
Conquer Warring States Japan under one banner
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Sep 15 → 0.43/day in the week after.
About

Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $38.99−35% | 2.7Kreviews | 74% | — | $3.9M |
| $59.99 | 873ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is the best KOEI game to date, a wonderful game, I recommend it to every single fan of the series.
不错的游戏
[table][td][url=https://store.steampowered.com/curator/30253125]甄游组鉴赏家(点击订阅) [/url] [url=https://store.steampowered.com/curator/34433893]玩家聊天Q群124925250[/url][/td][/table] 信长野望系列在玩法创新上一直都走得很艰难,每一作变化都很小,还拿本社的三国志系列来试错,终于在第16代做出了重大变革。不愧于新生这个副标题,融合了系列的优点,打造出了接近于真实的新玩法。 新生的步子迈的有点大,所以如果只是凭借经验来玩那开局是大概率会翻车的,需要学习的新系统很多,难得的有了点上手门槛。 现在的游戏环境模拟出了较为真实的君臣关系,如果经常看大河剧就会深有感触了。作为大名要考虑的不全是攻城略地,其实武戏的占比远没有文戏多,如何笼络人心,如何制衡手下,如何外交博弈才是战国大名最头痛的问题,战争的胜败只是之前努力的水到渠成而已,不过好在这是游戏,战争内容依然占据了重要地位,内容的平衡上做得很好。 下面分别讲一下几个主要玩点,有些会穿插着讲,首先内政也就是种田是大多数人看重的部分,可建设的地区现在分为直辖领地和封地,建设内容又分为发展和建造,正常情况下玩家只能发展直辖领地,封地则由任命的代官自动发展,而发展的速度全看能力,如果玩家手中人才凋零,或者实在看不下去也是可以多花点钱强行给出指令的。建造则没有这样的限制,玩家可以在任意名下城市建设城下町。这里要重点提一下的就是城下町的区别,本作给城的规模和地理位置,周边资源做出了很好的区别,拥有更多建设空间的大城拥有得天独厚的优势,拥有特殊资源的城则可以建设对应的建筑,而通用建筑的建造和升级也取决于发展度,发展的优先级,城的攻略优先级,都做进了这套内政系统里。最后还有一个重要资源就是劳动力,劳动力会应用到很多地方,所以笼统的说劳动力的多少也决定了玩家可以做多少事,劳动力的获得收石高的影响,怎么看这套系统都很完美吧。 人事外交系统结合内政不难看出本作的武将作用有多大了,玩家需要认真考量人才的分配,后方城市扔一个垃圾的时代已经结束了,新生的每一个武将都将展现其价值,这点后面还会讲到。首先人才的获取变得更加重要,人才的作用更加明显,不管属性如何都将起到很大的作用,因为你很难将每个需要人的坑填满,而有没有武将在坑里则是0到1的突破。外交方面更加凸显了战国时代盟友之间的脆弱关系,表里比兴更是各家常态,别国对你的态度大概只影响亲善的效果吧,同盟年费需要大量的预算去维持,要是你想更进一步,让对方办点事,那全年充值就不可避免,位置不好的大名必然会财政吃紧。 最后讲一下战争,本作将战争更加的宏观化,但趋于合理,大名一声令下所有负有义务的下属都会从各自领地起兵,根据路程纷纷前往战场,这里重点体现路程和路线,路程太远的部队到达战场的时间就会晚,甚至有可能战争结束了某些人还没到,这里没有特指德川秀忠啊,毕竟人家途径真田领嘛,所以路线的选择也很重要,最短路线虽然可以快速到达战场但正面攻击显然不如包围攻击,而且不切断敌人的增援路线也是兵家大忌,同时战场宽度也限制了参战部队的数量,与其排队等待分兵包围进军就是另一种选择了,缺点就是更花时间,粮草的消耗更多,换来的则是更有效的打击,战术上是不是更有深度呢,简单的选择蕴含了经韬伟略哦。 以上是新生原版的大致内容,下面是威力加强版的内容。 加强版主要增强了内政和军事方面的内容,现在家臣团可以任命五大佬和五奉行了,这是开玩笑的,其实是评定众系统。玩家可以在资深家臣中任命一位家宰,其本身的技能可以提供正面和负面的加成效果,另外还可以任命2位从属大名为家宰,这里并不是个人能力越强效果就越好,纯就看人,所以说本作不存在没用的人,有些人擅长打仗,有些人擅长内政,而有些人更擅长喊666,真可谓物尽其用了。奉行也是提供了加成,或者提供一些改革的解锁,依然是看人,奉行可以任命5人而且没有负面效果,主要区别就在于其人员组合,好的奉行团队可以提供大量优秀政策和全局加成,让原版的政策变得更具可玩性,而不单单是前作的延续。 谈判系统可以用在自家家臣的交涉上也可以用在外交上,这倒不是一个新玩意,很多游戏早就用过了,也就是在给予和索取中获得平衡,当然在和自家武将的谈判时给予更多可以收获忠诚度算是个添头。 会战系统可以说大幅增加了战争的可玩性,在特定地点即可进入会展,玩家可以微操部队来实现战略目标,原版在部队调度方面攻方占有优势,现在会战中士气的存在大大利于守方,所以战略要地,防御工事等都是争夺的焦点,如何调度部分也更加考验玩家,会战主要目的还是为了尽量再现著名战役,不过可惜的时在这点上还是流于形式了,更多是用来微观再现著名战役而已,加上部队数量的限制,目前只能说给了玩家微操的机会,还有很大改良空间。 风景名胜是光荣战国题材必不可少的内容,这次获得名胜地后会带来可观的收益,不再只是一种收集品了。 目标任务也是个添头,完成随机触发的任务获得奖励可以降低前期发展的压力,还算不错。 以上就是信长野望新生威力加强版的大致内容介绍,在惊喜之余又要为续作担心了,如此完美如何超越呢? 那么总结一下就是新生将这个系列又救活了,没有玩过原作的可以直接入手威力加强版,玩过原作的请自行考虑增加的内容是否能值得你再战几周目。
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Jul 30 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, Japanese*, English**languages with full audio support
| $38.99−35% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The strategy behind recruiting high ranking Samurai is very sophisticated. Too bad the video and playing interface has not been updated.
