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Experience the new characteristics of civilization 4

Wise diplomacy

The content of the diplomatic part of Civilization IV has changed a lot, which I called a new feature from the beginning. These changes are not obvious in the screenshot, but they have a great influence on the actual game.

You don't have to be honest in three miles of civilization. Although there is a concept of reputation, you can actually make any computer player stand on your side by repeatedly giving worthless "tributes", such as a gold coin. Computers are also happy to participate in the war, making it easy for you to get help on the battlefield. Through the so-called technology dealer solution, you can get huge benefits from the computer and buy any technology with money in the early stage of the game.

The diplomatic system in Civilization IV is different. First of all, the factors affecting diplomatic relations are complicated. The concepts of loyalty and honesty between different civilizations, political and religious positions run through the whole game.

The diplomatic attitude among civilizations is determined by a series of influencing factors. In the game, you can not only see the attitude of other civilizations towards you, but also learn what factors have influenced their attitude towards you. Positive factors include: the same official belief, signing an open border agreement, developing resource trade, sharing technology, etc. Negative factors include: different beliefs, refusal to provide gifts, refusal to provide help, launching wars, etc. Most importantly.

Every civilization may like or hate another civilization for some reason. For example, Greece and Rome have good relations, and neither of them likes Germany, so you can't keep good relations with them at the same time. Your trade with Greece and Rome will make the Germans dissatisfied, and vice versa. The Germans may ask you to cancel your trade with Rome. If you refuse, the relationship between the two sides will further deteriorate.

In this way, opposing groups will gradually form in the game, and you need to choose to join one of them. Usually in the Middle Ages, the situation of the whole world would be four people against another group. Choosing which group to join is sometimes a very important issue. For example, civilizations with the same beliefs are easier to get along with, but sometimes such civilizations are not suitable trading partners. Although you may also establish good relations with civilizations of different faiths, it will be quite difficult.

Of course, the actual situation of the diplomatic front in the game is ever-changing. Sometimes civilizations do not form obvious opposing groups, but it is almost impossible for everyone to live in harmony.

There are also more people who can trade in diplomacy. Computers can really properly estimate the value of a transaction. Moreover, the computer's willingness to trade is also related to its diplomatic attitude. It is no longer the case that the previous generation of hostile civilizations will provide you with technology. You will find that a civilization that hates you will hardly accept any exchange, and a civilization with harmonious relations will be a better trading partner.

Computer civilization often regards something as a non-trading object, that is, it will never be transferred to other civilizations. For example, if a civilization first discovers an important military technology or a technology corresponding to an important spectacle, the technology will be displayed in red text on the diplomatic interface-it will not be transferred under any circumstances, and the specific reasons will be displayed in the form of a cursor floating prompt, such as "our relationship is not good enough" or "such a transaction is not in our interest".

In a good relationship, computers will be happy to conduct technology transactions, but such transactions need to be beneficial to both parties. To acquire a technology, you usually have to exchange it with your own technology, because the price of exchanging money is extremely high. In addition, the development of resource trade has a very positive impact on the relationship between the two sides and the happiness of the people.

You can also ask computer civilization to declare war on other countries, make peace or stop trading with other countries. But without good reason, computers will never go to war with other countries. If the ally you want to win is too far away from the goal you want to win, the other party will not want to join the alliance. Computers will only agree to participate in the war if it is possible to gain benefits, and expect you to pay the price they pay in some way.

You can sign two kinds of bilateral agreements with other countries: open border agreement and defense agreement. The open border agreement allows troops to pass through each other's territory, gives missionaries and other troops the opportunity to perform tasks outside, and establishes trade routes between the cities of the two countries. The defense agreement requires one side to participate in the war when the other side is attacked by another country. This agreement is completely defensive and can only be signed in peacetime. If either side declares war first, the agreement will be cancelled automatically.

