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Civilization 5-Game Analysis Introduction
And civilization is just such a game that makes us stand on the overall situation and think about crossing Wan Li in the Millennium.
civilization is a historical strategy? Is it a simulated operation? Is it a military war chess? It seems a little bit, but it can't be completely summarized. Let's call it a civilized game.
This guide is aimed at the original version of Civilization 5, and some contents may not be applicable to subsequent versions. Please forgive me.
1. Customize the game
It is recommended that you don't click to start the game. Establishing the game can make the game more suitable for you.
Among the five main options, the choice of civilization and leaders is as you like. All built-in civilizations have two characteristic arms (or a characteristic arm and a characteristic building) and a unique ability, but in general, the difference is not very big.
Map types include templates and maps. The built-in templates are of high level and can generate quite reasonable random maps.
The size of the map is mainly determined by personal energy and machine performance. If you write a battle report in the forum, it is best to have a standard map (8 players) or more.
The difficulty level affects many aspects of the game. Prince level (level 4) has neither reward nor punishment, and it is used more online. God level (level 8) is simpler than the previous ones, and experienced players can try to be "the best player in the world", hehe.
The rhythm of the game will affect the number of rounds consumed by most things in the game, so as to balance the players who like speed and history. Since this does not affect the motivation of the unit, the slow rhythm under the God-level war route can obviously reduce the difficulty.
There are also advanced settings, which can increase or decrease players, specify the civilization and detachment of AI, choose which era to start from, give further conditions for the map, choose the way to win, and other options
Among these options, the single city challenge limits players to only one city, and violent barbarians will greatly increase the probability of barbarians, but choosing to reset random seeds can change the results by reading files, which greatly reduces the difficulty. Please turn off this item when writing the battle report.
If it is online, it is recommended to select the turn timer/no barbarians/no prehistoric relics.
2. The strategy of the battle
Civilization 5 has introduced tactical elements, and the factors that affect the outcome of the battle can be divided into five aspects, namely, heaven/earth/people/method/general
The basic combat form is still one-on-one combat, and blood is randomly lost according to the combat effectiveness, although it is no longer. The chances for the weak to escape are not great, which mainly reduces the phenomenon that the winning rate is over 9%. At least, it is no longer the mainstream (complaining that internal affairs are too simple), but randomness is still very important, because it has shifted to strategy.
The new feature of Civilization 5 is to cancel stacking. There is at most one army/navy/non-combat unit in a grid, but there are so many computer units in the test that there is no place to put them. In addition, the optimization of pathfinding logic is not good, and finally the unit cost is greatly increased, so that the early combat is basically a matter between several units, and in the later stage, hundreds of units of God-level computers will not be piled up all over the ground like the previous work, so luck is still extremely critical. This is called Tianya < P > Most terrains can be simply divided into two types: open -33% defensive strength and complex +33% strength. Even ai with higher bonus won't rush up rashly. Most units can only walk one grid in complex terrain, and cavalry units don't get any bonus here, but this is a theoretical detail. As far as the current combat ai is concerned, as long as you stand on the complex terrain that guards the key points, don't be hit by the city watchtower, and the generals and stations will be ready for the ai to hit it. Then there is the siege. Although the city power is high, several units will soon fall in turn. It is estimated that the new patch may not be able to solve this problem by speeding up the blood transfusion in the city.
The right time and the right place are not as good as people. The basic strength and skill promotion of the unit are the most important. The basic strength generally depends on your scientific and technological level, and the skill promotion depends on your experience. Therefore, it is very beneficial to fight more wild monsters at the beginning, and it can also help you win the goodwill of the city-state. This skill promotion is step by step, and it feels a bit too flat. It should be noted that it is best to mix a medical treatment in a group of people. As for the number of units, even a small group of elite soldiers at the god level is enough to attack cities and pull out villages, and the industrial production capacity is not easy to improve, so the number seems to be less important. < P > Tactically, it should be pointed out that when a unit attacks an adjacent unit, because it is a hexagonal lattice, if there are units on both sides, It will give a strength bonus to the units in the battle. Long-range units and mobile units are easier to find the enemy's weaknesses, but at present, the strength of hand-to-hand combat units is considerable, so it is difficult to sum up the advantages and disadvantages.
Another factor is the great strategist. Although he can't participate in the battle, his bonus to the surrounding 25% is also considerable (China's characteristic ability is that this is increased to 45%)
In summary, a Zhuge crossbow may not be strong, but Firearms and even rifles are completely feasible
The navy is still rubbish, which was expected to be stacked, but the setting that the army can go to sea has at least upgraded it to a chicken rib, because at least a warship has to be built to follow it, instead of a transport ship to smuggle it
3. Internal affairs and diplomacy
The first bad news is that the small miracle requires all cities to have a specific building, so it can be basically ignored
The second bad news is that the building is expensive. For example, compared with the maritime city-state, the traditional granary with the highest cost performance is dwarfed, which basically returns to the situation that the military situation of the third generation is stable and appropriate.
Fortunately, there are always a few great miracles to help them, and the industrial power after building the army is given to them, which is worth grabbing.
Scientific research depends on the population for a long time, conquest and expansion are necessary, and I basically choose the route offline, so I will consider going online twice.
As for culture, However, the cultural output has also increased, and the unlocking speed of 5-15 facilities has not changed much. < P > In terms of the choice of facilities outside the city, it is necessary to build a trading post with money and raise population to build farmland. < P > The default procedures for the public work area are well divided. Early suggestions are to pay attention to food. < P > Money can be used to buy units and buildings, or to send food and culture to the polis, which can be said to be almost omnipotent. < P > The center of the traditional civilized game: industrial production capacity. Cutting down trees is not enough.
Resources are basically homogenized. If there is more than one luxury of the same kind, it should be used as a diplomatic bargaining chip. Strategic resources grab the iron horse in the early stage, and aluminum seems to be a bit stronger than the historical facts in the later stage.
If workers want to protect their capital by transforming the terrain, they should be greatly transformed after the addition buildings come out later, and the land with resources should be developed in the early stage, or the rules of connecting commercial roads are greatly simplified. There seems to be nothing to say about farming
but it is more diplomacy that weakens the attitude of the other side. Basically, we can only fight hard except provoking ai to go to war.
For the polis, in addition to throwing money directly, we should build a few soldiers to wander around the map in the early days. Once barbarians are found, we can get money and experience, and get a lot of goodwill.
The most important thing in the early days of the maritime polis is to make a start. At the beginning, China suggested to build scouts. The scout is not affected by the terrain. After eating the upgraded relics, it will be sent. After eating two games, it is almost over.
However, if it is a god-level difficulty, try not to open prehistoric relics. There are many initial units in the god-level computer, and the scout is far faster than a warrior.
The military route is to quickly knock down ai one by one before its encirclement, so that ai can fight each other. Look at the ranking.
If you finish the miracle one round later than ai, read the previous file, cut down a tree or adjust the population work grid.
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