see them blindly adopting all new civics they come across, and you aren’t advised to do that either.  

What’s new in 3.2: a lot of civics were added, moved, removed and tweaked. AI players will be much wiser about choosing civics that suit their particular play styles.  



Events

As Beyond the Sword has introduced the event system, our mod now takes a limited advantage of that. We did not introduce any new events, but existing ones were extensively tweaked to match the realities of our mod. Some were even deactivated, as they no longer made sense: for instance, Rifled Artillery is now a tech that everyone can research, and representing it as an event was no longer necessary. Some events now work better thanks to stuff that was already in our mod; barbarian-spawning events will now, for example, spawn appropriate flavor units for that particular barbarian tribe.

What’s new in 3.2: we have fixed most of the errors and issues with events that were still remaining after our initial BtS port. Most naming inconsistencies (such as references to techs that are no longer there) are also gone.



Espionage

Espionage is another BtS-specific feature that found its cozy place in Realism: Invictus. While we did not touch the essential nature of espionage compared to vanilla BtS, we implemented a lot of additional content for it. There will be several new espionage-associated buildings that will help you generate more espionage, and even a couple of new espionage-oriented wonders. Espionage is fun!

What’s new in 3.2: nothing, really.



Corporations

Corporations are yet another BtS-introduced feature. We saw no easy and realistic way to integrate them into our mod, and in our first BtS release they are simply disabled. Later on, we will likely do something fun and completely different with corporate mechanics. For now, just disregard them.



Some multiplayer advice

Realism: Invictus should be stable in multiplayer. In several test multiplayer games, one run until mid-Industrial era, we did not run into any Out-of-Sync errors. Nevertheless, we had reports of OOS occurring between several players with different OS’es (though don’t take that as a guarantee of errors  –  some of our games featured a Win7 system playing with WinXP system with no problems). Make sure the host has the most powerful and stable (preferably 64-bit) system, and if OOS errors do plague you, try using pitboss!

[ 本帖最后由 ikariam 于 2014-3-15 13:10 编辑 ]
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