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Some suggestions for seeking civilization 5
Give you the following advice:
If a player wants to be strong militarily, he must be ahead in science and technology: computers can't control soldiers and technology, but the advantage is that there are many soldiers. As long as the arms are advanced and properly commanded, players can often play against each other.
1, military, science and technology leading law:
(1) In this work, you can gain a lot of benefits by forming an alliance with the polis. The military city-state will give you advanced military units, the cultural city-state will give you cultural points and great men, and the maritime city-state will provide food rewards to your city. But the most impressive thing is that they will give you a lot of scientific and technological points (up to more than 20 points per round). Think about what it's like to form an alliance with five city-states at the same time and give you 100 science and technology points in each round. )
There is a diplomatic branch in the policy, and it is recommended to fully promote this branch. In particular, the policy of giving you scientific and technological points in each round of the alliance city-state will be upgraded (provided that one city or at most two cities are developed as much as possible in the early stage, and excessive expansion is not allowed, because for every additional city, the policy upgrade point will increase by 30%, which is a punishment for over-expansionists).
Powerful science and technology can snatch miracles and create superior arms. Once the war starts, the allied city-states will send troops to help the war, and some militarily developed city-states can even act as the main force of the war for you, which cannot be ignored.
2. Economic leadership: Money is very important in civilization. With a lot of money, we can form an alliance with the polis, make scientific research agreements, and buy soldiers and houses.
If you want more money, you must open up new sources and reduce expenditure. Open source is to develop land and increase the urban population as much as possible (there will be food bonus if you form an alliance with the maritime city-state). The throttle is mainly divided into the following three parts:
(1) Carefully build redundant buildings that need maintenance fees, such as water trucks, windmills, factories, universities, barracks, etc ... Every round needs maintenance fees. These buildings should be built in the capital, but it is far from necessary for some small towns with only 2 or 3 people who have no future development, because it only generates 6 or 7 gold, 6 or 7 production capacity, and the construction and maintenance fee is as high as 650.
(2) Carefully build roads and railways: the maintenance fee for each grid of roads is 1 gold, and that for railways is 2 gold. Whether it is necessary to build roads is an economic account. The formula is: connecting the sub-city with the capital, you can get business income, and the amount is about 1.2- 1.4 gold per citizen. If the road network does not exceed 14 grid and the railway network does not exceed 7 grid, it is profitable, but if a small town with a population of only 1 and 2 is far away from the capital ... it is a loss-making business. In addition, if you use a railway connection, you can also get an increase in capacity. So whether or not to build roads, what kind of roads need to be considered.
(3) Don't keep unnecessary units: With the advance of the game, the unit maintenance fee will be higher and higher. For example, the initial worker maintenance fee is 1, and it is 6 after 200 rounds. The more advanced the combat unit, the higher the maintenance. So we must figure out what soldiers to build and how many to build. For some useless backward units or idle workers, please resolutely dissolve or give them away.
3. Diplomatic leadership: A highlight of Civilization 5 is the rich diplomatic system. Making full use of diplomacy, how to unite the majority and attack the minority requires skill.
(1) Alliance polis, see point 1. It is a rare fighting force.
(2) Joint computer: There are many methods, and the most common one is to condemn whoever it condemns. On the contrary, sending money and things to a city will have little effect, unless, of course, you return its captured unit or liberate the city it occupies.
(3) Pulling the third party into the group battle in the war: The most common thing is to shoot down the enemy's city and give it to the third party, which can play a very good role in alienating the other party. It would be better if you can reach an open border with a third party, so that you can openly deploy long-range troops to the city and continue to attack the enemy, and the enemy's short-range troops will be very depressed (you can't cross the territory of the third party at hand)! ! Within a dozen rounds, the two computers will announce each other.
Of course, there is another way, that is, you deploy troops on the land of a third party with an open border treaty to fight the enemy. Your long-range troops can fight him, but he can't fight you. But the effect of provocation is far less than the first method.
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