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Game Analysis of Iron Man in Stars
As far as racial attributes are concerned,
Grain 15% is dispensable, because the current mainstream of this game is not farming, and the population is easy to fill, unlike civilization 5, which needs to constantly find opportunities to increase its population. So it is not recommended.
Energy 15%, a good property. More energy means more national strength. In the game, whether it is a mine, a laboratory or an army, it needs energy to keep running. Interested players can formulate corresponding tactics.
Mineral 15%, slightly weaker than energy addition. The first half of the game had some effect, but the follow-up was weak. Generally, the ore will never be used up in the middle and late stage, and the greater role here is the income from the early expansion of the site and the time difference income from the first wave of frigates invading neighboring countries.
Third-line scientific research 10%, single-line scientific research 15%, good attributes. But it has no intuitive influence on the winning or losing of the game. Simple science and technology can not be directly transformed into national strength, but also needs other attributes. At present, it seems that engineering and sociology spend more extra money in the game process, including reverse analysis, random tasks, transformation and upgrading.
Livability is 10%20%- 10%, which will affect the greatest happiness, and happiness will affect the land output of colonial stars, which is an attribute of different opinions. Generally do not choose the weakness attribute that reduces livability.
The breeding time is-10%, and it is meaningless to shorten the breeding time. See the judgment of particle addition for details.
The breeding time is+15%. Although it is of little significance to speed up breeding, the deceleration of 15% seems to be too much. Personally, I wouldn't choose this weakness.
Leadership+1 has little effect and is not needed in the early stage, but supported by scientific research in the later stage.
The leader's experience +25% is slightly higher than the above, but to be honest, the most important thing for a leader is his own skills rather than his character level.
Leadership experience -25%, replacing weakness
Strong, army damage, minerals, double reward. In fact, it is a good attribute, but generally speaking, everyone will choose "weakness" as a weakness. Reducing the damage of the army only reduces the damage of the marine corps, and has no effect on the expansion of the army and the fleet. In the conflict, in order to choose other better attribute points, people generally give up strong and choose weak.
Nomadic, migration time -50%, resettlement price -33%. The real estate is very good, and it has some functions in the post-colonial period, but the resettlement policy will reduce the happiness of the whole country. Make your own choice.
Settlement, contrary to nomadism, is suitable for lazy people. All-star computer hosting, who cares how long you immigrate. . .
Happiness is 5%/-5%. Usually you don't choose either. 5% happiness is not worth it, -5% happiness is distressed. Happiness is not so easy to find after the stall is big in the later stage. But there is not much improvement in national strength. Chicken ribs are tasteless, but it's a pity to discard them.
Charming and disgusting, generally speaking, disgusting is not chosen, and reducing the happiness of other races is secondary. The key point is that it will reduce the goodwill of basic diplomacy-15. Charming is ok, and it will help you lose an insurance when the expansion is fierce. At the same time, it can be guaranteed that it will not be announced in the early stage.
Obedience, moral difference -20%, a very good attribute, can effectively reduce the trouble caused by factions, but it cannot be eliminated. You can consider non-slave flow.
The leader's continued life can only be said to be quite satisfactory. It is a magical skill that can be SL in ordinary games, but it doesn't play that big role in Iron Man.
Decadence, the planet's energy output without slaves-10%, the weakness of slave flow must be chosen and given away for nothing. Don't choose this if you can't walk the slave stream.
Quick recovery, garrison health 100%, fortifications 50%, garbage. . . The battle is generally that the fleet goes straight into the other side's home star and is surrounded by Dayuan. As long as the war flies into the enemy galaxy for the first time, it will basically not hit the mainland, and even if you click this, the computer can't steal the local planet.
Hometown is also a hometown star, which is your livability in the game. Generally speaking, you only choose land preference, because you will get the technology of planet transformation in the game, and the principle of this technology is to change the properties of the planet by raising/lowering the temperature. The continental world has a moderate temperature and is the most convenient to transform. However, it takes 10 years to rebuild once, which requires rare resources. During the transformation, the planet produced little. The advantage is that it may save some research points when modifying DNA.
Morality and honesty have a great influence, which can almost be said to be the basis of different styles of play.
First of all, militarism itself can give extra points to the army, and it can also increase the influence point after establishing the enemy. War happiness still has some functions, which can increase some output in the war and reduce some factional disputes. But the disadvantage is that the alliance will reduce its influence output, which is still relatively speechless. Generally, militarism will not choose the alliance.
Corresponding to three orthomorphisms,
Military * * * and (no collectivism/fanaticism)
Electing a new ruler every five years can quickly change the ruler according to your current needs, but occasionally there will be an embarrassing situation where there is no influence to interfere in the election and the leader you want loses.
The maintenance cost of marine corps and spacecraft will be reduced by 10%, which can be reduced by 20% after upgrading the senior regime. This is still very useful. Lower maintenance costs mean more troops and stronger national strength.
