Civilization 7 - My Playing Experience & New Gameplay Features - Subtítulos bilingües

It's finally time I can share that I have played Civilization 7.
With my thanks to 2K,
who flew me out to check out for Axis's studio, gave me 4 hours of hands-on experience with Civilization 7.
Today, my friends, I'm going to break down roughly 15 minutes of gameplay.
giving you my hands-on perspective as we move through.
There'll be time cards down below for different sections, but let's just jump straight into it.
Talking about some big changes with leaders and civilizations.
This is the game's setup screen,
and a few things will probably jump out at you if you're a Civ fan,
most notably,
an age,
tab and a civilization tab that are both separate from the leader,
and first big change that will slap you in the face is the fact that leaders are now distinctly separate from civs.
No longer do you have to play the leader who is historically tied to your civilization, are showing through each leader, a leader pro...
profile and their own leader abilities.
Here, for example, Augustus, who spent the most time with, is a cultural expansionist, and you can play Augustus separate from the civilization of Rome.
You'll notice that each one has its own unique flair, and of course the pairings here go very well together.
If you choose the history, historical peering, you'll find some logical and fairly easy synergies, but you don't have to.
The other thing you seemingly don't have to do is start at the beginning of a game,
the game now, as I've mentioned broken into different ages.
Three of them, by the way, spoiler alert, will return to them a little later in the video, antiquity, exploration.
and then modern.
Now this gameplay footage it will largely infect all of it except for some screenshots focused on the first age of the game,
the antiquity age.
Just before we move away from the leaders though, important to note that these have changed a lot too.
Look at their art style, look at their animations, you'll be able to reach your own conclusions.
there.
However, there's that second now big decision, not just choosing a leader-ansive, but picking them separate from one another.
They're currently represented by the relatively small icons that are being clicked through at the moment.
And as you can see on screen,
each one is presenting,
of course,
the tried and true,
unique units,
as well as unique buildings,
though I would argue there's a little bit more depth here,
even right from the word go, the selection of a sieve, the selection of a leader.
You'll notice that the abilities, of course, lean into the kind of historical flavour that a leader or sieve might bring.
speaking, there's a lot more to play with here.
As well, I should add, the game makes some kind of recommendations.
You see the little leader artwork on the first and second options here,
but as we move through into the next ones, the less historically accurate ones the game no longer recommends them.
Another massive detail that I have to mention here.
is that as you change through the ages,
the three ages that I mentioned earlier, you'll be given the opportunity to change your civilization as well.
This of reminiscent of humankind, but maybe a little bit more structured.
In civilization seven, we have the chance to change our civilization, to change from, say, China to the world.
mongols as you move through.
I didn't get to experience it myself, but the devs talked about it during their presentation.
Leaders can be customized as well,
like leader attribute tree that we'll get to a little bit later in the video, kind of similar to the commander's tree.
Now to return back to the start of the game we see some difficulty settings,
speed, map type and size, though most of these weren't enabled in the version.
I played, they're not enabled here, the only thing that was able to be changed was the difficulty.
Now, let's move through and take a look at the actual game itself.
It's time to talk the early game.
Once you've selected your leader and civilization,
in this case a fairly straightforward, historical pairing and Egyptian Empire was born, you'll jump through and see the game map for the first time.
I think it's worth freezing here just for a moment because if you're anything like me,
you're probably thinking it looks a bit like Civilization VI, but maybe slightly more almost could be the right word.
Up in the top left we see many icons familiar to Civ 6 players,
one notable new resource icon that globe won next to money that is influence and we'll be returning to that later because there's a lot to unpack there.
Starting off you have not a settler but a founder and the very familiar process.
of settling a city in Civ is born.
However, things start to change here.
They to diverge.
To begin with, of course, selecting units, training them in the city, works the same way it always has production.
Cool, set, move through to the next turn.
Some of the nuances start to show themselves as we take a slightly closer look at.
technology tree, unlocking our first building and adding some benefit to farms.
My personal impression is that these benefits that you unlock through the tech tree and the
culture tree which also returns tend to be a little bit more pronounced here.
You'll find perhaps more of them and arguably I believe they're stronger than in previous titles.
though of course it's fairly early days yet.
The UI is generally like this,
fairly crisp and clean,
often fairly monochrome,
they did say that they were going to be working on it a little bit more,
particularly around scaling, they being of course vraxas and the developers.
Let's focus back in on the gameplay, the has a lot of unique.
options like this search to increase its vision range for one turn.
These kinds of abilities will play out as you move through as well.
We'll talk about them later in the video when it comes to combat, but I wanted to note them here.
Now, with the building of a granary, expanding out to a tile, expansion in Civilization
7, by way, must be done adjacent to an existing city tile, no more randomly plopping districts way far away.
We also just revealed something very important there.
Did you see it?
It only on the screen for a moment.
Let me bring it back up.
There are actually two things.
The first one is that this tile that the city is growing.
rural expansion rather than in urban is a navigable river tile.
We now move units up and down the rivers they actually have some significance in civilization seven beyond just settling.
Another important factor is that this tile was expanded to improved indeed without the use of ability.
Builder's have been removed from the Civilization franchise in Civ 7,
and I believe an attempt to remove some of the micro management around the game, streamline the process just a little bit.
And having played games like Humankind or millennia here on the channel and other games that focused building the city,
actually within the city, rather than requiring it.
acquiring external units to do it, I tend to think that this does help streamline the process.
A different part of the game with added depth is this part,
the huts, the huts, now offering at least a choice, in case between happiness or production and gold.
I'll take the money any day.
More over though they can't answer.
