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Civilization 6 siege detailed introduction

Siege in Civilization 6 is a necessary thing to conquer victory. Are there any skills to attack the city? Let's share with you the siege strategy of Civilization 6. Let's have a look.

First of all, the siege in Civilization 6 is a thing that makes people feel numb. If you hit AI with a wall, you will lose yourself, and the wall will hardly bleed (melee unit 15% damage, remote unit 50% damage). How to attack the city effectively determines the speed of your conquest.

1, zoc (this can not only be used to attack the city, but also let AI hit you, so you can stop at a special point to prevent being besieged).

Civilization 6 has the concept of besieged city. Generally, a city returns 20 blood per round in the early stage, and does not return blood after the siege. Therefore, if you want to get to the next city quickly, an effective siege is essential (for example, if you don't siege the next city for four rounds, the city will always lose 200 blood, which is a huge loss after four rounds of 80 blood, but you may win in three rounds after the siege).

First of all, the melee unit of Civilization 6 has a zoc: 6 ring around itself; This means that the six rings around melee are all their own control areas, and remote units can only control their own communities (remote units will be the same as melee after learning regional control). If you want to besiege the city, you need to put all six squares in the city center into your control area.

Here is an example:

The picture below shows the besieged city: you can see that all six squares around Sparta are controlled by our army.

Figure 2 The siege failed because the red circle in the lower right corner was out of control.

Figure 3 The siege failed because the remote control only has its own zoc.

Figure 4 The siege was successful

Secondly, zoc can't cross rivers and lakes, but can only control the area on one side of the river, as shown below: If a melee unit stands in a red circle, the only area it can control is itself plus four X cells around it.

If you want to attack the city successfully, it should look like this: stand on your own melee unit in the red circle (only a box in the upper right corner can stand remotely)

Finally, the mountain grid is directly included in the control area, and the ocean grid needs naval control.

2. Urban defense:

Urban defense is the strongest melee force-10 and garrison combat effectiveness, plus geographical number and population bonus.

City attack power is determined by the highest ranged attack power of all your ranged attack units at present, which is equal to this value.

The above algorithm is very complicated, and I'm not very clear about it, so I can ignore it and look at the empirical conclusion directly:

(1) Each area will give the city +2 defense, so looting this area before entering the city can reduce the siege loss;

(2) Military units stationed in the city center will be fortified (generally, the increased defense in the melee stationed in the city is greater than that in the long distance, and the specific numerical algorithm is complicated and not easy to understand, but it is generally necessary to station in the city remotely to prevent being killed by fire).

Extension: I know to station the unit in the city when defending, but what if I station the AI unit in the city center when attacking? Here's another trick, you can hook up with workers or immigrants:

Put your troops two squares away from the city center and send a worker to the edge of the city center. Basically, AI will take out the units in the city and rob your workers. At this time, when you set fire to death, the workers took it back and continued to use it in the next city. In the medium term, it is still very important that a unit may reduce the city defense by more than ten points.

3. How to go downtown effectively:

Downtown is generally divided into four situations:

① No city wall: No city wall, you can lower the city defense with the grab hook above, and ride the city under the siege in coordination with long-range melee.

(2) There is a city wall (non-Renaissance): With the city wall, the pony can hardly kick, but it is still useful. When the hunter upgraded to plunder AI (savage 6 called a cool), the siege was handed over to the stone crossbow musketeer+siege tower; If the difficulty is low, you can play a wave of crossbows+hunting. If the difficulty is high, it is suggested that musket+siege tower is more stable.

(3) There are Renaissance city walls: at this time, siege tower is useless, and tanks can be upgraded.

(4) I like farming, such as my mecha and the end of the nuclear bomb, sweeping Liuhe (please ignore the above three points).

Entertainment is not discussed here. The fewer rounds you want to conquer, the more important the early stage is. The more cities you can win without walls, the more capital you have to invest in armaments when there are walls. After that, more military forces can make you win directly or pave the way for the later tank draw. It can be seen that the gap between the next cities may be several rounds ahead of schedule in the early stage, and in the end, the gap may become huge.

Ps: Here is just a rough description of the idea of conquest. Some players can go to the post bar forum to see some conquest routines written by big boss when they are familiar with some game mechanisms (such as the three civilized companies: ancient bow and stick waves, pony waves and musket waves), or they can discuss them directly and privately. On the one hand, these routines are explored by big bosses in the circle. I also learned the ideas of big bosses, not original, so I won't use other people's knowledge. Secondly, my own ability. Finally, I wish you all the way (left Aztec) sailing (right Alexandria) windy (upper Persia) and smooth sailing (lower Mapuche).

Supplement: Regarding the plot with lake on the edge of the city center, this plot = ocean, and the test is as follows. Figure 1 Not besieged, Figure 2 is besieged. In addition, the control area of melee is itself plus 6 squares around it, which means that siege can be realized, as shown in the following figure: