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How to choose a location in Civilization 6
1. The location of the holy land is very important. The Pantheon can increase the income of adjacent plots, and the later policy has +100%. In fact, location selection in all areas is important.
2. Prioritize industry, rely on mines and hills, Germany must rely on business and resources.
3. Business relies on rivers and ports. Ports rely on resources and gold coin output. I think the shipyard with more gold coins is worth investing in early stage.
4. The theater relies on spectacle, and the academy relies on mountains.
5. There are opportunities for wonders to be seen in the flat areas around the city, so leave an appropriate position. At level 8, except for the one in the sea, I didn’t do any of them in the middle and early stages.
6. The distance between cities is 4 or 5 blocks, luxury goods are given priority, and industrial entertainment can be fine-tuned. If the city layout is appropriate, it is no problem for one factory to cover 5 or 6 areas.
7. For science and technology culture that is not urgently needed, half of it can be researched and exchanged for other projects, and it will automatically expire when the activation conditions are met.
8. Adjust the priority of urban output. If livability is low, turn off food output to control the population, or create immigrants to reduce the population. If you urgently need to deal with the war-weary problem, buy immigrants.
9. City-states look beautiful but are not necessary. In the last two rounds, city-states were completely ignored and only controlled 1 or 2 useful ones, which seemed acceptable. For example, giving luxury goods and adding victory-related resources.
10. Religious units can recover blood near holy places and do not have to die casually. For defense, missionaries are used in conjunction with holy sites to block the way, and judges are used to clean up the heretics to ensure that the religion in the territory is not lost.
11. After opening a new city, merchants and workers will be transferred. If you have money, buy and buy. The city will directly buy the land and hammer it into the industrial zone.
12. Each luxury product developed on the ground will add 1 livability to 4 cities. Special ones will add 6 1s, and they can be traded repeatedly. There is a bit of doubt here. Maybe the situation is different when the city is war-weary, and it will become more livable again. This has yet to be tested.
13. Give priority to industry, trade routes are added to commercial seaports, and the seaports still have a certain output capacity. If you have money, you will feel more at ease in emergencies. Some cultural and technological benefits will be lost, but they can be recovered. For example, 10,000 gold coins buy the last major. . .
14. Start workers and use them twice, then chop, chop, chop. Cut the hills to mine, farm the grasslands, and finally develop the plains.
15. There were a lot of battles between AIs, but the efficiency was very low. In the level 7 game, except for me, no other AIs lost.
16. The AI ??is stable at 7 cities. Normally, apart from the city I occupy, the AI ??only loses one city.
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