quests almost, challenges for you to complete within the age that sometimes have many layers within them.
Now let's focus our attention back to Old Mate Scout who's now going to use the lookout effect to one,
increase the vision range and two, change the look of this little dude on the map.
Now with a nice little watchtower,
this unit is positioned with extra vision range so I can keep an eye on that area of the map.
A use for scouts instead of just kind of randomly running them around in areas you may have already explored.
We see again the expansion of the city as the population grows now.
Or in fact as the turn changes over and the city is yet again ready to produce something.
In the early game,
your options are still roughly just as limited as they are in previous civilisation games,
but as you move through you'll find that the city districts work in different ways.
Multiple added within a district, sometimes unique buildings and unique combinations to provide even more bonus yield within the city.
them.
And as I mentioned earlier, the growth must be a little bit more natural in Civilization 7 than in previous games.
It must be connected to a previous tile, not just dotted around the map.
As we move through toward the end of this early game section, you're starting to see the technology tree get a little bit more natural.
more advanced,
bearing in mind that we are of course only within the first age of a sieve game,
and all of this footage is taken from the antiquity age, so most of the stuff that we're unlocking is fairly straightforward.
Jumping into the civics,
they are arguably more powerful than they were before,
you'll see the unique ones up the top,
the first two options,
unique to me based on how I set up my civilisation and its leader, and then some of the more generic ones.
Discipline leading through into one of my personal favourites for the playthrough, Mismissism, giving gold in all settlements, settlements counting town, attached to your cities.
And not to overwhelm you too much,
but governments also make a return,
in this case as you can see providing a limited boost,
10 turns, and a fairly significant one, depending on which yield you want to choose.
All of these decisions shaping the game alongside, of course, the return of policies generally unlocked again through the civics tree.
We still have a lot more to cover.
The victory process,
for example, will get to alongside diplomacy, combat, loads of juicy changes, but I've tricked you into listening to a call to action.
But I hope it'll be a valuable one for you too.
I have so much more I could say on all of the topics in this video.
But what do you want to know?
How can my hands on experience with the game?
And all of the other 4X historical strategy I've covered here on the channel provide you with what you want to know.
So let me know down in the comments whether you leave on yourself or just upvote another one.
You'll find them all of course down next to that subscribe button which my biased opinion is wouldn't
be a bad shout considering it's siv-seven time.
Let's get back to the video though, now onto diplomacy and influence.
Starting with a look at the independent peoples.
Here's one now.
These peoples can pop up and disappear throughout again.
They're not linear, they're not just stuck there until somebody destroys them.
The city-state, the kind of rigid city-state system, particularly of previous serves, I'm thinking, Civ 5, is long gone.
These or honestly kind of like civilizations, will play an important role.
Of they won't ultimately create more and more cities like a proper empire would.
If you want to deal with empire, on the Empire diplomacy, well, here it is.
The first interaction will be familiar to most of us.
Friendly greeting reveal their location, do nothing, or worsen the relationship.
However, what Civilization VII does quite well is tokenize diplomacy, and it uses the
influence mechanics that little glow up in the top left,
which you can generate from buildings,
leader, civ events, all of places to get this and in my experience, it is relatively abundant if you go looking for it.
It won't just cost you things for these diplomatic actions though,
these very basic early ones are of course,
supplanted by a much larger category of later game interactions,
but they've also woven other elements in,
like Sabotage and Espionage for example,
which we're now going to focus in on a little bit more as well as take a look at the trees,
tech trees, culture and that war diplomacy.
Firstly, the tech tree looks very familiar, you'll probably pick up the only notable exception
from Civ 6 is a lack of Eureka bonuses and those synergies if you focus down on a certain pathway.
The civics trees are also presented firstly by age and then secondly by culture,
in this case the Egyptian culture A far smaller tree, but of course one that's a lot more nuanced and not more focused in.
In case giving a call back to something from earlier in the video,
plus one culture on navigable rivers alongside pyramids, increasing your city cap or settlement limit and some extra cash.
Let's not drill too deep into those details though and now look at the diplomatic actions,
treaties and endeavours generally used to build a relationship,
open markets,
exchange, culture, reconcile and then sanctions these more almost devious actions from the early denouncement right the way through to things that I would consider espionage.
As you can see when you're After war,
war returns, zero for me and three for them thanks to a not-so-hostile relationship and a surprise war.
War support, however, can be much more easily read, I and kind of influenced using that it's in the namesake the new influence.
yields, a specific diplomacy yield that really focuses in.
Here you can see 60 of it can be spent.
Now of it required to support myself in the war,
reducing the weariness on my production and combat strength that comes as a result of the fighting.
You can also look into other wars.
For example,
here's one being played out by two of the AI empires,
with 615 influence to spend,
again, maybe not that hard to come by in certain situations, you can choose to support one side or the other, and influence the weariness of that war, or target them
with some specific effects.
sanctions, hindering agriculture or their civics and society.
The diplomacy overall felt a little easier to engage with.
And by using it a and building up some experience, I was able to access the leader attribute tree.
And can see one here as an example.
Split culture, diplomacy, economy, expansionist, militarist and scientific.
There's a lot here.
So depending on what you're doing, the kind of experience you earn, you'll be able to assign points to unlock these traits or abilities.
honestly, a very expensive tree, almost as expensive as the Wanda animations which make their
wonderful return largely from Civ 6,
although of course now with the new Civ 7 art style, the changes that have been made there, alongside animations.
Let's drill down now, drill sergeant into the combat and commander's section of the video.
Here you'll see a commander unit surrounded by normal units.
I can promote it once it's experienced using points.
These are built in the top left,
you see currently level 2,
15 out of 60 toward level 3,
and again divided within many trees,