Developers have also greatly enhanced the role of the United Nations. In Civilization III, the United Nations was only used to trigger diplomatic victory. In Civilization IV, this international organization has more functions. After the establishment of the United Nations, the Secretary-General will be elected. There are two candidates for this position, one is the founder of the United Nations, and the other is the leader of the most populous civilization (except the civilization that founded the United Nations). All civilizations in the world have the right to vote. The number of votes is determined by the population size, and all civilizations can abstain.

Civilized leaders who elect the Secretary-General can choose three resolutions, namely, global single currency, global open market, global individual freedom and global freedom of speech, to submit them to the General Assembly for voting. Another special resolution may trigger a diplomatic victory. After voting on the three resolutions, the Secretary-General will be re-elected.

In a word, the diplomatic system has made such great progress that it can be called a brand-new feature. You will enjoy the fun of fighting wits with your opponents at the negotiating table!

Happiness and health model

Civilization IV abolished the pollution treatment of the previous generation and replaced it with the concept of health. In the previous generation, the basic information of the city that needed the most attention was citizens' happiness. In Civilization IV, both happiness and health need to be concerned. Unhappy citizens will go to work, and poor health will also hinder the development of cities.

There are many ways to solve the above problems. Many resources can improve people's happiness and health, or build special urban buildings-temples and theaters can still improve happiness, aqueducts and hospitals can improve health. Of course, adopting some housekeeping systems can also play a great role.

The reasons for the decline in health are relatively simple, such as factories that cause air pollution, while the factors that affect happiness are more complicated. For example, war-weariness will be more serious, especially when fighting with countries with the same beliefs. The lack of military protection, forced conscription or labor in cities will also make people dissatisfied.

Another improvement is related to the wonders of the late game, such as Hollywood and the Rock and Roll Hall of Fame. These wonders can provide some special resources, such as blockbusters and hit singles. These resources can also be used for trading. Exporting movies and pop music to the outside world is definitely a profitable business.

In my opinion, the adjustment of happiness mode and the addition of health mode are the best improvements of Civilization IV. They have greatly reduced the annoying urban micro-management. It is much more interesting to improve health and happiness by managing resources, and it also makes the trade between civilizations more important.

In a word, there is no more whack-a-mole cleaning operation in Wenming Sanli, which is annoying. So happy!

Eliminate the infinite expansion of the city

It is difficult to expand quickly at the beginning of the game. Thankfully, immigration can be controlled now. Even if you run your own business, your empire will collapse because the city develops too early and too much.

The most fundamental change is the mode of production of immigrants. Now urban migrants need shields and food. Cities with 5 grains and 3 guilders per round can set aside 8 guilders per round for producing immigrants. At the same time, the surplus grain is used to produce immigrants, and the city will not grow. Therefore, you can support or produce an immigrant, but not at the same time.

From the beginning of the establishment of the new city, it is necessary to pay the urban maintenance fee. The maintenance fee consists of the distance from the palace and the total number of cities. Obviously the first one depends on the distance between the city and the capital, but the second one is more interesting. The more cities are built, the higher the maintenance cost. Therefore, to build a new city, it is necessary to pay not only the maintenance fees, but also the maintenance fees of other cities.

Unlimited urban expansion is tantamount to rapid suicide. In the best case, you will have more cities than your competitors, but the cities are small (thankfully, the cities will not grow after moving), so you have to greatly reduce the proportion of investment in scientific research to make up for the lack of maintenance costs. Therefore, in ancient times, you may be far behind in technology and be eliminated. And if you don't do your own research, you can't and can't buy technology. This is not a simple internal defeat. Backward technology and economic bankruptcy are likely to lead to a change in aggressive attitude towards you.

Another major change is that the workers do nothing at the beginning of the game. You must learn skills to make them do things. For example, study wheels to let them build roads, study agriculture to let them build farms and so on. Of course, if you want to acquire these technologies as soon as possible, you can ignore studying early religions.