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{"id":3086633,"date":"2016-07-10T11:52:00","date_gmt":"2016-07-10T09:52:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/civilization_6-stadtstaaten_und_gesandte_weniger_automatisierungen\/3086633"},"modified":"2024-05-03T23:05:58","modified_gmt":"2024-05-03T21:05:58","slug":"civilization_6-stadtstaaten_und_gesandte_weniger_automatisierungen","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/civilization_6-stadtstaaten_und_gesandte_weniger_automatisierungen\/3086633","title":{"rendered":"Civilization 6: Stadtstaaten und Gesandte; weniger Automatisierungen"},"content":{"rendered":"In Civilization 6<\/a> werden im Vergleich zum Vorg\u00e4nger diverse Automatisierungen gestrichen, um sicherzustellen, dass die Spieler “aktiver” werden. Lead Designer Ed Beach und sein Team bei Firaxis Games erkl\u00e4ren<\/a>: “Automatisierung ist eine Mechanik, die es Civilization-Spielern erm\u00f6glicht, eine bestimmte Einheit vom Spiel steuern zu lassen, also alle mit dieser Einheit verbundenen Entscheidungen und Interaktionen an die Spiel-KI abzutreten. In Civilization 5 k\u00f6nnen Sie Sp\u00e4her automatisch die Karte erkunden lassen oder Ihre Bautrupps automatisieren, sodass sie die Gel\u00e4ndefelder der Stadt selbstst\u00e4ndig verbessern. F\u00fcr manche Spieler ist das eine gute Spielweise, aber eines der Hauptbedenken ist, dass Spieler auf diese Art in eine Art Autopilot-Zustand versetzt werden und sich weniger in das Civilization-Erlebnis vertiefen und einbringen.”<\/em>

Ed Beach (Lead Designer): “Die Welt ist jedes Mal einzigartig, wenn man das Spiel spielt, und darum wollen wir den Schwerpunkt auf die Interaktion des Spielers mit dieser Welt setzen. Das bedeutet, dass Spieler gezielt Entscheidungen treffen, statt wichtige Aspekte ihres Spiels per Autopilot steuern zu lassen.”<\/em>

Handwerker, die die Bautrupps aus Civilization 5 abl\u00f6sen, sind ein Beispiel f\u00fcr die Losl\u00f6sung von der Autopilot-Mentalit\u00e4t. “In den bisherigen Civilization-Spielen gab es Bautrupps, die sich bei der Fortbewegung auf der Karte Zeit lie\u00dfen und mehrere Runden brauchten, um eine Modernisierung abzuschlie\u00dfen. Die Automatisierung erm\u00f6glichte es den Spielern, die Bautrupps zu ihrem Vorteil zu nutzen, ohne sie in jeder Runde manuell steuern zu m\u00fcssen. Das w\u00e4re oft schwierig gewesen, weil man vergessen hatte, was geplant war, wenn die Bautrupps bereit waren, ein neues Projekt anzugehen.” <\/em>

‘Indem sie durch Handwerker ersetzt werden, die Modernisierungen sofort errichten und nach einer festgelegten Anzahl von Eins\u00e4tzen aufgebraucht sind, hat der Spieler jetzt unmittelbarere Entscheidungen zu treffen, die seine volle Aufmerksamkeit erfordern. “Jetzt gibt es eine Reihe wichtiger Entscheidungen dar\u00fcber, wann man einen Handwerker baut und wann man eine Modernisierung errichtet, die sich alle direkt und sofort auswirken. Das ist eine einfache \u00c4nderung, aber eine dynamische, da sie beeinflusst, wie die Spieler mit Modernisierungen umgehen und wie sie planen. Diese Platzierungen zu steuern ist mit der neuen Erweiterung der St\u00e4dte entscheidend.”‘<\/em>

