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How to form the stirrup army in Civilization 6
As a technology in Civilization 6 that is very effective in improving combat effectiveness, stirrups are what many warlike civilizations hope to study early on. So what is the effect of stirrups in the actual game process? What the editor brings to you today is a popular science discussion on the formation steps of the *** stirrup army in the game compiled and shared by player 982108511. Interested players may wish to click in and take a look.
Civilization 6 download address: /play/17154.html
Study on the steps to form the stirrup army
First of all, let’s complain about the design of 2k, because the stick is at the top of the food chain , and the pony is at the bottom of the food chain (sticks defeat guns, guns defeat cavalry). Therefore, the design team gave different panel treatments to sticks and horses, such as swordsmen and ponies. The swordsman has 90 hammers, 36 power, 2 speeds, and the pony has 80 hammers, 36 power, 4 speeds. Theoretically, swordsmen only have 4 more oligarchs than ponies. Strength (relative to the dictatorship, the oligarch lacks 1 red, 1 bottle and 1 piano, which is still very critical). Therefore, sooner or later, the cavalry must weaken the ponies, otherwise the ponies will be too strong to conquer in one wave.
First of all, under the conquest of Pangu Divine Mark, the bottle must not be the main problem in the process of Speed ??Rider. This is the first logical basis for our discussion.
Why? Because looking at the technology line alone, even if you include useful technologies that don’t require stirrups, such as ironmaking, bricklaying, writing, and irrigation, you still don’t need many bottles to satisfy.
Give an example of the technology line for the second house with Iron Sword:
Mining (25) Animal husbandry (25) Archery (25) Copper smelting (80/40) Iron smelting ( 60) (The order of iron smelting and writing can be changed according to the time when you recommend the second house) Pottery making (25) Writing (25) Irrigation (25) (When the bottle is rich, open luxury to make money and increase the habitability) Bricklaying ( 40) (It is possible that you need to run early to lay bricks, if the ai builds the city wall early) Wheel (40) Riding (60) Stirrups (195).
The total is 625/585 bottles. In front of the stirrups, there will be almost no interference from colleges or theaters. Scientific research basically relies on population, and culture basically relies on population + small monuments.
Do a simple calculation of 0.7x=0.3x+2. It can be seen that when there is no small tablet, the bottle is higher than the piano. When there is a small tablet, the 5 people are tied. The small tablet is usually knocked down in 3 rounds. Press Mercenary 75t estimates that the number of bottles in the population is steadily higher than the number of pianos. However, mercenaries still need 745 bottles to trigger the full trigger, which is higher than the number of bottles for stirrups. Therefore, in the early stage, all things related to culture must be kept in mind.
Here we would like to first establish a point that we want to hit (new insights are welcome to discuss):
It is to go straight to the stirrups without mercenaries. The pursuit of so-called efficiency is actually to put The stirrup time is advanced to the time when feudalism arrives, which is only 205 qin earlier, and at 60t+, the number of qin is generally 2, which is less than ten turns faster, which means that the number of knights is halved (or even more, because these 10 turns At the expense of income), the multi-purpose knights have advanced less than 10t, and how long can these 5 or so knights support your advancement?
And the advancement of 5 knights is almost destined to only allow you to move in a single lane. It is better to have multiple knights, maybe all knights in the main line, and a small number of knights and swordsmen in the other line.
Let’s take a look at the cultural lines of mercenaries:
Code 20, Skill 20--Foreign Trade 20, Empire 35--National Labor (35-70)--Political Philosophy 55 (Qualitative change point 1, you need 220/185 piano to unlock it in the early stage and it will be unlocked around 40 rounds). Military tradition (25-50)--(very important, in order to insert the army card and cavalry +50%), games and entertainment 110--defensive tactics 87.5---(two passing humanities, the most annoying one is games and entertainment It is almost impossible to trigger inspiration), military camp training 60 (the most important thing is humanities! So I recommend military camp training first and then feudalism. I will mention why it is important below, so I won’t list it here). Feudalism 132.5 (you can buy workers directly after inserting the card, or you can hammer the workers to 1 round and then jam them before inserting the card), mercenaries 145, even if all the triggerable inspirations are triggered, it requires 745 culture, and you have to go to this 745 For culture, you need to understand what kind of things can add culture. For the time being, we will calculate it as 75t to mercenaries.
① Small monuments, needless to say, I usually only knock on about 2 small monuments (main city + 1 immigrant I grabbed). It should be hammered at about 30 tons, which can increase the price by about 180 culture (24%) (so don’t be stingy with hammering small monuments). Therefore, the advantage of Rome LA is that at the beginning, the city center comes with a small monument, and the immigrants bring their own small monument, and you can earn an additional 120 hammers + (60 + 30 =) 90 culture (12%).
② Population, 1 population = 0.7 bottles + 0.3 qin. It is common sense to lock food at the beginning to increase the population. Generally, the capital will increase to 5-6 population (palace + 2 bottles + 1 qin (so to 75t palace or even alone) Sharing 10%)), the sub-city will not be able to grow if its population reaches 3-4.
It is difficult to calculate the Qin brought by the population. A city can only provide 0.9-1.8 for estimation. The main city is 75, the sub-city is 40 (115), and the AI ??under the first family is reconciled at 50t. , the first family usually conquers 1-2 cities, calculated as 2 cities, 50t will be reconciled at 25 each, and the small monuments in these two cities will be 50 each (the small monuments are basically reconciled and repaired, and are temporarily counted in the population) here is 100 . Generally, you can use the swordsman to kill the second family in front of the stirrup, but usually they have not yet reconciled and are in a state of occupation, so the output can be ignored. So to sum it up, there are 290 pianos in the second item here.
③ Resources, this is actually a very important but easily overlooked point.
Why are resources important? Because resources can be locked directly at the beginning, or you can sit directly after grabbing immigrants. These are relatively early benefits. For example, if you lock 1 Qin in the early stage of the game, you can get up to 75t. There is about 60-70 culture (nearly 10%).
List the resources that can be added to the piano:
Silk is related to the forest, so the output of silk has the following situations: grassland forest 211, plain forest 121, grassland forest hill 221, plains and hills 131.
So to sum up, I think 211 is a land with a higher priority than 22 (high culture can also speed up land expansion). 121 can consider locking it with 4 or 3 people in the future, and the same goes for 131 , 221 starts unless there is a plot of 4 grains, otherwise the start will be locked.
Jade and marble
These two outputs are very worrying. . . Fortunately, it can all be developed by workers, and it can barely be used after development. Otherwise, it is either 201 or 111 (which is barely better than the 21 plot). Marble can also grow on grassland hills, with 211 built-in, and 221 after mining. , very good.
The last coffee has several situations:
Grassland Coffee, 201 is only slightly better than 21. It is recommended that if you sit directly along the river, you can get 1 more Hammer as well as direct development.
Rainforest Coffee, 211, not bad, can be locked in the early stage.
Rainforest Hills Coffee, 221, is very good. It is the same as Prairie Hills Silk. Unless there is a plot with 4 grains, it will be locked to death.
So based on the situation of several resources, although the luxury output of the two mines is low, the population can be locked up after development (unless the 121 plot is embarrassing and can only have 4 people) Lock, otherwise the population cannot increase), here I want to emphasize the importance of resources, because in the early stage, if there is indeed one of these four around, the average player will still be greedy for food and hammers, not pay attention to the piano, and waste a lot of pianos in vain (just imagine , a chariot has 43 hammers, which when converted into a harp is 43 harps, which is equivalent to 2t faster). As an uncertain factor, resources are not calculated for the time being.
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