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How does Civilization 6 increase the population? A guide to increasing population
There are several reasons:
1, gold coins are nothing more than buying a unit, a facility and a piece of land. With the progress of the game, the unit is more and more expensive; If you buy facilities, such as a 780g granary, you can buy three plots of land with the same money in the early stage. Suppose you buy two plots of land, and three plots of land are improved to be 1.5 rooms and nine grains. The granary can consume productivity, and the plots can only wait for rounds. So buying land is not a loss.
2, connecting one, more facilities can be built, and the population ceiling is naturally higher.
3. Although the automatic growth of plots is also a high-yield priority, the sooner citizens are engaged in the work of high-yield plots, the greater their income will naturally be. In addition, in many cases, the location of the city center does not allow all high-yield plots to be in one ring and two rings (such as resources discovered after learning science and technology). At this time, it is also necessary to buy land as soon as possible and develop key resources.
Compared with hammer migration, the population is rising faster. Suppose four cities, cities 1, 2, 3, 4, can reach the key population 4, 7, 10 faster, which means that the area can be photographed earlier, and the fewer scientific and technological people complete it, the cheaper it will be to photograph it. For an extreme example, the hammer used to shoot the holy land for the first time was much worse than the hammer used by four people to shoot the religious area. Usually, the capital (including major sub-cities) needs to photograph industry, commerce, colleges, holy places (1), entertainment (1), military (as the case may be) and ports (as the case may be), that is, at least three areas. To emphasize, this is about shooting, not architecture.
5. If it is a dense shop (3-4 spaces between the city centers) and there are mountains/lakes/seas/deserts in the territory, it is impossible to arrange citizens in the area at first, and it is very likely that citizens will work in low-and medium-yield urban plots with about 7 people by automatically expanding the plots. Buying land can avoid this situation.
6. Extra bonus. For example, after feudalism, a triangle farm with+1 appeared, and the third farm can often be bought by buying land, thus increasing the production capacity of the existing farm. Even if the third farm has no citizens, the production capacity can be increased immediately. Another example is the hilly land (mine) around the industrial zone.
Sort out the points of population increase in the first and middle period:
1, basis 2.
2, seaside+1, fresh water (lake/river/oasis/dead sea/crater lake) +3. (If coastal rivers/lakes are also +3)
3. Capital+1 (the top three are cities).
4, granary +2.
5, Canal +2, if there is no fresh water to 6, the canal can only be built in one circle, and it needs to be close to fresh water or mountains. It's mysterious to increase it to 6, but if you think about it carefully, it will be +3/+4 without fresh water, and usually a granary will be built/bought first, so it is actually only+1+2. So even in cities without fresh water, it is not cost-effective to build canals.
6. Farms/pastures/hunting grounds/fishing boats+0,5/each. During this period, about 2 people can usually be obtained through these improved facilities.
(At this time, the population of the capital is roughly 10, divided into 9 cities. Considering the consumption of immigrants who built the vice city, there is basically no population congestion here. ).
7. Regional architecture. There are barracks/stables+1 in the first-class buildings, lighthouses+1 in the second-class buildings, universities+1 in the third-class buildings, military academies+1 and seaports+1. Third-class buildings are not considered in the medium term, and second-class buildings waste too much production capacity. Only military regions/ports can directly increase the population through regions. Usually, a city will not build these two areas at the same time in the early and middle stages, and it can be considered that the population of+1 is directly obtained through the areas.
8. Policy. Studying games and entertainment can unlock the population of two areas+1, two of which are to be built, not filmed. This demographic dividend is easy to get. After studying the medieval market, we can upgrade the previous policy to 3 zones +2.
9, regime, monarchy. Learning defensive tactics can unlock a military policy of defending buildings+100% productivity, and using this policy can quickly build secondary city walls. In the monarchy, the population of cities with two-level walls is 2. You can simply compare this with the canal mentioned above. This 2-population gain requires much less hammers, and it does not occupy the grid, and it is a complete victory.
(At this time, the population of the capital is 15, and the population of other sub-cities is 14. Because there are conflicts between the projects to increase the population ceiling and the projects to increase production capacity, it is very important to arrange the construction order reasonably according to the progress of scientific research at this stage.
10, great man, more stories, university. These can increase the average population limit of each city by 2, almost out of the community. In contrast, great men can be met but not sought. Universities don't necessarily have university districts in every city, so it is necessary to acquire more plots by buying land. Land price increases with time, buy early and enjoy early.
1 1, and it is also very important to stop technologies (such as steam power) that discover strategic resources after completion when leaving the community. Brushing coal in the +6 plot feels like eating shit. Card research can ensure that you shoot the community first.
supplement
I play marathon (cutting down trees is almost unprofitable), and now I play mostly in China (farmer 7s, making big money and policy default +2s). So it may not be applicable to standard speed and other civilizations.
It's not that we won't create immigrants. But not to control the population.
The difference between the two lies in some details:
1. Of course, 50% of the policies must be linked to immigration. In my experience, if the population is controlled by immigrants, the capital needs to be built two or three times, and the first sub-city needs 1~2 times, which means it will take a long time to implement this policy. In almost the same period, all cities have policies of+1 hammer (almost), builder +30% productivity (and then upgraded to +2s), commercial road +2 gold, and 20% discount on land purchase, so there is no other policy.
If it weren't for population control, there would still be 1 (even two) humanities-> after the round of 1; After the completion of the study, replace 50%, and the four cities will stop their current jobs at the same time to build immigrants->; 2~3 cities have completed the last round of immigration and changed to another round 1 humanities-> At the same time, 50% of the policies will be cut off.
2. Sub-cities (especially four or more cities) cannot build a district at the beginning. Because there are no citizens, productivity is low. This situation will only improve when the city is divided into four populations (in fact, the same is true in the first few cities, but it is not obvious at first). If we want to forcibly increase the production capacity of sub-cities, there are two ways: one is to transform the plots, but the improvement is very limited, because the key is that there are no citizens; The other is Shang Dao, but the problem is that there is no guarantee that the previous Shang Dao will end at the same time when shooting in different cities. In addition, the promotion of commercial roads is very limited. Even if four major cities have four commercial areas/ports, there are only four commercial roads. During this period, one commercial road+two grains+two hammers, and the starting point of the commercial road to the sub-city also means reducing the production capacity of the main city (the previous cities have many benefits to each other).
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