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Be careful of the colonial rule of Sid Meier in civilization iv.

1. Find a place with "seafood" and build a city in the early stage. It is best to have two crabs (or two fish, or corn bananas). It can be built in front of indigenous villages because it will be assimilated sooner or later. To have a high-yield forest, it is best to have two (this is not difficult). These two are the most important. If there is a small amount of iron ore, tobacco or cotton, you'd better sit on it, so that you don't have to appoint a separate person to mine these specialties at the beginning and you can get some money from Europe every time. )

Well, the first city has been built, so don't worry about building the second one. At first you have two people (no matter which country you use). One person goes to town immediately and sits in the city hall as a politician, while the other person can mine special products or grow food. Because that gives you 50 more chances. At this time, you should keep an eye on the European pier. When the new town is just established, there will be five rounds of immigrants at the dock. At this time, if there happens to be a senior scout riding a horse, it is best that the system can distribute the scout to you at the first time, otherwise you will be fine if you don't send it. In the fourth round, you can take the initiative to buy him (induced labor). Take the scout back to the new world and let him go out to explore automatically at once. Then sell these 50 lenses to aborigines, with a maximum of more than 2,000.

3. Then go back to Europe and buy two people (the one standing on the dock, because it is cheap, is less than 200, and the lowest may be 60). It doesn't matter if you have carpentry. Buy 100 horses at once, go back and turn them into scouts (there are no dragoons, dragoons like to disturb the cemetery), and continue to send out to explore. The purpose of exploration is only gold. Scouts just upgraded their exploration skills and escape skills, and elites and so on are not needed for the time being. Mainly to explore a wide range and enhance their mobility.

4. Early important great men: ① The price of European immigrants was reduced by 25%; ② The speed to and from Europe is increased by 50%; (3) Deepening friendship with indigenous people; (4) The general proportion has increased by 50%. That's about it. Other great men came and drove them away. After the first four came, the big men at the back hired people who were related to politics, and kept them mainly to increase the proportion of independence (that is, to increase the output of liberty bell).

In order to develop the first city, we should first build a dock or warehouse. The reason for building the wharf is to develop fisheries and build armed civilian ships. The purpose of building a warehouse is for containers (good things! 50% of the spilled goods are sold to Europe, which probably means this. Anyway, everything is shipped, right, don't be afraid of spilling raw materials). The premise of building containers is to develop sawmills. In other words, we must buy three carpenters from Europe.

6. Before independence, in order to accelerate independence, don't train professionals yourself, it's too slow! Professionals have to buy from Europe!

7. Staffing in the first city: buy three carpenters; Buy a senior politician; Two to three fishery experts; Two logging experts; Two agricultural experts.

This is necessary except for carpenters and top politicians. Others can replace it with the rotten people on the European docks first.

Buy two more development experts, the main task is to build farms, build forest houses, build mines, and then build roads! Build roads to connect the main city and cities! To be efficient, build roads first!

8. Build a primary school and train only senior politicians before independence! If nothing else, train three senior politicians. Because you are going to build three sub-cities next.

9, vice city only put a senior politician (can be changed to a rotten person at the beginning), an agricultural expert (changed to a rotten person at the beginning), an arbitrary expert (iron ore, cotton, sugar, tobacco, preferably silver); If there is a silver producing area, we should consider putting two silver mining experts (this is expensive, the first to buy and the second to train)

Give each city a mule car for automatic transportation, aiming at the main city with containers!