different perks where I can spin my points to unlock a logistical army that moves faster,
packs up faster, or I want to go for sheer strength with assault.
It's kind of a difficult decision.
Here you can see the commander doing what they do best, another unique type of unit with a unique ability.
In case, gathering up land units around it and packing them all into one time.
But don't fear, Sir fans of the classics, it's not quite the death tiles of old.
The units are packed together,
they'll march as an army,
they don't need to be the same type of unit,
none of that kind of merging from Civilisation 6 with Armadas or whatever,
in this case a commander can gather up a certain number of units.
units, march with them across the map, and as you can see, deploy.
Generally, the deploying will use their turn, though there are traits and abilities that can get around
this to make the actions a little bit faster, maybe enabling you to jump straight into the fight after deploying.
Obviously, there's so much more that I could say about this.
it makes moving troops around easier, arguably they look a little bit better as well, better animated, better effects, and arguably more strategy.
Pack them up, hide them, sneak attacks, you name it.
Now, let's move on to the final main category, ages, crises, and victory.
How does a game end, and how do you move through the ages?
Well, to answer that second question, it starts with a crisis.
Ticks out out of a hundred,
one per turn,
and more based on your actions and the ability to complete your quests associated with your civilization,
or but to focus in it begins with a policy, later multiple policies, and this crisis will also be accompanied by events on the map.
As you move through the antiquity age,
it's random civilizations, maybe stronger than barbarian camps, but weaker than city-states pop up around the place, looking to probably cause trouble.
And of course,
you can also feel the pain thanks to the social policies,
and I'd also point out track the progress of the crisis up the top using that little bar up there.
You see that the crisis obviously happens towards the end of an age and intensifies fairly quickly thereafter.
on the map, the the chaos, generally, is one thing to deal with.
But throughout the age and future ones, you should also be focused on your legacy paths, split across science, culture, military or economic.
These are your quests, your goals, your challenges within the age.
To go down the science pathway,
which you might do if you built your of that way,
you might change your mind halfway through, you need to display 10 codices, codics and old scientific manuscripts.
I believe, but don't quote me on this part, produced by a building, kind of like a good.
In this case, if we do that, we'll start to earn some legacy points and move down the pathway.
As you can see, the first player to reach the milestone also adds age progress to all other players.
So this is not just an individual challenge but also something that you're trying to drive along to drive the world through into
its next age.
The system isn't just designed to benefit winners though, you can see that each progress point, well, some of the problems.
progress points anyway,
offer rewards,
and you can make it all the way to unlock a golden age,
then some kind of ability,
building or bonus will carry through much stronger than many older buildings, which in this game may not provide you anything at all.
The culture legacies also reflect broadly the same kind of thing as you would expect,
moving through to a golden age where in this case as an example,
empathetes become golden age ones,
retaining base yields,
adjacency bonuses and effects so they keep everything moving through to the next age,
which again is not guaranteed in Civilization 7,
there's a real I believe underlying buying focus on saying,
hey look,
this thing from 2000 years ago maybe doesn't really do as much for us these days,
and so therefore it won't provide a bonus or its bonuses may not carry through.
We've now looked at all of the main legacy challenges for this age, the different categories finally ending here with the economic one.
And I think you'll start to understand that these pathways,
these legacy paths,
as well as providing individual benefits,
a tree of unlock, maybe experience for my leader and growth for myself, they also work toward victory, achieving victory early.
I don't even know if that's possible.
I don't know what happens if you completed all of these within the first age.
What I do know is it's fairly easy to swap and change between focuses or indeed work on multiple outcomes.
helping to progress the age.
However, as my gameplay was mostly limited to the first age, I'm not super qualified to go too much deeper.
What we can go deeper into is what the game is actually going to look like, releasing on the 11th of February 2025.
The game will have a few different editions.
I think there's some interesting stuff in here.
At the standard edition, we'll generally retail for 69.99 US, and the game will be coming to all platforms.
written on your screen at the same time.
A step change for the Civ franchise.
Next up there'll also be a deluxe edition, obviously with a more deluxe price point.
At generally 100 US dollars for most of us, we should hang on a Nintendo Switch.
This will include five days worth of early access, as well as two content.
packs, and the first post launch DLC.
Finally, the digital-only Founders edition, builds of course on top of the Deluxe edition, slaps an extra$30 and gives you one additional
pack, Founders as well as a second DLC, and again, those DLCs you can see on your
screen are scheduled to release after the game comes out.
So, it would seem they've also announced the first two DLCs, Crossroads of the World Collection, and one called Right to Rule.
You'll get all of that inside of the Founders Edition if you choose to purchase it.
I also see through their press release they have a Collectors Edition, Unknown Price, Physical Item 1.
games only,
doesn't include the game,
this is your goody bag of cool unique Civ merch,
and finally some pre-order as well as 2k account bonuses,
only really useful to you if you're buying the standard edition and arguably you probably don't need that one pack, but it just my humble.
opinion.
Speaking of which, I've largely stayed away from leaning too deep into my opinion and impressions, although of course they've bled through throughout this video.
What tried to do is explain what you're seeing.
Break down the gameplay and talk a little bit about how civilization even differs or changes.
this probably a greater video to explore those changes in a bit more detail.
I'd also, as I mentioned earlier, love to hear from you, leave a comment down below, please, or upvote something.
Let me know what you want to see.
You hey, I really like the combat section, I'd like to know your impressions, how it actually plays.
Stupid man.
Or, whatever you want to comment.
Regardless, and aside from that, I generally enjoyed my experience.
I'll try and stay away from three hours, four hours worth of gameplay, tuning into too sweeping of a statement.
I liked it.
I think that some things, though, will be a little bit difficult to adjust to.
Maybe we can unpack that next time.
Idioma de traducción
Seleccionar

