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中方最高层五年没去欧洲,这次出访塞尔维亚等三国,释放明确信号_我的网站

人鱼小姐

A |     

这一次,中方最高层访问欧洲三国,其实有着一个明确的信号。这个信号我们不能简单理解为,谁对我们好,我们就和谁打交道。
联合国有190多个成员国,咱们这边一开会能来150多,跟着美国混的也就是那7个国家,外加它能够极限动员的47个国家,它那边就是彻头彻尾的一个小圈子。    
Photo:Courtesy of AG.AL
    Photo: Courtesy of AG.ALThe 2026 Esports World Cup (EWC) concluded in Paris on Sunday local time, with Chinese esports club AG.AL (under Chengdu AG Esports Club) claiming the overall club championship. It became the first Chinese club to win the title since the tournament's launch, with French President Emmanuel Macron presenting the championship trophy.
AG.AL's victory was not decided until the final stage of the competition. In the last event, Trackmania, French player Gwen held his nerve under pressure to claim the title, helping AG.AL overtake Saudi Arabian club Team Falcons in the standings and secure the overall championship.
This victory reflects a new trend in global esports competition: competition among top clubs is no longer determined solely by one popular game or a single star player, but by a club's overall capabilities in multi-title strategy, talent development and global operations.
For AG, the title was not just a last-minute breakthrough, but the result of a global strategy that had been developed over years.
"Although the tournament itself lasted only around two months, we had been preparing for it for more than two years," Chen Longsheng (EDDY), AG.AL VP&COO, told the Global Times on Monday. He said AG began expanding its overseas esports operations around the EWC in 2024, selecting promising players from around the world and now covering more than 20 esports titles.
This multi-title strategy is also closely linked to EWC's unique competition format. Unlike traditional esports tournaments that often focus on a single major game, EWC adopts a club-based ranking system covering multiple titles, including Honor of Kings, CrossFire, and Trackmania. AG.AL competed in more than 10 events, accumulating points across different competitions before completing its comeback in the final stage, according to AG.
Chen said the format has also changed how clubs evaluate the value of different esports titles.
"From our perspective, there is no absolute distinction between major and minor titles. As long as players in a game have the ability and passion, they can help the club earn valuable points," he said.
He noted that titles such as Tekken and Trackmania may have smaller audiences compared with some mainstream esports games, but outstanding players in these fields can still become important contributors to a club's championship ambitions because they offer the same opportunity to earn crucial points.
Under this new competitive environment, esports clubs are also shifting from building teams around a single title toward developing more diverse talent systems.
However, for an esports club competing on the global stage, finding the right players is only the first step. Building a stable team among players from different countries and regions, while ensuring smooth operations at international tournaments, also tests a club's management capabilities.
"Cross-border operations involve challenges including language communication, contract arrangements, legal regulations, and player support," Chen said. "Different countries have different legal environments and salary systems, and coordinating all of these issues is actually very complicated." 
According to AG, during this year's EWC, staff members followed the teams throughout the process, from players' arrival in Paris, to training arrangements, communication with tournament organizers, post-match interviews and their departure.
"Fans see the players on stage, but behind them there are many operations staff ensuring that the entire team runs smoothly," Chen said.
AG's own development journey also reflects the changes that have taken place in China's esports industry over the past two decades.
In 2001, AG's predecessor won the StarCraft title at the World Cyber Games (WCG) Grand Finals, earning China's first world-level esports gold medal. Twenty-five years later, AG once again reached the top of an international competition. But the way esports is contested has changed dramatically - from battles centered around individual games to competition among global clubs based on talent, operations, and broader ecosystems.
"Over the past two decades, Chinese esports have gradually moved beyond the era when success depended mainly on individual players or a single game title, and developed into a more mature ecosystem involving clubs, professional leagues, content creation, commercial partnerships, and international exchanges," Shanghai-based esports commentator Natto told the Global Times on Monday.
According to Natto, the growing international presence of Chinese esports clubs also reflects a broader change in how the industry views overseas markets.
"Going global is not only about sending teams abroad to compete," Natto said. "It also means understanding different audiences, building communication channels and allowing more people to see the diversity of Chinese esports."

B | 这里面的原因其实很简单。比如我们看这次去的三个欧洲国家,其实都是坚持战略自主的国家。

法国上个世纪60年代,就把北约和美国赶出了自己的家。

C | 这么多年来,它也一直尝试要走自己的路。它的武器装备虽然用的是北约标准,但是从“幻影”系列战斗机、“勒克莱尔”主战坦克,到“戴高乐”航空母舰,都是自己造的。

反观英国和德国,也只能跟着美国屁股后面混日子。俄乌冲突爆发之后,法国其实也不是完全赞同美国的立场,它也一直在努力扮演自己的角色。

D | 从这个过程当中我们看,欧洲“发动机”和“领头羊”的雄心壮志,还是比较清楚的。这个就是多极世界的道义和正义,我们当然要支持了。

匈牙利这边和我们关系一直不错。

E | 著名表演艺术家陈佩斯兄弟俩的名字,从匈牙利首都布达佩斯来的。虽然是中东欧国家,虽然是一个北约国家,但是它对俄罗斯的态度也算是公正。总理欧尔班曾经说,当今世界中国美国就是两个中心。但是我们看到,匈牙利并没有完全地选边站队,也是一个相对独立的立场。

F |

塞尔维亚这边就不用说了。网友都管塞尔维亚叫做塞铁,因为这是我们真正意义的战友。再过几天就是咱们大使馆被炸的纪念日。大使馆旧址前面,塞尔维亚政府还立了一个纪念碑。在纪念碑上写的是:“谨此感谢中华人民共和国,在塞尔维亚共和国人民最困难的时候,给予的支持和友谊,并谨此缅怀罹难烈士。”中塞之间那是真正鲜血凝成的友谊,这件事我们永远不能忘记。
要知道,上个世纪90年代,中国和美国做生意,那可是做得风生水起。双边贸易额从1991年的178亿,短短7年时间就到了914亿,一年100多亿。有人说做生意还是要和美国人做,爽气。经贸关系因此就是中美关系的压舱石。

G | 但是就在双边贸易,快到1000亿的1999年,美国没有任何理由和借口,悍然轰炸了我们的大使馆。在美国人眼里,哪里有什么压舱石。

今年是大使馆被炸25周年,5年我们没有去欧洲。

H | 现在我们选这个时间点去塞尔维亚,其实就是一个非常鲜明的态度。

I |

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Published on:08:47:48


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