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Introduction to the origin and early development of civilization 6

How did Civilization 6 start, or how did it develop in the early stage? I believe that many novice players are still unclear about this. Today, Bian Xiao brought "Civilization 6" opening and early novice strategy shared by "stgandhi" for your reference.

The most stable opening

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.

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.

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? )

Just finished talking about the food problem, to sum up briefly, this generation of food management is very brainless. It is enough to build several farms in succession, and if it is not enough, it will be supplemented by domestic commercial routes.

Hammer problem

The hammer is the most important thing in this generation. Many old players haven't adjusted their thinking since the Five Dynasties, and they take scientific research too seriously. In fact, the bottleneck of this generation's development and victory is the hammer rather than the bottle.

From the beginning of the game, everyone will start thinking about where to draw the most hammers in the future. First of all, it is a hill. This generation of hills can have no brainless mines. In the later period, the income of three hammers in one mine was quite good. Then, the forest along the river, especially the forest on the mountain along the river, should not be cut down, but a logging yard should be built. The later period is also the income of five hammers. As for the forest on the plain, I'll leave it to you to cut it down.

Secondly, in addition to Germany, factories give priority to places with many mines, that is, places with many hills. Never mind how much bonus you have when you build it now. In the future, when the mine is built, the profit will explode. And plan a core industrial city in advance, and make sure that there is a grid along the river next to the factories in this city, so as to build Ruhr-gebiet in the future. This spectacle can generally be grabbed.

Then there is the addition of radiation between cities, which many people have mentioned, and the principle is not complicated. In short, when building a city, we should consciously not be too far away, and the industrial zone should be placed as close as possible to other cities.

Finally, I'd like to mention the domestic trade route. Many people ignore this hammer. A city with a complete industrial zone can produce five hammers in one line. The usage is from the city that needs a hammer to the industrial city. This skill can help the rapid construction of the new city in the early stage (because there is food at the same time), and it can be supplied to a city rocket or storm troops through multiple commercial routes in the later stage. Do not underestimate the accumulation of 5.5 points. Eight trade routes with 40 hammers, and a pile of food and money.

On the great man system

Great men can accumulate with great men's points, or they can buy them out at one time with money belief. If you have accumulated some great points, the price of buyout will be reduced accordingly. For example, if you have accumulated half of the great points, the buyout price will be reduced by half.

As for what a great man should buy, this great man has various functions and great depth and research value, so I'd better study it myself ~ I think the current understanding is too shallow, and I'll write it after I have some experience.

Great people can only be produced by urban areas and urban buildings, so more cities should be built. By the way, I think the number of cities this agent wants is 6 to 12. Without it, nothing can be done. Without it, livability is not enough. 12 The city is already a little nervous.

In the later period, great men need a lot of great men's points, which are gradually accumulated by urban output, which is unrealistic. If the great man needs the project corresponding to the city hammer, such as the logistics system in the industrial zone, the output of the great man point is not low, which can greatly improve the acquisition speed of the great man.

War problem

Although I recommend you to wage war by violence, I'm really not a war maniac, so I can only talk about my experience briefly, and there is no way to win.

First of all, like the Five Dynasties, due to the stupid operation of AI, the remote unit of this game is still the core of the war, especially with the support of the new mobile power system. In many cases, the infantry can only walk one square, get shot twice in vain, and can only start work without fighting capacity.

At the same time, the combat effectiveness of this game is calculated by subtraction, so the advantages of high-strength and characteristic arms of various civilizations are very obvious. If you are ready to fight, you must seize this time period.

Therefore, there are two basic tactics: one is that a large number of long-range soldiers cooperate with a small number of infantry meat shields, and the other is that special forces push hard.

When attacking the city, you must take a long distance to smash the wall, otherwise it will be slow and even there will be casualties. In the end, we have to fight near the city. Everyone should know that.

In view of the slow upgrade of computer arms, we don't have to rush to upgrade our own soldiers until the mercenary policy unlocks the half-price upgrade card and upgrades it once.