Desbloquea más funciones

Instala la extensión Trancy para desbloquear más funciones, incluyendo subtítulos de IA, definiciones de palabras de IA, análisis gramatical de IA, habla de IA, etc.

feature cover

Compatible con las principales plataformas de video

Trancy no solo proporciona soporte de subtítulos bilingües para plataformas como YouTube, Netflix, Udemy, Disney+, TED, edX, Kehan, Coursera, sino que también ofrece traducción de palabras/frases de IA, traducción inmersiva de texto completo y otras funciones para páginas web regulares. Es un verdadero asistente de aprendizaje de idiomas todo en uno.

Navegadores de todas las plataformas

Trancy es compatible con todos los navegadores de plataformas, incluida la extensión del navegador Safari de iOS.

Modos de visualización múltiple

Admite modos de teatro, lectura, mixtos y otros modos de visualización para una experiencia bilingüe integral.

Modos de práctica múltiple

Admite modos de dictado de oraciones, evaluación oral, opción múltiple, dictado y otros modos de práctica.

Resumen de video de IA

Utiliza OpenAI para resumir videos y comprender rápidamente el contenido clave.

Subtítulos de IA

Genera subtítulos de IA precisos y rápidos para YouTube en solo 3-5 minutos.

Definiciones de palabras de IA

Toca las palabras en los subtítulos para buscar definiciones, con definiciones impulsadas por IA.

Análisis gramatical de IA

Analiza la gramática de las oraciones para comprender rápidamente los significados de las oraciones y dominar puntos de gramática difíciles.

Más funciones web

Además de los subtítulos de video bilingües, Trancy también proporciona traducción de palabras y traducción de texto completo para páginas web.

Listo para empezar

Prueba Trancy hoy y experimenta sus características únicas por ti mismo

Descargar