‘Beach schlie\u00dft die Automatisierung jedoch nicht in allen Situationen als brauchbare Funktion aus – besonders, wenn es um das Erkunden von Ozeanen und K\u00fcsten geht. “In diesen F\u00e4llen will man meist nur in Erfahrung bringen, was es da drau\u00dfen in der Welt so gibt, und die genaue Kontrolle in jeder Runde k\u00f6nnte f\u00fcr die Spieler weniger interessant sein.” Daher wird es in Civilization 6 auch m\u00f6glich sein, Land- und Marineeinheiten automatisch erkunden zu lassen, wenn auch etwas begrenzter: “Wenn eine Landeinheit bei ihrer Erkundung auf eine Bonush\u00fctte st\u00f6\u00dft, brechen wir die Fortbewegung ab und lassen den Spieler selbst die Belohnung abholen. Wir haben festgestellt, dass Spieler in Civilization 5 einen Bonus von einer Bonush\u00fctte bekamen und gar nicht wussten, woher er gekommen war. Ebenso brechen wir das automatische Erkunden ab, wenn ein Gegner in Sichtweite kommt.”‘<\/em>

Der Lead Designer f\u00e4hrt fort: “Die \u00c4nderungen, die wir f\u00fcr Civilization 6 vorgenommen haben, beruhen darauf, wie vergangene Civilization-Spiele unserer Erfahrung nach gespielt wurden. Wo es im Spiel optimale Entscheidungen oder zur Routine gewordene Strategien gab, haben wir sie uns genau angesehen und versucht, die Spieler an diesen Stellen ein wenig wachzur\u00fctteln. Wir m\u00f6chten, dass Spieler die Folgen ihrer Entscheidungen erkennen und sehen, wie sie sich auf das Spiel auswirken. Manchmal nimmt die Automatisierung dem Spieler wichtige Entscheidungen aus der Hand.”<\/em>

Auch in Civilization 6 wird es wieder
Stadtstaaten<\/a> geben. Wie in Civilization 5 sind dies einzelne St\u00e4dte, die unabh\u00e4ngig vom Spieler und von rivalisierenden Staatsoberh\u00e4uptern agieren. In Civilization 6 verf\u00fcgen Stadtstaaten “\u00fcber verbesserte Quests, die angezeigt werden, sobald ein Spieler einen Gesandten dorthin schickt. Wenn Quests von Stadtstaaten abgeschlossen werden, k\u00f6nnen die Spieler sich zus\u00e4tzliche Gesandte dort verdienen, die ihnen dabei helfen, ihren Einfluss zu vergr\u00f6\u00dfern und bessere Belohnungen zu verdienen, wenn sie ihre Beziehung zu den jeweiligen Stadtstaaten vertiefen. Gesandte sind spezielle Botschafter, die Spieler zu Stadtstaaten aussenden k\u00f6nnen, um ihre Agenda in Civilization 6 voranzutreiben. Gesandte verdienen mit der Zeit Ressourcen und je mehr Gesandte in einen Stadtstaat ausgesendet werden, desto mehr Einfluss gewinnt man \u00fcber ihn. Mit mehr Einfluss k\u00f6nnen die Spieler Suzer\u00e4n dieses Stadtstaates werden, was einzigartige Bonusse hervorbringt und die Loyalit\u00e4t des Stadtstaates sowohl in Kriegs- als auch in Friedenszeiten sichert. Suzer\u00e4ne k\u00f6nnen sogar Gold zahlen, um f\u00fcr einen begrenzten Zeitraum die Milit\u00e4reinheiten des Stadtstaates einzuberufen. Spieler k\u00f6nnen Gesandte auch in Stadtstaaten schicken, mit denen sie sich im Krieg befinden, um so m\u00f6glicherweise die Loyalit\u00e4t des Stadtstaates mitten im laufenden Konflikt zu \u00e4ndern. Erkl\u00e4rt der Spieler einem Stadtstaat den Krieg, werden alle Gesandten entfernt, die er dort hat; ansonsten bleiben Gesandte dauerhaft in Stadtstaaten.”<\/em> Es wird au\u00dferdem bestimmte Konditionen und Handlungen geben, Gesandte aus einem Stadtstaat zu entfernen.

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