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Diplomatic skills of Civilization 6 and China's play.

diplomacy

Generally speaking, the idea of the production team is very novel and unique in this work. This point can be elaborated slowly below.

Reflected in diplomacy, from the ancient dark forest to the beginning of the classical sphere of influence, and then to the Middle Ages, all civilizations will learn to compromise and diplomacy!

There was no diplomacy before the middle ages!

There was no diplomatic punishment for declaring war in ancient times, no maintenance fees for ancient units, and no defensive buildings in ancient cities. All this means that the ancient-classical era was a dark forest hunting ground. In order to survive and develop space, we must take up arms and fight with blood and fire!

Before the Middle Ages, diplomacy only needed to remember one thing, without condemnation-to formally declare war and launch a surprise attack directly.

The object of condemnation of this work is the TM generation.

It seems that some kind of civilization hates surprise attack and may condemn you.

In the Middle Ages, it was basically very close to CIV5 diplomacy. It is possible to send ambassadors and establish trade relations. With the improvement of your national strength, AI neutrality and even smiling are possible.

Chinese empire

Strengthening Eureka and Enlightenment: The benefits are not great, and talking is better than nothing, because Eureka 50% is very strong, and 10% is barely the icing on the cake.

Enhance the core competitiveness of workers. Adding a construction time is actually average. With the policy card, six construction workers can be produced. Ancient classical wonders can be hammered directly by workers, each time 15% hammered, robbing wonders artifacts!

Some ancient classic wonders are very good. Need to grab the "Colosseum" to build a city in the 6 +3 livable area, and take off directly after hammering!

Crouching Tiger, Hidden Gun: Never used, no evaluation, depending on the attribute negative score.

Great Wall: The middle part of the later city wall benefited from the culture of 2 gold and 2 gold. According to the current experience, the population growth in the later period is likely to stop because of livable and housing problems. At this time, the extra farm laborers can be locked in the Great Wall.

I don't think the Great Wall is very old yet, but it won't be valuable until the middle term. The previous plots and population are not enough to support this landmark facility.

Science and technology and municipal administration

The official translation slot is full, and many of them misinterpret the original intention. These two should be natural science and technology and humanities science and technology.

This production team is very ambitious, almost using historical simulation to set the game, and many small places can see the mind of the production team.

A flash of inspiration and enlightenment are actually supplements to scientific research based on practice. At present, the bonus is on the high side (so the actual effect of China characteristics is not obvious), which leads to the rapid progress of scientific research.

Eureka and enlightenment, my strategy is to satisfy when you can, and not to force it. We can adjust the order of R&D technology, but the main goal remains the same.

Scientific research mainly comes from the university town, not the population!

The location of the college is very important. The basic rule is to be close to mountains, and each mountain is given to the university town+1 for scientific research. For example, near the four mountains, the research of the college itself will have +8, the research of the city-state college will have +2 and then +2, and the research will be 12!

If the production capacity is not enough, the research city-state bonus (without alliance)+college is enough to support your technological leadership.

Of course, libraries and universities can or need to be built.

The location of the college can be seen from the details of the science and technology point that the university town itself is already very strong. I heard that there is also a policy card for doubling urban income.

city

The core change of this book is the city, abandoning the previous population-centered gameplay. Now it is centered on the city-the urban area.

Because the resources of a single plot increase, for example, after feudal research and development, a couple and three farms have 4-6 points of grain output, which is enough to ensure population growth, so population is no longer the only indicator of output.

The output buildings are not added according to the population, and the total population adds a little to the output.

With functional urban areas, we can continue to build that kind of output building. Therefore, except for a city with a particularly good location, the main output of a city is definitely biased and needs to be selected according to the actual situation. A big city like C5 is hard to build.

There is an upper limit for every three people in a city, and the production capacity required to build an urban area increases with the progress of the game. In other words, no matter which era you build a new city, the number of rounds spent is roughly equal.

The reason why C6 hammer is nervous is that it needs 40 or 50 rounds to hammer more urban areas. In addition, there are residential areas and aqueducts, which have the same characteristics as urban areas and can only be hammered but not bought. The cost of workers and immigrants is also advancing with the times. In addition, the unlocking of the timber yard is relatively backward, and the chemical and mineral energy is also relatively backward.

In the end, I used a crouching tiger and a hidden gun, which was much more embarrassing than Zhuge crossbow. Like Zhuge crossbows, the validity period is too short, and when the scientific research and production capacity is suitable for blasting it, it is already the early stage of enlightenment, and a large number of new arms with high combat effectiveness appear. However, Zhuge crossbow has the characteristics of rapid promotion. Double-click it for the upgrade of arms. Even if it doesn't affect the progress of the war, it's good to explode a bunch and upgrade slowly at home. Tigers crouched in the cannon, that is, the first two tigers of the hammer were tigers, beating the medieval units half to death. However, it wasn't long before you found that a bunch of modern cavalry were going to cut you down, and you couldn't take care of yourself.

Conclusion: It is still very useful to build two or three squatting cities in the Middle Ages, so forget the field battle.

The focus of this production team is an experience, not a simple strategic victory, which can be seen in many ways.

For example, the tendency of diplomatic leadership and the diplomatic intelligence system are all gradual processes.

Another example is the trading system. Theoretically, a caravan can run infinitely far, but you need to set up trading points along the way and plan the route very carefully. However, the city with the highest income is probably in your neighboring country, and the income has little to do with the length of the route.

But it is also possible that an AI city or city-state is really profitable. You should send caravans to gradually establish trading points at an early stage.