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Civilization 5: A Detailed Explanation of Ideological Blushing in the Beautiful New World
A detailed explanation of ideological blushing
As we all know, the state of "red face" is very unfavorable to development and cannot be ignored.
Some useful data about red face:
1, municipalities directly under the central government and pseudo-manchurian cities have 3 red faces per population 1 red face, and cities without courts have 5 red faces per population 1.34 red faces.
2. The threshold of being very unhappy is 10. When the red face reaches 10, the population will stop growing, there will be no immigrants, and there will be barbarian rebels in China.
3. The threshold of super unhappiness is 20, and the red face reaches 20. Cities may defect to players with high cultural influence.
4. Red faces are productive, and gold coins and combat effectiveness are punished, with each red face being -2% and the highest being -40%.
5. Red face below10 will also affect population growth, and the grain accumulation rate is -75%. If it exceeds 2 grains, it will be reduced to 0.5.
It is found that many novices are confused about the causes of ideological blush. Now the tips in the game are very detailed, and it is easy to understand if you are careful.
But many times, you may never meet it yourself. If you want to fully understand it, you must browse the code. Enjoy it with everyone, I hope it helps.
To find out the source of ideological blushing, we must first understand the level of cultural influence, which is determined according to the percentage of charm output to a civilization in that civilization's cultural output. * * * is divided into five levels:
The stepless (0%) is unknown, the first level (threshold 10%) has begun to take shape, the second level (threshold 30%) is widely known, the third level (threshold 60%) is widely praised, the fourth level (threshold 100%) has far-reaching influence, and the fifth level (threshold 2000)
Therefore, there are two ways to reduce the cultural influence of other civilizations: reducing the charm output bonus of opponents, or increasing their own cultural output (including the culture created by great writers).
There are many factors to increase the charm output. Please refer to other posts about cultural victory. If you have a profound influence on all players, you will win a cultural victory.
Secondly, we should understand the ideological pressure. Every thought pressure on the player is calculated separately, and the initial value of each thought pressure is 0.
If the world parliament adopts the world ideological resolution, it will increase the ideological pressure 2.
The pressure of each ideology, plus the level difference of interaction with the civilization of the corresponding ideology, is not added if it is less than zero. For example, if the player's influence level on an ai culture is unknown, and this ai's influence on the player has begun to take shape, and ai has opened up a free ideology, then the player's free ideological pressure is+1 (a level difference).
Note that before the two sides meet, the influence will always be unknown, and players who have destroyed the country or have no open ideology will not have influence.
Thirdly, understanding public opinion is related to the judgment of people's ideological satisfaction.
If you are under the ideological pressure of your own camp = the sum of the other two ideological pressures, you are judged to be satisfied (ideology does not blush), otherwise the difference between the two is recorded as dissatisfaction.
According to the dissatisfaction value, determine the degree of dissatisfaction. If the dissatisfaction value is less than 3, it means insisting on dissent; If the dissatisfaction value is greater than or equal to 3 and less than 5, it means peaceful struggle; If the dissatisfaction value is greater than or equal to 5, it indicates a revolutionary wave.
Finally, calculate the red face according to the number of cities and population respectively, and take the maximum of the two algorithms.
The number of red faces in each city and the red face score of population are 1 and 10, respectively, peaceful struggle 2 and 5, revolutionary wave 4 and 3.
The number of red faces caused by ideology = max (number of cities × number of red faces in each city, population/population red face score)
For example, players are in the revolutionary wave. At this time, the city 10 and the population 123. Four red faces in each city will produce 40 red faces, and one red face in every three people will produce 4 1 red face. If the maximum value is taken, ideology plus 4 1 blush.
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