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Terrain selection skills of civilization 6 paving city

Civilization 6 abolished the happiness value and replaced it with comfort and housing to limit population development, but it seems that there is no mechanism to limit cities, and only-1 population from cities just meets the initial housing shortage.

There may be similar military units that exceed the hidden limit of population load, but I didn't trigger it. )

Therefore, it is best to fully pave the city when opening, and occupy the land first.

Sitting in the city has three elements:

1, want to have fresh water

The most boring thing in this version, more annoying than happiness, is the housing problem.

Each population consumes 1 housing, and when the remaining housing is 1, the food is -50%, and when it is 0, it is -75%, calculated in cities.

Therefore, every city should have a good location-riverside and small lake: (after adjusting the immigration filter) it is best to have 5 rooms in dark green and 3 rooms in light green. Never consider white 1 room before leaving the classical science and technology canal.

Each time, an extra 1 house is provided, so ordinary small towns can only grow to 4 people, build barns +2, (capital+1), and 7 people reach the soft upper limit.

2. There should be open space.

The second pit in this version is to divide a lot of land into special zones and wonders.

As a result, the land output reached the upper limit very early, and the population would be less than the previous version 10-20.

So the capital (or the main city where you plan to build many wonders) must be placed in the middle of the mainland, on a 3*3 hexagonal land. The more rivers, the better. There are one or two mountains and some hills. It is better not to have lakes. If possible, it is best to be separated from other cities by 5-6 squares to make full use of the open space.

This version of marine resources is very weak, and nothing can be built in the sea except the exclusive ocean, so the port city can't be the main city, just develop a Sydney Opera House in Close.

Moreover, the downtown of a port city is not necessarily near the sea. Ideally, the third grid outside the city center is the coast, which can minimize the coastal wasteland.

3. The topographical features are complete

Again: more flat land and more rivers, the better. There are one or two mountains and some hills. There are deserts, swamps, rainforests, flat land, hills on the mountain side, plains on the shore, grasslands without hills, and cows on the flat land side.

Not all cities are required to have it, but you can find at least one in all cities. You can't build things indiscriminately. It is described in the development.

Appropriate quantity and type of resources

There are three kinds of resources:

Luxury resources

Each hotel can provide 1 comfort points for up to 4 cities. This version of the same variety seems to increase the number of beneficiary cities, but it should not be superimposed in the same city.

Strategic resources

It seems that it no longer corresponds to the number of units. Units that need strategic resources can build 1 resources in cities with special camps, but no camps need 2 resources.

Additional resources

Can repair pastures, quarries, etc. Or you can harvest a lot of food for the nearest city at one time (rice, bananas, cattle, sheep and fish, swamps, your family eats swamps! ) productivity (stone, forest) or both (rainforest).

Great Zimbabwe needs cows, a few miracles or ub needs forests, rainforests and swamps, and there are no restrictions on other resources.

In the middle and late stage, the output of any resource is not as good as that of continuous farmland, so harvesting extra resources according to the situation can quickly grow new cities and grab wonders.

Luxury resources and strategic resources cannot be harvested, nor can they be trampled by special zones and wonders. Pay special attention to the layout.

So in the long run, the bare terrain may be more suitable for the later period.