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Civilization: Space —— A Victory Strategy for Experiencing Universal Difficulties and Harmony

First of all, introduce the opening.

1, ordinary difficulty, standard speed, minimalist map

2. Pan-Asia, artist, geodesy (or retrograde propeller), laboratory, random map type.

Artists are mainly for culture, not to mention health.

earlier stage

1, study ecology first, and get the ultrasound.

2. Production and trade stations

Step 3 explore

4. The pure tendency of task selection

5, knowledge and industry should be done first. Look at the beginning. If each grain has more people, more knowledge, more social customs (population +0.25% culture) and more places to explore (+30 survey culture), if there are more resources, industrial commercialization will be saved. The ultimate goal is to achieve the second level of knowledge cohesion in a short time (reducing the required cultural value 10%).

6. After ecological research and development, ultrasonic waves will be built immediately and caravan protection will be selected. if

7. In addition to the caravan leaving the trading station immediately, you can buy it directly with money. When choosing a trading partner, money is a priority. Eating too much in the early stage is easy to cause health problems.

8. After the caravan is over, you can go out to see the clinic and the earth relics, and start a little culture at the same time. If the population is 6, you can start social medicine. If not, you can start a creative class.

9, at the same time point industry, industry to profiteering (there should be two cities at this time).

10, when the population reaches 8, the population is divided, food stops, and construction and immigration are carried out.

science and technology

1. After studying ecology, I began to learn computers, send spies, send genetics, send robotics from genetics, and then send branch robots (anti-espionage+harmonious point). If there is not enough food, send out chemicals, build recycling stations and dig oil for money.

2. Having said that, alien science is a heterogeneous fuel factory.

After studying the transformation of the earth.

At this point, the money advantage brought by science and technology has returned through the earth landscape. Generally, there are two cities here. If the population is not too large, health should be hovering between positive and negative. If there is a health problem, go directly to genetics and basically solve the problem.

economic aspect

1, if you have the opportunity, you can use the pure effect of alien monsters not hitting explorers to build roads and connect two cities, and intercity roads will be rich.

2. It is more cost-effective to come up with the key points of industrial substitution market under culture, but it is necessary to prevent NPC from filming the radio station.

3. The applied aesthetics of culture should be given priority, which has great advantages even in the early stage.

culture

1, culture first expands knowledge, then stops when it comes to social medicine and begins to point to industry.

2. You can be casual after the square is crazy.

At the beginning, this game used culture to control the health and manufacturing power of a single city, and at the same time used trade to make money. R&D was stolen by spies. When the money reaches 1 0,000, it is directly divided into quick-buy trading posts to increase income, buy buildings to control health, and workers keep up. When it enters about 65,438+050-200 rounds, the game can basically be normal. The advantage is that you don't have to worry too much about health and money. You can let go of transactions and so on. The new city is developing rapidly.

Culture will fall behind for a while, because architecture and energy are spent on money. Pay attention to some cultural buildings.

I wrote a bunch at random. Let's have a look around, hoping to attract more attention.