整體不錯
...
神作
[h1]《信長之野望・新生 with 威力加強版》简评[/h1] 日本战国和中华三国一样,都是各种游戏喜欢使用的一个历史题材,本作《信長之野望・新生》就是取材于日本战国时期的一款即时战略游戏。游戏的机制相当的复杂,难度也绝对不低,涵盖了军事战争、经济发展、城市建设、人事管理等诸多体系,但是一旦熟悉了游戏内容,那也是真的好玩。圆玩家的招兵买马、一统天下的帝王之梦,还得看这类作品,一玩就上头,根本停不下来。 [h1]一统天下从一方城主开始[/h1] 日本战国时期,虽然有“村子打架”的戏称,但是很多时候也不只是只有几百几千人的战斗,上万人的大规模战役也是存在的。只不过那个时候的大名实在是太多了,大一点的大名势力可能有数座城市,小一点的大名势力可能就这么一个城(镇),也就显得有些小势力之间的战争确确实实看着就像村庄械斗那般。就像本作《信長之野望・新生》这款即时战略游戏,就日本这么一片小地图上,就有无数个大名势力扎堆。玩家初开局时候的势力范围,往往也只有那么一两座城市,军队人数也就千百余人。说好听点是一个大城的城主领袖,说难听的就是地方的豪门氏族。就是在这样的微末之境,玩家需要慢慢的累积资源,不断吞并周边的势力,最终最大最强一统日本战国。 [h1]知行、内政和征战[/h1] 游戏战略机制的内容绝对不会少,初上手面对各种机制绝对脑瓜子嗡嗡的不知道如何下手,想当年有着同样类似玩法的《三国群英传》系列,整体的框架都相似,但是机制的复杂程度明显就是本作要更深入、更硬核、更复杂、更繁琐。 那么所有的机制,可以全部划分为三大类知行、内政和征战。由于很多的术语,都源于日本战国时期的文化,不是特别懂的玩家对于刚接触这些名词,绝对是不明所以的,其实游戏初上手比较麻烦,这种文化历史的不熟悉也是有一部分原因的。以下就是个人理解的知行、内政和征战三要素,某些机制虽然不归属这三要素的范畴,但是为了方便,个人也将它们还分到其中了。 知行:基本就是人事管理的一套体系,以人才为核心,不断充实玩家的人才库,以供征战和守土之需,包括招募人才、招降敌将、安排职位、加官进爵、受封领地、授予称号、赏赐财宝、提升忠诚等等。 内政:维护玩家领土安稳,为玩家开疆扩土提供大后勤保障的一系列体系,包括城市建设、郡县开发、国策发布、挣钱屯粮、怀柔国众、天灾处置等等。 征战:毫无义务就是战争抢土地、抢资源、抢人口,包括招兵买马、粮草物资、攻城伐地、军团会战、外交结盟、谈判交涉、谋略实施等等。 [h1]占领城池和搜集武将,这是最大的兴趣[/h1] 就像二次元抽卡游戏的盛行,是因为玩家想要集齐所有的漂亮小姐姐角色图鉴。那么《信長之野望・新生》这款游戏吸引玩家之处同样也是如此,其一是不断占领更多的城池,其二便是搜集全部的人才。看着自己家的领土一步步的扩大,自己的城池一点点的增多,自家的武将一点点的丰富,这种成就感是真的美妙。果然这才是男人的梦想,什么后宫佳丽三千,哪有自家武将三千有意思,女人只会影响我一统天下的进度。 [h1]最后[/h1] 游戏是真的肝,一壶茶一包榔子,从早八点到晚十二,一整天就这么过去了,虚度光阴好可怕。 [quote] 妙笔提手点墨花,妙语成章满纸纱。 欢迎关注[url=https://store.steampowered.com/curator/44852326/]猪式会社[/url],用心绘测游戏。[/quote]
我√巴人傻了,刚出那会买的数字豪华版可以玩威力加强版的,好久没玩现在玩怎么没了???操作也完全变了,rnm怎么回事?????
后期根本没法玩 弱智AI
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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