War pleasure +5% is also a good attribute, because the war time coverage of this game is not low to be honest.
Military ruling clique (without fanatical collectivism/individualism)
Electing a new ruler every 40-50 years can also consume influence and launch an emergency election. Oligopoly regimes are all the same.
Spacecraft cost-10%
Spacecraft upgrade cost -25%
It can only be said that these two attributes are not bad, and you can explode soldiers earlier. Personally, I feel that there is no special advantage.
Military dictatorship (no individualism/fanaticism)
After the death of one ruler, the next ruler is elected. The other in the monarchy.
Every ruler can build a giant spaceship. When you build a ship, it will appear in the list. You can only make one, one more suffix than the name on your design. Probably the promotion of attributes. The big ship is good, but it has little impact on the overall situation. Generally speaking, there is no need to choose this regime because you want a big ship.
Naval capacity +20%, this is Pan translated by 3DM, which should be fleet support +20%, which is the upper limit of your fleet. Exceeding the limit will increase energy consumption, which can greatly increase this limit. It's really useful in the early and middle stages. After the upgrade of the senior regime, it is 40%, which is a fate.
Spacecraft maintenance -5%, reduce maintenance costs. As I said before, reducing maintenance costs means more troops and stronger national strength.
In my opinion, of the three military regimes, military dictatorship is the best and military ruling clique is the weakest.
Compared with military dictatorship, the advantage of military dictatorship is that the level of leaders will definitely have an advantage, and this disadvantage will take a long time to make up. The upper limit of the fleet is undoubtedly better for players than directly reducing the maintenance cost of the fleet, because as we all know, if we want to build an invincible fleet at some time, it will definitely exceed the upper limit of fleet support, and raising this upper limit means reducing the maintenance cost, and the reduction is also very large (if you don't believe it, you can double it or 1.5 times the maintenance cost). Moreover, you can't have an individualistic morality, which blocks the point where players choose individualism to improve the difficulty of the game. .
Idealism, happiness +5/ 10%. Simple and clear, idealism will make people happier, which is very scientific.
Idealism corresponds to three forms of government (the sum of * * *, the election methods of oligarchs and dictators are not detailed here).
Theocracy * * * and, reduce moral differences 10%, and increase 2 directly affiliated stars.
Theocratic oligarchy, reducing moral differences 10%, leader supplementary fee-15%.
These two can be said together, the attribute of reducing moral differences is still very strong in the middle and late period, which can effectively reduce the attractiveness of domestic factions. High moral differences will lead to changes in moral values, and different moral values are easy to join other factions. * * * and added directly under the role of the star is not too high. It can only be said that the more directly under the star, the more convenient it is to operate when the weapon explodes, and the output difference in the later period is nothing. It is also reasonable for oligarchs to reduce the supplementary expenses of leaders, and it is better to save that influence than not.
Both of them are very suitable for the expansion of the vassal stream, because the moral differences are reduced, so the annexation of a large number of vassals will not lead to the turmoil in the domestic situation, and it is pointed out in the attribute that charisma can increase the basic diplomatic goodwill of 15, which will give you great help in the early stage, so that you don't have to worry about being declared war prematurely.
God grants divine right, slavery endurance +50%, resettlement price-15%.
Slavery flows to the exclusive regime, and the advanced regime+100% tolerance of slavery, coupled with collectivism tolerance of slavery, makes the people of the whole country happier. . . Capacity explosion.
But slavery has no diplomacy. If you enslave a person on your home planet, unknown civilizations thousands of miles away will know. There is no mechanism in CIV5 that you don't know the bad things you have done until you meet them. We can only use production capacity to transform into military strength and use computers to fight for national strength. However, due to the need to form a fleet early, the expansion speed is not as fast as that of the pure princes above. The ultimate national strength is often weaker than the pure vassal flow.
Another hidden advantage of the ideal triode is that it can randomly acquire psionic technology. If non-idealists want psionic technology, they must have a scientist with psionic expertise, and non-idealists seem to be able to add psionic expertise to scientists only through random events. Therefore, in the medium term, you will generally miss psionic armies, psionic army accessories, and mind jumping engines. It's too difficult to get the psychic expertise attribute, especially if the iron shooter mode can't SL.
The current version 1.0.3, theocracy is not the best, but it can definitely be said that it is the easiest regime to win.
Materialism, +5/ 10% three-level scientific research. This is a fairly regular attribute, but scientific research is meaningless in this game. Not recommended.
Direct democracy, +2 direct star
Scientific Committee,+1 research program,+1 imperial leadership.
Hegemonic autocracy, +5% investigation speed,+10% investigation speed.
All the above are rubbish, and the+1 research scheme of the Science Council can be regarded as the most complete piece of cake in this pile of rubbish.
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