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Beginners' Open Diplomacy and Civilized Urban Construction Strategies 6

Cut to the chase, after analyzing each system, let's talk about the most stable opening style first. Many old players don't like this routine, but they will use it more or less according to the version.

begin

A boy scout and a worker, no more. Scouts scout around the main city, with the purpose of finding the nearest city-state, civilization, small grandfather and workers to develop resources.

After that, the whole army was wiped out. In the first stage, the target is three sticks and three stones (bows and arrows). When the troops with two sticks and one stone are around, they take the initiative to attack the barbarians nearby and relieve their worries. After the bow and arrow technology research, throw stones to upgrade the bow and arrow. After the above two things were done, they began to declare war on the nearby city-states and ai. Of course, they will play one by one, and it will be stable to play two or three city games. Don't stop the violence until the income becomes zero.

With this style of play, the technique goes straight to the bow and arrow, and selectively learns three initial techniques according to the situation. Throwing stones to make up the knife and triggering bows and arrows in the process of playing wild Eureka.

Policy research military tradition, Spartan education is very important, that is, melee long-range plus 50 production.

In the early stage, three or four cities were laid close, usually two city-states and one ai, so the basic pattern was stable in the early stage, during which three or four workers and one or two immigrants could be harvested without delaying the development of the main city. But these things must be done early, because there was no diplomatic punishment for declaring war in ancient times, and it became more and more serious in the later stage, especially those friends who wanted to farm and didn't like being announced by everyone. As soon as they entered the classical era, they could consider stopping.

The opening is simple. Here, we can discuss any questions together. Next, let's talk about the diplomatic questions that many beginners often ask.

diplomacy

This generation of diplomacy has a basic principle, that is, its own strength, because the basic mechanism of computer judging whether to participate in the war is like this: every ai player has a declaration of war suppression value, high ai is a war maniac, low ai is farming, and it is influenced by existing diplomatic relations and other factors. Then ai will always calculate the player's strength. If the player's strength is lower than the suppression value of declaring war, then ai is likely to declare war. Therefore, if you want to farm peacefully (after the start, of course), you still need to maintain a certain amount of troops. At present, the formula has not been found, but the computing power of ai is not only based on the combat effectiveness of the troops, but also the quantity is very important, so there will be a story that ai's piles of spears and sticks dare to declare war with the players' aircraft cannons in the later period.

The second and least valuable point of diplomacy is the agenda of AI.

Some people say that the agenda of AI is the task released by AI. I have also sprayed this, but the translation is too bad and easy to cause misunderstanding. The agenda of AI is actually the personality traits of AI. Frankly speaking, AI is hostile to whatever behavior it likes. Usually AI doesn't like its competitors, for example, Qin Shihuang doesn't like you to create miracles, and Brazil doesn't like you to rob great men. So the agenda is useless, because players will definitely do it when they participate in these things.

At present, it is found that the easiest AI to please should be France, because sending tasks is also espionage and it is easy to be green-faced.

trade

Finally, we talked about the gift transaction. Because there is a bug in the current trading system, it is impossible to expect ai to offer a reasonable price. Everyone should consciously not abuse it too much. Trading is mainly used to exchange strategic resources and luxury goods, and works of art can be exchanged in the middle and late stages, but the price of ai works of art is usually higher, and you have to add money for the exchange of works of art.

As for your question, the game suggests that the more business, the better the relationship.

Build a city

Selected location

First, the distance, the ideal distance between cities is three to six squares, so that the addition of cultural areas and industrial areas can radiate each other and facilitate the support of the war. So try not to build a city far away for the sake of circle resources. In addition, don't rely too much on AI, it will hurt their blx. Considering that the distance between the polis and ai laid in the early stage will be far, try to build a new city between the main city and these sub-cities.

Second, location and output. Try to walk along the river, or at least one square from it, so that you can drink the water in the canal. In terms of resources, there is no need to force bonus resources, just one or two, luxury resources are very important, try to ensure at least one. It is important to have a good look at the output of the power grid. The principle is that the grain and hammer should be balanced. There is a grid with towering trees in the mountains. Output two grains and two hammers, which is the best plot in the early stage.

Third, the role and development direction, there used to be a great man city and an industrial city. I have thought about this generation, and it seems that there is no such problem. So when building the city, I try to choose a place with many hills nearby, so that the production capacity will break out later.

city construction

Urban areas are things that need to occupy a grid, such as colleges and holy places. Once the city is built, the original things on the ground are gone except strategic resources and luxury goods, but don't feel bad. The output of built-up urban areas is much higher than these things.

There are extra points for urban areas to be placed in specific locations. Simply remember the main points. 1, urban areas are contiguous, and one output is added for every two adjacent urban areas; 2. The Holy Land College is one mountain plus one; 3, the port depends on marine resources plus one; 4, industrial zone according to the mine 1. Don't care about other forest wonders or anything.

Regarding canals, it is not recommended to build canals in cities along the Yangtze River. The income is too low, wasting a grid. Except Rome, because it is more livable.

livability

The generation of livability is mainly linked to population, and the livability of every two people is reduced by one.

Livability has nothing to do with urban site selection and plots, but only with the following factors:

Luxury houses, each luxury house provides four livable places, and the system automatically assigns them to the places where they are needed, and each luxury house adds one to each city at most. Simply put, dividing the number of your cities by four and rounding it off is your demand for each luxury. For example, if you have six cities, dividing by four is 1.5, and rounding is 2, then you must have two luxuries to ensure that each city can get them (actually this part is useless). The point is that extra luxury goods can be sold. For example, if you have four chocolates, the extra two can be sold to AI.

Entertainment area, the early entertainment area is useless, and it can radiate the surrounding cities outside the zoo or gymnasium. The livability of entertainment area is different from luxury, and it is used in all cities within the influence area, regardless of the number of cities.

Not to mention miracles, the policy mentions that there are policies to increase population capacity and livability in democratic systems, but at the cost of deducting eight gold (national welfare? )